improved method of getting the tangent axis from a bmesh triangle,
authorCampbell Barton <ideasman42@gmail.com>
Thu, 4 Apr 2013 08:47:07 +0000 (08:47 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Thu, 4 Apr 2013 08:47:07 +0000 (08:47 +0000)
rather then getting the longest edge, get the edge which which is most different from the 2 others ends up giving more useful results: for an isosceles triangle it returns the base weather its longer or shorter then the other sides.

source/blender/blenlib/BLI_math_vector.h
source/blender/blenlib/intern/math_vector.c
source/blender/bmesh/intern/bmesh_marking.c
source/blender/editors/transform/transform_manipulator.c

index 9cf571aa98bba91b37864d290edaee0f9b035d69..d4f165065517419083cbba80d4ac538e327e8b74 100644 (file)
@@ -244,6 +244,8 @@ void minmax_v2v2_v2(float min[2], float max[2], const float vec[2]);
 void dist_ensure_v3_v3fl(float v1[3], const float v2[3], const float dist);
 void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist);
 
+void axis_sort_v3(const float axis_values[3], int r_axis_order[3]);
+
 /***************************** Array Functions *******************************/
 /* attempted to follow fixed length vertex functions. names could be improved*/
 double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size);
index 58d444f57947615fe924ac0cd13ed44ffc53dfc7..572bc4526afc58c094cefcf84d074be15cabc3bf 100644 (file)
@@ -527,6 +527,28 @@ void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist)
        }
 }
 
+void axis_sort_v3(const float axis_values[3], int r_axis_order[3])
+{
+       float v[3];
+       copy_v3_v3(v, axis_values);
+
+#define SWAP_AXIS(a, b) { \
+       SWAP(float, v[a],            v[b]); \
+       SWAP(int,   r_axis_order[a], r_axis_order[b]); \
+} (void)0
+
+       if (v[0] < v[1]) {
+               if (v[2] < v[0]) {  SWAP_AXIS(0, 2); }
+       }
+       else {
+               if (v[1] < v[2]) { SWAP_AXIS(0, 1); }
+               else             { SWAP_AXIS(0, 2); }
+       }
+       if (v[2] < v[1])     { SWAP_AXIS(1, 2); }
+
+#undef SWAP_AXIS
+}
+
 /***************************** Array Functions *******************************/
 
 double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size)
index 4e29756104abcf672466bacd550020135fd4bb5f..73aee5917ae15e91f4677c92dcb131c3cf8ba061 100644 (file)
@@ -710,8 +710,28 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
                        cross_v3_v3v3(r_plane, efa->no, vec);
                }
                else {
-                       if (efa->len == 4) {
-                               BMVert *verts[4] = {NULL};
+                       if (efa->len == 3) {
+                               BMVert *verts[3];
+                               float lens[3];
+                               float difs[3];
+                               int  order[3] = {0, 1, 2};
+
+                               BM_face_as_array_vert_tri(efa, verts);
+
+                               lens[0] = len_v3v3(verts[0]->co, verts[1]->co);
+                               lens[1] = len_v3v3(verts[1]->co, verts[2]->co);
+                               lens[2] = len_v3v3(verts[2]->co, verts[0]->co);
+
+                               /* find the shortest or the longest loop */
+                               difs[0] = fabsf(lens[1] - lens[2]);
+                               difs[1] = fabsf(lens[2] - lens[0]);
+                               difs[2] = fabsf(lens[0] - lens[1]);
+
+                               axis_sort_v3(difs, order);
+                               sub_v3_v3v3(r_plane, verts[order[0]]->co, verts[(order[0] + 1) % 3]->co);
+                       }
+                       else if (efa->len == 4) {
+                               BMVert *verts[4];
                                float vecA[3], vecB[3];
 
                                // BM_iter_as_array(NULL, BM_VERTS_OF_FACE, efa, (void **)verts, 4);
index 36a64303156f9a631312575336b97099a79901f0..889e4f01fc75466bc77373b1bbe5beb21e19fa15 100644 (file)
@@ -841,27 +841,6 @@ static void manipulator_setcolor(View3D *v3d, char axis, int colcode, unsigned c
        glColor4ubv(col);
 }
 
-static void axis_sort_v3(const float axis_values[3], int r_axis_order[3])
-{
-       float v[3];
-       copy_v3_v3(v, axis_values);
-
-#define SWAP_AXIS(a, b) { \
-       SWAP(float, v[a],            v[b]); \
-       SWAP(int,   r_axis_order[a], r_axis_order[b]); \
-} (void)0
-
-       if (v[0] < v[1]) {
-               if (v[2] < v[0]) {  SWAP_AXIS(0, 2); }
-       }
-       else {
-               if (v[1] < v[2]) { SWAP_AXIS(0, 1); }
-               else             { SWAP_AXIS(0, 2); }
-       }
-       if (v[2] < v[1])     { SWAP_AXIS(1, 2); }
-
-#undef SWAP_AXIS
-}
 static void manipulator_axis_order(RegionView3D *rv3d, int r_axis_order[3])
 {
        float axis_values[3];