A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
205 lines
6.4 KiB
C++
205 lines
6.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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 <algorithm>
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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 float3 direction_bisect(const float3 &prev,
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const float3 &middle,
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const float3 &next,
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bool &r_used_fallback)
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{
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const float epsilon = 1e-6f;
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const bool prev_equal = math::almost_equal_relative(prev, middle, epsilon);
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const bool next_equal = math::almost_equal_relative(middle, next, epsilon);
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if (prev_equal && next_equal) {
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r_used_fallback = true;
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return {0.0f, 0.0f, 0.0f};
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}
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if (prev_equal) {
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return math::normalize(next - middle);
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}
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if (next_equal) {
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return math::normalize(middle - prev);
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}
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const float3 dir_prev = math::normalize(middle - prev);
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const float3 dir_next = math::normalize(next - middle);
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const float3 result = math::normalize(dir_prev + dir_next);
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return result;
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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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bool used_fallback = false;
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for (const int i : IndexRange(1, positions.size() - 2)) {
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tangents[i] = direction_bisect(
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positions[i - 1], positions[i], positions[i + 1], used_fallback);
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}
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if (is_cyclic) {
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const float3 &second_to_last = positions[positions.size() - 2];
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const float3 &last = positions.last();
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const float3 &first = positions.first();
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const float3 &second = positions[1];
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tangents.first() = direction_bisect(last, first, second, used_fallback);
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tangents.last() = direction_bisect(second_to_last, last, first, used_fallback);
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}
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else {
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const float epsilon = 1e-6f;
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if (math::almost_equal_relative(positions[0], positions[1], epsilon)) {
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tangents.first() = {0.0f, 0.0f, 0.0f};
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used_fallback = true;
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}
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else {
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tangents.first() = math::normalize(positions[1] - positions[0]);
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}
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if (math::almost_equal_relative(positions.last(0), positions.last(1), epsilon)) {
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tangents.last() = {0.0f, 0.0f, 0.0f};
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used_fallback = true;
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}
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else {
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tangents.last() = math::normalize(positions.last(0) - positions.last(1));
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}
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}
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if (!used_fallback) {
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return;
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}
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/* Find the first tangent that does not use the fallback. */
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int first_valid_tangent_index = -1;
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for (const int i : tangents.index_range()) {
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if (!math::is_zero(tangents[i])) {
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first_valid_tangent_index = i;
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break;
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}
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}
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if (first_valid_tangent_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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}
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else {
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const float3 &first_valid_tangent = tangents[first_valid_tangent_index];
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/* If the first few tangents are invalid, use the tangent from the first point with a valid
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* tangent. */
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tangents.take_front(first_valid_tangent_index).fill(first_valid_tangent);
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/* Use the previous valid tangent for points that had no valid tangent. */
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for (const int i : tangents.index_range().drop_front(first_valid_tangent_index + 1)) {
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float3 &tangent = tangents[i];
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if (math::is_zero(tangent)) {
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const float3 &prev_tangent = tangents[i - 1];
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tangent = prev_tangent;
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}
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}
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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 != 0.0) {
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const float3 axis = math::normalize(math::cross(last_tangent, current_tangent));
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return math::rotate_direction_around_axis(last_normal, axis, angle);
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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 (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. */
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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 float angle = angle_step * i;
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normals[i] = math::rotate_direction_around_axis(normals[i], tangents[i], angle);
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}
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}
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} // namespace blender::bke::curves::poly
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