Revision: 38864
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38864
Author:   nicholasbishop
Date:     2011-07-31 02:03:39 +0000 (Sun, 31 Jul 2011)
Log Message:
-----------
Imported bsphere.c, mostly ifdef'd out for now

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/CMakeLists.txt
    trunk/blender/source/blender/blenkernel/intern/customdata.c

Added Paths:
-----------
    trunk/blender/source/blender/blenkernel/intern/bsphere.c

Modified: trunk/blender/source/blender/blenkernel/CMakeLists.txt
===================================================================
--- trunk/blender/source/blender/blenkernel/CMakeLists.txt      2011-07-31 
02:03:33 UTC (rev 38863)
+++ trunk/blender/source/blender/blenkernel/CMakeLists.txt      2011-07-31 
02:03:39 UTC (rev 38864)
@@ -81,6 +81,7 @@
        intern/boids.c
        intern/booleanops_mesh.c
        intern/brush.c
+       intern/bsphere.c
        intern/bullet.c
        intern/bvhutils.c
        intern/cdderivedmesh.c

Added: trunk/blender/source/blender/blenkernel/intern/bsphere.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/bsphere.c                    
        (rev 0)
+++ trunk/blender/source/blender/blenkernel/intern/bsphere.c    2011-07-31 
02:03:39 UTC (rev 38864)
@@ -0,0 +1,1178 @@
+/*
+ * $Id$
+ *
+ * ***** 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) 2011 by Nicholas Bishop
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_heap.h"
+#include "BLI_ghash.h"
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+
+#include "BKE_cdderivedmesh.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_library.h"
+#include "BKE_main.h"
+#include "BKE_subsurf.h"
+
+#include <assert.h>
+
+typedef struct Tri {
+       struct Tri *next, *prev;
+       unsigned int v[3];
+       float no[3];
+       float area;
+       int marked;
+} Tri;
+
+typedef struct Edge {
+       struct Edge *next, *prev;
+       unsigned int v[2];
+       Tri *tri[2];
+} Edge;
+
+/* note: a `frame' is four vertices (contiguous within the MVert
+   array), stored simply as the index of the first vertex */
+
+static void create_frame(float frame[4][3], const float co[3], float radius,
+                        const float mat[3][3], float x_offset)
+{
+       float rx[3], ry[3], rz[3];
+       int i;
+
+       mul_v3_v3fl(ry, mat[1], radius);
+       mul_v3_v3fl(rz, mat[2], radius);
+       
+       add_v3_v3v3(frame[3], co, ry);
+       add_v3_v3v3(frame[3], frame[3], rz);
+
+       sub_v3_v3v3(frame[2], co, ry);
+       add_v3_v3v3(frame[2], frame[2], rz);
+
+       sub_v3_v3v3(frame[1], co, ry);
+       sub_v3_v3v3(frame[1], frame[1], rz);
+
+       add_v3_v3v3(frame[0], co, ry);
+       sub_v3_v3v3(frame[0], frame[0], rz);
+
+       mul_v3_v3fl(rx, mat[0], x_offset);
+       for(i = 0; i < 4; i++)
+               add_v3_v3v3(frame[i], frame[i], rx);
+}
+
+static void create_mid_frame(float frame[4][3],
+                            const float co1[3], const float co2[3],
+                            const SkinNode *n1, const SkinNode *n2,
+                            const float mat[3][3])
+{
+       create_frame(frame, co1, (n1->radius + n2->radius) / 2,
+                    mat, len_v3v3(co1, co2) / 2);
+}
+
+static void add_face(MFace *mface, int *totface,
+                    int v1, int v2, int v3, int v4)
+{
+       MFace *f;
+
+       f = &mface[*totface];
+       f->v1 = v1;
+       f->v2 = v2;
+       f->v3 = v3;
+       f->v4 = v4 == -1 ? 0 : v4;
+       if(!v4) {
+               f->v1 = v3;
+               f->v2 = v4;
+               f->v3 = v1;
+               f->v4 = v2;
+       }
+       (*totface)++;
+}
+
+static void connect_frames(MFace *mface, int *totface, int frame1, int frame2)
+{
+       int i;
+
+       for(i = 0; i < 4; i++) {
+               add_face(mface, totface,
+                        frame2 + i,
+                        frame2 + (i+1) % 4,
+                        frame1 + (i+1) % 4,
+                        frame1 + i);
+       }
+}
+
+static Tri *add_triangle(ListBase *tris, MVert *mvert, int v1, int v2, int v3)
+{
+       Tri *t;
+
+       t = MEM_callocN(sizeof(Tri), "add_triangle.tri");
+       t->v[0] = v1;
+       t->v[1] = v2;
+       t->v[2] = v3;
+       BLI_addtail(tris, t);
+
+       normal_tri_v3(t->no, mvert[t->v[0]].co, mvert[t->v[1]].co, 
mvert[t->v[2]].co);
+       t->area = area_tri_v3(mvert[t->v[0]].co, mvert[t->v[1]].co, 
mvert[t->v[2]].co);
+
+       return t;
+}
+
+static int point_tri_side(const Tri *t, MVert *mvert, int v)
+{
+       float p[3], d;
+       sub_v3_v3v3(p, mvert[v].co, mvert[t->v[0]].co);
+       d = dot_v3v3(t->no, p);
+       if(d < 0) return -1;
+       else if(d > 0) return 1;
+       else return 0;
+}
+
+static int mark_v_outside_tris(ListBase *tris, MVert *mvert, int v)
+{
+       Tri *t;
+       int outside = 0;
+
+       /* probably there's a much better way to do this */
+       for(t = tris->first; t; t = t->next) {
+               if((t->marked = point_tri_side(t, mvert, v) > 0))
+                       outside = 1;
+       }
+       return outside;
+}
+
+static int edge_match(int e1_0, int e1_1, const unsigned int e2[2])
+{
+       /* XXX: maybe isn't necesseary to check both directions? */
+       return (e1_0 == e2[0] && e1_1 == e2[1]) ||
+              (e1_0 == e2[1] && e1_1 == e2[0]);
+}
+
+/* returns true if the edge (e1, e2) is already in edges; that edge is
+   deleted here as well. if not found just returns 0 */
+static int check_for_dup(ListBase *edges, unsigned int e1, unsigned int e2)
+{
+       Edge *e, *next;
+
+       for(e = edges->first; e; e = next) {
+               next = e->next;
+
+               if(edge_match(e1, e2, e->v)) {
+                       /* remove the interior edge */
+                       BLI_freelinkN(edges, e);
+                       return 1;
+               }
+       }
+
+       return 0;
+}
+
+static void expand_boundary_edges(ListBase *edges, Tri *t)
+{
+       Edge *new;
+       int i;
+
+       /* insert each triangle edge into the boundary list; if any of
+          its edges are already in there, remove the edge entirely */
+       for(i = 0; i < 3; i++) {
+               if(!check_for_dup(edges, t->v[i], t->v[(i+1)%3])) {
+                       new = MEM_callocN(sizeof(Edge), "Edge");
+                       new->v[0] = t->v[i];
+                       new->v[1] = t->v[(i+1)%3];
+                       BLI_addtail(edges, new);
+               }
+       }
+}
+
+static int tri_matches_frame(const Tri *t, int frame)
+{
+       int i, j, match = 0;
+       for(i = 0; i < 3; i++) {
+               for(j = 0; j < 4; j++) {
+                       if(t->v[i] == frame + j) {
+                               match++;
+                               if(match >= 3)
+                                       return 1;
+                       }
+               }
+       }
+       return 0;
+}
+
+static void quad_from_tris(const Edge *e, int ndx[4])
+{
+       int i, j, opp = -1;
+
+       /* find what the second tri has that the first doesn't */
+       for(i = 0; i < 3; i++) {
+               if(e->tri[1]->v[i] != e->tri[0]->v[0] &&
+                  e->tri[1]->v[i] != e->tri[0]->v[1] &&
+                  e->tri[1]->v[i] != e->tri[0]->v[2]) {
+                       opp = e->tri[1]->v[i];
+                       break;
+               }
+       }
+       assert(opp != -1);
+
+       for(i = 0, j = 0; i < 3; i++, j++) {
+               ndx[j] = e->tri[0]->v[i];
+               /* when the triangle edge cuts across our quad-to-be,
+                  throw in the second triangle's vertex */
+               if((e->tri[0]->v[i] == e->v[0] || e->tri[0]->v[i] == e->v[1]) &&
+                  (e->tri[0]->v[(i+1)%3] == e->v[0] || e->tri[0]->v[(i+1)%3] 
== e->v[1])) {
+                       j++;
+                       ndx[j] = opp;
+               }
+       }
+}
+
+static void add_quad_from_tris(MFace *mface, int *totface, const Edge *e)
+{
+       int ndx[4];
+
+       quad_from_tris(e, ndx);
+
+       add_face(mface, totface, ndx[0], ndx[1], ndx[2], ndx[3]);
+}
+
+static GHash *calc_edges(ListBase *tris)
+{
+       GHash *adj;
+       ListBase *edges;
+       Edge *e;
+       Tri *t;
+       int i, e1, e2;
+
+       /* XXX: vertex range might be a little funky? so using a
+          hash here */
+       adj = BLI_ghash_new(BLI_ghashutil_inthash,
+                           BLI_ghashutil_intcmp,
+                           "calc_edges adj");
+
+       for(t = tris->first; t; t = t->next) {
+               for(i = 0; i < 3; i++) {
+                       e1 = t->v[i];
+                       e2 = t->v[(i+1)%3];
+                       assert(e1 != e2);
+                       if(e1 > e2)
+                               SWAP(int, e1, e2);
+
+                       edges = BLI_ghash_lookup(adj, SET_INT_IN_POINTER(e1));
+                       if(!edges) {
+                               edges = MEM_callocN(sizeof(ListBase),
+                                                   "calc_edges ListBase");
+                               BLI_ghash_insert(adj, SET_INT_IN_POINTER(e1), 
edges);
+                       }
+
+                       /* find the edge in the adjacency list */
+                       for(e = edges->first; e; e = e->next) {
+                               assert(e->v[0] == e1);
+                               if(e->v[1] == e2)
+                                       break;
+                       }
+
+                       /* if not found, create the edge */
+                       if(!e) {
+                               e = MEM_callocN(sizeof(Edge), "calc_edges 
Edge");
+                               e->v[0] = e1;
+                               e->v[1] = e2;
+                               BLI_addtail(edges, e);
+                       }
+
+                       /* should never be more than two faces
+                          attached to an edge here */
+                       assert(!e->tri[0] || !e->tri[1]);
+
+                       if(!e->tri[0])
+                               e->tri[0] = t;
+                       else if(!e->tri[1])
+                               e->tri[1] = t;
+               }
+       }
+
+       return adj;
+}
+
+static int is_quad_symmetric(const MVert *mvert, const Edge *e)
+{
+       int ndx[4];
+       float a[3];
+
+       quad_from_tris(e, ndx);
+
+       copy_v3_v3(a, mvert[ndx[0]].co);
+       a[0] = -a[0];
+
+       if(len_v3v3(a, mvert[ndx[1]].co) < FLT_EPSILON) {
+               copy_v3_v3(a, mvert[ndx[2]].co);
+               a[0] = -a[0];
+               if(len_v3v3(a, mvert[ndx[3]].co) < FLT_EPSILON)
+                       return 1;
+       }
+       else if(len_v3v3(a, mvert[ndx[3]].co) < FLT_EPSILON) {
+               copy_v3_v3(a, mvert[ndx[2]].co);
+               a[0] = -a[0];
+               if(len_v3v3(a, mvert[ndx[1]].co) < FLT_EPSILON)
+                       return 1;
+       }
+
+       return 0;
+}
+
+static void output_hull(const MVert *mvert, MFace *mface, int *totface, 
ListBase *tris)
+{
+       Heap *heap;
+       GHash *adj;
+       GHashIterator *iter;
+       ListBase *edges;
+       Edge *e;
+       Tri *t;
+       float score;
+
+       heap = BLI_heap_new();
+       adj = calc_edges(tris);
+
+       /* unmark all triangles */
+       for(t = tris->first; t; t = t->next)
+               t->marked = 0;
+
+       /* build heap */
+       iter = BLI_ghashIterator_new(adj);
+       while(!BLI_ghashIterator_isDone(iter)) {
+               edges = BLI_ghashIterator_getValue(iter);
+               for(e = edges->first; e; e = e->next) {
+                       /* only care if the edge is used by more than
+                          one triangle */
+                       if(e->tri[0] && e->tri[1]) {
+                               score = (e->tri[0]->area + e->tri[1]->area) *
+                                       dot_v3v3(e->tri[0]->no, e->tri[1]->no);
+
+                               /* increase score if the triangles
+                                  form a symmetric quad */
+                               if(is_quad_symmetric(mvert, e))
+                                       score *= 10;
+
+                               BLI_heap_insert(heap, -score, e);
+                       }
+               }
+
+               BLI_ghashIterator_step(iter);
+       }
+       BLI_ghashIterator_free(iter);
+
+       while(!BLI_heap_empty(heap)) {
+               e = BLI_heap_popmin(heap);
+               
+               /* if both triangles still free, outupt as a quad */
+               if(!e->tri[0]->marked && !e->tri[1]->marked) {
+                       add_quad_from_tris(mface, totface, e);
+                       e->tri[0]->marked = 1;
+                       e->tri[1]->marked = 1;
+               }
+       }
+
+       /* free edge list */
+       iter = BLI_ghashIterator_new(adj);
+       while(!BLI_ghashIterator_isDone(iter)) {
+               edges = BLI_ghashIterator_getValue(iter);
+               BLI_freelistN(edges);
+               MEM_freeN(edges);       
+               BLI_ghashIterator_step(iter);
+       }
+       BLI_ghashIterator_free(iter);

@@ Diff output truncated at 10240 characters. @@
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