add inline function mul_project_m4_v3_zfac() to get the z-depth value from a vector & mat4x4

This commit is contained in:
Campbell Barton 2013-03-09 15:39:24 +00:00
parent 85f15bb0ed
commit 2433404e4b
6 changed files with 14 additions and 14 deletions

@ -108,6 +108,7 @@ MINLINE void mul_v3_v3(float r[3], const float a[3]);
MINLINE void mul_v3_v3v3(float r[3], const float a[3], const float b[3]); MINLINE void mul_v3_v3v3(float r[3], const float a[3], const float b[3]);
MINLINE void mul_v4_fl(float r[4], float f); MINLINE void mul_v4_fl(float r[4], float f);
MINLINE void mul_v4_v4fl(float r[3], const float a[3], float f); MINLINE void mul_v4_v4fl(float r[3], const float a[3], float f);
MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]);
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f); MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f);
MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3]); MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3]);

@ -367,9 +367,7 @@ void mul_mat3_m4_v3(float mat[4][4], float vec[3])
void mul_project_m4_v3(float mat[4][4], float vec[3]) void mul_project_m4_v3(float mat[4][4], float vec[3])
{ {
const float w = (mat[0][3] * vec[0]) + const float w = mul_project_m4_v3_zfac(mat, vec);
(mat[1][3] * vec[1]) +
(mat[2][3] * vec[2]) + mat[3][3];
mul_m4_v3(mat, vec); mul_m4_v3(mat, vec);
vec[0] /= w; vec[0] /= w;

@ -398,6 +398,15 @@ MINLINE void mul_v4_v4fl(float r[4], const float a[4], float f)
r[3] = a[3] * f; r[3] = a[3] * f;
} }
/* note: could add a matrix inline */
MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3])
{
return (mat[0][3] * co[0]) +
(mat[1][3] * co[1]) +
(mat[2][3] * co[2]) + mat[3][3];
}
MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f) MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f)
{ {
r[0] += a[0] * f; r[0] += a[0] * f;

@ -276,9 +276,7 @@ eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], fl
*/ */
float ED_view3d_calc_zfac(RegionView3D *rv3d, const float co[3], bool *r_flip) float ED_view3d_calc_zfac(RegionView3D *rv3d, const float co[3], bool *r_flip)
{ {
float zfac = (rv3d->persmat[0][3] * co[0]) + float zfac = mul_project_m4_v3_zfac(rv3d->persmat, co);
(rv3d->persmat[1][3] * co[1]) +
(rv3d->persmat[2][3] * co[2]) + rv3d->persmat[3][3];
if (r_flip) { if (r_flip) {
*r_flip = (zfac < 0.0f); *r_flip = (zfac < 0.0f);

@ -1560,11 +1560,7 @@ static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView
float ED_view3d_pixel_size(RegionView3D *rv3d, const float co[3]) float ED_view3d_pixel_size(RegionView3D *rv3d, const float co[3])
{ {
return (rv3d->persmat[3][3] + ( return mul_project_m4_v3_zfac(rv3d->persmat, co) * rv3d->pixsize * U.pixelsize;
rv3d->persmat[0][3] * co[0] +
rv3d->persmat[1][3] * co[1] +
rv3d->persmat[2][3] * co[2])
) * rv3d->pixsize * U.pixelsize;
} }
float ED_view3d_radius_to_persp_dist(const float angle, const float radius) float ED_view3d_radius_to_persp_dist(const float angle, const float radius)

@ -892,9 +892,7 @@ static void setNearestAxis3d(TransInfo *t)
* of two 2D points 30 pixels apart (that's the last factor in the formula) after * of two 2D points 30 pixels apart (that's the last factor in the formula) after
* projecting them with ED_view3d_win_to_delta and then get the length of that vector. * projecting them with ED_view3d_win_to_delta and then get the length of that vector.
*/ */
zfac = (t->persmat[0][3] * t->center[0]) + zfac = mul_project_m4_v3_zfac(t->persmat, t->center);
(t->persmat[1][3] * t->center[1]) +
(t->persmat[2][3] * t->center[2]) + t->persmat[3][3];
zfac = len_v3(t->persinv[0]) * 2.0f / t->ar->winx * zfac * 30.0f; zfac = len_v3(t->persinv[0]) * 2.0f / t->ar->winx * zfac * 30.0f;
for (i = 0; i < 3; i++) { for (i = 0; i < 3; i++) {