diff options
Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index b79ae9f0042..21f82353ac2 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -2295,6 +2295,39 @@ void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3], } } +/* Add weighted face normal component into normals of the face vertices. + Caller must pass pre-allocated vdiffs of nverts length. */ +#define VERT_BUF_SIZE 100 +void accumulate_vertex_normals_poly(float **vertnos, float polyno[3], + float **vertcos, float vdiffs[][3], int nverts) +{ + int i; + + /* calculate normalized edge directions for each edge in the poly */ + for (i = 0; i < nverts; i++) { + sub_v3_v3v3(vdiffs[i], vertcos[(i+1) % nverts], vertcos[i]); + normalize_v3(vdiffs[i]); + } + + /* accumulate angle weighted face normal */ + { + const float *prev_edge = vdiffs[nverts-1]; + int i; + + for(i=0; i<nverts; i++) { + const float *cur_edge = vdiffs[i]; + + /* calculate angle between the two poly edges incident on + this vertex */ + const float fac= saacos(-dot_v3v3(cur_edge, prev_edge)); + + /* accumulate */ + madd_v3_v3fl(vertnos[i], polyno, fac); + prev_edge = cur_edge; + } + } +} + /********************************* Tangents **********************************/ /* For normal map tangents we need to detect uv boundaries, and only average @@ -2951,3 +2984,39 @@ float form_factor_hemi_poly(float p[3], float n[3], float v1[3], float v2[3], fl return contrib; } + +/* evaluate if entire quad is a proper convex quad */ + int is_quad_convex_v3(const float *v1, const float *v2, const float *v3, const float *v4) + { + float nor[3], nor1[3], nor2[3], vec[4][2]; + + /* define projection, do both trias apart, quad is undefined! */ + normal_tri_v3( nor1,v1, v2, v3); + normal_tri_v3( nor2,v1, v3, v4); + nor[0]= ABS(nor1[0]) + ABS(nor2[0]); + nor[1]= ABS(nor1[1]) + ABS(nor2[1]); + nor[2]= ABS(nor1[2]) + ABS(nor2[2]); + + if(nor[2] >= nor[0] && nor[2] >= nor[1]) { + vec[0][0]= v1[0]; vec[0][1]= v1[1]; + vec[1][0]= v2[0]; vec[1][1]= v2[1]; + vec[2][0]= v3[0]; vec[2][1]= v3[1]; + vec[3][0]= v4[0]; vec[3][1]= v4[1]; + } + else if(nor[1] >= nor[0] && nor[1]>= nor[2]) { + vec[0][0]= v1[0]; vec[0][1]= v1[2]; + vec[1][0]= v2[0]; vec[1][1]= v2[2]; + vec[2][0]= v3[0]; vec[2][1]= v3[2]; + vec[3][0]= v4[0]; vec[3][1]= v4[2]; + } + else { + vec[0][0]= v1[1]; vec[0][1]= v1[2]; + vec[1][0]= v2[1]; vec[1][1]= v2[2]; + vec[2][0]= v3[1]; vec[2][1]= v3[2]; + vec[3][0]= v4[1]; vec[3][1]= v4[2]; + } + + /* linetests, the 2 diagonals have to instersect to be convex */ + if( isect_line_line_v2(vec[0], vec[2], vec[1], vec[3]) > 0 ) return 1; + return 0; +} |