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test2/source/blender/bmesh/intern/bmesh_polygon.c

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C

/*
* ***** 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, float n[3])
{
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;
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 = l_iter->v->co;
} while (l_iter != l_first);
if (UNLIKELY(normalize_v3(n) == 0.0f)) {
n[2] = 1.0f;
}
}
/**
* \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_v2f(float v1[2], float v2[2], const float fac)
{
float mid[2];
mid_v2_v2v2(mid, v1, v2);
sub_v2_v2v2(v1, v1, mid);
sub_v2_v2v2(v2, v2, mid);
mul_v2_fl(v1, fac);
mul_v2_fl(v2, fac);
add_v2_v2v2(v1, v1, mid);
add_v2_v2v2(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_calc_normal(BMFace *f, float r_no[3])
{
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(r_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(r_no, co1, co2, co3);
break;
}
default:
{
bm_face_calc_poly_normal(f, r_no);
break;
}
}
}
void BM_face_normal_update(BMFace *f)
{
BM_face_calc_normal(f, f->no);
}
/* 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)
{
const int len2 = len * 2;
BMLoop *l;
float v1[2], v2[2], v3[2] /*, v4[3 */, no[3], mid[2], *p1, *p2, *p3, *p4;
float out[2] = {-FLT_MAX, -FLT_MAX};
float axis_mat[3][3];
float (*projverts)[2] = BLI_array_alloca(projverts, f->len);
float (*edgeverts)[2] = BLI_array_alloca(edgeverts, len2);
float fac1 = 1.0000001f, fac2 = 0.9f; //9999f; //0.999f;
int i, j, a = 0, clen;
/* TODO, the face normal may already be correct */
BM_face_calc_normal(f, no);
axis_dominant_v3_to_m3(axis_mat, no);
for (i = 0, l = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l = l->next) {
BM_elem_index_set(l, i); /* set_loop */
mul_v2_m3v3(projverts[i], axis_mat, l->v->co);
out[0] = max_ff(out[0], projverts[i][0]);
out[1] = max_ff(out[1], projverts[i][1]);
}
/* ensure we are well outside the face bounds (value is arbitrary) */
add_v2_fl(out, 1.0f);
for (i = 0; i < len; i++) {
copy_v2_v2(edgeverts[a + 0], projverts[BM_elem_index_get(loops[i][0])]);
copy_v2_v2(edgeverts[a + 1], projverts[BM_elem_index_get(loops[i][1])]);
scale_edge_v2f(edgeverts[a + 0], edgeverts[a + 1], fac2);
a += 2;
}
/* do convexity test */
for (i = 0; i < len; i++) {
copy_v2_v2(v2, edgeverts[i * 2 + 0]);
copy_v2_v2(v3, edgeverts[i * 2 + 1]);
mid_v2_v2v2(mid, v2, v3);
clen = 0;
for (j = 0; j < f->len; j++) {
p1 = projverts[j];
p2 = projverts[(j + 1) % f->len];
#if 0
copy_v2_v2(v1, p1);
copy_v2_v2(v2, p2);
scale_edge_v2f(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_v2_v2(v1, p1);
copy_v2_v2(v2, p2);
scale_edge_v2f(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_v2_v2(v1, p1);
copy_v2_v2(v2, p2);
scale_edge_v2f(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;
}