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authorCampbell Barton <ideasman42@gmail.com>2019-08-08 22:27:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-08 22:44:27 +0300
commit634621d54db71eb78ebbb6fe90ec469f4812c4e0 (patch)
tree6162955896e9f585287eeca7aa9714aa0a009ab8
parent1eead85cdc2789728bdb7bd4c99b29bf0d2f046c (diff)
BMesh: add utility to calculate normal from a vertex cloud
Extract from BM_verts_sort_radial_plane & simplify.
-rw-r--r--source/blender/bmesh/intern/bmesh_construct.c80
-rw-r--r--source/blender/bmesh/intern/bmesh_polygon.c107
-rw-r--r--source/blender/bmesh/intern/bmesh_polygon.h5
3 files changed, 119 insertions, 73 deletions
diff --git a/source/blender/bmesh/intern/bmesh_construct.c b/source/blender/bmesh/intern/bmesh_construct.c
index 760b0aa00ae..c8eab9c4b8c 100644
--- a/source/blender/bmesh/intern/bmesh_construct.c
+++ b/source/blender/bmesh/intern/bmesh_construct.c
@@ -390,79 +390,13 @@ void BM_verts_sort_radial_plane(BMVert **vert_arr, int len)
struct SortIntByFloat *vang = BLI_array_alloca(vang, len);
BMVert **vert_arr_map = BLI_array_alloca(vert_arr_map, len);
- float totv_inv = 1.0f / (float)len;
- int i = 0;
+ float nor[3], cent[3];
+ int index_tangent = 0;
+ BM_verts_calc_normal_from_cloud_ex(vert_arr, len, nor, cent, &index_tangent);
+ const float *far = vert_arr[index_tangent]->co;
- float cent[3], nor[3];
-
- const float *far = NULL, *far_cross = NULL;
-
- float far_vec[3];
- float far_cross_vec[3];
- float sign_vec[3]; /* work out if we are pos/neg angle */
-
- float far_dist_sq, far_dist_max_sq;
- float far_cross_dist, far_cross_best = 0.0f;
-
- /* get the center point and collect vector array since we loop over these a lot */
- zero_v3(cent);
- for (i = 0; i < len; i++) {
- madd_v3_v3fl(cent, vert_arr[i]->co, totv_inv);
- }
-
- /* find the far point from cent */
- far_dist_max_sq = 0.0f;
- for (i = 0; i < len; i++) {
- far_dist_sq = len_squared_v3v3(vert_arr[i]->co, cent);
- if (far_dist_sq > far_dist_max_sq || far == NULL) {
- far = vert_arr[i]->co;
- far_dist_max_sq = far_dist_sq;
- }
- }
-
- sub_v3_v3v3(far_vec, far, cent);
- // far_dist = len_v3(far_vec); /* real dist */ /* UNUSED */
-
- /* --- */
-
- /* find a point 90deg about to compare with */
- far_cross_best = 0.0f;
- for (i = 0; i < len; i++) {
-
- if (far == vert_arr[i]->co) {
- continue;
- }
-
- sub_v3_v3v3(far_cross_vec, vert_arr[i]->co, cent);
- far_cross_dist = normalize_v3(far_cross_vec);
-
- /* more of a weight then a distance */
- far_cross_dist = (
- /* First we want to have a value close to zero mapped to 1. */
- 1.0f - fabsf(dot_v3v3(far_vec, far_cross_vec)) *
- /* Second we multiply by the distance
- * so points close to the center are not preferred. */
- far_cross_dist);
-
- if (far_cross_dist > far_cross_best || far_cross == NULL) {
- far_cross = vert_arr[i]->co;
- far_cross_best = far_cross_dist;
- }
- }
-
- sub_v3_v3v3(far_cross_vec, far_cross, cent);
-
- /* --- */
-
- /* now we have 2 vectors we can have a cross product */
- cross_v3_v3v3(nor, far_vec, far_cross_vec);
- normalize_v3(nor);
- cross_v3_v3v3(sign_vec, far_vec, nor); /* this vector should match 'far_cross_vec' closely */
-
- /* --- */
-
- /* now calculate every points angle around the normal (signed) */
- for (i = 0; i < len; i++) {
+ /* Now calculate every points angle around the normal (signed). */
+ for (int i = 0; i < len; i++) {
vang[i].sort_value = angle_signed_on_axis_v3v3v3_v3(far, cent, vert_arr[i]->co, nor);
vang[i].data = i;
vert_arr_map[i] = vert_arr[i];
@@ -473,7 +407,7 @@ void BM_verts_sort_radial_plane(BMVert **vert_arr, int len)
/* --- */
- for (i = 0; i < len; i++) {
+ for (int i = 0; i < len; i++) {
vert_arr[i] = vert_arr_map[vang[i].data];
}
}
diff --git a/source/blender/bmesh/intern/bmesh_polygon.c b/source/blender/bmesh/intern/bmesh_polygon.c
index 172f7050aa0..dc839054987 100644
--- a/source/blender/bmesh/intern/bmesh_polygon.c
+++ b/source/blender/bmesh/intern/bmesh_polygon.c
@@ -865,6 +865,113 @@ float BM_face_calc_normal_vcos(const BMesh *bm,
}
/**
+ * Calculate a normal from a vertex cloud.
+ *
+ * \note We could make a higher quality version that takes all vertices into account.
+ * Currently it finds 4 outer most points returning it's normal.
+ */
+void BM_verts_calc_normal_from_cloud_ex(
+ BMVert **varr, int varr_len, float r_normal[3], float r_center[3], int *r_index_tangent)
+{
+ const float varr_len_inv = 1.0f / (float)varr_len;
+
+ /* Get the center point and collect vector array since we loop over these a lot. */
+ float center[3] = {0.0f, 0.0f, 0.0f};
+ for (int i = 0; i < varr_len; i++) {
+ madd_v3_v3fl(center, varr[i]->co, varr_len_inv);
+ }
+
+ /* Find the 'co_a' point from center. */
+ int co_a_index = 0;
+ const float *co_a = NULL;
+ {
+ float dist_sq_max = -1.0f;
+ for (int i = 0; i < varr_len; i++) {
+ const float dist_sq_test = len_squared_v3v3(varr[i]->co, center);
+ if (!(dist_sq_test <= dist_sq_max)) {
+ co_a = varr[i]->co;
+ co_a_index = i;
+ dist_sq_max = dist_sq_test;
+ }
+ }
+ }
+
+ float dir_a[3];
+ sub_v3_v3v3(dir_a, co_a, center);
+ normalize_v3(dir_a);
+
+ const float *co_b = NULL;
+ float dir_b[3] = {0.0f, 0.0f, 0.0f};
+ {
+ float dist_sq_max = -1.0f;
+ for (int i = 0; i < varr_len; i++) {
+ if (varr[i]->co == co_a) {
+ continue;
+ }
+ float dir_test[3];
+ sub_v3_v3v3(dir_test, varr[i]->co, center);
+ project_plane_normalized_v3_v3v3(dir_test, dir_test, dir_a);
+ const float dist_sq_test = len_squared_v3(dir_test);
+ if (!(dist_sq_test <= dist_sq_max)) {
+ co_b = varr[i]->co;
+ dist_sq_max = dist_sq_test;
+ copy_v3_v3(dir_b, dir_test);
+ }
+ }
+ }
+
+ if (varr_len <= 3) {
+ normal_tri_v3(r_normal, center, co_a, co_b);
+ goto finally;
+ }
+
+ normalize_v3(dir_b);
+
+ const float *co_a_opposite = NULL;
+ const float *co_b_opposite = NULL;
+
+ {
+ float dot_a_min = FLT_MAX;
+ float dot_b_min = FLT_MAX;
+ for (int i = 0; i < varr_len; i++) {
+ const float *co_test = varr[i]->co;
+ float dot_test;
+
+ if (co_test != co_a) {
+ dot_test = dot_v3v3(dir_a, co_test);
+ if (dot_test < dot_a_min) {
+ dot_a_min = dot_test;
+ co_a_opposite = co_test;
+ }
+ }
+
+ if (co_test != co_b) {
+ dot_test = dot_v3v3(dir_b, co_test);
+ if (dot_test < dot_b_min) {
+ dot_b_min = dot_test;
+ co_b_opposite = co_test;
+ }
+ }
+ }
+ }
+
+ normal_quad_v3(r_normal, co_a, co_b, co_a_opposite, co_b_opposite);
+
+finally:
+ if (r_center != NULL) {
+ copy_v3_v3(r_center, center);
+ }
+ if (r_index_tangent != NULL) {
+ *r_index_tangent = co_a_index;
+ }
+}
+
+void BM_verts_calc_normal_from_cloud(BMVert **varr, int varr_len, float r_normal[3])
+{
+ BM_verts_calc_normal_from_cloud_ex(varr, varr_len, r_normal, NULL, NULL);
+}
+
+/**
* Calculates the face subset normal.
*/
float BM_face_calc_normal_subset(const BMLoop *l_first, const BMLoop *l_last, float r_no[3])
diff --git a/source/blender/bmesh/intern/bmesh_polygon.h b/source/blender/bmesh/intern/bmesh_polygon.h
index 191ebd86f4a..2ae32777a7d 100644
--- a/source/blender/bmesh/intern/bmesh_polygon.h
+++ b/source/blender/bmesh/intern/bmesh_polygon.h
@@ -38,6 +38,11 @@ float BM_face_calc_normal_vcos(const BMesh *bm,
const BMFace *f,
float r_no[3],
float const (*vertexCos)[3]) ATTR_NONNULL();
+
+void BM_verts_calc_normal_from_cloud_ex(
+ BMVert **varr, int varr_len, float r_normal[3], float r_center[3], int *r_index_tangent);
+void BM_verts_calc_normal_from_cloud(BMVert **varr, int varr_len, float r_normal[3]);
+
float BM_face_calc_normal_subset(const BMLoop *l_first, const BMLoop *l_last, float r_no[3])
ATTR_NONNULL();
float BM_face_calc_area(const BMFace *f) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();