Vertex bevel: adjust vertex positions to make a more rounded pattern.
Also fixed debug quad drawing code to not join successive quads.
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@@ -1093,13 +1093,14 @@ static void bevel_build_rings(BMesh *bm, BevVert *bv)
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}
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}
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static VMesh *new_adj_subdiv_vmesh(MemArena *mem_arena, int count, int seg)
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static VMesh *new_adj_subdiv_vmesh(MemArena *mem_arena, int count, int seg, BoundVert *bounds)
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{
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VMesh *vm;
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vm = (VMesh *)BLI_memarena_alloc(mem_arena, sizeof(VMesh));
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vm->count = count;
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vm->seg = seg;
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vm->boundstart = bounds;
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vm->mesh = (NewVert *)BLI_memarena_alloc(mem_arena, count * (1 + seg / 2) * (1 + seg) * sizeof(NewVert));
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vm->mesh_kind = M_ADJ_SUBDIV;
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return vm;
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@@ -1207,7 +1208,7 @@ static VMesh *quadratic_subdiv(MemArena *mem_arena, VMesh *vm0)
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ns1 = 2 * ns0 - 1;
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// ns21 = ns1 / 2; /* UNUSED */
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vm1 = new_adj_subdiv_vmesh(mem_arena, n, ns1);
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vm1 = new_adj_subdiv_vmesh(mem_arena, n, ns1, vm0->boundstart);
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for (i = 0; i < n; i ++) {
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/* For handle vm0 polys with lower left corner at (i,j,k) for
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@@ -1281,6 +1282,32 @@ static VMesh *quadratic_subdiv(MemArena *mem_arena, VMesh *vm0)
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return vm1;
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}
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/* After a step of quadratic_subdiv, adjust the ring 1 verts to be on the planes of their respective faces,
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* so that the cross-tangents will match on further subdivision. */
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static void fix_vmesh_tangents(VMesh *vm, BevVert *bv)
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{
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int i, n;
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NewVert *v;
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BoundVert *bndv;
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float co[3];
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n = vm->count;
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bndv = vm->boundstart;
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do {
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i = bndv->index;
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/* (i, 1, 1) snap to edge line */
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v = mesh_vert(vm, i, 1, 1);
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closest_to_line_v3(co, v->co, bndv->nv.co, bv->v->co);
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copy_v3_v3(v->co, co);
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copy_v3_v3(mesh_vert(vm, (i + n -1) % n, 1, vm->seg - 1)->co, co);
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/* Also want (i, 1, k) snapped to plane of adjacent face for
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* 1 < k < ns - 1, but current initial cage and subdiv rules
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* ensure this, so nothing to do */
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} while ((bndv = bndv->next) != vm->boundstart);
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}
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/* Fill frac with fractions of way along ring 0 for vertex i, for use with interp_range function */
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static void fill_vmesh_fracs(VMesh *vm, float *frac, int i)
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{
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@@ -1333,7 +1360,7 @@ static VMesh *interp_vmesh(MemArena *mem_arena, VMesh *vm0, int nseg)
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ns0 = vm0->seg;
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nseg2 = nseg / 2;
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odd = nseg % 2;
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vm1 = new_adj_subdiv_vmesh(mem_arena, n, nseg);
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vm1 = new_adj_subdiv_vmesh(mem_arena, n, nseg, vm0->boundstart);
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prev_frac = (float *)BLI_memarena_alloc(mem_arena, (ns0 + 1 ) *sizeof(float));
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frac = (float *)BLI_memarena_alloc(mem_arena, (ns0 + 1 ) *sizeof(float));
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@@ -1399,7 +1426,7 @@ static void bevel_build_rings_subdiv(BevelParams *bp, BMesh *bm, BevVert *bv)
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BLI_assert(n >= 3 && ns > 1);
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/* First construct an initial control mesh, with nseg==3 */
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vm0 = new_adj_subdiv_vmesh(mem_arena, n, 3);
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vm0 = new_adj_subdiv_vmesh(mem_arena, n, 3, bv->vmesh->boundstart);
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for (i = 0; i < n; i++) {
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/* Boundaries just divide input polygon edges into 3 even segments */
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@@ -1416,8 +1443,8 @@ static void bevel_build_rings_subdiv(BevelParams *bp, BMesh *bm, BevVert *bv)
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vm1 = vm0;
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do {
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vm1 = quadratic_subdiv(mem_arena, vm1);
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/* TODO: readjust vertex positions to make better cross-tangents */
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} while (vm1->seg < ns);
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fix_vmesh_tangents(vm1, bv);
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} while (vm1->seg <= ns);
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vm1 = interp_vmesh(mem_arena, vm1, ns);
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/* copy final vmesh into bv->vmesh, make BMVerts and BMFaces */
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@@ -3459,14 +3459,14 @@ static void bl_debug_draw(void)
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if (_bl_debug_draw_quads_tot) {
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int i;
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cpack(0x00FF0000);
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glBegin(GL_LINE_LOOP);
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for (i = 0; i < _bl_debug_draw_quads_tot; i ++) {
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glBegin(GL_LINE_LOOP);
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glVertex3fv(_bl_debug_draw_quads[i][0]);
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glVertex3fv(_bl_debug_draw_quads[i][1]);
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glVertex3fv(_bl_debug_draw_quads[i][2]);
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glVertex3fv(_bl_debug_draw_quads[i][3]);
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glEnd();
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}
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glEnd();
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}
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if (_bl_debug_draw_edges_tot) {
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int i;
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