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%%
%% wpc_intersect_vertex.erl --
%%
%% Plug-in for moving vertice(s) to the intersection of a line and plane
%%
%% Copyright (c) 2004-2011 Bjorn Gustavsson.
%%
%% See the file "license.terms" for information on usage and redistribution
%% of this file, and for a DISCLAIMER OF ALL WARRANTIES.
%%
%% Contributed by elrond79.
%%
%% $Id$
%%
%% 2000-10-01: Changed help text to incorporate suggestions by Puzzled Paul
%% 2000-09-21: Normalized LD and PN (so dot product not <.001 if either is very
%% short)
%% 2000-09-17: Tried to make more compliant w/ wings API (Paul Molodowitch)
-module(wpc_intersect_vertex).
-export([init/0,menu/2,command/2,intersect_vertex/3]).
-include_lib("wpc_intersect.hrl").
-import(lists, [foldl/3,splitwith/2]).
init() ->
true.
% If we can find the "flatten" menu item, stick it in after that; otherwise, put at end
menu({vertex}, Menu) ->
{SplitMenu1, SplitMenu2} = splitwith(fun isNotFlattenMenuItem/1, Menu),
if
length(SplitMenu1) < length(SplitMenu2) ->
[FlattenMenuItem|MenuTail] = SplitMenu2,
SplitMenu1 ++ [FlattenMenuItem|menu_item()] ++ MenuTail;
true ->
Menu ++ [separator] ++ menu_item()
end;
menu(_,Menu) -> Menu.
isNotFlattenMenuItem({"Flatten",_}) ->
false;
isNotFlattenMenuItem({_,{flatten,_}}) ->
false;
isNotFlattenMenuItem(_) ->
true.
command({vertex,{intersect,{Type,{'ASK',Ask}}}}, St) ->
intersect({Type,{'ASK',Ask}}, St);
%% command for repeat drag args
command({vertex,{intersect,{Type,Data}}},St) ->
intersect_ask_callback({Type,Data},St);
command(_,_) -> next.
%% creates the menu item for the vertex intersect command.
menu_item() ->
[{?__(8,"Intersect"),{intersect,fun adv_submenu/2}}].
submenu_items(1) ->
{stay_on_line,
{'ASK',{[{axis, ?__(1,"Pick direction of line - line will pass through selected vertex(es)")},
{axis_point, ?__(2,"Pick plane to intersect")}],[],[]}}};
submenu_items(2) ->
{stay_on_plane,
{'ASK',{[{axis, ?__(3,"Pick plane normal - plane will pass through selected vertex(es)")},
{axis_point, ?__(4,"Pick line to intersect")}],[],[]}}};
submenu_items(3) ->
{pick_all,
{'ASK',{[{axis, ?__(5,"Pick direction of line")},
{point, ?__(6,"Pick point for line to pass through")},
{axis, ?__(7,"Pick plane normal")},
{point, ?__(8,"Pick point for plane to pass through")}],[],[]}}}.
adv_submenu(help, _) ->
{?__(1,"Stay on line, move to intersection with plane"),
?__(2,"Stay on plane, move to line"),
?__(3,"Pick line and plane")};
adv_submenu(Button, NS) ->
wings_menu:build_command(submenu_items(Button), NS).
intersect({stay_on_line, {'ASK',Ask}}, St0) ->
wings:ask(Ask, St0, fun (AskResult, St) -> intersect_ask_callback({stay_on_line, AskResult}, St) end);
intersect({stay_on_plane, {'ASK',Ask}}, St0) ->
wings:ask(Ask, St0, fun (AskResult, St) -> intersect_ask_callback({stay_on_plane, AskResult}, St) end);
intersect({pick_all, {'ASK',Ask}}, St0) ->
wings:ask(Ask, St0, fun (AskResult, St) -> intersect_ask_callback({pick_all, AskResult}, St) end).
intersect_ask_callback({stay_on_line, {LineDir, PlaneNorm, PlanePoint}}, St) ->
intersect(LineDir, selection, PlaneNorm, PlanePoint, St);
intersect_ask_callback({stay_on_plane, {PlaneNorm, LineDir, LinePoint}}, St) ->
intersect(LineDir, LinePoint, PlaneNorm, selection, St);
intersect_ask_callback({pick_all, {LineDir, LinePoint, PlaneNorm, PlanePoint}}, St) ->
intersect(LineDir, LinePoint, PlaneNorm, PlanePoint, St).
intersect(LineDir0, LinePoint, PlaneNorm0, PlanePoint, St) ->
PlaneNorm = e3d_vec:norm(PlaneNorm0),
LineDir = e3d_vec:norm(LineDir0),
DotProd = e3d_vec:dot(LineDir, PlaneNorm),
if
abs(DotProd) > 0.001 ->
IntersectData = #intersect_data{lineDir = LineDir, linePoint = LinePoint,
planeNorm = PlaneNorm, planePoint = PlanePoint,
lineDotPlane = DotProd},
{save_state,
wpa:sel_map(
fun(Vs, We) ->
intersect_body(Vs, We, IntersectData)
end, St)};
true ->
wpa:error_msg(?__(1,"Line and plane are nearly parallel:\n"
"can't find intersection.")),
keep
end.
intersect_body(Vs, #we{vp=Vtab0}=We0, #intersect_data{} = IntersectData) when is_list(Vs) ->
Vtab = foldl(fun(V, VTabAcc) ->
intersect_vertex(V, VTabAcc, IntersectData)
end, Vtab0, Vs),
We = We0#we{vp=Vtab},
wings_we:mirror_flatten(We0, We);
intersect_body(Vs, We, #intersect_data{} = IntersectData) ->
intersect_body(gb_sets:to_list(Vs), We, IntersectData).
intersect_vertex(V, Tab, #intersect_data{linePoint = selection} = IntersectData0) ->
IntersectData = IntersectData0#intersect_data{linePoint = array:get(V, Tab)},
intersect_vertex(V, Tab, IntersectData);
intersect_vertex(V, Tab, #intersect_data{planePoint = selection} = IntersectData0) ->
IntersectData = IntersectData0#intersect_data{planePoint = array:get(V, Tab)},
intersect_vertex(V, Tab, IntersectData);
intersect_vertex(V, Tab, #intersect_data{lineDir = LD, linePoint = LP,
planeNorm = PN, planePoint = PP, lineDotPlane = LDdotPN}) ->
%% The vector equation for the line is
%% LP + xLD
%% for any scalar x; we need to find x st we have a point on the plane.
%% For any point P on the plane, we know that P - PP is perpendicular
%% to the plane normal, ie that
%% (P - PP).PN = 0
%% So sticking in our line equation for P, we have
%% (LP + xLD - PP).PN = 0 -> x = (PP - LP).PN
%% ------------
%% LD.PN
X = e3d_vec:dot(e3d_vec:sub(PP, LP),PN)/LDdotPN,
Intersection = e3d_vec:add(LP, e3d_vec:mul(LD, X)),
array:set(V, Intersection, Tab).
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