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    Face pointing towards the camera?

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    • AdamBA Offline
      AdamB
      last edited by

      FWIW LightUp does this:

      pickface.normal.transform(@xform).dot(view.pickray(x, y)[1]) > 0

      Developer of LightUp Click for website

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      • thomthomT Offline
        thomthom
        last edited by

        Won't view.pickray(x, y)[1] be a vector parallel to camera.direction?

        @xform is the total transformation?

        given the path to a face, I initially started with the out most transformation, but I should instead go the other way?

        then you have the issue of SU changing the co-ordinates if you open a group/component. If I'm inside an open component and pick a face outside the scope - then what?

        Thomas Thomassen — SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • thomthomT Offline
          thomthom
          last edited by

          Does PickHelper.transformation_at return the total transformation for that entity, including it's parents?

          Thomas Thomassen — SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • thomthomT Offline
            thomthom
            last edited by

            @thomthom said:

            Does PickHelper.transformation_at return the total transformation for that entity, including it's parents?

            Yes.

            Seems to be working fine now.

            Thomas Thomassen — SketchUp Monkey & Coding addict
            List of my plugins and link to the CookieWare fund

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            • M Offline
              MartinRinehart
              last edited by

              Sounds complicated. How about:

              ` center = face.bounds.center
              edge1 = camera.eye to center
              edge2 = camera.eye to (center + face.normal)

              edge1 longerThan edge2 ? outside : inside`

              This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

              Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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              • Chris FullmerC Offline
                Chris Fullmer
                last edited by

                Heh, I like that method Martin. I think the logic is sound. Should be simple to implement also, which is always welcome!

                Chris

                Lately you've been tan, suspicious for the winter.
                All my Plugins I've written

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                • thomthomT Offline
                  thomthom
                  last edited by

                  @martinrinehart said:

                  Sounds complicated. How about:

                  ` center = face.bounds.center
                  edge1 = camera.eye to center
                  edge2 = camera.eye to (center + face.normal)

                  edge1 longerThan edge2 ? outside : inside`

                  This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

                  That will tell if the face is pointing frontside or backside towards the camera?

                  This seems to work without any special cases.

                  
                  t = ph.transformation_at(index)
                  n = picked.normal.transform(t).normalize
                  c = Sketchup.active_model.active_view.camera.direction
                  m = (c % n > 0) ? e.back_material ; e.material
                  
                  

                  Thomas Thomassen — SketchUp Monkey & Coding addict
                  List of my plugins and link to the CookieWare fund

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                  • Chris FullmerC Offline
                    Chris Fullmer
                    last edited by

                    face = Sketchup.active_model.selection[0] cam = Sketchup.active_model.active_view.camera.eye e1 = cam.vector_to(face.bounds.center) e2 = e1 + (face.normal) (e1.length > e2.length) ? (puts "front") : (puts "back")

                    That is the method Martin outlined. I don't know about the transformation. I guess you would have to figure that in on your own. Is it because the InpointPoint returns the un-transformed normal for a face?

                    Chris

                    Lately you've been tan, suspicious for the winter.
                    All my Plugins I've written

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      InputPoint only returns entities. So when I pick a face I only get the normal via face.normal, which is the local normal.

                      But PickHelper.transformation_at(index) returns the complete global transformation for the entity.

                      only thing is - I need to test what happends when I'm inside an open group/component, but pick from something outside the current context. (if that's at all possible)

                      Thomas Thomassen — SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

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                      • Chris FullmerC Offline
                        Chris Fullmer
                        last edited by

                        Yikes, good luck. This seems to go back to the complaint that SU does not like to traverse through the heirarchy backwards like this.

                        Lately you've been tan, suspicious for the winter.
                        All my Plugins I've written

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          Turns out - there isn't a problem. The PickHelper doesn't pick anything but what's in the currently open context.

                          Thomas Thomassen — SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • AdamBA Offline
                            AdamB
                            last edited by

                            @martinrinehart said:

                            Sounds complicated. How about:

                            ` center = face.bounds.center
                            edge1 = camera.eye to center
                            edge2 = camera.eye to (center + face.normal)

                            edge1 longerThan edge2 ? outside : inside`

                            This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

                            But thats much more work than a dot product. Your turning an orientation problem into something its not.

                            Developer of LightUp Click for website

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                            • Chris FullmerC Offline
                              Chris Fullmer
                              last edited by

                              Interesting Thom. So how do people make tools that select entities outside the current editing level? Can you use the inputpoint class to succesfully return entities outside the current editing level? This is something I really never work with, in case you couldn't tell!

                              Chris

                              Lately you've been tan, suspicious for the winter.
                              All my Plugins I've written

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                I'm not sure if you can. I think that when the user digs into groups/components it narrows the available scope.
                                Though this is not something I've explored, as I've never needed to do this.

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • M Offline
                                  MartinRinehart
                                  last edited by

                                  @adamb said:

                                  But thats much more work than a dot product. Your turning an orientation problem into something its not.

                                  I'm not seeing how a dot product solves the problem. Could you articulate or maybe Sketch something Up?

                                  Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    The result of the dot product can be used to determine if its the front or back side pointing towards the camera.

                                    t = ph.transformation_at(index) n = picked.normal.transform(t).normalize # global vector orientation c = Sketchup.active_model.active_view.camera.direction m = (c % n > 0) ? e.back_material : e.material

                                    If the dot product is positive then the backface is facing the camera, otherwise it's the front side.

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • M Offline
                                      MartinRinehart
                                      last edited by

                                      @thomthom said:

                                      The result of the dot product can be used to determine if its the front or back side pointing towards the camera.

                                      t = ph.transformation_at(index) n = picked.normal.transform(t).normalize # global vector orientation c = Sketchup.active_model.active_view.camera.direction m = (c % n > 0) ? e.back_material : e.material

                                      If the dot product is positive then the backface is facing the camera, otherwise it's the front side.

                                      Who is ph? Who is picked?

                                      Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        ph is the PickHelper I used and picked is the face picked.

                                        It was taken from my test code.

                                        this is a more condensed sample:
                                        back_side = camera.direction % global_face_normal > 0

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • T Offline
                                          tomasz
                                          last edited by

                                          @thomthom said:

                                          Any clues to how to determine that?

                                          Check my FrontFace.
                                          I just compare normals. The global transformation problem is solved by shooting a ray. That allows you to get an array of all parents of a face.

                                          Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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