move normal recalculation into its own source file.

This commit is contained in:
Campbell Barton 2013-07-08 08:50:04 +00:00
parent 96d78e3de9
commit 335fd7388f
3 changed files with 157 additions and 121 deletions

@ -56,6 +56,7 @@ set(SRC
operators/bmo_join_triangles.c
operators/bmo_mesh_conv.c
operators/bmo_mirror.c
operators/bmo_normals.c
operators/bmo_poke.c
operators/bmo_primitive.c
operators/bmo_removedoubles.c

@ -0,0 +1,156 @@
/*
* ***** 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);
}

@ -278,127 +278,6 @@ void bmo_region_extend_exec(BMesh *bm, BMOperator *op)
BMO_slot_buffer_from_enabled_flag(bm, op, op->slots_out, "geom.out", BM_ALL_NOLOOP, SEL_FLAG);
}
/********* 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);
}
void bmo_smooth_vert_exec(BMesh *UNUSED(bm), BMOperator *op)
{
BMOIter siter;