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blender-archive/intern/decimation/intern/LOD_FaceNormalEditor.cpp
Kent Mein 0fbadc8eb7 Yes I did it again ;)
added the following 3 lines to everything in the intern dir:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Kent
--
mein@cs.umn.edu
2002-11-25 09:53:07 +00:00

295 lines
6.1 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
// implementation of LOD_FaceNormalEditor.h
///////////////////////////////////////
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "LOD_FaceNormalEditor.h"
using namespace std;
LOD_FaceNormalEditor::
LOD_FaceNormalEditor(
LOD_ManMesh2 & mesh
) : m_mesh(mesh) {
};
LOD_FaceNormalEditor *
LOD_FaceNormalEditor::
New(
LOD_ManMesh2 &mesh
){
// build a set of normals of the same size
// as the number of polys in the mesh
MEM_SmartPtr<LOD_FaceNormalEditor> output(new LOD_FaceNormalEditor(mesh));
int face_num = mesh.FaceSet().size();
MEM_SmartPtr<vector<MT_Vector3> > normals(new vector<MT_Vector3>);
MEM_SmartPtr<vector<MT_Vector3> > vertex_normals(new vector<MT_Vector3>);
if (output == NULL ||
normals == NULL
) {
return NULL;
}
normals->reserve(face_num);
vertex_normals->reserve(mesh.VertexSet().size());
output->m_normals = normals.Release();
output->m_vertex_normals = vertex_normals.Release();
return output.Release();
};
// Property editor interface
////////////////////////////
void
LOD_FaceNormalEditor::
Remove(
std::vector<LOD_FaceInd> &sorted_faces
){
// assumes a collection of faces sorted in descending order .
vector<MT_Vector3> & normals = m_normals.Ref();
vector<LOD_FaceInd>::const_iterator it_start = sorted_faces.begin();
vector<LOD_FaceInd>::const_iterator it_end = sorted_faces.end();
for (; it_start != it_end; ++it_start) {
if (normals.size() > 0) {
MT_Vector3 temp = normals[*it_start];
normals[*it_start] = normals.back();
normals.back() = temp;
normals.pop_back();
}
// FIXME - through exception
}
}
void
LOD_FaceNormalEditor::
Add(
){
MT_Vector3 zero(0.0f,0.0f,0.0f);
m_normals->push_back(zero);
}
void
LOD_FaceNormalEditor::
Update(
std::vector<LOD_FaceInd> &sorted_faces
){
vector<MT_Vector3> & normals = m_normals.Ref();
vector<LOD_FaceInd>::const_iterator it_start = sorted_faces.begin();
vector<LOD_FaceInd>::const_iterator it_end = sorted_faces.end();
const vector<LOD_TriFace> &faces = m_mesh.FaceSet();
for (; it_start != it_end; ++it_start) {
normals[*it_start] = ComputeNormal(faces[*it_start]);
}
};
// vertex normals
/////////////////
void
LOD_FaceNormalEditor::
RemoveVertexNormals(
vector<LOD_VertexInd> &sorted_verts
){
vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
vector<LOD_VertexInd>::const_iterator it_start = sorted_verts.begin();
vector<LOD_VertexInd>::const_iterator it_end = sorted_verts.end();
for (; it_start != it_end; ++it_start) {
if (vertex_normals.size() > 0) {
MT_Vector3 temp = vertex_normals[*it_start];
vertex_normals[*it_start] = vertex_normals.back();
vertex_normals.back() = temp;
vertex_normals.pop_back();
}
// FIXME - through exception
}
};
void
LOD_FaceNormalEditor::
UpdateVertexNormals(
vector<LOD_VertexInd> &sorted_verts
){
vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
vector<LOD_VertexInd>::const_iterator it_start = sorted_verts.begin();
vector<LOD_VertexInd>::const_iterator it_end = sorted_verts.end();
for (; it_start != it_end; ++it_start) {
vertex_normals[*it_start] = ComputeVertexNormal(*it_start);
}
}
// Editor specific methods
//////////////////////////
void
LOD_FaceNormalEditor::
BuildNormals(
){
const vector<LOD_TriFace> &faces = m_mesh.FaceSet();
vector<MT_Vector3> & normals = m_normals.Ref();
int face_num = faces.size();
int cur_face = 0;
for (; cur_face < face_num; ++cur_face) {
MT_Vector3 new_normal = ComputeNormal(faces[cur_face]);
normals.push_back(new_normal);
}
// now build the vertex normals
vector<MT_Vector3> & vertex_normals = m_vertex_normals.Ref();
const vector<LOD_Vertex> &verts = m_mesh.VertexSet();
int vertex_num = verts.size();
int cur_vertex = 0;
for (; cur_vertex < vertex_num; ++cur_vertex) {
MT_Vector3 new_normal = ComputeVertexNormal(cur_vertex);
vertex_normals.push_back(new_normal);
}
}
const
MT_Vector3
LOD_FaceNormalEditor::
ComputeNormal(
const LOD_TriFace &face
) const {
const vector<LOD_Vertex> &verts = m_mesh.VertexSet();
MT_Vector3 vec1 =
verts[face.m_verts[1]].pos -
verts[face.m_verts[0]].pos;
MT_Vector3 vec2 =
verts[face.m_verts[2]].pos -
verts[face.m_verts[1]].pos;
vec1 = vec1.cross(vec2);
if (!vec1.fuzzyZero()) {
vec1.normalize();
return (vec1);
} else {
return (MT_Vector3(1.0,0,0));
}
}
const
MT_Vector3
LOD_FaceNormalEditor::
ComputeVertexNormal(
const LOD_VertexInd v
) const {
// average the face normals surrounding this
// vertex and normalize
const vector<MT_Vector3> & face_normals = m_normals.Ref();
vector<LOD_FaceInd> vertex_faces;
vertex_faces.reserve(32);
m_mesh.VertexFaces(v,vertex_faces);
MT_Vector3 normal(0,0,0);
vector<LOD_FaceInd>::const_iterator face_it = vertex_faces.begin();
vector<LOD_FaceInd>::const_iterator face_end = vertex_faces.end();
for (; face_it != face_end; ++face_it) {
normal += face_normals[*face_it];
}
if (!normal.fuzzyZero()) {
normal.normalize();
return (normal);
} else {
return (MT_Vector3(1.0,0,0));
}
}