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-rw-r--r--source/blender/blenkernel/BKE_mesh.h5
-rw-r--r--source/blender/blenkernel/intern/mesh_evaluate.c278
2 files changed, 281 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h
index 627cc8f42e5..aac91abc449 100644
--- a/source/blender/blenkernel/BKE_mesh.h
+++ b/source/blender/blenkernel/BKE_mesh.h
@@ -164,7 +164,10 @@ void BKE_mesh_calc_normals_tessface(
struct MVert *mverts, int numVerts,
struct MFace *mfaces, int numFaces,
float (*faceNors_r)[3]);
-
+void BKE_mesh_normals_loop_split(
+ struct MVert *mverts, int numVerts, struct MEdge *medges, int numEdges,
+ struct MLoop *mloops, float (*r_loopnors)[3], int numLoops,
+ struct MPoly *mpolys, float (*polynors)[3], int numPolys, float split_angle);
void BKE_mesh_calc_poly_normal(
struct MPoly *mpoly, struct MLoop *loopstart,
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c
index 13aa3994361..a295beab804 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -29,6 +29,8 @@
* Functions to evaluate mesh data.
*/
+#include <limits.h>
+
#include "MEM_guardedalloc.h"
#include "DNA_object_types.h"
@@ -41,15 +43,24 @@
#include "BLI_edgehash.h"
#include "BLI_bitmap.h"
#include "BLI_scanfill.h"
+#include "BLI_linklist.h"
+#include "BLI_linklist_stack.h"
#include "BLI_alloca.h"
#include "BKE_customdata.h"
#include "BKE_mesh.h"
#include "BKE_multires.h"
-
#include "BLI_strict_flags.h"
+
+// #define DEBUG_TIME
+
+#ifdef DEBUG_TIME
+# include "PIL_time.h"
+# include "PIL_time_utildefines.h"
+#endif
+
/* -------------------------------------------------------------------- */
/** \name Mesh Normal Calculation
@@ -253,9 +264,15 @@ void BKE_mesh_calc_normals_poly(MVert *mverts, int numVerts, MLoop *mloop, MPoly
void BKE_mesh_calc_normals(Mesh *mesh)
{
+#ifdef DEBUG_TIME
+ TIMEIT_START(BKE_mesh_calc_normals);
+#endif
BKE_mesh_calc_normals_poly(mesh->mvert, mesh->totvert,
mesh->mloop, mesh->mpoly, mesh->totloop, mesh->totpoly,
NULL, false);
+#ifdef DEBUG_TIME
+ TIMEIT_END(BKE_mesh_calc_normals);
+#endif
}
void BKE_mesh_calc_normals_tessface(MVert *mverts, int numVerts, MFace *mfaces, int numFaces, float (*faceNors_r)[3])
@@ -296,6 +313,265 @@ void BKE_mesh_calc_normals_tessface(MVert *mverts, int numVerts, MFace *mfaces,
if (fnors != faceNors_r)
MEM_freeN(fnors);
}
+
+/**
+ * Compute split normals, i.e. vertex normals associated with each poly (hence 'loop normals').
+ * Useful to materialize sharp edges (or non-smooth faces) without actually modifying the geometry (splitting edges).
+ */
+void BKE_mesh_normals_loop_split(MVert *mverts, int UNUSED(numVerts), MEdge *medges, int numEdges,
+ MLoop *mloops, float (*r_loopnors)[3], int numLoops,
+ MPoly *mpolys, float (*polynors)[3], int numPolys, float split_angle)
+{
+#define INDEX_UNSET INT_MIN
+#define INDEX_INVALID -1
+/* See comment about edge_to_loops below. */
+#define IS_EDGE_SHARP(_e2l) (ELEM((_e2l)[1], INDEX_UNSET, INDEX_INVALID))
+
+ /* Mapping edge -> loops.
+ * If that edge is used by more than two loops (polys), it is always sharp (and tagged as such, see below).
+ * We also use the second loop index as a kind of flag: smooth edge: > 0,
+ * sharp edge: < 0 (INDEX_INVALID || INDEX_UNSET),
+ * unset: INDEX_UNSET
+ * Note that currently we only have two values for second loop of sharp edges. However, if needed, we can
+ * store the negated value of loop index instead of INDEX_INVALID to retrieve th real value later in code).
+ * Note also that lose edges always have the value 0!
+ */
+ int (*edge_to_loops)[2] = MEM_callocN(sizeof(int[2]) * (size_t)numEdges, __func__);
+
+ /* Simple mapping from a loop to its polygon index. */
+ int *loop_to_poly = MEM_mallocN(sizeof(int) * (size_t)numLoops, __func__);
+
+ MPoly *mp;
+ int mp_index;
+ const bool check_angle = (split_angle < (float)M_PI);
+
+ /* Temp normal stack. */
+ BLI_SMALLSTACK_DECLARE(normal, float *);
+
+#ifdef DEBUG_TIME
+ TIMEIT_START(BKE_mesh_normals_loop_split);
+#endif
+
+ if (check_angle) {
+ split_angle = cosf(split_angle);
+ }
+
+ /* This first loop check which edges are actually smooth, and compute edge vectors. */
+ for (mp = mpolys, mp_index = 0; mp_index < numPolys; mp++, mp_index++) {
+ MLoop *ml_curr;
+ int *e2l;
+ int ml_curr_index = mp->loopstart;
+ const int ml_last_index = (ml_curr_index + mp->totloop) - 1;
+
+ ml_curr = &mloops[ml_curr_index];
+
+ for (; ml_curr_index <= ml_last_index; ml_curr++, ml_curr_index++) {
+ e2l = edge_to_loops[ml_curr->e];
+
+ loop_to_poly[ml_curr_index] = mp_index;
+
+ /* Pre-populate all loop normals as if their verts were all-smooth, this way we don't have to compute
+ * those later!
+ */
+ normal_short_to_float_v3(r_loopnors[ml_curr_index], mverts[ml_curr->v].no);
+
+ /* Check whether current edge might be smooth or sharp */
+ if ((e2l[0] | e2l[1]) == 0) {
+ /* 'Empty' edge until now, set e2l[0] (and e2l[1] to INT_MIN to tag it as unset). */
+ e2l[0] = ml_curr_index;
+ e2l[1] = INDEX_UNSET;
+ }
+ else if (e2l[1] == INDEX_UNSET) {
+ /* Second loop using this edge, time to test its sharpness.
+ * An edge is sharp if it is tagged as such, or its face is not smooth, or angle between
+ * both its polys' normals is above split_angle value...
+ */
+ if (!(mp->flag & ME_SMOOTH) || (medges[ml_curr->e].flag & ME_SHARP) ||
+ (check_angle && dot_v3v3(polynors[loop_to_poly[e2l[0]]], polynors[mp_index]) < split_angle))
+ {
+ /* Note: we are sure that loop != 0 here ;) */
+ e2l[1] = INDEX_INVALID;
+ }
+ else {
+ e2l[1] = ml_curr_index;
+ }
+ }
+ else if (!IS_EDGE_SHARP(e2l)) {
+ /* More that two loops using this edge, tag as sharp if not yet done. */
+ e2l[1] = INDEX_INVALID;
+ }
+ /* Else, edge is already 'disqualified' (i.e. sharp)! */
+ }
+ }
+
+ /* We now know edges that can be smoothed (with their vector, and their two loops), and edges that will be hard!
+ * Now, time to generate the normals.
+ */
+ for (mp = mpolys, mp_index = 0; mp_index < numPolys; mp++, mp_index++) {
+ MLoop *ml_curr, *ml_prev;
+ float (*lnors)[3];
+ const int ml_last_index = (mp->loopstart + mp->totloop) - 1;
+ int ml_curr_index = mp->loopstart;
+ int ml_prev_index = ml_last_index;
+
+ ml_curr = &mloops[ml_curr_index];
+ ml_prev = &mloops[ml_prev_index];
+ lnors = &r_loopnors[ml_curr_index];
+
+ for (; ml_curr_index <= ml_last_index; ml_curr++, ml_curr_index++, lnors++) {
+ const int *e2l_curr = edge_to_loops[ml_curr->e];
+ const int *e2l_prev = edge_to_loops[ml_prev->e];
+
+ if (!IS_EDGE_SHARP(e2l_curr)) {
+ /* A smooth edge.
+ * We skip it because it is either:
+ * - in the middle of a 'smooth fan' already computed (or that will be as soon as we hit
+ * one of its ends, i.e. one of its two sharp edges), or...
+ * - the related vertex is a "full smooth" one, in which case pre-populated normals from vertex
+ * are just fine!
+ */
+ }
+ else if (IS_EDGE_SHARP(e2l_prev)) {
+ /* Simple case (both edges around that vertex are sharp in current polygon),
+ * this vertex just takes its poly normal.
+ */
+ copy_v3_v3(*lnors, polynors[mp_index]);
+ /* No need to mark loop as done here, we won't run into it again anyway! */
+ }
+ /* This loop may have been already computed, in which case its 'to_poly' map is set to -1... */
+ else if (loop_to_poly[ml_curr_index] != -1) {
+ /* Gah... We have to fan around current vertex, until we find the other non-smooth edge,
+ * and accumulate face normals into the vertex!
+ * Note in case this vertex has only one sharp edges, this is a waste because the normal is the same as
+ * the vertex normal, but I do not see any easy way to detect that (would need to count number
+ * of sharp edges per vertex, I doubt the additional memory usage would be worth it, especially as
+ * it should not be a common case in real-life meshes anyway).
+ */
+ const unsigned int mv_pivot_index = ml_curr->v; /* The vertex we are "fanning" around! */
+ const int *e2lfan_curr;
+ float vec_curr[3], vec_prev[3];
+ MLoop *mlfan_curr, *mlfan_next;
+ MPoly *mpfan_next;
+ float lnor[3] = {0.0f, 0.0f, 0.0f};
+ /* mlfan_vert_index: the loop of our current edge might not be the loop of our current vertex! */
+ int mlfan_curr_index, mlfan_vert_index, mpfan_curr_index;
+
+ e2lfan_curr = e2l_prev;
+ mlfan_curr = ml_prev;
+ mlfan_curr_index = ml_prev_index;
+ mlfan_vert_index = ml_curr_index;
+ mpfan_curr_index = mp_index;
+
+ /* Only need to compute previous edge's vector once, then we can just reuse old current one! */
+ {
+ const MEdge *me_prev = &medges[ml_prev->e];
+ const MVert *mv_1 = &mverts[mv_pivot_index];
+ const MVert *mv_2 = (me_prev->v1 == mv_pivot_index) ? &mverts[me_prev->v2] : &mverts[me_prev->v1];
+
+ sub_v3_v3v3(vec_prev, mv_2->co, mv_1->co);
+ normalize_v3(vec_prev);
+ }
+
+ while (true) {
+ /* Compute edge vectors.
+ * NOTE: We could pre-compute those into an array, in the first iteration, instead of computing them
+ * twice (or more) here. However, time gained is not worth memory and time lost,
+ * given the fact that this code should not be called that much in real-life meshes...
+ */
+ {
+ const MEdge *me_curr = &medges[ml_curr->e];
+ const MVert *mv_1 = &mverts[mv_pivot_index];
+ const MVert *mv_2 = (me_curr->v1 == mv_pivot_index) ? &mverts[me_curr->v2] :
+ &mverts[me_curr->v1];
+
+ sub_v3_v3v3(vec_curr, mv_2->co, mv_1->co);
+ normalize_v3(vec_curr);
+ }
+
+ {
+ /* Code similar to accumulate_vertex_normals_poly. */
+ /* Calculate angle between the two poly edges incident on this vertex. */
+ const float fac = saacos(dot_v3v3(vec_curr, vec_prev));
+ /* Accumulate */
+ madd_v3_v3fl(lnor, polynors[mpfan_curr_index], fac);
+ }
+
+ /* We store here a pointer to all loop-normals processed. */
+ BLI_SMALLSTACK_PUSH(normal, &(r_loopnors[mlfan_vert_index][0]));
+
+ /* And we are done with this loop, mark it as such! */
+ loop_to_poly[mlfan_vert_index] = -1;
+
+ if (IS_EDGE_SHARP(e2lfan_curr)) {
+ /* Current edge is sharp, we have finished with this fan of faces around this vert! */
+ break;
+ }
+
+ copy_v3_v3(vec_prev, vec_curr);
+
+ /* Warning! This is rather complex!
+ * We have to find our next edge around the vertex (fan mode).
+ * First we find the next loop, which is either previous or next to mlfan_curr_index, depending
+ * whether both loops using current edge are in the same direction or not, and whether
+ * mlfan_curr_index actually uses the vertex we are fanning around!
+ * mlfan_curr_index is the index of mlfan_next here, and mlfan_next is not the real next one
+ * (i.e. not the future mlfan_curr)...
+ */
+ mlfan_curr_index = (e2lfan_curr[0] == mlfan_curr_index) ? e2lfan_curr[1] : e2lfan_curr[0];
+ mpfan_curr_index = loop_to_poly[mlfan_curr_index];
+ mlfan_next = &mloops[mlfan_curr_index];
+ mpfan_next = &mpolys[mpfan_curr_index];
+ if ((mlfan_curr->v == mlfan_next->v && mlfan_curr->v == mv_pivot_index) ||
+ (mlfan_curr->v != mlfan_next->v && mlfan_curr->v != mv_pivot_index))
+ {
+ /* We need the previous loop, but current one is our vertex's loop. */
+ mlfan_vert_index = mlfan_curr_index;
+ if (--mlfan_curr_index < mpfan_next->loopstart) {
+ mlfan_curr_index = mpfan_next->loopstart + mpfan_next->totloop - 1;
+ }
+ }
+ else {
+ /* We need the next loop, which is also our vertex's loop. */
+ if (++mlfan_curr_index >= mpfan_next->loopstart + mpfan_next->totloop) {
+ mlfan_curr_index = mpfan_next->loopstart;
+ }
+ mlfan_vert_index = mlfan_curr_index;
+ }
+ mlfan_curr = &mloops[mlfan_curr_index];
+ /* And now we are back in sync, mlfan_curr_index is the index of mlfan_curr! Pff! */
+
+ e2lfan_curr = edge_to_loops[mlfan_curr->e];
+ }
+
+ /* In case we get a zero normal here, just use vertex normal already set! */
+ if (LIKELY(normalize_v3(lnor) != 0.0f)) {
+ /* Copy back the final computed normal into all related loop-normals. */
+ float *nor;
+ while ((nor = BLI_SMALLSTACK_POP(normal))) {
+ copy_v3_v3(nor, lnor);
+ }
+ }
+ }
+
+ ml_prev = ml_curr;
+ ml_prev_index = ml_curr_index;
+ }
+ }
+
+ BLI_SMALLSTACK_FREE(normal);
+
+ MEM_freeN(edge_to_loops);
+ MEM_freeN(loop_to_poly);
+
+#ifdef DEBUG_TIME
+ TIMEIT_END(BKE_mesh_normals_loop_split);
+#endif
+
+#undef INDEX_UNSET
+#undef INDEX_INVALID
+#undef IS_EDGE_SHARP
+}
+
/** \} */