[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23019] trunk/blender/source/blender: Option to correct for 3D curve twist error.
joe
joeedh at gmail.com
Sat Sep 5 20:20:00 CEST 2009
Yay!
Joe
On Sat, Sep 5, 2009 at 3:54 AM, Campbell Barton<ideasman42 at gmail.com> wrote:
> Revision: 23019
> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23019
> Author: campbellbarton
> Date: 2009-09-05 11:54:01 +0200 (Sat, 05 Sep 2009)
>
> Log Message:
> -----------
> Option to correct for 3D curve twist error. example before and after.
> http://www.graphicall.org/ftp/ideasman42/curve_auto_twist.png
> Access next to the "3D" edit button.
>
> details...
> - open curves use the first points orientation and minimize twist for each new segment.
> - cyclic curves calculate the least twist in both directions and blend between them
> - AxisAngleToQuat replaced inline code.
> - Notice the model on the right now has more even corners. added Vec3ToTangent to arithb.c.
>
> Modified Paths:
> --------------
> trunk/blender/source/blender/blenkernel/intern/curve.c
> trunk/blender/source/blender/blenlib/BLI_arithb.h
> trunk/blender/source/blender/blenlib/intern/arithb.c
> trunk/blender/source/blender/makesdna/DNA_curve_types.h
> trunk/blender/source/blender/src/buttons_editing.c
>
> Modified: trunk/blender/source/blender/blenkernel/intern/curve.c
> ===================================================================
> --- trunk/blender/source/blender/blenkernel/intern/curve.c 2009-09-05 06:10:30 UTC (rev 23018)
> +++ trunk/blender/source/blender/blenkernel/intern/curve.c 2009-09-05 09:54:01 UTC (rev 23019)
> @@ -1513,7 +1513,7 @@
> BPoint *bp;
> BevList *bl, *blnew, *blnext;
> BevPoint *bevp, *bevp2, *bevp1 = NULL, *bevp0;
> - float min, inp, x1, x2, y1, y2, vec[3];
> + float min, inp, x1, x2, y1, y2, vec[3], vec_prev[3], q[4], quat[4], quat_prev[4], cross[3];
> float *coord_array, *tilt_array=NULL, *radius_array=NULL, *coord_fp, *tilt_fp=NULL, *radius_fp=NULL;
> float *v1, *v2;
> struct bevelsort *sortdata, *sd, *sd1;
> @@ -1872,7 +1872,10 @@
> bl= cu->bev.first;
> while(bl) {
>
> - if(bl->nr==2) { /* 2 pnt, treat separate */
> + if(bl->nr < 2) {
> + /* do nothing */
> + }
> + else if(bl->nr==2) { /* 2 pnt, treat separate */
> bevp2= (BevPoint *)(bl+1);
> bevp1= bevp2+1;
>
> @@ -1886,68 +1889,169 @@
> if(cu->flag & CU_3D) { /* 3D */
> float quat[4], q[4];
>
> - vec[0]= bevp1->x - bevp2->x;
> - vec[1]= bevp1->y - bevp2->y;
> - vec[2]= bevp1->z - bevp2->z;
> + VecSubf(vec, &bevp1->x, &bevp2->x);
>
> vectoquat(vec, 5, 1, quat);
>
> - Normalize(vec);
> - q[0]= (float)cos(0.5*bevp1->alfa);
> - x1= (float)sin(0.5*bevp1->alfa);
> - q[1]= x1*vec[0];
> - q[2]= x1*vec[1];
> - q[3]= x1*vec[2];
> + AxisAngleToQuat(q, vec, bevp1->alfa);
> QuatMul(quat, q, quat);
>
> QuatToMat3(quat, bevp1->mat);
> Mat3CpyMat3(bevp2->mat, bevp1->mat);
> }
>
> + } /* this has to be >2 points */
> + else if(cu->flag & CU_NO_TWIST && cu->flag & CU_3D && bl->poly != -1) {
> +
> + /* Special case, cyclic curve with no twisy. tricky... */
> +
> + float quat[4], q[4], cross[3];
> +
> + /* correcting a cyclic curve is more complicated, need to be corrected from both ends */
> + float *quat_tmp1, *quat_tmp2; /* store a quat in the matrix temporarily */
> + int iter_dir;
> + BevPoint *bevp_start= (BevPoint *)(bl+1);
> +
> + /* loop over the points twice, once up, once back, accumulate the quat rotations
> + * in both directions, then blend them in the 3rd loop and apply the tilt */
> + for(iter_dir = 0; iter_dir < 2; iter_dir++) {
> +
> + bevp2= (BevPoint *)(bl+1);
> + bevp1= bevp2+(bl->nr-1);
> + bevp0= bevp1-1;
> +
> + nr= bl->nr;
> + while(nr--) {
> +
> + /* Normalizes */
> + Vec3ToTangent(vec, &bevp0->x, &bevp1->x, &bevp2->x);
> +
> + if(bl->nr==nr+1) { /* first time */
> + vectoquat(vec, 5, 1, quat);
> + }
> + else {
> + float angle = NormalizedVecAngle2(vec_prev, vec);
> +
> + if(angle > 0.0f) { /* otherwise we can keep as is */
> + Crossf(cross, vec_prev, vec);
> + AxisAngleToQuat(q, cross, angle);
> + QuatMul(quat, q, quat_prev);
> + }
> + else {
> + QUATCOPY(quat, quat_prev);
> + }
> + }
> + QUATCOPY(quat_prev, quat); /* quat_prev can't have the tilt applied */
> + VECCOPY(vec_prev, vec);
> +
> + if(iter_dir==0) { /* up, first time */
> + quat_tmp1= (float *)bevp1->mat;
> +
> + bevp0= bevp1;
> + bevp1= bevp2;
> + bevp2++;
> + }
> + else { /* down second time */
> + quat_tmp1= ((float *)bevp1->mat)+4;
> +
> + bevp2= bevp1;
> + bevp1= bevp0;
> + bevp0--;
> +
> + /* wrap around */
> + if (bevp0 < bevp_start)
> + bevp0= bevp_start+(bl->nr-1);
> + }
> +
> + QUATCOPY(quat_tmp1, quat);
> + }
> + }
> +
> + /* Now interpolate the 2 quats and apply tilt */
> +
> + bevp2= (BevPoint *)(bl+1);
> + bevp1= bevp2+(bl->nr-1);
> + bevp0= bevp1-1;
> +
> + nr= bl->nr;
> + while(nr--) {
> +
> + Vec3ToTangent(vec, &bevp0->x, &bevp1->x, &bevp2->x);
> +
> + quat_tmp1= (float *)bevp1->mat;
> + quat_tmp2= quat_tmp1+4;
> +
> + /* blend the 2 rotations gathered from both directions */
> + QuatInterpol(quat, quat_tmp1, quat_tmp2, 1.0 - (((float)nr)/bl->nr));
> +
> + AxisAngleToQuat(q, vec, bevp1->alfa);
> + QuatMul(quat, q, quat);
> + QuatToMat3(quat, bevp1->mat);
> +
> + /* generic */
> + x1= bevp1->x- bevp0->x;
> + x2= bevp1->x- bevp2->x;
> + y1= bevp1->y- bevp0->y;
> + y2= bevp1->y- bevp2->y;
> +
> + calc_bevel_sin_cos(x1, y1, x2, y2, &(bevp1->sina), &(bevp1->cosa));
> +
> + bevp0= bevp1;
> + bevp1= bevp2;
> + bevp2++;
> + }
> }
> - else if(bl->nr>2) {
> + else {
> + /* Any curve with 3 or more points */
> +
> bevp2= (BevPoint *)(bl+1);
> bevp1= bevp2+(bl->nr-1);
> bevp0= bevp1-1;
>
> -
> nr= bl->nr;
> -
> while(nr--) {
> -
> +
> if(cu->flag & CU_3D) { /* 3D */
> - float quat[4], q[4];
> -
> - vec[0]= bevp2->x - bevp0->x;
> - vec[1]= bevp2->y - bevp0->y;
> - vec[2]= bevp2->z - bevp0->z;
> -
> - Normalize(vec);
>
> - vectoquat(vec, 5, 1, quat);
> -
> - q[0]= (float)cos(0.5*bevp1->alfa);
> - x1= (float)sin(0.5*bevp1->alfa);
> - q[1]= x1*vec[0];
> - q[2]= x1*vec[1];
> - q[3]= x1*vec[2];
> + /* Normalizes */
> + Vec3ToTangent(vec, &bevp0->x, &bevp1->x, &bevp2->x);
> +
> + if(bl->nr==nr+1 || !(cu->flag & CU_NO_TWIST)) { /* first time */
> + vectoquat(vec, 5, 1, quat);
> + }
> + else {
> + float angle = NormalizedVecAngle2(vec_prev, vec);
> +
> + if(angle > 0.0f) { /* otherwise we can keep as is */
> + Crossf(cross, vec_prev, vec);
> + AxisAngleToQuat(q, cross, angle);
> + QuatMul(quat, q, quat_prev);
> + }
> + else {
> + QUATCOPY(quat, quat_prev);
> + }
> + }
> + QUATCOPY(quat_prev, quat); /* quat_prev can't have the tilt applied */
> + VECCOPY(vec_prev, vec);
> +
> + AxisAngleToQuat(q, vec, bevp1->alfa);
> QuatMul(quat, q, quat);
> -
> QuatToMat3(quat, bevp1->mat);
> }
> -
> +
> x1= bevp1->x- bevp0->x;
> x2= bevp1->x- bevp2->x;
> y1= bevp1->y- bevp0->y;
> y2= bevp1->y- bevp2->y;
> -
> +
> calc_bevel_sin_cos(x1, y1, x2, y2, &(bevp1->sina), &(bevp1->cosa));
> -
> -
> +
> +
> bevp0= bevp1;
> bevp1= bevp2;
> bevp2++;
> }
> +
> /* correct non-cyclic cases */
> if(bl->poly== -1) {
> if(bl->nr>2) {
>
> Modified: trunk/blender/source/blender/blenlib/BLI_arithb.h
> ===================================================================
> --- trunk/blender/source/blender/blenlib/BLI_arithb.h 2009-09-05 06:10:30 UTC (rev 23018)
> +++ trunk/blender/source/blender/blenlib/BLI_arithb.h 2009-09-05 09:54:01 UTC (rev 23019)
> @@ -270,6 +270,7 @@
> void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3]);
> void vectoquat(float *vec, short axis, short upflag, float *q);
>
> +void Vec3ToTangent(float *v, float *v1, float *v2, float *v3);
> float VecAngle2(float *v1, float *v2);
> float VecAngle3(float *v1, float *v2, float *v3);
> float NormalizedVecAngle2(float *v1, float *v2);
>
> Modified: trunk/blender/source/blender/blenlib/intern/arithb.c
> ===================================================================
> --- trunk/blender/source/blender/blenlib/intern/arithb.c 2009-09-05 06:10:30 UTC (rev 23018)
> +++ trunk/blender/source/blender/blenlib/intern/arithb.c 2009-09-05 09:54:01 UTC (rev 23019)
> @@ -2969,6 +2969,19 @@
> }
> }
>
> +/* get a direction from 3 vectors that wont depend
> + * on the distance between the points */
> +void Vec3ToTangent(float *v, float *v1, float *v2, float *v3)
> +{
> + float d_12[3], d_23[3];
> + VecSubf(d_12, v2, v1);
> + VecSubf(d_23, v3, v2);
> + Normalize(d_12);
> + Normalize(d_23);
> + VecAddf(v, d_12, d_23);
> + Normalize(v);
> +}
> +
> /* Return the angle in degrees between vecs 1-2 and 2-3 in degrees
> If v1 is a shoulder, v2 is the elbow and v3 is the hand,
> this would return the angle at the elbow */
>
> Modified: trunk/blender/source/blender/makesdna/DNA_curve_types.h
> ===================================================================
> --- trunk/blender/source/blender/makesdna/DNA_curve_types.h 2009-09-05 06:10:30 UTC (rev 23018)
> +++ trunk/blender/source/blender/makesdna/DNA_curve_types.h 2009-09-05 09:54:01 UTC (rev 23019)
> @@ -205,6 +205,8 @@
> #define CU_FAST 512 /* Font: no filling inside editmode */
> #define CU_RETOPO 1024
>
> +#define CU_NO_TWIST 4096
> +
> /* spacemode */
> #define CU_LEFT 0
> #define CU_MIDDLE 1
>
> Modified: trunk/blender/source/blender/src/buttons_editing.c
> ===================================================================
> --- trunk/blender/source/blender/src/buttons_editing.c 2009-09-05 06:10:30 UTC (rev 23018)
> +++ trunk/blender/source/blender/src/buttons_editing.c 2009-09-05 09:54:01 UTC (rev 23019)
> @@ -3671,7 +3671,8 @@
> uiBlockSetCol(block, TH_BUT_SETTING1);
> uiDefButBitS(block, TOG, CU_BACK, B_MAKEDISP, "Back", 760,115,50,19, &cu->flag, 0, 0, 0, 0, "Draw filled back for extruded/beveled curves");
> uiDefButBitS(block, TOG, CU_FRONT, B_MAKEDISP, "Front",810,115,50,19, &cu->flag, 0, 0, 0, 0, "Draw filled front for extruded/beveled curves");
> - uiDefButBitS(block, TOG, CU_3D, B_CU3D, "3D", 860,115,50,19, &cu->flag, 0, 0, 0, 0, "Allow Curve to be 3d, it doesn't fill then");
> + uiDefButBitS(block, TOG, CU_3D, B_CU3D, "3D", 860,115,30,19, &cu->flag, 0, 0, 0, 0, "Allow Curve to be 3d, it doesn't fill then");
> + uiDefIconButBitS(block, TOG, CU_NO_TWIST, B_MAKEDISP, ICON_AUTO, 890,115,20,19, &cu->flag, 0.0, 0.0, 0, 0, "Avoid twisting artifacts for 3D beveled/extruded curves");
> }
> }
>
>
>
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