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MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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inline |
cartesian projection along a chosen axis
| axis | Normal of the projection plane (normalised by caller) |
| origin | World-space origin of the UV tile |
| scale | UV scale: larger values tile more tightly |
Projects each position onto the plane perpendicular to axis and returns the two remaining components as (u, v). The active axes are chosen to avoid the dominant axis so the result is never degenerate.
Axis selection: |axis.y| <= |axis.x| and |axis.y| <= |axis.z| -> tangent = world Y otherwise -> tangent = world X The bitangent is cross(axis, tangent), giving an orthonormal frame.
Definition at line 23 of file UVProjection.hpp.
References scale().
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