[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23019] trunk/blender/source/blender: Option to correct for 3D curve twist error.
Nathan Vegdahl
cessen at cessen.com
Sun Sep 6 08:34:09 CEST 2009
Wootz!!!
On Sat, Sep 5, 2009 at 11:20 AM, joe<joeedh at gmail.com> wrote:
> 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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>> Bf-blender-cvs at blender.org
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>>
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