diff options
author | Hans Goudey <h.goudey@me.com> | 2022-04-15 17:54:15 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2022-04-15 17:54:45 +0300 |
commit | 47d961a4b1c14b0cee2817de226ee356e711e146 (patch) | |
tree | 4c057b00b7eb82144e4acf12196b9bf33481e9a5 /source/blender/blenkernel/intern/curve_poly.cc | |
parent | e96a809a68ef40225d5eddfd790644538e171a8d (diff) |
Fix: Apply tilt in curves data-block normals calculation
The ported normal calculation from ceed37fc5cbb466a0 neglected to
use the tilt attribute to rotate the normals around the tangents.
This commit adds that behavior back, adding a new math header file
to avoid duplicating the rotation function for normalized axes.
Differential Revision: https://developer.blender.org/D14655
Diffstat (limited to 'source/blender/blenkernel/intern/curve_poly.cc')
-rw-r--r-- | source/blender/blenkernel/intern/curve_poly.cc | 20 |
1 files changed, 3 insertions, 17 deletions
diff --git a/source/blender/blenkernel/intern/curve_poly.cc b/source/blender/blenkernel/intern/curve_poly.cc index b0ed62d38dd..2db7cd71ad3 100644 --- a/source/blender/blenkernel/intern/curve_poly.cc +++ b/source/blender/blenkernel/intern/curve_poly.cc @@ -6,7 +6,7 @@ #include <algorithm> -#include "BLI_math_vector.h" +#include "BLI_math_rotation.hh" #include "BLI_math_vector.hh" #include "BKE_curves.hh" @@ -54,20 +54,6 @@ void calculate_tangents(const Span<float3> positions, } } -static float3 rotate_direction_around_axis(const float3 &direction, - const float3 &axis, - const float angle) -{ - BLI_ASSERT_UNIT_V3(direction); - BLI_ASSERT_UNIT_V3(axis); - - const float3 axis_scaled = axis * math::dot(direction, axis); - const float3 diff = direction - axis_scaled; - const float3 cross = math::cross(axis, diff); - - return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle); -} - void calculate_normals_z_up(const Span<float3> tangents, MutableSpan<float3> normals) { BLI_assert(normals.size() == tangents.size()); @@ -98,7 +84,7 @@ static float3 calculate_next_normal(const float3 &last_normal, const float angle = angle_normalized_v3v3(last_tangent, current_tangent); if (angle != 0.0) { const float3 axis = math::normalize(math::cross(last_tangent, current_tangent)); - return rotate_direction_around_axis(last_normal, axis, angle); + return math::rotate_direction_around_axis(last_normal, axis, angle); } return last_normal; } @@ -147,7 +133,7 @@ void calculate_normals_minimum(const Span<float3> tangents, const float angle_step = correction_angle / normals.size(); for (const int i : normals.index_range()) { const float angle = angle_step * i; - normals[i] = rotate_direction_around_axis(normals[i], tangents[i], angle); + normals[i] = math::rotate_direction_around_axis(normals[i], tangents[i], angle); } } |