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authorMartin Poirier <theeth@yahoo.com>2003-12-17 07:16:32 +0300
committerMartin Poirier <theeth@yahoo.com>2003-12-17 07:16:32 +0300
commit8c570d4bb41ae14e6e6b36ba8f1757fdac538edc (patch)
treea880ac00a1e30f43233b0a58c7b6081e62ad9ae8 /source/blender/src
parent064297009cd5865eadedb7a61ed3b591126dd837 (diff)
Fix for the bevel wrapping face detection algorithm. Still some case where quad will wrap. From the test I did, this seems to happen most of the time with MAJORLY non-coplanar faces. Still trying to find a final fix that would work all the time.
Diffstat (limited to 'source/blender/src')
-rw-r--r--source/blender/src/editmesh.c159
1 files changed, 70 insertions, 89 deletions
diff --git a/source/blender/src/editmesh.c b/source/blender/src/editmesh.c
index 34c5b171233..54974452e13 100644
--- a/source/blender/src/editmesh.c
+++ b/source/blender/src/editmesh.c
@@ -7820,35 +7820,17 @@ void fix_bevel_wrap(float *midvec, float *v1, float *v2, float *v3, float *v4, f
}
-// Detects a quad partial wrapping after the resize
-char detect_partial_wrap(float *v1, float *v2, float *v3, float no[3]) {
- float tri_no[3], a[3], c[3];
- VecSubf(a, v1, v2);
- VecSubf(c, v3, v2);
-
- Crossf(tri_no, c, a);
-
- if (Inpf(no, tri_no) < 0)
- return 1;
- else
- return 0;
-}
+char detect_wrap(float *o_v1, float *o_v2, float *v1, float *v2, float *no) {
+ float o_a[3], a[3], o_c[3], c[3];
-char detect_axial_quad_wrap(float *orig_edge_v1, float *orig_edge_v2, float *edge_v1, float *edge_v2, float *other_edge_v1, float *other_edge_v2) {
- float orig_mid[3], mid[3], other_mid[3], vec1[3], vec2[3];
-
- VecAddf(orig_mid, orig_edge_v1, orig_edge_v2);
- VecAddf(mid, edge_v1, edge_v2);
- VecAddf(other_mid, other_edge_v1, other_edge_v2);
-
- VecSubf(vec1, orig_mid, mid);
- VecSubf(vec2, other_mid, mid);
+ VecSubf(o_a, o_v1, o_v2);
+ VecSubf(a, v1, v2);
- if (vec2[0] == 0 && vec2[1] == 0 && vec2[2] == 0)
- return 0;
+ Crossf(o_c, o_a, no);
+ Crossf(c, a, no);
- if (Inpf(vec1, vec2) >= 0)
+ if (Inpf(c, o_c) <= 0)
return 1;
else
return 0;
@@ -7859,85 +7841,78 @@ char detect_axial_quad_wrap(float *orig_edge_v1, float *orig_edge_v2, float *edg
void fix_bevel_quad_wrap(float *o_v1, float *o_v2, float *o_v3, float *o_v4, float *v1, float *v2, float *v3, float *v4, float d, float no[3]) {
float vec[3];
char wrap[4];
- char Axis1, Axis2;
+
// Quads can wrap partially. Watch out
- wrap[0] = detect_partial_wrap(v4, v1, v2, no);
- wrap[1] = detect_partial_wrap(v1, v2, v3, no);
- wrap[2] = detect_partial_wrap(v2, v3, v4, no);
- wrap[3] = detect_partial_wrap(v3, v4, v1, no);
+ wrap[0] = detect_wrap(o_v1, o_v2, v1, v2, no); // Edge 1-2
+ wrap[1] = detect_wrap(o_v2, o_v3, v2, v3, no); // Edge 2-3
+ wrap[2] = detect_wrap(o_v3, o_v4, v3, v4, no); // Edge 3-4
+ wrap[3] = detect_wrap(o_v4, o_v1, v4, v1, no); // Edge 4-1
- if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 0) {
+ // Edge 1 inverted
+ if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v2, o_v3, o_v4, o_v1, d, no);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
}
- else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 0) {
+ // Edge 2 inverted
+ else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v3, o_v4, o_v1, o_v2, d, no);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
}
- else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 1) {
+ // Edge 3 inverted
+ else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v4, o_v1, o_v2, o_v3, d, no);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
- else if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 1) {
+ // Edge 4 inverted
+ else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 1) {
fix_bevel_wrap(vec, o_v1, o_v2, o_v3, o_v4, d, no);
VECCOPY(v4, vec);
VECCOPY(v1, vec);
}
- else if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 1){
- // even though the whole face could be inverted, doesn't mean it's inverted on all axis
- Axis1 = detect_axial_quad_wrap(o_v1, o_v2, v1, v2, v3, v4);
- Axis2 = detect_axial_quad_wrap(o_v2, o_v3, v2, v3, v4, v1);
-
- // Inverted on one of the axis
- if (Axis1==1 && Axis2==0) {
- VecAddf(vec, v2, v3);
- VecMulf(vec, 0.5);
- VECCOPY(v2, vec);
- VECCOPY(v3, vec);
- VecAddf(vec, v1, v4);
- VecMulf(vec, 0.5);
- VECCOPY(v1, vec);
- VECCOPY(v4, vec);
- }
- // Inverted on the other axis
- else if (Axis1==0 && Axis2==1) {
- VecAddf(vec, v1, v2);
- VecMulf(vec, 0.5);
- VECCOPY(v1, vec);
- VECCOPY(v2, vec);
- VecAddf(vec, v3, v4);
- VecMulf(vec, 0.5);
- VECCOPY(v3, vec);
- VECCOPY(v4, vec);
- }
- // Totally inverted
- else if (Axis1==1 && Axis2==1) {
- VecAddf(vec, v1, v2);
- VecAddf(vec, vec, v3);
- VecAddf(vec, vec, v4);
- VecMulf(vec, 0.25);
- VECCOPY(v1, vec);
- VECCOPY(v2, vec);
- VECCOPY(v3, vec);
- VECCOPY(v4, vec);
- }
- }
- printf("\n");
+ // Edge 2 and 4 inverted
+ else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 1) {
+ VecAddf(vec, v2, v3);
+ VecMulf(vec, 0.5);
+ VECCOPY(v2, vec);
+ VECCOPY(v3, vec);
+ VecAddf(vec, v1, v4);
+ VecMulf(vec, 0.5);
+ VECCOPY(v1, vec);
+ VECCOPY(v4, vec);
+ }
+ // Edge 1 and 3 inverted
+ else if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
+ VecAddf(vec, v1, v2);
+ VecMulf(vec, 0.5);
+ VECCOPY(v1, vec);
+ VECCOPY(v2, vec);
+ VecAddf(vec, v3, v4);
+ VecMulf(vec, 0.5);
+ VECCOPY(v3, vec);
+ VECCOPY(v4, vec);
+ }
+ // Totally inverted
+ else if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 1) {
+ VecAddf(vec, v1, v2);
+ VecAddf(vec, vec, v3);
+ VecAddf(vec, vec, v4);
+ VecMulf(vec, 0.25);
+ VECCOPY(v1, vec);
+ VECCOPY(v2, vec);
+ VECCOPY(v3, vec);
+ VECCOPY(v4, vec);
+ }
}
// Detects and fix a tri wrapping after the resize
-// Arguments are the orginal verts followed by the final verts
-void fix_bevel_tri_wrap(float *o_v1, float *o_v2, float *o_v3, float *v1, float *v2, float *v3) {
- float a[3], b[3];
-
- VecSubf(a, o_v1, v1);
- VecSubf(b, v2, v1);
-
- if (Inpf(a, b) >= 0) {
+// Arguments are the orginal verts followed by the final verts and the normal
+// Triangles cannot wrap partially (not in this situation
+void fix_bevel_tri_wrap(float *o_v1, float *o_v2, float *o_v3, float *v1, float *v2, float *v3, float *no) {
+ if (detect_wrap(o_v1, o_v2, v1, v2, no)) {
float vec[3];
VecAddf(vec, o_v1, o_v2);
VecAddf(vec, vec, o_v3);
@@ -7968,7 +7943,7 @@ void bevel_shrink_faces(float d, int flag)
bevel_displace_vec(vec, v3, v1, v2, d, no);
VECCOPY(evl->v1->co, vec);
- fix_bevel_tri_wrap(v1, v2, v3, evl->v1->co, evl->v2->co, evl->v3->co);
+ fix_bevel_tri_wrap(v1, v2, v3, evl->v1->co, evl->v2->co, evl->v3->co, no);
} else {
VECCOPY(v4, evl->v4->co);
bevel_displace_vec(vec, v1, v2, v3, d, no);
@@ -8006,7 +7981,7 @@ void bevel_shrink_draw(float d, int flag)
bevel_displace_vec(vec, v3, v1, v2, d, no);
VECCOPY(fv1, vec);
- fix_bevel_tri_wrap(v1, v2, v3, fv1, fv2, fv3);
+ fix_bevel_tri_wrap(v1, v2, v3, fv1, fv2, fv3, no);
glBegin(GL_LINES);
glVertex3fv(fv1);
@@ -8473,14 +8448,17 @@ void bevel_mesh_recurs(float bsize, short recurs, int allfaces)
void bevel_menu()
{
EditVlak *evl;
- char Finished = 0, Canceled = 0;
+ char Finished = 0, Canceled = 0, str[100];
short mval[2], oval[2], curval[2], event = 0, recurs = 1;
float vec[3], d, drawd, centre[3];
- char str[100];
getmouseco_areawin(mval);
- curval[0] = oval[0] = mval[0];
- curval[1] = oval[1] = mval[1];
+ oval[0] = mval[0]; oval[1] = mval[1];
+
+ // Silly hackish code to initialise the variable (warning if not done)
+ // while still drawing in the first iteration (and without using another variable)
+ curval[0] = mval[0] + 1; curval[1] = mval[1] + 1;
+
window_to_3d(centre, mval[0], mval[1]);
if(button(&recurs, 1, 4, "Recurs:")==0) return;
@@ -8505,7 +8483,9 @@ void bevel_menu()
drawd = d;
for (nr=0; nr<recurs-1; nr++) {
- if (nr==0) drawd += drawd/3; else drawd += drawd/2;
+ float tmp_d = d;
+ if (nr==0) tmp_d /= 3; else tmp_d /= 2;
+ drawd += tmp_d;
}
/*------------- Preview lines--------------- */
@@ -8570,5 +8550,6 @@ void bevel_menu()
}
if (Canceled==0) {
bevel_mesh_recurs(d, recurs, 1);
+ righthandfaces(1);
}
}