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Diffstat (limited to 'source/blender/blenlib/intern/math_geom_inline.c')
-rw-r--r--source/blender/blenlib/intern/math_geom_inline.c27
1 files changed, 27 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_geom_inline.c b/source/blender/blenlib/intern/math_geom_inline.c
index ba9770e1bd1..f32b477787b 100644
--- a/source/blender/blenlib/intern/math_geom_inline.c
+++ b/source/blender/blenlib/intern/math_geom_inline.c
@@ -158,4 +158,31 @@ MINLINE int min_axis_v3(const float vec[3])
((y < z) ? 1 : 2));
}
+/**
+ * Simple method to find how many tri's we need when we already know the corner+poly count.
+ *
+ * Formula is:
+ *
+ * tri = ((corner_count / poly_count) - 2) * poly_count;
+ *
+ * Use doubles since this is used for allocating and we
+ * don't want float precision to give incorrect results.
+ *
+ * \param poly_count The number of ngon's/tris (1-2 sided faces will give incorrect results)
+ * \param corner_count - also known as loops in BMesh/DNA
+ */
+MINLINE int poly_to_tri_count(const int poly_count, const int corner_count)
+{
+ if (poly_count != 0) {
+ const double poly_count_d = (double)poly_count;
+ const double corner_count_d = (double)corner_count;
+ BLI_assert(poly_count > 0);
+ BLI_assert(corner_count > 0);
+ return (int)((((corner_count_d / poly_count_d) - 2.0) * poly_count_d) + 0.5);
+ }
+ else {
+ return 0;
+ }
+}
+
#endif /* __MATH_GEOM_INLINE_C__ */