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authorCampbell Barton <ideasman42@gmail.com>2008-03-09 17:49:12 +0300
committerCampbell Barton <ideasman42@gmail.com>2008-03-09 17:49:12 +0300
commitc6f423c1d27b5d5ebbb597e9bf7e40a6b3c0170c (patch)
tree153f86cd1d56c3b12b4ae9d8d2703c1d8d74879a
parentd9da14d8a72aa99ea09d979de154798d30e653cb (diff)
optimized uv stretch display angle calculation
-rw-r--r--source/blender/blenkernel/BKE_utildefines.h1
-rw-r--r--source/blender/src/drawimage.c47
2 files changed, 47 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_utildefines.h b/source/blender/blenkernel/BKE_utildefines.h
index fa0f2f7b34b..d53ee212ee5 100644
--- a/source/blender/blenkernel/BKE_utildefines.h
+++ b/source/blender/blenkernel/BKE_utildefines.h
@@ -111,6 +111,7 @@
#define VECADD(v1,v2,v3) {*(v1)= *(v2) + *(v3); *(v1+1)= *(v2+1) + *(v3+1); *(v1+2)= *(v2+2) + *(v3+2);}
#define VECSUB(v1,v2,v3) {*(v1)= *(v2) - *(v3); *(v1+1)= *(v2+1) - *(v3+1); *(v1+2)= *(v2+2) - *(v3+2);}
+#define VECSUB2D(v1,v2,v3) {*(v1)= *(v2) - *(v3); *(v1+1)= *(v2+1) - *(v3+1);}
#define VECADDFAC(v1,v2,v3,fac) {*(v1)= *(v2) + *(v3)*(fac); *(v1+1)= *(v2+1) + *(v3+1)*(fac); *(v1+2)= *(v2+2) + *(v3+2)*(fac);}
#define QUATADDFAC(v1,v2,v3,fac) {*(v1)= *(v2) + *(v3)*(fac); *(v1+1)= *(v2+1) + *(v3+1)*(fac); *(v1+2)= *(v2+2) + *(v3+2)*(fac); *(v1+3)= *(v2+3) + *(v3+3)*(fac);}
diff --git a/source/blender/src/drawimage.c b/source/blender/src/drawimage.c
index c68f81a8675..614d31541fd 100644
--- a/source/blender/src/drawimage.c
+++ b/source/blender/src/drawimage.c
@@ -510,6 +510,7 @@ float tface_area(MTFace *tf, int quad)
return AreaF2Dfl(tf->uv[0], tf->uv[1], tf->uv[2]);
}
}
+
/* draws uv's in the image space */
void draw_uvs_sima(void)
{
@@ -647,6 +648,8 @@ void draw_uvs_sima(void)
float ang1,ang2,ang3,ang4;
float col[3];
+ float av1[3], av2[3], av3[3], av4[3]; /* use for 2d and 3d angle vectors */
+
glShadeModel(GL_SMOOTH);
for (efa= em->faces.first; efa; efa= efa->next) {
@@ -655,6 +658,8 @@ void draw_uvs_sima(void)
if (simaFaceDraw_Check(efa, tface)) {
efa->tmp.p = tface;
if (efa->v4) {
+
+#if 0 /* Simple but slow, better reuse normalized vectors */
uvang1 = VecAngle3_2D(tface->uv[3], tface->uv[0], tface->uv[1]);
ang1 = VecAngle3(efa->v4->co, efa->v1->co, efa->v2->co);
@@ -666,6 +671,27 @@ void draw_uvs_sima(void)
uvang4 = VecAngle3_2D(tface->uv[2], tface->uv[3], tface->uv[0]);
ang4 = VecAngle3(efa->v3->co, efa->v4->co, efa->v1->co);
+#endif
+
+ /* uv angles */
+ VECSUB2D(av1, tface->uv[3], tface->uv[0]); Normalize2(av1);
+ VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
+ VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
+ VECSUB2D(av4, tface->uv[2], tface->uv[3]); Normalize2(av4);
+ uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
+ uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
+ uvang3 = 90-((NormalizedVecAngle2_2D(av3, av4) * 180.0/M_PI)-90);
+ uvang4 = 90-((NormalizedVecAngle2_2D(av4, av1) * 180.0/M_PI)-90);
+
+ /* 3d angles */
+ VECSUB(av1, efa->v4->co, efa->v1->co); Normalize(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
+ VECSUB(av4, efa->v3->co, efa->v4->co); Normalize(av4);
+ ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
+ ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
+ ang3 = 90-((NormalizedVecAngle2(av3, av4) * 180.0/M_PI)-90);
+ ang4 = 90-((NormalizedVecAngle2(av4, av1) * 180.0/M_PI)-90);
glBegin(GL_QUADS);
@@ -681,9 +707,10 @@ void draw_uvs_sima(void)
weight_to_rgb(fabs(uvang4-ang4)/180.0, col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tface->uv[3]);
-
+ printf("%f %f %f %f | %f %f %f %f\n", uvang1,uvang2,uvang3,uvang4, ang1,ang2,ang3,ang4);
} else {
+#if 0 /* Simple but slow, better reuse normalized vectors */
uvang1 = VecAngle3_2D(tface->uv[2], tface->uv[0], tface->uv[1]);
ang1 = VecAngle3(efa->v3->co, efa->v1->co, efa->v2->co);
@@ -692,6 +719,24 @@ void draw_uvs_sima(void)
uvang3 = 180-(uvang1+uvang2);
ang3 = 180-(ang1+ang2);
+#endif
+
+ /* uv angles */
+ VECSUB2D(av1, tface->uv[2], tface->uv[0]); Normalize2(av1);
+ VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
+ VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
+ uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
+ uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
+ uvang3 = 90-((NormalizedVecAngle2_2D(av3, av1) * 180.0/M_PI)-90);
+
+ /* 3d angles */
+ VECSUB(av1, efa->v3->co, efa->v1->co); Normalize(av1);
+ VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
+ VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
+ ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
+ ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
+ ang3 = 90-((NormalizedVecAngle2(av3, av1) * 180.0/M_PI)-90);
+
glBegin(GL_TRIANGLES);
weight_to_rgb(fabs(uvang1-ang1)/180.0, col, col+1, col+2);