[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41425] trunk/blender/source/blender/ editors/mesh/editmesh_tools.c: use math functions for mesh subdivide smooth (easier to follow for bmesh, no functional changes).
Campbell Barton
ideasman42 at gmail.com
Tue Nov 1 05:19:23 CET 2011
Revision: 41425
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41425
Author: campbellbarton
Date: 2011-11-01 04:19:21 +0000 (Tue, 01 Nov 2011)
Log Message:
-----------
use math functions for mesh subdivide smooth (easier to follow for bmesh, no functional changes).
Modified Paths:
--------------
trunk/blender/source/blender/editors/mesh/editmesh_tools.c
Modified: trunk/blender/source/blender/editors/mesh/editmesh_tools.c
===================================================================
--- trunk/blender/source/blender/editors/mesh/editmesh_tools.c 2011-11-01 03:02:33 UTC (rev 41424)
+++ trunk/blender/source/blender/editors/mesh/editmesh_tools.c 2011-11-01 04:19:21 UTC (rev 41425)
@@ -1456,11 +1456,11 @@
/* calculates offset for co, based on fractal, sphere or smooth settings */
static void alter_co(float *co, EditEdge *edge, float smooth, float fractal, int beauty, float perc)
{
- float vec1[3], fac;
+ float tvec[3], fac;
if(beauty & B_SMOOTH) {
- /* we calculate an offset vector vec1[], to be added to *co */
- float len, fac, nor[3], nor1[3], nor2[3];
+ /* we calculate an offset vector tvec[], to be added to *co */
+ float len, nor[3], nor1[3], nor2[3];
sub_v3_v3v3(nor, edge->v1->co, edge->v2->co);
len= 0.5f*normalize_v3(nor);
@@ -1469,43 +1469,31 @@
copy_v3_v3(nor2, edge->v2->no);
/* cosine angle */
- fac= nor[0]*nor1[0] + nor[1]*nor1[1] + nor[2]*nor1[2] ;
+ fac= dot_v3v3(nor, nor1);
+ mul_v3_v3fl(tvec, nor1, fac);
- vec1[0]= fac*nor1[0];
- vec1[1]= fac*nor1[1];
- vec1[2]= fac*nor1[2];
-
/* cosine angle */
- fac= -nor[0]*nor2[0] - nor[1]*nor2[1] - nor[2]*nor2[2] ;
+ fac= -dot_v3v3(nor, nor2);
+ madd_v3_v3fl(tvec, nor2, fac);
- vec1[0]+= fac*nor2[0];
- vec1[1]+= fac*nor2[1];
- vec1[2]+= fac*nor2[2];
-
/* falloff for multi subdivide */
smooth *= sqrtf(fabs(1.0f - 2.0f*fabsf(0.5f-perc)));
- vec1[0]*= smooth*len;
- vec1[1]*= smooth*len;
- vec1[2]*= smooth*len;
+ mul_v3_fl(tvec, smooth * len);
- co[0] += vec1[0];
- co[1] += vec1[1];
- co[2] += vec1[2];
+ add_v3_v3(co, tvec);
}
else if(beauty & B_SPHERE) { /* subdivide sphere */
normalize_v3(co);
- co[0]*= smooth;
- co[1]*= smooth;
- co[2]*= smooth;
+ mul_v3_fl(co, smooth);
}
if(beauty & B_FRACTAL) {
fac= fractal*len_v3v3(edge->v1->co, edge->v2->co);
- vec1[0]= fac*(float)(0.5-BLI_drand());
- vec1[1]= fac*(float)(0.5-BLI_drand());
- vec1[2]= fac*(float)(0.5-BLI_drand());
- add_v3_v3(co, vec1);
+ tvec[0]= fac*(float)(0.5-BLI_drand());
+ tvec[1]= fac*(float)(0.5-BLI_drand());
+ tvec[2]= fac*(float)(0.5-BLI_drand());
+ add_v3_v3(co, tvec);
}
}
@@ -1517,9 +1505,7 @@
EditVert *ev;
float co[3];
- co[0] = (edge->v2->co[0]-edge->v1->co[0])*percent + edge->v1->co[0];
- co[1] = (edge->v2->co[1]-edge->v1->co[1])*percent + edge->v1->co[1];
- co[2] = (edge->v2->co[2]-edge->v1->co[2])*percent + edge->v1->co[2];
+ interp_v3_v3v3(co, edge->v1->co, edge->v2->co, percent);
/* offset for smooth or sphere or fractal */
alter_co(co, edge, smooth, fractal, beauty, percent);
@@ -1543,9 +1529,7 @@
EM_data_interp_from_verts(em, edge->v1, edge->v2, ev, percent);
/* normal */
- ev->no[0] = (edge->v2->no[0]-edge->v1->no[0])*percent + edge->v1->no[0];
- ev->no[1] = (edge->v2->no[1]-edge->v1->no[1])*percent + edge->v1->no[1];
- ev->no[2] = (edge->v2->no[2]-edge->v1->no[2])*percent + edge->v1->no[2];
+ interp_v3_v3v3(ev->no, edge->v1->no, edge->v2->no, percent);
normalize_v3(ev->no);
return ev;
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