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blender-archive/source/blender/modifiers/intern/MOD_edgesplit.c

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/*
* ***** 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.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*
* Contributor(s): Daniel Dunbar
* Ton Roosendaal,
* Ben Batt,
* Brecht Van Lommel,
* Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/modifiers/intern/MOD_edgesplit.c
* \ingroup modifiers
*
* EdgeSplit modifier
*
* Splits edges in the mesh according to sharpness flag
* or edge angle (can be used to achieve autosmoothing)
*/
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_modifier.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "DNA_object_types.h"
static DerivedMesh *doEdgeSplit(DerivedMesh *dm, EdgeSplitModifierData *emd)
{
DerivedMesh *result;
BMesh *bm;
BMIter iter;
BMEdge *e;
Cleanup: Internal degrees removal. This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-12-03 20:09:25 +01:00
float threshold = cosf(emd->split_angle + 0.000000175f);
const bool calc_face_normals = (emd->flags & MOD_EDGESPLIT_FROMANGLE) != 0;
bm = DM_to_bmesh(dm, calc_face_normals);
if (emd->flags & MOD_EDGESPLIT_FROMANGLE) {
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
/* check for 1 edge having 2 face users */
BMLoop *l1, *l2;
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if ((l1 = e->l) &&
(l2 = e->l->radial_next) != l1)
{
if (/* 3+ faces on this edge, always split */
UNLIKELY(l1 != l2->radial_next) ||
/* 2 face edge - check angle*/
(dot_v3v3(l1->f->no, l2->f->no) < threshold))
{
BM_elem_flag_enable(e, BM_ELEM_TAG);
}
}
}
}
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if (emd->flags & MOD_EDGESPLIT_FROMFLAG) {
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
/* check for 2 or more edge users */
if ((e->l) &&
(e->l->next != e->l))
{
if (!BM_elem_flag_test(e, BM_ELEM_SMOOTH)) {
BM_elem_flag_enable(e, BM_ELEM_TAG);
}
}
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}
}
BM_mesh_edgesplit(bm, false, true, false);
/* BM_mesh_validate(bm); */ /* for troubleshooting */
result = CDDM_from_bmesh(bm, true);
BM_mesh_free(bm);
result->dirty |= DM_DIRTY_NORMALS;
return result;
}
static void initData(ModifierData *md)
{
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EdgeSplitModifierData *emd = (EdgeSplitModifierData *) md;
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/* default to 30-degree split angle, sharpness from both angle & flag */
Cleanup: Internal degrees removal. This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-12-03 20:09:25 +01:00
emd->split_angle = DEG2RADF(30.0f);
emd->flags = MOD_EDGESPLIT_FROMANGLE | MOD_EDGESPLIT_FROMFLAG;
}
static void copyData(ModifierData *md, ModifierData *target)
{
#if 0
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EdgeSplitModifierData *emd = (EdgeSplitModifierData *) md;
EdgeSplitModifierData *temd = (EdgeSplitModifierData *) target;
#endif
modifier_copyData_generic(md, target);
}
static DerivedMesh *applyModifier(ModifierData *md, Object *UNUSED(ob), DerivedMesh *dm,
ModifierApplyFlag UNUSED(flag))
{
DerivedMesh *result;
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EdgeSplitModifierData *emd = (EdgeSplitModifierData *) md;
if (!(emd->flags & (MOD_EDGESPLIT_FROMANGLE | MOD_EDGESPLIT_FROMFLAG)))
return dm;
result = doEdgeSplit(dm, emd);
return result;
}
ModifierTypeInfo modifierType_EdgeSplit = {
/* name */ "EdgeSplit",
/* structName */ "EdgeSplitModifierData",
/* structSize */ sizeof(EdgeSplitModifierData),
/* type */ eModifierTypeType_Constructive,
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/* flags */ eModifierTypeFlag_AcceptsMesh |
eModifierTypeFlag_AcceptsCVs |
eModifierTypeFlag_SupportsMapping |
eModifierTypeFlag_SupportsEditmode |
eModifierTypeFlag_EnableInEditmode,
/* copyData */ copyData,
/* deformVerts */ NULL,
/* deformMatrices */ NULL,
/* deformVertsEM */ NULL,
/* deformMatricesEM */ NULL,
/* applyModifier */ applyModifier,
/* applyModifierEM */ NULL,
/* initData */ initData,
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
/* updateDepgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
/* foreachObjectLink */ NULL,
/* foreachIDLink */ NULL,
/* foreachTexLink */ NULL,
};