* UV Tool (edit texture alignment of selected face) modifiers:
pivot control point and lines: ctrl = snap hard to face vertices and grid grid density controls: shift = change density of both axes synchronously, ctrl = power of two grid scale lines: shift = scale axes synchronously, ctrl = snap hard to vertices alt + m1 on grid = skew texture (is possible alright in BP and Valve220 map formats, not in AP); ctrl = snap hard to edges texture move: shift = only move along the axis with the biggest move, ctrl = snap grid lines hard to vertices and pivot rotate: shift = rotate with step of 15 degrees, ctrl = snap hard to edges
This commit is contained in:
@@ -153,5 +153,16 @@ inline double plane3_distance_to_point( const Plane3& plane, const BasicVector3<
|
||||
return vector3_dot( point, plane.normal() ) - plane.dist();
|
||||
}
|
||||
|
||||
template<typename T, typename U>
|
||||
inline BasicVector3<T> plane3_project_point( const Plane3& plane, const BasicVector3<T>& point, const BasicVector3<U>& direction ){
|
||||
const double f = vector3_dot( plane.normal(), direction );
|
||||
const double d = ( vector3_dot( plane.normal() * plane.dist() - point, plane.normal() ) ) / f;
|
||||
return point + direction * d;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
inline BasicVector3<T> plane3_project_point( const Plane3& plane, const BasicVector3<T>& point ){
|
||||
return ( point - plane.normal() * vector3_dot( point, plane.normal() ) + plane.normal() * plane.dist() );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user