minor bevel improvement

- concave vertices in a polygon were not correctly checked for.
- remove commented method of calculating bevel vertex positions, have a similar/better method coming.
This commit is contained in:
Campbell Barton
2011-12-12 09:09:01 +00:00
parent ab6adf86cc
commit 3d64d5afb6

View File

@@ -33,17 +33,23 @@ typedef struct EdgeTag {
static void calc_corner_co(BMesh *bm, BMLoop *l, float *co, float fac)
{
float no[3], /*tan[3]*,*/ vec1[3], vec2[3], v1[3], v2[3], v3[3], v4[3];
/*float p1[3], p2[3], w[3];
float l1, l2;*/
int /*ret,*/ inv=0;
float no[3], vec1[3], vec2[3], v1[3], v2[3], v3[3], v4[3];
int inv;
if (l->f->len > 2) {
copy_v3_v3(v1, l->prev->v->co);
copy_v3_v3(v2, l->v->co);
copy_v3_v3(v3, l->v->co);
copy_v3_v3(v4, l->next->v->co);
} else {
/*calculate normal*/
sub_v3_v3v3(vec1, v1, v2);
sub_v3_v3v3(vec2, v4, v3);
cross_v3_v3v3(no, vec1, vec2);
inv= dot_v3v3(no, l->f->no) > 0.0f;
}
else {
BMIter iter;
BMLoop *l2;
float up[3] = {0.0f, 0.0f, 1.0f};
@@ -68,66 +74,13 @@ static void calc_corner_co(BMesh *bm, BMLoop *l, float *co, float fac)
}
inv = dot_v3v3(no, up) < 0.0f;
}
/*calculate normal*/
sub_v3_v3v3(vec1, v1, v2);
sub_v3_v3v3(vec2, v4, v3);
#if 0
cross_v3_v3v3(no, vec2, vec1);
normalize_v3(no);
if (dot_v3v3(no, no) < FLT_EPSILON*10) {
copy_v3_v3(no, l->f->no);
}
if (dot_v3v3(no, no) < FLT_EPSILON*10) {
no[0] = 0.0; no[1] = 0.0; no[2] = 1.0f;
}
/*compute offsets*/
l1 = len_v3(vec1)*fac; //(1.0-(cos(angle_v3v3(vec1, vec2))*0.5+0.5))
l2 = len_v3(vec2)*fac;
l2 = (l1 + l2)*0.5;
l1 = l2;
if (dot_v3v3(no, l->f->no) < 0.0) {
negate_v3(no);
}
/*compute tangent and offset first edge*/
cross_v3_v3v3(tan, vec1, no);
normalize_v3(tan);
mul_v3_fl(tan, l1);
add_v3_v3(v1, tan);
add_v3_v3(v2, tan);
/*compute tangent and offset second edge*/
cross_v3_v3v3(tan, no, vec2);
normalize_v3(tan);
mul_v3_fl(tan, l2);
add_v3_v3(v3, tan);
add_v3_v3(v4, tan);
/*compute intersection*/
ret = isect_line_line_v3(v1, v2, v3, v4, p1, p2);
if (ret==1) {
copy_v3_v3(co, p1);
} else if (ret==2) {
add_v3_v3v3(co, p1, p2);
mul_v3_fl(co, 0.5);
} else { /*colinear case*/
add_v3_v3v3(co, v2, v3);
mul_v3_fl(co, 0.5);
/*calculate normal*/
sub_v3_v3v3(vec1, v1, v2);
sub_v3_v3v3(vec2, v4, v3);
}
#else
/*oddly, this simplistic method seems to work the best*/
/*simple percentage method */
add_v3_v3(vec1, vec2);
mul_v3_fl(vec1, fac * 0.5);
@@ -135,7 +88,6 @@ static void calc_corner_co(BMesh *bm, BMLoop *l, float *co, float fac)
negate_v3(vec1);
add_v3_v3v3(co, vec1, l->v->co);
#endif
}
#define ETAG_SET(e, v, nv) (v) == (e)->v1 ? (etags[BM_GetIndex((e))].newv1 = (nv)) : (etags[BM_GetIndex((e))].newv2 = (nv))