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Diffstat (limited to 'source/blender/bmesh/operators/bmo_normals.c')
-rw-r--r--source/blender/bmesh/operators/bmo_normals.c156
1 files changed, 156 insertions, 0 deletions
diff --git a/source/blender/bmesh/operators/bmo_normals.c b/source/blender/bmesh/operators/bmo_normals.c
new file mode 100644
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+++ b/source/blender/bmesh/operators/bmo_normals.c
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+/*
+ * ***** BEGIN GPL 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Joseph Eagar, Campbell Barton
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/bmesh/operators/bmo_normals.c
+ * \ingroup bmesh
+ *
+ * normal recalculation.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+
+#include "bmesh.h"
+
+#include "intern/bmesh_operators_private.h" /* own include */
+
+/********* righthand faces implementation ****** */
+
+#define FACE_VIS 1
+#define FACE_FLAG 2
+#define FACE_FLIP 8
+
+/*
+ * put normal to the outside, and set the first direction flags in edges
+ *
+ * then check the object, and set directions / direction-flags: but only for edges with 1 or 2 faces
+ * this is in fact the 'select connected'
+ *
+ * in case all faces were not done: start over with 'find the ultimate ...' */
+
+/* NOTE: BM_ELEM_TAG is used on faces to tell if they are flipped. */
+
+void bmo_recalc_face_normals_exec(BMesh *bm, BMOperator *op)
+{
+ BMFace **fstack;
+ STACK_DECLARE(fstack);
+ const bool use_face_tag = BMO_slot_bool_get(op->slots_in, "use_face_tag");
+ const unsigned int tot_faces = BMO_slot_buffer_count(op->slots_in, "faces");
+ unsigned int tot_touch = 0;
+
+ BMO_slot_buffer_flag_enable(bm, op->slots_in, "faces", BM_FACE, FACE_FLAG);
+
+ fstack = MEM_mallocN(sizeof(*fstack) * tot_faces, __func__);
+
+ while (tot_touch != tot_faces) {
+ BMOIter siter;
+ float f_len_best = -FLT_MAX;
+ BMFace *f, *f_start = NULL;
+ float f_start_cent[3];
+
+ /* find a starting face */
+ BMO_ITER (f, &siter, op->slots_in, "faces", BM_FACE) {
+ float f_cent[3];
+ float f_len_test;
+
+ /* clear dirty flag */
+ BM_elem_flag_disable(f, BM_ELEM_TAG);
+
+ if (BMO_elem_flag_test(bm, f, FACE_VIS))
+ continue;
+
+ if (!f_start) f_start = f;
+
+ BM_face_calc_center_bounds(f, f_cent);
+
+ if ((f_len_test = len_squared_v3(f_cent)) > f_len_best) {
+ f_len_best = f_len_test;
+ f_start = f;
+ copy_v3_v3(f_start_cent, f_cent);
+ }
+ }
+
+ /* check sanity (while loop ensures) */
+ BLI_assert(f_start != NULL);
+
+ /* make sure the starting face has the correct winding */
+ if (dot_v3v3(f_start_cent, f_start->no) < 0.0f) {
+ BM_face_normal_flip(bm, f_start);
+ BMO_elem_flag_toggle(bm, f_start, FACE_FLIP);
+
+ if (use_face_tag) {
+ BM_elem_flag_toggle(f_start, BM_ELEM_TAG);
+ }
+ }
+
+ /* now that we've found our starting face, make all connected faces
+ * have the same winding. this is done recursively, using a manual
+ * stack (if we use simple function recursion, we'd end up overloading
+ * the stack on large meshes). */
+ STACK_INIT(fstack);
+
+ STACK_PUSH(fstack, f_start);
+ BMO_elem_flag_enable(bm, f_start, FACE_VIS);
+ tot_touch++;
+
+ while ((f = STACK_POP(fstack))) {
+ BMIter liter;
+ BMLoop *l;
+
+ BM_ITER_ELEM (l, &liter, f, BM_LOOPS_OF_FACE) {
+ BMLoop *l_other = l->radial_next;
+
+ if ((l_other == l) || l_other->radial_next != l) {
+ continue;
+ }
+
+ if (BMO_elem_flag_test(bm, l_other->f, FACE_FLAG)) {
+ if (!BMO_elem_flag_test(bm, l_other->f, FACE_VIS)) {
+ BMO_elem_flag_enable(bm, l_other->f, FACE_VIS);
+ tot_touch++;
+
+
+ if (l_other->v == l->v) {
+ BM_face_normal_flip(bm, l_other->f);
+
+ BMO_elem_flag_toggle(bm, l_other->f, FACE_FLIP);
+ if (use_face_tag) {
+ BM_elem_flag_toggle(l_other->f, BM_ELEM_TAG);
+ }
+ }
+ else if (BM_elem_flag_test(l_other->f, BM_ELEM_TAG) || BM_elem_flag_test(l->f, BM_ELEM_TAG)) {
+ if (use_face_tag) {
+ BM_elem_flag_disable(l->f, BM_ELEM_TAG);
+ BM_elem_flag_disable(l_other->f, BM_ELEM_TAG);
+ }
+ }
+
+ STACK_PUSH(fstack, l_other->f);
+ }
+ }
+ }
+ }
+ }
+
+ MEM_freeN(fstack);
+}