195 lines
6.3 KiB
C++
195 lines
6.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "BLI_math_rotation_legacy.hh"
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#include "BLI_math_vector.hh"
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#include "BKE_curves.hh"
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namespace blender::bke::curves::poly {
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static bool delta_dir(const float3 &pos, const float3 &next, float3 &r_delta_dir)
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{
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const float epsilon = 1e-6f;
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if (UNLIKELY(math::almost_equal_relative(pos, next, epsilon))) {
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return false;
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}
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r_delta_dir = math::normalize(next - pos);
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return true;
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}
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/**
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* Computes an approximate tangent from the normalized sum from
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* the direction vectors to neighboring points on the curve.
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*/
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static float3 direction_bisect(const float3 &pos,
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const float3 &next,
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float3 &other_dir,
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bool &is_equal)
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{
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const float epsilon = 1e-6f;
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const bool prev_equal = is_equal;
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is_equal = math::almost_equal_relative(pos, next, epsilon);
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if (UNLIKELY(is_equal)) {
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/* Return the direction relative the 'previous' point. If 'prev_equal' is true this is not
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* the direction from previous point (it would be from the previous 'non-zero' segment).
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*/
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return other_dir;
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}
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const float3 prev_dir = other_dir;
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other_dir = math::normalize(next - pos);
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if (UNLIKELY(prev_equal)) {
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/* Return direction to next point as previous direction is not from the adjacent point! */
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return other_dir;
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}
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return math::normalize(prev_dir + other_dir);
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}
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void calculate_tangents(const Span<float3> positions,
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const bool is_cyclic,
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MutableSpan<float3> tangents)
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{
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BLI_assert(positions.size() == tangents.size());
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if (positions.size() == 1) {
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tangents.first() = float3(0.0f, 0.0f, 1.0f);
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return;
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}
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/* Find an initial valid tangent. */
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int first_valid_index = -1;
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for (const int i : IndexRange(0, positions.size() - 1)) {
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if (delta_dir(positions[i], positions[i + 1], tangents[i])) {
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first_valid_index = i;
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break;
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}
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}
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if (first_valid_index == -1) {
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/* If all tangents used the fallback, it means that all positions are (almost) the same. Just
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* use the up-vector as default tangent. */
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const float3 up_vector{0.0f, 0.0f, 1.0f};
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tangents.fill(up_vector);
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return;
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}
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if (first_valid_index > 0) {
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tangents.slice(0, first_valid_index).fill(tangents[first_valid_index]);
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}
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/* Calculate curve tangents using the delta from previous iteration(s). */
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float3 prev_delta = tangents[first_valid_index];
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bool prev_equal = false;
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for (const int i : positions.index_range().drop_front(first_valid_index + 1).drop_back(1)) {
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tangents[i] = direction_bisect(positions[i], positions[i + 1], prev_delta, prev_equal);
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}
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if (is_cyclic) {
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const float3 &first = positions.first();
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tangents.last() = direction_bisect(positions.last(), first, prev_delta, prev_equal);
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tangents.first() = direction_bisect(first, positions[1], prev_delta, prev_equal);
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}
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else if (!delta_dir(positions.last(1), positions.last(), tangents.last())) {
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tangents.last() = prev_delta;
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}
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}
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void calculate_normals_z_up(const Span<float3> tangents, MutableSpan<float3> normals)
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{
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BLI_assert(normals.size() == tangents.size());
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/* Same as in `vec_to_quat`. */
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const float epsilon = 1e-4f;
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for (const int i : normals.index_range()) {
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const float3 &tangent = tangents[i];
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if (std::abs(tangent.x) + std::abs(tangent.y) < epsilon) {
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normals[i] = {1.0f, 0.0f, 0.0f};
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}
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else {
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normals[i] = math::normalize(float3(tangent.y, -tangent.x, 0.0f));
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}
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}
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}
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/**
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* Rotate the last normal in the same way the tangent has been rotated.
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*/
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static float3 calculate_next_normal(const float3 &last_normal,
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const float3 &last_tangent,
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const float3 ¤t_tangent)
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{
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if (math::is_zero(last_tangent) || math::is_zero(current_tangent)) {
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return last_normal;
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}
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const float angle = angle_normalized_v3v3(last_tangent, current_tangent);
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if (angle != 0.0f) {
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const float3 axis = math::normalize(math::cross(last_tangent, current_tangent));
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if (LIKELY(!math::is_zero(axis))) {
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/* The iterative process here (computing the current normal by rotating the previous one) can
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* accumulate small floating point errors, leading to 'not enough' normalized results at some
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* point (see #121169). */
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return math::normalize(math::rotate_direction_around_axis(last_normal, axis, angle));
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}
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}
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return last_normal;
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}
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void calculate_normals_minimum(const Span<float3> tangents,
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const bool cyclic,
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MutableSpan<float3> normals)
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{
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BLI_assert(normals.size() == tangents.size());
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if (normals.is_empty()) {
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return;
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}
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const float epsilon = 1e-4f;
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/* Set initial normal. */
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const float3 &first_tangent = tangents.first();
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if (UNLIKELY(fabs(first_tangent.x) + fabs(first_tangent.y) < epsilon)) {
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normals.first() = {1.0f, 0.0f, 0.0f};
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}
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else {
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normals.first() = math::normalize(float3(first_tangent.y, -first_tangent.x, 0.0f));
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}
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/* Forward normal with minimum twist along the entire curve. */
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for (const int i : IndexRange(1, normals.size() - 1)) {
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normals[i] = calculate_next_normal(normals[i - 1], tangents[i - 1], tangents[i]);
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}
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if (!cyclic) {
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return;
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}
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/* Compute how much the first normal deviates from the normal that has been forwarded along the
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* entire cyclic curve. */
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const float3 uncorrected_last_normal = calculate_next_normal(
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normals.last(), tangents.last(), tangents.first());
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float correction_angle = angle_signed_on_axis_v3v3_v3(
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normals.first(), uncorrected_last_normal, tangents.first());
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if (correction_angle > M_PI) {
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correction_angle = correction_angle - 2 * M_PI;
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}
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/* Gradually apply correction by rotating all normals slightly around their tangents. */
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const float angle_step = correction_angle / normals.size();
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for (const int i : normals.index_range()) {
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const float3 axis = tangents[i];
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if (UNLIKELY(math::is_zero(axis))) {
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continue;
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}
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const float angle = angle_step * i;
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normals[i] = math::rotate_direction_around_axis(normals[i], axis, angle);
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}
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}
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} // namespace blender::bke::curves::poly
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