Fix for the bevel wrapping face detection algorithm. Still some case where quad will wrap. From the test I did, this seems to happen most of the time with MAJORLY non-coplanar faces. Still trying to find a final fix that would work all the time.

This commit is contained in:
2003-12-17 04:16:32 +00:00
parent 064297009c
commit 8c570d4bb4

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@@ -7820,35 +7820,17 @@ void fix_bevel_wrap(float *midvec, float *v1, float *v2, float *v3, float *v4, f
}
// Detects a quad partial wrapping after the resize
char detect_partial_wrap(float *v1, float *v2, float *v3, float no[3]) {
float tri_no[3], a[3], c[3];
char detect_wrap(float *o_v1, float *o_v2, float *v1, float *v2, float *no) {
float o_a[3], a[3], o_c[3], c[3];
VecSubf(o_a, o_v1, o_v2);
VecSubf(a, v1, v2);
VecSubf(c, v3, v2);
Crossf(tri_no, c, a);
Crossf(o_c, o_a, no);
Crossf(c, a, no);
if (Inpf(no, tri_no) < 0)
return 1;
else
return 0;
}
char detect_axial_quad_wrap(float *orig_edge_v1, float *orig_edge_v2, float *edge_v1, float *edge_v2, float *other_edge_v1, float *other_edge_v2) {
float orig_mid[3], mid[3], other_mid[3], vec1[3], vec2[3];
VecAddf(orig_mid, orig_edge_v1, orig_edge_v2);
VecAddf(mid, edge_v1, edge_v2);
VecAddf(other_mid, other_edge_v1, other_edge_v2);
VecSubf(vec1, orig_mid, mid);
VecSubf(vec2, other_mid, mid);
if (vec2[0] == 0 && vec2[1] == 0 && vec2[2] == 0)
return 0;
if (Inpf(vec1, vec2) >= 0)
if (Inpf(c, o_c) <= 0)
return 1;
else
return 0;
@@ -7859,85 +7841,78 @@ char detect_axial_quad_wrap(float *orig_edge_v1, float *orig_edge_v2, float *edg
void fix_bevel_quad_wrap(float *o_v1, float *o_v2, float *o_v3, float *o_v4, float *v1, float *v2, float *v3, float *v4, float d, float no[3]) {
float vec[3];
char wrap[4];
char Axis1, Axis2;
// Quads can wrap partially. Watch out
wrap[0] = detect_partial_wrap(v4, v1, v2, no);
wrap[1] = detect_partial_wrap(v1, v2, v3, no);
wrap[2] = detect_partial_wrap(v2, v3, v4, no);
wrap[3] = detect_partial_wrap(v3, v4, v1, no);
wrap[0] = detect_wrap(o_v1, o_v2, v1, v2, no); // Edge 1-2
wrap[1] = detect_wrap(o_v2, o_v3, v2, v3, no); // Edge 2-3
wrap[2] = detect_wrap(o_v3, o_v4, v3, v4, no); // Edge 3-4
wrap[3] = detect_wrap(o_v4, o_v1, v4, v1, no); // Edge 4-1
if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 0) {
// Edge 1 inverted
if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v2, o_v3, o_v4, o_v1, d, no);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
}
else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 0) {
// Edge 2 inverted
else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v3, o_v4, o_v1, o_v2, d, no);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
}
else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 1) {
// Edge 3 inverted
else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
fix_bevel_wrap(vec, o_v4, o_v1, o_v2, o_v3, d, no);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
else if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 1) {
// Edge 4 inverted
else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 1) {
fix_bevel_wrap(vec, o_v1, o_v2, o_v3, o_v4, d, no);
VECCOPY(v4, vec);
VECCOPY(v1, vec);
}
else if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 1){
// even though the whole face could be inverted, doesn't mean it's inverted on all axis
Axis1 = detect_axial_quad_wrap(o_v1, o_v2, v1, v2, v3, v4);
Axis2 = detect_axial_quad_wrap(o_v2, o_v3, v2, v3, v4, v1);
// Inverted on one of the axis
if (Axis1==1 && Axis2==0) {
VecAddf(vec, v2, v3);
VecMulf(vec, 0.5);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
VecAddf(vec, v1, v4);
VecMulf(vec, 0.5);
VECCOPY(v1, vec);
VECCOPY(v4, vec);
}
// Inverted on the other axis
else if (Axis1==0 && Axis2==1) {
VecAddf(vec, v1, v2);
VecMulf(vec, 0.5);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
VecAddf(vec, v3, v4);
VecMulf(vec, 0.5);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
// Totally inverted
else if (Axis1==1 && Axis2==1) {
VecAddf(vec, v1, v2);
VecAddf(vec, vec, v3);
VecAddf(vec, vec, v4);
VecMulf(vec, 0.25);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
// Edge 2 and 4 inverted
else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 1) {
VecAddf(vec, v2, v3);
VecMulf(vec, 0.5);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
VecAddf(vec, v1, v4);
VecMulf(vec, 0.5);
VECCOPY(v1, vec);
VECCOPY(v4, vec);
}
// Edge 1 and 3 inverted
else if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
VecAddf(vec, v1, v2);
VecMulf(vec, 0.5);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
VecAddf(vec, v3, v4);
VecMulf(vec, 0.5);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
// Totally inverted
else if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 1) {
VecAddf(vec, v1, v2);
VecAddf(vec, vec, v3);
VecAddf(vec, vec, v4);
VecMulf(vec, 0.25);
VECCOPY(v1, vec);
VECCOPY(v2, vec);
VECCOPY(v3, vec);
VECCOPY(v4, vec);
}
printf("\n");
}
// Detects and fix a tri wrapping after the resize
// Arguments are the orginal verts followed by the final verts
void fix_bevel_tri_wrap(float *o_v1, float *o_v2, float *o_v3, float *v1, float *v2, float *v3) {
float a[3], b[3];
VecSubf(a, o_v1, v1);
VecSubf(b, v2, v1);
if (Inpf(a, b) >= 0) {
// Arguments are the orginal verts followed by the final verts and the normal
// Triangles cannot wrap partially (not in this situation
void fix_bevel_tri_wrap(float *o_v1, float *o_v2, float *o_v3, float *v1, float *v2, float *v3, float *no) {
if (detect_wrap(o_v1, o_v2, v1, v2, no)) {
float vec[3];
VecAddf(vec, o_v1, o_v2);
VecAddf(vec, vec, o_v3);
@@ -7968,7 +7943,7 @@ void bevel_shrink_faces(float d, int flag)
bevel_displace_vec(vec, v3, v1, v2, d, no);
VECCOPY(evl->v1->co, vec);
fix_bevel_tri_wrap(v1, v2, v3, evl->v1->co, evl->v2->co, evl->v3->co);
fix_bevel_tri_wrap(v1, v2, v3, evl->v1->co, evl->v2->co, evl->v3->co, no);
} else {
VECCOPY(v4, evl->v4->co);
bevel_displace_vec(vec, v1, v2, v3, d, no);
@@ -8006,7 +7981,7 @@ void bevel_shrink_draw(float d, int flag)
bevel_displace_vec(vec, v3, v1, v2, d, no);
VECCOPY(fv1, vec);
fix_bevel_tri_wrap(v1, v2, v3, fv1, fv2, fv3);
fix_bevel_tri_wrap(v1, v2, v3, fv1, fv2, fv3, no);
glBegin(GL_LINES);
glVertex3fv(fv1);
@@ -8473,14 +8448,17 @@ void bevel_mesh_recurs(float bsize, short recurs, int allfaces)
void bevel_menu()
{
EditVlak *evl;
char Finished = 0, Canceled = 0;
char Finished = 0, Canceled = 0, str[100];
short mval[2], oval[2], curval[2], event = 0, recurs = 1;
float vec[3], d, drawd, centre[3];
char str[100];
getmouseco_areawin(mval);
curval[0] = oval[0] = mval[0];
curval[1] = oval[1] = mval[1];
oval[0] = mval[0]; oval[1] = mval[1];
// Silly hackish code to initialise the variable (warning if not done)
// while still drawing in the first iteration (and without using another variable)
curval[0] = mval[0] + 1; curval[1] = mval[1] + 1;
window_to_3d(centre, mval[0], mval[1]);
if(button(&recurs, 1, 4, "Recurs:")==0) return;
@@ -8505,7 +8483,9 @@ void bevel_menu()
drawd = d;
for (nr=0; nr<recurs-1; nr++) {
if (nr==0) drawd += drawd/3; else drawd += drawd/2;
float tmp_d = d;
if (nr==0) tmp_d /= 3; else tmp_d /= 2;
drawd += tmp_d;
}
/*------------- Preview lines--------------- */
@@ -8570,5 +8550,6 @@ void bevel_menu()
}
if (Canceled==0) {
bevel_mesh_recurs(d, recurs, 1);
righthandfaces(1);
}
}