/* * ***** 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, Geoffrey Bantle, Campbell Barton * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/bmesh/intern/bmesh_polygon.c * \ingroup bmesh * * This file contains code for dealing * with polygons (normal/area calculation, * tessellation, etc) */ #include "DNA_listBase.h" #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_array.h" #include "BLI_scanfill.h" #include "BLI_listbase.h" #include "bmesh.h" #include "intern/bmesh_private.h" /** * \brief TEST EDGE SIDE and POINT IN TRIANGLE * * Point in triangle tests stolen from scanfill.c. * Used for tessellator */ static bool testedgesidef(const float v1[2], const float v2[2], const float v3[2]) { /* is v3 to the right of v1 - v2 ? With exception: v3 == v1 || v3 == v2 */ double inp; //inp = (v2[cox] - v1[cox]) * (v1[coy] - v3[coy]) + (v1[coy] - v2[coy]) * (v1[cox] - v3[cox]); inp = (v2[0] - v1[0]) * (v1[1] - v3[1]) + (v1[1] - v2[1]) * (v1[0] - v3[0]); if (inp < 0.0) { return false; } else if (inp == 0) { if (v1[0] == v3[0] && v1[1] == v3[1]) return false; if (v2[0] == v3[0] && v2[1] == v3[1]) return false; } return true; } /** * \brief COMPUTE POLY NORMAL * * Computes the normal of a planar * polygon See Graphics Gems for * computing newell normal. */ static void calc_poly_normal(float normal[3], float verts[][3], int nverts) { float const *v_prev = verts[nverts - 1]; float const *v_curr = verts[0]; float n[3] = {0.0f}; int i; /* Newell's Method */ for (i = 0; i < nverts; v_prev = v_curr, v_curr = verts[++i]) { add_newell_cross_v3_v3v3(n, v_prev, v_curr); } if (UNLIKELY(normalize_v3_v3(normal, n) == 0.0f)) { normal[2] = 1.0f; /* other axis set to 0.0 */ } } /** * \brief COMPUTE POLY NORMAL (BMFace) * * Same as #calc_poly_normal but operates directly on a bmesh face. */ static void bm_face_calc_poly_normal(BMFace *f) { BMLoop *l_first = BM_FACE_FIRST_LOOP(f); BMLoop *l_iter = l_first; float const *v_prev = l_first->prev->v->co; float const *v_curr = l_first->v->co; float n[3] = {0.0f}; /* Newell's Method */ do { add_newell_cross_v3_v3v3(n, v_prev, v_curr); l_iter = l_iter->next; v_prev = v_curr; v_curr = l_iter->v->co; } while (l_iter != l_first); if (UNLIKELY(normalize_v3_v3(f->no, n) == 0.0f)) { f->no[2] = 1.0f; /* other axis set to 0.0 */ } } /** * \brief COMPUTE POLY NORMAL (BMFace) * * Same as #calc_poly_normal and #bm_face_calc_poly_normal * but takes an array of vertex locations. */ static void bm_face_calc_poly_normal_vertex_cos(BMFace *f, float n[3], float const (*vertexCos)[3]) { BMLoop *l_first = BM_FACE_FIRST_LOOP(f); BMLoop *l_iter = l_first; float const *v_prev = vertexCos[BM_elem_index_get(l_first->prev->v)]; float const *v_curr = vertexCos[BM_elem_index_get(l_first->v)]; zero_v3(n); /* Newell's Method */ do { add_newell_cross_v3_v3v3(n, v_prev, v_curr); l_iter = l_iter->next; v_prev = v_curr; v_curr = vertexCos[BM_elem_index_get(l_iter->v)]; } while (l_iter != l_first); if (UNLIKELY(normalize_v3(n) == 0.0f)) { n[2] = 1.0f; /* other axis set to 0.0 */ } } /** * For tools that insist on using triangles, ideally we would cache this data. * * \param r_loops Store face loop pointers, (f->len) * \param r_index Store triangle triples, indicies into \a r_loops, ((f->len - 2) * 3) */ int BM_face_calc_tessellation(BMFace *f, BMLoop **r_loops, int (*_r_index)[3]) { int *r_index = (int *)_r_index; BMLoop *l_first = BM_FACE_FIRST_LOOP(f); BMLoop *l_iter; int totfilltri; if (f->len == 3) { *r_loops++ = (l_iter = l_first); *r_loops++ = (l_iter = l_iter->next); *r_loops++ = ( l_iter->next); r_index[0] = 0; r_index[1] = 1; r_index[2] = 2; totfilltri = 1; } else if (f->len == 4) { *r_loops++ = (l_iter = l_first); *r_loops++ = (l_iter = l_iter->next); *r_loops++ = (l_iter = l_iter->next); *r_loops++ = ( l_iter->next); r_index[0] = 0; r_index[1] = 1; r_index[2] = 2; r_index[3] = 0; r_index[4] = 2; r_index[5] = 3; totfilltri = 2; } else { int j; ScanFillContext sf_ctx; ScanFillVert *sf_vert, *sf_vert_last = NULL, *sf_vert_first = NULL; /* ScanFillEdge *e; */ /* UNUSED */ ScanFillFace *sf_tri; BLI_scanfill_begin(&sf_ctx); j = 0; l_iter = l_first; do { sf_vert = BLI_scanfill_vert_add(&sf_ctx, l_iter->v->co); sf_vert->tmp.p = l_iter; if (sf_vert_last) { /* e = */ BLI_scanfill_edge_add(&sf_ctx, sf_vert_last, sf_vert); } sf_vert_last = sf_vert; if (sf_vert_first == NULL) { sf_vert_first = sf_vert; } r_loops[j] = l_iter; /* mark order */ BM_elem_index_set(l_iter, j++); /* set_loop */ } while ((l_iter = l_iter->next) != l_first); /* complete the loop */ BLI_scanfill_edge_add(&sf_ctx, sf_vert_first, sf_vert); totfilltri = BLI_scanfill_calc_ex(&sf_ctx, 0, f->no); BLI_assert(totfilltri <= f->len - 2); BLI_assert(totfilltri == BLI_countlist(&sf_ctx.fillfacebase)); for (sf_tri = sf_ctx.fillfacebase.first; sf_tri; sf_tri = sf_tri->next) { int i1 = BM_elem_index_get((BMLoop *)sf_tri->v1->tmp.p); int i2 = BM_elem_index_get((BMLoop *)sf_tri->v2->tmp.p); int i3 = BM_elem_index_get((BMLoop *)sf_tri->v3->tmp.p); if (i1 > i2) { SWAP(int, i1, i2); } if (i2 > i3) { SWAP(int, i2, i3); } if (i1 > i2) { SWAP(int, i1, i2); } *r_index++ = i1; *r_index++ = i2; *r_index++ = i3; } BLI_scanfill_end(&sf_ctx); } return totfilltri; } /** * get the area of the face */ float BM_face_calc_area(BMFace *f) { BMLoop *l; BMIter iter; float (*verts)[3] = BLI_array_alloca(verts, f->len); float area; int i; BM_ITER_ELEM_INDEX (l, &iter, f, BM_LOOPS_OF_FACE, i) { copy_v3_v3(verts[i], l->v->co); } if (f->len == 3) { area = area_tri_v3(verts[0], verts[1], verts[2]); } else if (f->len == 4) { area = area_quad_v3(verts[0], verts[1], verts[2], verts[3]); } else { float normal[3]; calc_poly_normal(normal, verts, f->len); area = area_poly_v3(f->len, verts, normal); } return area; } /** * compute the perimeter of an ngon */ float BM_face_calc_perimeter(BMFace *f) { BMLoop *l_iter, *l_first; float perimeter = 0.0f; l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { perimeter += len_v3v3(l_iter->v->co, l_iter->next->v->co); } while ((l_iter = l_iter->next) != l_first); return perimeter; } /** * Compute a meaningful direction along the face (use for manipulator axis). * \note result isnt normalized. */ void BM_face_calc_plane(BMFace *f, float r_plane[3]) { if (f->len == 3) { BMVert *verts[3]; float lens[3]; float difs[3]; int order[3] = {0, 1, 2}; BM_face_as_array_vert_tri(f, verts); lens[0] = len_v3v3(verts[0]->co, verts[1]->co); lens[1] = len_v3v3(verts[1]->co, verts[2]->co); lens[2] = len_v3v3(verts[2]->co, verts[0]->co); /* find the shortest or the longest loop */ difs[0] = fabsf(lens[1] - lens[2]); difs[1] = fabsf(lens[2] - lens[0]); difs[2] = fabsf(lens[0] - lens[1]); axis_sort_v3(difs, order); sub_v3_v3v3(r_plane, verts[order[0]]->co, verts[(order[0] + 1) % 3]->co); } else if (f->len == 4) { BMVert *verts[4]; float vec[3], vec_a[3], vec_b[3]; // BM_iter_as_array(NULL, BM_VERTS_OF_FACE, efa, (void **)verts, 4); BM_face_as_array_vert_quad(f, verts); sub_v3_v3v3(vec_a, verts[3]->co, verts[2]->co); sub_v3_v3v3(vec_b, verts[0]->co, verts[1]->co); add_v3_v3v3(r_plane, vec_a, vec_b); sub_v3_v3v3(vec_a, verts[0]->co, verts[3]->co); sub_v3_v3v3(vec_b, verts[1]->co, verts[2]->co); add_v3_v3v3(vec, vec_a, vec_b); /* use the biggest edge length */ if (dot_v3v3(r_plane, r_plane) < dot_v3v3(vec, vec)) { copy_v3_v3(r_plane, vec); } } else { BMLoop *l_long = BM_face_find_longest_loop(f); sub_v3_v3v3(r_plane, l_long->v->co, l_long->next->v->co); } normalize_v3(r_plane); } /** * computes center of face in 3d. uses center of bounding box. */ void BM_face_calc_center_bounds(BMFace *f, float r_cent[3]) { BMLoop *l_iter; BMLoop *l_first; float min[3], max[3]; INIT_MINMAX(min, max); l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { minmax_v3v3_v3(min, max, l_iter->v->co); } while ((l_iter = l_iter->next) != l_first); mid_v3_v3v3(r_cent, min, max); } /** * computes the center of a face, using the mean average */ void BM_face_calc_center_mean(BMFace *f, float r_cent[3]) { BMLoop *l_iter; BMLoop *l_first; zero_v3(r_cent); l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { add_v3_v3(r_cent, l_iter->v->co); } while ((l_iter = l_iter->next) != l_first); if (f->len) mul_v3_fl(r_cent, 1.0f / (float) f->len); } /** * computes the center of a face, using the mean average * weighted by edge length */ void BM_face_calc_center_mean_weighted(BMFace *f, float r_cent[3]) { BMLoop *l_iter; BMLoop *l_first; float totw = 0.0f; float w_prev; zero_v3(r_cent); l_iter = l_first = BM_FACE_FIRST_LOOP(f); w_prev = BM_edge_calc_length(l_iter->prev->e); do { const float w_curr = BM_edge_calc_length(l_iter->e); const float w = (w_curr + w_prev); madd_v3_v3fl(r_cent, l_iter->v->co, w); totw += w; w_prev = w_curr; } while ((l_iter = l_iter->next) != l_first); if (totw != 0.0f) mul_v3_fl(r_cent, 1.0f / (float) totw); } /** * COMPUTE POLY PLANE * * Projects a set polygon's vertices to * a plane defined by the average * of its edges cross products */ void calc_poly_plane(float (*verts)[3], const int nverts) { float avgc[3], norm[3], mag, avgn[3]; float *v1, *v2, *v3; int i; if (nverts < 3) return; zero_v3(avgn); zero_v3(avgc); for (i = 0; i < nverts; i++) { v1 = verts[i]; v2 = verts[(i + 1) % nverts]; v3 = verts[(i + 2) % nverts]; normal_tri_v3(norm, v1, v2, v3); add_v3_v3(avgn, norm); } if (UNLIKELY(normalize_v3(avgn) == 0.0f)) { avgn[2] = 1.0f; } for (i = 0; i < nverts; i++) { v1 = verts[i]; mag = dot_v3v3(v1, avgn); madd_v3_v3fl(v1, avgn, -mag); } } /** * \brief BM LEGAL EDGES * * takes in a face and a list of edges, and sets to NULL any edge in * the list that bridges a concave region of the face or intersects * any of the faces's edges. */ static void scale_edge_v3f(float v1[3], float v2[3], const float fac) { float mid[3]; mid_v3_v3v3(mid, v1, v2); sub_v3_v3v3(v1, v1, mid); sub_v3_v3v3(v2, v2, mid); mul_v3_fl(v1, fac); mul_v3_fl(v2, fac); add_v3_v3v3(v1, v1, mid); add_v3_v3v3(v2, v2, mid); } /** * \brief POLY ROTATE PLANE * * Rotates a polygon so that it's * normal is pointing towards the mesh Z axis */ void poly_rotate_plane(const float normal[3], float (*verts)[3], const int nverts) { float mat[3][3]; if (axis_dominant_v3_to_m3(mat, normal)) { int i; for (i = 0; i < nverts; i++) { mul_m3_v3(mat, verts[i]); } } } /** * updates face and vertex normals incident on an edge */ void BM_edge_normals_update(BMEdge *e) { BMIter iter; BMFace *f; BM_ITER_ELEM (f, &iter, e, BM_FACES_OF_EDGE) { BM_face_normal_update(f); } BM_vert_normal_update(e->v1); BM_vert_normal_update(e->v2); } /** * update a vert normal (but not the faces incident on it) */ void BM_vert_normal_update(BMVert *v) { /* TODO, we can normalize each edge only once, then compare with previous edge */ BMIter liter; BMLoop *l; float vec1[3], vec2[3], fac; int len = 0; zero_v3(v->no); BM_ITER_ELEM (l, &liter, v, BM_LOOPS_OF_VERT) { /* Same calculation used in BM_mesh_normals_update */ sub_v3_v3v3(vec1, l->v->co, l->prev->v->co); sub_v3_v3v3(vec2, l->next->v->co, l->v->co); normalize_v3(vec1); normalize_v3(vec2); fac = saacos(-dot_v3v3(vec1, vec2)); madd_v3_v3fl(v->no, l->f->no, fac); len++; } if (len) { normalize_v3(v->no); } } void BM_vert_normal_update_all(BMVert *v) { BMIter iter; BMFace *f; BM_ITER_ELEM (f, &iter, v, BM_FACES_OF_VERT) { BM_face_normal_update(f); } BM_vert_normal_update(v); } /** * \brief BMESH UPDATE FACE NORMAL * * Updates the stored normal for the * given face. Requires that a buffer * of sufficient length to store projected * coordinates for all of the face's vertices * is passed in as well. */ void BM_face_normal_update(BMFace *f) { BMLoop *l; /* common cases first */ switch (f->len) { case 4: { const float *co1 = (l = BM_FACE_FIRST_LOOP(f))->v->co; const float *co2 = (l = l->next)->v->co; const float *co3 = (l = l->next)->v->co; const float *co4 = (l->next)->v->co; normal_quad_v3(f->no, co1, co2, co3, co4); break; } case 3: { const float *co1 = (l = BM_FACE_FIRST_LOOP(f))->v->co; const float *co2 = (l = l->next)->v->co; const float *co3 = (l->next)->v->co; normal_tri_v3(f->no, co1, co2, co3); break; } default: { bm_face_calc_poly_normal(f); break; } } } /* exact same as 'bmesh_face_normal_update' but accepts vertex coords */ void BM_face_normal_update_vcos(BMesh *bm, BMFace *f, float no[3], float const (*vertexCos)[3]) { BMLoop *l; /* must have valid index data */ BLI_assert((bm->elem_index_dirty & BM_VERT) == 0); (void)bm; /* common cases first */ switch (f->len) { case 4: { const float *co1 = vertexCos[BM_elem_index_get((l = BM_FACE_FIRST_LOOP(f))->v)]; const float *co2 = vertexCos[BM_elem_index_get((l = l->next)->v)]; const float *co3 = vertexCos[BM_elem_index_get((l = l->next)->v)]; const float *co4 = vertexCos[BM_elem_index_get((l->next)->v)]; normal_quad_v3(no, co1, co2, co3, co4); break; } case 3: { const float *co1 = vertexCos[BM_elem_index_get((l = BM_FACE_FIRST_LOOP(f))->v)]; const float *co2 = vertexCos[BM_elem_index_get((l = l->next)->v)]; const float *co3 = vertexCos[BM_elem_index_get((l->next)->v)]; normal_tri_v3(no, co1, co2, co3); break; } case 0: { zero_v3(no); break; } default: { bm_face_calc_poly_normal_vertex_cos(f, no, vertexCos); break; } } } /** * \brief Face Flip Normal * * Reverses the winding of a face. * \note This updates the calculated normal. */ void BM_face_normal_flip(BMesh *bm, BMFace *f) { bmesh_loop_reverse(bm, f); negate_v3(f->no); } /* detects if two line segments cross each other (intersects). * note, there could be more winding cases then there needs to be. */ static bool line_crosses_v2f(const float v1[2], const float v2[2], const float v3[2], const float v4[2]) { #define GETMIN2_AXIS(a, b, ma, mb, axis) \ { \ ma[axis] = min_ff(a[axis], b[axis]); \ mb[axis] = max_ff(a[axis], b[axis]); \ } (void)0 #define GETMIN2(a, b, ma, mb) \ { \ GETMIN2_AXIS(a, b, ma, mb, 0); \ GETMIN2_AXIS(a, b, ma, mb, 1); \ } (void)0 #define EPS (FLT_EPSILON * 15) int w1, w2, w3, w4, w5 /*, re */; float mv1[2], mv2[2], mv3[2], mv4[2]; /* now test winding */ w1 = testedgesidef(v1, v3, v2); w2 = testedgesidef(v2, v4, v1); w3 = !testedgesidef(v1, v2, v3); w4 = testedgesidef(v3, v2, v4); w5 = !testedgesidef(v3, v1, v4); if (w1 == w2 && w2 == w3 && w3 == w4 && w4 == w5) { return true; } GETMIN2(v1, v2, mv1, mv2); GETMIN2(v3, v4, mv3, mv4); /* do an interval test on the x and y axes */ /* first do x axis */ if (fabsf(v1[1] - v2[1]) < EPS && fabsf(v3[1] - v4[1]) < EPS && fabsf(v1[1] - v3[1]) < EPS) { return (mv4[0] >= mv1[0] && mv3[0] <= mv2[0]); } /* now do y axis */ if (fabsf(v1[0] - v2[0]) < EPS && fabsf(v3[0] - v4[0]) < EPS && fabsf(v1[0] - v3[0]) < EPS) { return (mv4[1] >= mv1[1] && mv3[1] <= mv2[1]); } return false; #undef GETMIN2_AXIS #undef GETMIN2 #undef EPS } /** * BM POINT IN FACE * * Projects co onto face f, and returns true if it is inside * the face bounds. * * \note this uses a best-axis projection test, * instead of projecting co directly into f's orientation space, * so there might be accuracy issues. */ bool BM_face_point_inside_test(BMFace *f, const float co[3]) { int ax, ay; float co2[2], cent[2] = {0.0f, 0.0f}, out[2] = {FLT_MAX * 0.5f, FLT_MAX * 0.5f}; BMLoop *l_iter; BMLoop *l_first; int crosses = 0; float onepluseps = 1.0f + (float)FLT_EPSILON * 150.0f; if (dot_v3v3(f->no, f->no) <= FLT_EPSILON * 10) BM_face_normal_update(f); /* find best projection of face XY, XZ or YZ: barycentric weights of * the 2d projected coords are the same and faster to compute * * this probably isn't all that accurate, but it has the advantage of * being fast (especially compared to projecting into the face orientation) */ axis_dominant_v3(&ax, &ay, f->no); co2[0] = co[ax]; co2[1] = co[ay]; l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { cent[0] += l_iter->v->co[ax]; cent[1] += l_iter->v->co[ay]; } while ((l_iter = l_iter->next) != l_first); mul_v2_fl(cent, 1.0f / (float)f->len); l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { float v1[2], v2[2]; v1[0] = (l_iter->prev->v->co[ax] - cent[0]) * onepluseps + cent[0]; v1[1] = (l_iter->prev->v->co[ay] - cent[1]) * onepluseps + cent[1]; v2[0] = (l_iter->v->co[ax] - cent[0]) * onepluseps + cent[0]; v2[1] = (l_iter->v->co[ay] - cent[1]) * onepluseps + cent[1]; crosses += line_crosses_v2f(v1, v2, co2, out) != 0; } while ((l_iter = l_iter->next) != l_first); return crosses % 2 != 0; } static bool bm_face_goodline(float const (*projectverts)[2], BMFace *f, int v1i, int v2i, int v3i) { BMLoop *l_iter; BMLoop *l_first; float pv1[2]; const float *v1 = projectverts[v1i]; const float *v2 = projectverts[v2i]; const float *v3 = projectverts[v3i]; int i; /* v3 must be on the left side of [v1, v2] line, else we know [v1, v3] is outside of f! */ if (testedgesidef(v1, v2, v3)) { return false; } l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { i = BM_elem_index_get(l_iter->v); copy_v2_v2(pv1, projectverts[i]); if (ELEM3(i, v1i, v2i, v3i)) { #if 0 printf("%d in (%d, %d, %d) tri (from indices!), continuing\n", i, v1i, v2i, v3i); #endif continue; } if (isect_point_tri_v2(pv1, v1, v2, v3) || isect_point_tri_v2(pv1, v3, v2, v1)) { #if 0 if (isect_point_tri_v2(pv1, v1, v2, v3)) printf("%d in (%d, %d, %d)\n", v3i, i, v1i, v2i); else printf("%d in (%d, %d, %d)\n", v1i, i, v3i, v2i); #endif return false; } } while ((l_iter = l_iter->next) != l_first); return true; } /** * \brief Find Ear * * Used by tessellator to find the next triangle to 'clip off' of a polygon while tessellating. * * \param f The face to search. * \param projectverts an array of face vert coords. * \param use_beauty Currently only applies to quads, can be extended later on. * \param abscoss Must be allocated by caller, and at least f->len length * (allow to avoid allocating a new one for each tri!). */ static BMLoop *poly_find_ear(BMFace *f, float (*projectverts)[2], const bool use_beauty, float *abscoss) { BMLoop *bestear = NULL; BMLoop *l_iter; BMLoop *l_first; const float cos_threshold = 0.9f; const float bias = 1.0f + 1e-6f; BLI_assert(len_squared_v3(f->no) > FLT_EPSILON); if (f->len == 4) { BMLoop *larr[4]; int i = 0, i4; float cos1, cos2; l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { larr[i] = l_iter; i++; } while ((l_iter = l_iter->next) != l_first); /* pick 0/1 based on best lenth */ /* XXX Can't only rely on such test, also must check we do not get (too much) degenerated triangles!!! */ i = (((len_squared_v3v3(larr[0]->v->co, larr[2]->v->co) > len_squared_v3v3(larr[1]->v->co, larr[3]->v->co) * bias)) != use_beauty); i4 = (i + 3) % 4; /* Check produced tris aren't too flat/narrow... * Probably not the best test, but is quite efficient and should at least avoid null-area faces! */ cos1 = fabsf(cos_v3v3v3(larr[i4]->v->co, larr[i]->v->co, larr[i + 1]->v->co)); cos2 = fabsf(cos_v3v3v3(larr[i4]->v->co, larr[i + 2]->v->co, larr[i + 1]->v->co)); #if 0 printf("%d, (%f, %f), (%f, %f)\n", i, cos1, cos2, fabsf(cos_v3v3v3(larr[i]->v->co, larr[i4]->v->co, larr[i + 2]->v->co)), fabsf(cos_v3v3v3(larr[i]->v->co, larr[i + 1]->v->co, larr[i + 2]->v->co))); #endif if (cos1 < cos2) cos1 = cos2; if (cos1 > cos_threshold) { if (cos1 > fabsf(cos_v3v3v3(larr[i]->v->co, larr[i4]->v->co, larr[i + 2]->v->co)) && cos1 > fabsf(cos_v3v3v3(larr[i]->v->co, larr[i + 1]->v->co, larr[i + 2]->v->co))) { i = !i; } } /* Last check we do not get overlapping triangles * (as much as possible, there are some cases with no good solution!) */ i4 = (i + 3) % 4; if (!bm_face_goodline((float const (*)[2])projectverts, f, BM_elem_index_get(larr[i4]->v), BM_elem_index_get(larr[i]->v), BM_elem_index_get(larr[i + 1]->v))) { i = !i; } /* printf("%d\n", i);*/ bestear = larr[i]; } else { /* float angle, bestangle = 180.0f; */ float cos, bestcos = 1.0f; int i, j, len; /* Compute cos of all corners! */ i = 0; l_iter = l_first = BM_FACE_FIRST_LOOP(f); len = l_iter->f->len; do { const BMVert *v1 = l_iter->prev->v; const BMVert *v2 = l_iter->v; const BMVert *v3 = l_iter->next->v; abscoss[i] = fabsf(cos_v3v3v3(v1->co, v2->co, v3->co)); /* printf("tcoss: %f\n", *tcoss);*/ i++; } while ((l_iter = l_iter->next) != l_first); i = 0; l_iter = l_first; do { const BMVert *v1 = l_iter->prev->v; const BMVert *v2 = l_iter->v; const BMVert *v3 = l_iter->next->v; if (bm_face_goodline((float const (*)[2])projectverts, f, BM_elem_index_get(v1), BM_elem_index_get(v2), BM_elem_index_get(v3))) { /* Compute highest cos (i.e. narrowest angle) of this tri. */ cos = max_fff(abscoss[i], fabsf(cos_v3v3v3(v2->co, v3->co, v1->co)), fabsf(cos_v3v3v3(v3->co, v1->co, v2->co))); /* Compare to prev best (i.e. lowest) cos. */ if (cos < bestcos) { /* We must check this tri would not leave a (too much) degenerated remaining face! */ /* For now just assume if the average of cos of all * "remaining face"'s corners is below a given threshold, it's OK. */ float avgcos = fabsf(cos_v3v3v3(v1->co, v3->co, l_iter->next->next->v->co)); const int i_limit = (i - 1 + len) % len; avgcos += fabsf(cos_v3v3v3(l_iter->prev->prev->v->co, v1->co, v3->co)); j = (i + 2) % len; do { avgcos += abscoss[j]; } while ((j = (j + 1) % len) != i_limit); avgcos /= len - 1; /* We need a best ear in any case... */ if (avgcos < cos_threshold || (!bestear && avgcos < 1.0f)) { /* OKI, keep this ear (corner...) as a potential best one! */ bestear = l_iter; bestcos = cos; } #if 0 else printf("Had a nice tri (higest cos of %f, current bestcos is %f), " "but average cos of all \"remaining face\"'s corners is too high (%f)!\n", cos, bestcos, avgcos); #endif } } i++; } while ((l_iter = l_iter->next) != l_first); } return bestear; } /** * \brief BMESH TRIANGULATE FACE * * Currently repeatedly find the best triangle (i.e. the most "open" one), provided it does not * produces a "remaining" face with too much wide/narrow angles * (using cos (i.e. dot product of normalized vectors) of angles). * * \param r_faces_new if non-null, must be an array of BMFace pointers, * with a length equal to (f->len - 2). It will be filled with the new * triangles. * * \note use_tag tags new flags and edges. */ void BM_face_triangulate(BMesh *bm, BMFace *f, BMFace **r_faces_new, const bool use_beauty, const bool use_tag) { const float f_len_orig = f->len; int i, nf_i = 0; BMLoop *l_new; BMLoop *l_iter; BMLoop *l_first; /* BM_face_triangulate: temp absolute cosines of face corners */ float (*projectverts)[2] = BLI_array_alloca(projectverts, f_len_orig); float *abscoss = BLI_array_alloca(abscoss, f_len_orig); float mat[3][3]; axis_dominant_v3_to_m3(mat, f->no); /* copy vertex coordinates to vertspace area */ i = 0; l_iter = l_first = BM_FACE_FIRST_LOOP(f); do { mul_v2_m3v3(projectverts[i], mat, l_iter->v->co); BM_elem_index_set(l_iter->v, i++); /* set dirty! */ } while ((l_iter = l_iter->next) != l_first); bm->elem_index_dirty |= BM_VERT; /* see above */ while (f->len > 3) { l_iter = poly_find_ear(f, projectverts, use_beauty, abscoss); /* force triangulation - if we can't find an ear the face is degenerate */ if (l_iter == NULL) { l_iter = BM_FACE_FIRST_LOOP(f); } /* printf("Subdividing face...\n");*/ f = BM_face_split(bm, l_iter->f, l_iter->prev->v, l_iter->next->v, &l_new, NULL, true); if (UNLIKELY(!f)) { fprintf(stderr, "%s: triangulator failed to split face! (bmesh internal error)\n", __func__); break; } copy_v3_v3(f->no, l_iter->f->no); if (use_tag) { BM_elem_flag_enable(l_new->e, BM_ELEM_TAG); BM_elem_flag_enable(f, BM_ELEM_TAG); } if (r_faces_new) { r_faces_new[nf_i++] = f; } } BLI_assert(f->len == 3); } /** * each pair of loops defines a new edge, a split. this function goes * through and sets pairs that are geometrically invalid to null. a * split is invalid, if it forms a concave angle or it intersects other * edges in the face, or it intersects another split. in the case of * intersecting splits, only the first of the set of intersecting * splits survives */ void BM_face_legal_splits(BMFace *f, BMLoop *(*loops)[2], int len) { BMLoop *l; float v1[3], v2[3], v3[3] /*, v4[3 */, no[3], mid[3], *p1, *p2, *p3, *p4; float out[3] = {-FLT_MAX, -FLT_MAX, 0.0f}; float (*projverts)[3] = BLI_array_alloca(projverts, f->len); float (*edgeverts)[3] = BLI_array_alloca(edgeverts, len * 2); float fac1 = 1.0000001f, fac2 = 0.9f; //9999f; //0.999f; int i, j, a = 0, clen; for (i = 0, l = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l = l->next) { BM_elem_index_set(l, i); /* set_loop */ copy_v3_v3(projverts[i], l->v->co); } for (i = 0; i < len; i++) { copy_v3_v3(v1, loops[i][0]->v->co); copy_v3_v3(v2, loops[i][1]->v->co); scale_edge_v3f(v1, v2, fac2); copy_v3_v3(edgeverts[a], v1); a++; copy_v3_v3(edgeverts[a], v2); a++; } calc_poly_normal(no, projverts, f->len); poly_rotate_plane(no, projverts, f->len); poly_rotate_plane(no, edgeverts, len * 2); for (i = 0, l = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l = l->next) { p1 = projverts[i]; out[0] = max_ff(out[0], p1[0]); out[1] = max_ff(out[1], p1[1]); /* out[2] = 0.0f; */ /* keep at zero */ p1[2] = 0.0f; } /* ensure we are well outside the face bounds (value is arbitrary) */ add_v2_fl(out, 1.0f); for (i = 0; i < len; i++) { edgeverts[i * 2][2] = 0.0f; edgeverts[i * 2 + 1][2] = 0.0f; } /* do convexity test */ for (i = 0; i < len; i++) { copy_v3_v3(v2, edgeverts[i * 2]); copy_v3_v3(v3, edgeverts[i * 2 + 1]); mid_v3_v3v3(mid, v2, v3); clen = 0; for (j = 0; j < f->len; j++) { p1 = projverts[j]; p2 = projverts[(j + 1) % f->len]; #if 0 copy_v3_v3(v1, p1); copy_v3_v3(v2, p2); scale_edge_v3f(v1, v2, fac1); if (line_crosses_v2f(v1, v2, mid, out)) { clen++; } #else if (line_crosses_v2f(p1, p2, mid, out)) { clen++; } #endif } if (clen % 2 == 0) { loops[i][0] = NULL; } } /* do line crossing tests */ for (i = 0; i < f->len; i++) { p1 = projverts[i]; p2 = projverts[(i + 1) % f->len]; copy_v3_v3(v1, p1); copy_v3_v3(v2, p2); scale_edge_v3f(v1, v2, fac1); for (j = 0; j < len; j++) { if (!loops[j][0]) { continue; } p3 = edgeverts[j * 2]; p4 = edgeverts[j * 2 + 1]; if (line_crosses_v2f(v1, v2, p3, p4)) { loops[j][0] = NULL; } } } for (i = 0; i < len; i++) { for (j = 0; j < len; j++) { if (j != i && loops[i][0] && loops[j][0]) { p1 = edgeverts[i * 2]; p2 = edgeverts[i * 2 + 1]; p3 = edgeverts[j * 2]; p4 = edgeverts[j * 2 + 1]; copy_v3_v3(v1, p1); copy_v3_v3(v2, p2); scale_edge_v3f(v1, v2, fac1); if (line_crosses_v2f(v1, v2, p3, p4)) { loops[i][0] = NULL; } } } } } /** * Small utility functions for fast access * * faster alternative to: * BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 3); */ void BM_face_as_array_vert_tri(BMFace *f, BMVert *r_verts[3]) { BMLoop *l = BM_FACE_FIRST_LOOP(f); BLI_assert(f->len == 3); r_verts[0] = l->v; l = l->next; r_verts[1] = l->v; l = l->next; r_verts[2] = l->v; } /** * faster alternative to: * BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 4); */ void BM_face_as_array_vert_quad(BMFace *f, BMVert *r_verts[4]) { BMLoop *l = BM_FACE_FIRST_LOOP(f); BLI_assert(f->len == 4); r_verts[0] = l->v; l = l->next; r_verts[1] = l->v; l = l->next; r_verts[2] = l->v; l = l->next; r_verts[3] = l->v; }