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Diffstat (limited to 'source/blender/blenkernel/intern/mesh.c')
-rw-r--r--source/blender/blenkernel/intern/mesh.c78
1 files changed, 78 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/mesh.c b/source/blender/blenkernel/intern/mesh.c
index d0c61655da3..4f5a42a50ce 100644
--- a/source/blender/blenkernel/intern/mesh.c
+++ b/source/blender/blenkernel/intern/mesh.c
@@ -2600,6 +2600,84 @@ void mesh_calc_poly_normal(MPoly *mpoly, MLoop *loopstart,
no[2] = 1.0;
}
}
+/* duplicate of function above _but_ takes coords rather then mverts */
+static void mesh_calc_ngon_normal_coords(MPoly *mpoly, MLoop *loopstart,
+ const float (*vertex_coords)[3], float normal[3])
+{
+
+ float *v1, *v2, *v3;
+ double u[3], v[3], w[3];
+ double n[3] = {0.0, 0.0, 0.0}, l;
+ int i;
+
+ for(i = 0; i < mpoly->totloop; i++){
+ v1 = vertex_coords + loopstart[i].v;
+ v2 = vertex_coords + loopstart[(i+1)%mpoly->totloop].v;
+ v3 = vertex_coords + loopstart[(i+2)%mpoly->totloop].v;
+
+ VECCOPY(u, v1);
+ VECCOPY(v, v2);
+ VECCOPY(w, v3);
+
+ /*this fixes some weird numerical error*/
+ if (i==0) {
+ u[0] += 0.0001f;
+ u[1] += 0.0001f;
+ u[2] += 0.0001f;
+ }
+
+ n[0] += (u[1] - v[1]) * (u[2] + v[2]);
+ n[1] += (u[2] - v[2]) * (u[0] + v[0]);
+ n[2] += (u[0] - v[0]) * (u[1] + v[1]);
+ }
+
+ l = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
+ l = sqrt(l);
+
+ if (l == 0.0) {
+ normal[0] = 0.0f;
+ normal[1] = 0.0f;
+ normal[2] = 1.0f;
+
+ return;
+ } else l = 1.0f / l;
+
+ n[0] *= l;
+ n[1] *= l;
+ n[2] *= l;
+
+ normal[0] = (float) n[0];
+ normal[1] = (float) n[1];
+ normal[2] = (float) n[2];
+}
+
+void mesh_calc_poly_normal_coords(MPoly *mpoly, MLoop *loopstart,
+ const float (*vertex_coords)[3], float no[3])
+{
+ if (mpoly->totloop > 4) {
+ mesh_calc_ngon_normal_coords(mpoly, loopstart, vertex_coords, no);
+ }
+ else if (mpoly->totloop == 3){
+ normal_tri_v3(no,
+ vertex_coords[loopstart[0].v],
+ vertex_coords[loopstart[1].v],
+ vertex_coords[loopstart[2].v]
+ );
+ }
+ else if (mpoly->totloop == 4) {
+ normal_quad_v3(no,
+ vertex_coords[loopstart[0].v],
+ vertex_coords[loopstart[1].v],
+ vertex_coords[loopstart[2].v],
+ vertex_coords[loopstart[3].v]
+ );
+ }
+ else { /* horrible, two sided face! */
+ no[0] = 0.0;
+ no[1] = 0.0;
+ no[2] = 1.0;
+ }
+}
static void mesh_calc_ngon_center(MPoly *mpoly, MLoop *loopstart,
MVert *mvert, float cent[3])