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    Face pointing towards the camera?

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    • thomthomT Offline
      thomthom
      last edited by

      Was thinking it'd be something like that. Comparing the two Vector3d objects, but right now I can't wrap my head around how to compare them...

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

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      • TIGT Offline
        TIG Moderator
        last edited by

        If the angle between the vector [picked_point_to_eye] and the picked_face_normal is > 90.degrees then you are looking at the back ? If it is 90.degrees toss a coin ???

        TIG

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        • thomthomT Offline
          thomthom
          last edited by

          I'm wondering is the sign of the dot product between the camera vector and the face's global vector will work...
          will have to try tomorrow.

          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:

            I'm wondering is the sign of the dot product between the camera vector and the face's global vector will work...
            will have to try tomorrow.

            This appear to work. But I'm not generating the global vector correctly. I thought I could take the face vector and transform! it with each of the group's transformation...

            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

              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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