use math functions for mesh subdivide smooth (easier to follow for bmesh, no functional changes).

This commit is contained in:
Campbell Barton 2011-11-01 04:19:21 +00:00
parent e4896c999f
commit f3f3a42566

@ -1456,11 +1456,11 @@ void MESH_OT_delete(wmOperatorType *ot)
/* calculates offset for co, based on fractal, sphere or smooth settings */ /* calculates offset for co, based on fractal, sphere or smooth settings */
static void alter_co(float *co, EditEdge *edge, float smooth, float fractal, int beauty, float perc) static void alter_co(float *co, EditEdge *edge, float smooth, float fractal, int beauty, float perc)
{ {
float vec1[3], fac; float tvec[3], fac;
if(beauty & B_SMOOTH) { if(beauty & B_SMOOTH) {
/* we calculate an offset vector vec1[], to be added to *co */ /* we calculate an offset vector tvec[], to be added to *co */
float len, fac, nor[3], nor1[3], nor2[3]; float len, nor[3], nor1[3], nor2[3];
sub_v3_v3v3(nor, edge->v1->co, edge->v2->co); sub_v3_v3v3(nor, edge->v1->co, edge->v2->co);
len= 0.5f*normalize_v3(nor); len= 0.5f*normalize_v3(nor);
@ -1469,43 +1469,31 @@ static void alter_co(float *co, EditEdge *edge, float smooth, float fractal, int
copy_v3_v3(nor2, edge->v2->no); copy_v3_v3(nor2, edge->v2->no);
/* cosine angle */ /* cosine angle */
fac= nor[0]*nor1[0] + nor[1]*nor1[1] + nor[2]*nor1[2] ; fac= dot_v3v3(nor, nor1);
mul_v3_v3fl(tvec, nor1, fac);
vec1[0]= fac*nor1[0];
vec1[1]= fac*nor1[1];
vec1[2]= fac*nor1[2];
/* cosine angle */ /* cosine angle */
fac= -nor[0]*nor2[0] - nor[1]*nor2[1] - nor[2]*nor2[2] ; fac= -dot_v3v3(nor, nor2);
madd_v3_v3fl(tvec, nor2, fac);
vec1[0]+= fac*nor2[0];
vec1[1]+= fac*nor2[1];
vec1[2]+= fac*nor2[2];
/* falloff for multi subdivide */ /* falloff for multi subdivide */
smooth *= sqrtf(fabs(1.0f - 2.0f*fabsf(0.5f-perc))); smooth *= sqrtf(fabs(1.0f - 2.0f*fabsf(0.5f-perc)));
vec1[0]*= smooth*len; mul_v3_fl(tvec, smooth * len);
vec1[1]*= smooth*len;
vec1[2]*= smooth*len;
co[0] += vec1[0]; add_v3_v3(co, tvec);
co[1] += vec1[1];
co[2] += vec1[2];
} }
else if(beauty & B_SPHERE) { /* subdivide sphere */ else if(beauty & B_SPHERE) { /* subdivide sphere */
normalize_v3(co); normalize_v3(co);
co[0]*= smooth; mul_v3_fl(co, smooth);
co[1]*= smooth;
co[2]*= smooth;
} }
if(beauty & B_FRACTAL) { if(beauty & B_FRACTAL) {
fac= fractal*len_v3v3(edge->v1->co, edge->v2->co); fac= fractal*len_v3v3(edge->v1->co, edge->v2->co);
vec1[0]= fac*(float)(0.5-BLI_drand()); tvec[0]= fac*(float)(0.5-BLI_drand());
vec1[1]= fac*(float)(0.5-BLI_drand()); tvec[1]= fac*(float)(0.5-BLI_drand());
vec1[2]= fac*(float)(0.5-BLI_drand()); tvec[2]= fac*(float)(0.5-BLI_drand());
add_v3_v3(co, vec1); add_v3_v3(co, tvec);
} }
} }
@ -1517,9 +1505,7 @@ static EditVert *subdivide_edge_addvert(EditMesh *em, EditEdge *edge, float smoo
EditVert *ev; EditVert *ev;
float co[3]; float co[3];
co[0] = (edge->v2->co[0]-edge->v1->co[0])*percent + edge->v1->co[0]; interp_v3_v3v3(co, edge->v1->co, edge->v2->co, percent);
co[1] = (edge->v2->co[1]-edge->v1->co[1])*percent + edge->v1->co[1];
co[2] = (edge->v2->co[2]-edge->v1->co[2])*percent + edge->v1->co[2];
/* offset for smooth or sphere or fractal */ /* offset for smooth or sphere or fractal */
alter_co(co, edge, smooth, fractal, beauty, percent); alter_co(co, edge, smooth, fractal, beauty, percent);
@ -1543,9 +1529,7 @@ static EditVert *subdivide_edge_addvert(EditMesh *em, EditEdge *edge, float smoo
EM_data_interp_from_verts(em, edge->v1, edge->v2, ev, percent); EM_data_interp_from_verts(em, edge->v1, edge->v2, ev, percent);
/* normal */ /* normal */
ev->no[0] = (edge->v2->no[0]-edge->v1->no[0])*percent + edge->v1->no[0]; interp_v3_v3v3(ev->no, edge->v1->no, edge->v2->no, percent);
ev->no[1] = (edge->v2->no[1]-edge->v1->no[1])*percent + edge->v1->no[1];
ev->no[2] = (edge->v2->no[2]-edge->v1->no[2])*percent + edge->v1->no[2];
normalize_v3(ev->no); normalize_v3(ev->no);
return ev; return ev;