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blender-archive/source/blender/bmesh/operators/createops.c

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#include "MEM_guardedalloc.h"
#include "BKE_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_memarena.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "bmesh.h"
#include "bmesh_operators_private.h"
#define ELE_NEW 1
#define ELE_OUT 2
void bmesh_edgenet_fill_exec(BMesh *bm, BMOperator *op)
{
/*unimplemented, need to think on how to do this. probably are graph
theory stuff that could help with this problem.*/
}
/* evaluate if entire quad is a proper convex quad */
static int convex(float *v1, float *v2, float *v3, float *v4)
{
float nor[3], nor1[3], nor2[3], vec[4][2];
/* define projection, do both trias apart, quad is undefined! */
CalcNormFloat(v1, v2, v3, nor1);
CalcNormFloat(v1, v3, v4, nor2);
nor[0]= ABS(nor1[0]) + ABS(nor2[0]);
nor[1]= ABS(nor1[1]) + ABS(nor2[1]);
nor[2]= ABS(nor1[2]) + ABS(nor2[2]);
if(nor[2] >= nor[0] && nor[2] >= nor[1]) {
vec[0][0]= v1[0]; vec[0][1]= v1[1];
vec[1][0]= v2[0]; vec[1][1]= v2[1];
vec[2][0]= v3[0]; vec[2][1]= v3[1];
vec[3][0]= v4[0]; vec[3][1]= v4[1];
}
else if(nor[1] >= nor[0] && nor[1]>= nor[2]) {
vec[0][0]= v1[0]; vec[0][1]= v1[2];
vec[1][0]= v2[0]; vec[1][1]= v2[2];
vec[2][0]= v3[0]; vec[2][1]= v3[2];
vec[3][0]= v4[0]; vec[3][1]= v4[2];
}
else {
vec[0][0]= v1[1]; vec[0][1]= v1[2];
vec[1][0]= v2[1]; vec[1][1]= v2[2];
vec[2][0]= v3[1]; vec[2][1]= v3[2];
vec[3][0]= v4[1]; vec[3][1]= v4[2];
}
/* linetests, the 2 diagonals have to instersect to be convex */
if( IsectLL2Df(vec[0], vec[2], vec[1], vec[3]) > 0 ) return 1;
return 0;
}
/*this is essentially new fkey*/
void bmesh_contextual_create_exec(BMesh *bm, BMOperator *op)
{
BMOperator op2;
BMOIter oiter;
BMIter iter, liter;
BMHeader *h;
BMVert *v, *verts[4];
BMEdge *e;
BMLoop *l;
BMFace *f;
int totv=0, tote=0, totf=0, amount;
/*count number of each element type we were passed*/
BMO_ITER(h, &oiter, bm, op, "geom") {
switch (h->type) {
case BM_VERT: totv++; break;
case BM_EDGE: tote++; break;
case BM_FACE: totf++; break;
}
BMO_SetFlag(bm, h, ELE_NEW);
}
/*first call dissolve faces*/
BMO_InitOpf(bm, &op2, "dissolvefaces faces=%ff", ELE_NEW);
BMO_Exec_Op(bm, &op2);
BMO_ITER(f, &oiter, bm, &op2, "regionout") {
BMO_SetFlag(bm, f, ELE_OUT);
/*unflag verts associated with dissolved faces*/
BM_ITER(l, &liter, bm, BM_LOOPS_OF_FACE, f) {
BMO_ClearFlag(bm, l->v, ELE_NEW);
}
}
BMO_Finish_Op(bm, &op2);
/*then call edgenet create, which may still be unimplemented, heh*/
BMO_InitOpf(bm, &op2, "edgenet_fill edges=%fe", ELE_NEW);
BMO_Exec_Op(bm, &op2);
BMO_ITER(f, &oiter, bm, &op2, "faceout") {
BMO_SetFlag(bm, f, ELE_OUT);
/*unflag verts associated with the output faces*/
BM_ITER(l, &liter, bm, BM_LOOPS_OF_FACE, f) {
BMO_ClearFlag(bm, l->v, ELE_NEW);
}
}
BMO_Finish_Op(bm, &op2);
/*now, count how many verts we have*/
amount = 0;
BM_ITER(v, &iter, bm, BM_VERTS_OF_MESH, NULL) {
if (BMO_TestFlag(bm, v, ELE_NEW)) {
verts[amount] = v;
amount++;
if (amount > 4) break;
}
}
if (amount == 2) {
/*create edge*/
e = BM_Make_Edge(bm, verts[0], verts[1], NULL, 1);
BMO_SetFlag(bm, e, ELE_OUT);
} else if (amount == 3) {
/*create triangle*/
BM_Make_QuadTri(bm, verts[0], verts[1], verts[2], NULL, NULL, 1);
} else if (amount == 4) {
f = NULL;
/* the order of vertices can be anything, 6 cases to check */
if( convex(verts[0]->co, verts[1]->co, verts[2]->co, verts[3]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[1], verts[2], verts[3], NULL, 1);
}
else if( convex(verts[0]->co, verts[2]->co, verts[3]->co, verts[1]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[2], verts[3], verts[1], NULL, 1);
}
else if( convex(verts[0]->co, verts[2]->co, verts[1]->co, verts[3]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[2], verts[1], verts[3], NULL, 1);
}
else if( convex(verts[0]->co, verts[1]->co, verts[3]->co, verts[2]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[1], verts[3], verts[2], NULL, 1);
}
else if( convex(verts[0]->co, verts[3]->co, verts[2]->co, verts[1]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[3], verts[2], verts[1], NULL, 1);
}
else if( convex(verts[0]->co, verts[3]->co, verts[1]->co, verts[2]->co) ) {
f= BM_Make_QuadTri(bm, verts[0], verts[3], verts[1], verts[2], NULL, 1);
}
else {
printf("cannot find nice quad from concave set of vertices\n");
}
if (f) BMO_SetFlag(bm, f, ELE_OUT);
}
BMO_Flag_To_Slot(bm, op, "faceout", ELE_OUT, BM_FACE);
}