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Diffstat (limited to 'intern/decimation/intern/LOD_FaceNormalEditor.cpp')
-rw-r--r--intern/decimation/intern/LOD_FaceNormalEditor.cpp291
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diff --git a/intern/decimation/intern/LOD_FaceNormalEditor.cpp b/intern/decimation/intern/LOD_FaceNormalEditor.cpp
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+++ b/intern/decimation/intern/LOD_FaceNormalEditor.cpp
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+// implementation of LOD_FaceNormalEditor.h
+
+///////////////////////////////////////
+
+#include "LOD_FaceNormalEditor.h"
+
+using namespace std;
+
+LOD_FaceNormalEditor::
+LOD_FaceNormalEditor(
+ LOD_ManMesh2 & mesh
+) : m_mesh(mesh) {
+};
+
+ LOD_FaceNormalEditor *
+LOD_FaceNormalEditor::
+New(
+ LOD_ManMesh2 &mesh
+){
+ // build a set of normals of the same size
+ // as the number of polys in the mesh
+
+ MEM_SmartPtr<LOD_FaceNormalEditor> output(new LOD_FaceNormalEditor(mesh));
+
+ int face_num = mesh.FaceSet().size();
+
+ MEM_SmartPtr<vector<MT_Vector3> > normals(new vector<MT_Vector3>);
+ MEM_SmartPtr<vector<MT_Vector3> > vertex_normals(new vector<MT_Vector3>);
+
+ if (output == NULL ||
+ normals == NULL
+ ) {
+ return NULL;
+ }
+
+ normals->reserve(face_num);
+ vertex_normals->reserve(mesh.VertexSet().size());
+ output->m_normals = normals.Release();
+ output->m_vertex_normals = vertex_normals.Release();
+
+ return output.Release();
+};
+
+
+// Property editor interface
+////////////////////////////
+
+ void
+LOD_FaceNormalEditor::
+Remove(
+ std::vector<LOD_FaceInd> &sorted_faces
+){
+
+ // assumes a collection of faces sorted in descending order .
+
+ vector<MT_Vector3> & normals = m_normals.Ref();
+
+ vector<LOD_FaceInd>::const_iterator it_start = sorted_faces.begin();
+ vector<LOD_FaceInd>::const_iterator it_end = sorted_faces.end();
+
+ for (; it_start != it_end; ++it_start) {
+
+ if (normals.size() > 0) {
+ MT_Vector3 temp = normals[*it_start];
+
+ normals[*it_start] = normals.back();
+ normals.back() = temp;
+
+ normals.pop_back();
+ }
+
+ // FIXME - through exception
+ }
+}
+
+
+ void
+LOD_FaceNormalEditor::
+Add(
+){
+ MT_Vector3 zero(0.0f,0.0f,0.0f);
+ m_normals->push_back(zero);
+}
+
+ void
+LOD_FaceNormalEditor::
+Update(
+ std::vector<LOD_FaceInd> &sorted_faces
+){
+
+ vector<MT_Vector3> & normals = m_normals.Ref();
+
+ vector<LOD_FaceInd>::const_iterator it_start = sorted_faces.begin();
+ vector<LOD_FaceInd>::const_iterator it_end = sorted_faces.end();
+
+ const vector<LOD_TriFace> &faces = m_mesh.FaceSet();
+
+ for (; it_start != it_end; ++it_start) {
+ normals[*it_start] = ComputeNormal(faces[*it_start]);
+ }
+};
+
+// vertex normals
+/////////////////
+
+
+ void
+LOD_FaceNormalEditor::
+RemoveVertexNormals(
+ vector<LOD_VertexInd> &sorted_verts
+){
+ vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
+
+ vector<LOD_VertexInd>::const_iterator it_start = sorted_verts.begin();
+ vector<LOD_VertexInd>::const_iterator it_end = sorted_verts.end();
+
+ for (; it_start != it_end; ++it_start) {
+
+ if (vertex_normals.size() > 0) {
+ MT_Vector3 temp = vertex_normals[*it_start];
+
+ vertex_normals[*it_start] = vertex_normals.back();
+ vertex_normals.back() = temp;
+
+ vertex_normals.pop_back();
+ }
+
+ // FIXME - through exception
+ }
+};
+
+ void
+LOD_FaceNormalEditor::
+UpdateVertexNormals(
+ vector<LOD_VertexInd> &sorted_verts
+){
+ vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
+
+ vector<LOD_VertexInd>::const_iterator it_start = sorted_verts.begin();
+ vector<LOD_VertexInd>::const_iterator it_end = sorted_verts.end();
+
+ for (; it_start != it_end; ++it_start) {
+ vertex_normals[*it_start] = ComputeVertexNormal(*it_start);
+ }
+}
+
+
+
+// Editor specific methods
+//////////////////////////
+
+ void
+LOD_FaceNormalEditor::
+BuildNormals(
+){
+
+ const vector<LOD_TriFace> &faces = m_mesh.FaceSet();
+ vector<MT_Vector3> & normals = m_normals.Ref();
+
+ int face_num = faces.size();
+ int cur_face = 0;
+
+ for (; cur_face < face_num; ++cur_face) {
+
+ MT_Vector3 new_normal = ComputeNormal(faces[cur_face]);
+ normals.push_back(new_normal);
+ }
+ // now build the vertex normals
+
+ vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
+ const vector<LOD_Vertex> &verts = m_mesh.VertexSet();
+
+ int vertex_num = verts.size();
+ int cur_vertex = 0;
+
+ for (; cur_vertex < vertex_num; ++cur_vertex) {
+ MT_Vector3 new_normal = ComputeVertexNormal(cur_vertex);
+ vertex_normals.push_back(new_normal);
+ }
+}
+
+const
+ MT_Vector3
+LOD_FaceNormalEditor::
+ComputeNormal(
+ const LOD_TriFace &face
+) const {
+
+ const vector<LOD_Vertex> &verts = m_mesh.VertexSet();
+
+ MT_Vector3 vec1 =
+ verts[face.m_verts[1]].pos -
+ verts[face.m_verts[0]].pos;
+
+ MT_Vector3 vec2 =
+ verts[face.m_verts[2]].pos -
+ verts[face.m_verts[1]].pos;
+
+ vec1 = vec1.cross(vec2);
+
+ if (!vec1.fuzzyZero()) {
+ vec1.normalize();
+ return (vec1);
+ } else {
+ return (MT_Vector3(1.0,0,0));
+ }
+}
+
+const
+ MT_Vector3
+LOD_FaceNormalEditor::
+ComputeVertexNormal(
+ const LOD_VertexInd v
+) const {
+
+ // average the face normals surrounding this
+ // vertex and normalize
+ const vector<MT_Vector3> & face_normals = m_normals.Ref();
+
+ vector<LOD_FaceInd> vertex_faces;
+ vertex_faces.reserve(32);
+
+ m_mesh.VertexFaces(v,vertex_faces);
+
+ MT_Vector3 normal(0,0,0);
+
+ vector<LOD_FaceInd>::const_iterator face_it = vertex_faces.begin();
+ vector<LOD_FaceInd>::const_iterator face_end = vertex_faces.end();
+
+ for (; face_it != face_end; ++face_it) {
+ normal += face_normals[*face_it];
+ }
+
+ if (!normal.fuzzyZero()) {
+ normal.normalize();
+ return (normal);
+ } else {
+ return (MT_Vector3(1.0,0,0));
+ }
+}
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