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author | Jason Wilkins <Jason.A.Wilkins@gmail.com> | 2012-11-12 16:30:02 +0400 |
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committer | Jason Wilkins <Jason.A.Wilkins@gmail.com> | 2012-11-12 16:30:02 +0400 |
commit | 6b65102c20e9bdafd90f55f60c2a2084d873e809 (patch) | |
tree | a0f5554702501d2da1073b22ff55f740aff135f9 /source/blender/bmesh/operators/bmo_dissolve.c | |
parent | 053710fcbc78ff83b9617be87558876e381f85a6 (diff) | |
parent | 83de5cb30831328548502126dff84ffdb72544f2 (diff) |
Merge w/ trunk: r51141-52085 (Important Note: gameengine and blenderplayer were not merged due to complex differences)
Diffstat (limited to 'source/blender/bmesh/operators/bmo_dissolve.c')
-rw-r--r-- | source/blender/bmesh/operators/bmo_dissolve.c | 177 |
1 files changed, 5 insertions, 172 deletions
diff --git a/source/blender/bmesh/operators/bmo_dissolve.c b/source/blender/bmesh/operators/bmo_dissolve.c index 84f6cb27b3b..9addb1b1657 100644 --- a/source/blender/bmesh/operators/bmo_dissolve.c +++ b/source/blender/bmesh/operators/bmo_dissolve.c @@ -477,182 +477,15 @@ void dummy_exec(BMesh *bm, BMOperator *op) #endif /* Limited Dissolve */ - -#define UNIT_TO_ANGLE DEG2RADF(90.0f) -#define ANGLE_TO_UNIT (1.0f / UNIT_TO_ANGLE) - -/* multiply vertex edge angle by face angle - * this means we are not left with sharp corners between _almost_ planer faces - * convert angles [0-PI/2] -> [0-1], multiply together, then convert back to radians. */ -static float bm_vert_edge_face_angle(BMVert *v) -{ - const float angle = BM_vert_calc_edge_angle(v); - /* note: could be either edge, it doesn't matter */ - if (v->e && BM_edge_is_manifold(v->e)) { - return ((angle * ANGLE_TO_UNIT) * (BM_edge_calc_face_angle(v->e) * ANGLE_TO_UNIT)) * UNIT_TO_ANGLE; - } - else { - return angle; - } -} - -#undef UNIT_TO_ANGLE -#undef ANGLE_TO_UNIT - -typedef struct DissolveElemWeight { - BMHeader *ele; - float weight; -} DissolveElemWeight; - -static int dissolve_elem_cmp(const void *a1, const void *a2) -{ - const struct DissolveElemWeight *d1 = a1, *d2 = a2; - - if (d1->weight > d2->weight) return 1; - else if (d1->weight < d2->weight) return -1; - return 0; -} - void bmo_dissolve_limit_exec(BMesh *bm, BMOperator *op) { BMOpSlot *einput = BMO_slot_get(op, "edges"); BMOpSlot *vinput = BMO_slot_get(op, "verts"); const float angle_max = (float)M_PI / 2.0f; - const float angle_limit = minf(angle_max, BMO_slot_float_get(op, "angle_limit")); - DissolveElemWeight *weight_elems = MEM_mallocN(MAX2(einput->len, vinput->len) * - sizeof(DissolveElemWeight), __func__); - int i, tot_found; - - BMIter iter; - BMEdge *e_iter; - BMEdge **earray; - - int *vert_reverse_lookup; - - BMEdge **einput_arr = (BMEdge **)einput->data.p; - BMVert **vinput_arr = (BMVert **)vinput->data.p; - - /* --- first edges --- */ - - /* wire -> tag */ - BM_ITER_MESH (e_iter, &iter, bm, BM_EDGES_OF_MESH) { - BM_elem_flag_set(e_iter, BM_ELEM_TAG, BM_edge_is_wire(e_iter)); - } - - /* go through and split edge */ - for (i = 0, tot_found = 0; i < einput->len; i++) { - BMEdge *e = einput_arr[i]; - const float angle = BM_edge_calc_face_angle(e); - - if (angle < angle_limit) { - tot_found++; - } - weight_elems[i].ele = (BMHeader *)e; - weight_elems[i].weight = angle; - } - - if (tot_found != 0) { - qsort(weight_elems, einput->len, sizeof(DissolveElemWeight), dissolve_elem_cmp); - - for (i = 0; i < tot_found; i++) { - BMEdge *e = (BMEdge *)weight_elems[i].ele; - - if (/* may have become non-manifold */ - BM_edge_is_manifold(e) && - /* check twice because cumulative effect could dissolve over angle limit */ - (BM_edge_calc_face_angle(e) < angle_limit)) - { - BMFace *nf = BM_faces_join_pair(bm, e->l->f, - e->l->radial_next->f, - e, - FALSE); /* join faces */ - - /* there may be some errors, we don't mind, just move on */ - if (nf) { - BM_face_normal_update(nf); - } - else { - BMO_error_clear(bm); - } - } - } - } - - /* prepare for cleanup */ - BM_mesh_elem_index_ensure(bm, BM_VERT); - vert_reverse_lookup = MEM_mallocN(sizeof(int) * bm->totvert, __func__); - fill_vn_i(vert_reverse_lookup, bm->totvert, -1); - for (i = 0, tot_found = 0; i < vinput->len; i++) { - BMVert *v = vinput_arr[i]; - vert_reverse_lookup[BM_elem_index_get(v)] = i; - } - - /* --- cleanup --- */ - earray = MEM_mallocN(sizeof(BMEdge *) * bm->totedge, __func__); - BM_ITER_MESH_INDEX (e_iter, &iter, bm, BM_EDGES_OF_MESH, i) { - earray[i] = e_iter; - } - /* remove all edges/verts left behind from dissolving, NULL'ing the vertex array so we dont re-use */ - for (i = bm->totedge - 1; i != -1; i--) { - e_iter = earray[i]; - - if (BM_edge_is_wire(e_iter) && (BM_elem_flag_test(e_iter, BM_ELEM_TAG) == FALSE)) { - /* edge has become wire */ - int vidx_reverse; - BMVert *v1 = e_iter->v1; - BMVert *v2 = e_iter->v2; - BM_edge_kill(bm, e_iter); - if (v1->e == NULL) { - vidx_reverse = vert_reverse_lookup[BM_elem_index_get(v1)]; - if (vidx_reverse != -1) vinput_arr[vidx_reverse] = NULL; - BM_vert_kill(bm, v1); - } - if (v2->e == NULL) { - vidx_reverse = vert_reverse_lookup[BM_elem_index_get(v2)]; - if (vidx_reverse != -1) vinput_arr[vidx_reverse] = NULL; - BM_vert_kill(bm, v2); - } - } - } - MEM_freeN(vert_reverse_lookup); - - MEM_freeN(earray); - - - /* --- second verts --- */ - for (i = 0, tot_found = 0; i < vinput->len; i++) { - BMVert *v = vinput_arr[i]; - const float angle = v ? bm_vert_edge_face_angle(v) : angle_limit; - - if (angle < angle_limit) { - weight_elems[i].ele = (BMHeader *)v; - weight_elems[i].weight = angle; - tot_found++; - } - else { - weight_elems[i].ele = NULL; - weight_elems[i].weight = angle_max; - } - } - - if (tot_found != 0) { - qsort(weight_elems, vinput->len, sizeof(DissolveElemWeight), dissolve_elem_cmp); - - for (i = 0; i < tot_found; i++) { - BMVert *v = (BMVert *)weight_elems[i].ele; - if (/* topology changes may cause this to be un-collapsable */ - (BM_vert_edge_count(v) == 2) && - /* check twice because cumulative effect could dissolve over angle limit */ - bm_vert_edge_face_angle(v) < angle_limit) - { - BMEdge *ne = BM_vert_collapse_edge(bm, v->e, v, TRUE); /* join edges */ - - if (ne && ne->l) { - BM_edge_normals_update(ne); - } - } - } - } + const float angle_limit = min_ff(angle_max, BMO_slot_float_get(op, "angle_limit")); + const int do_dissolve_boundaries = BMO_slot_bool_get(op, "use_dissolve_boundaries"); - MEM_freeN(weight_elems); + BM_mesh_decimate_dissolve_ex(bm, angle_limit, do_dissolve_boundaries, + vinput->data.p, vinput->len, + einput->data.p, einput->len); } |