[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46276] trunk/blender/source/blender/ blenkernel/intern/mesh.c: code cleanup: use much simpler (and likely faster ) polygon normal calculation in object mode.
Campbell Barton
ideasman42 at gmail.com
Fri May 4 15:13:45 CEST 2012
Revision: 46276
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46276
Author: campbellbarton
Date: 2012-05-04 13:13:45 +0000 (Fri, 04 May 2012)
Log Message:
-----------
code cleanup: use much simpler (and likely faster) polygon normal calculation in object mode.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/mesh.c
Modified: trunk/blender/source/blender/blenkernel/intern/mesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/mesh.c 2012-05-04 13:12:09 UTC (rev 46275)
+++ trunk/blender/source/blender/blenkernel/intern/mesh.c 2012-05-04 13:13:45 UTC (rev 46276)
@@ -2766,64 +2766,20 @@
static void mesh_calc_ngon_normal(MPoly *mpoly, MLoop *loopstart,
MVert *mvert, float normal[3])
{
-
- MVert *v1, *v2, *v3;
- double u[3], v[3], w[3];
- double n[3] = {0.0, 0.0, 0.0}, l;
+ const int nverts = mpoly->totloop;
+ MLoop const *l_prev = loopstart + (nverts - 1);
+ MLoop const *l_curr = loopstart;
+ float n[3] = {0.0f};
int i;
- for (i = 0; i < mpoly->totloop; i++) {
- v1 = mvert + loopstart[i].v;
- v2 = mvert + loopstart[(i+1)%mpoly->totloop].v;
- v3 = mvert + loopstart[(i+2)%mpoly->totloop].v;
-
- copy_v3db_v3fl(u, v1->co);
- copy_v3db_v3fl(v, v2->co);
- copy_v3db_v3fl(w, v3->co);
-
- /*this fixes some weird numerical error*/
- if (i==0) {
- u[0] += 0.0001f;
- u[1] += 0.0001f;
- u[2] += 0.0001f;
- }
-
- /* newell's method
- *
- * so thats?:
- * (a[1] - b[1]) * (a[2] + b[2]);
- * a[1]*b[2] - b[1]*a[2] - b[1]*b[2] + a[1]*a[2]
- *
- * odd. half of that is the cross product. . .what's the
- * other half?
- *
- * also could be like a[1]*(b[2] + a[2]) - b[1]*(a[2] - b[2])
- */
-
- n[0] += (u[1] - v[1]) * (u[2] + v[2]);
- n[1] += (u[2] - v[2]) * (u[0] + v[0]);
- n[2] += (u[0] - v[0]) * (u[1] + v[1]);
+ /* Newell's Method */
+ for (i = 0; i < nverts; l_prev = l_curr, l_curr++, i++) {
+ add_newell_cross_v3_v3v3(n, mvert[l_prev->v].co, mvert[l_curr->v].co);
}
-
- l = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- l = sqrt(l);
- if (l == 0.0) {
- normal[0] = 0.0f;
- normal[1] = 0.0f;
- normal[2] = 1.0f;
-
- return;
+ if (UNLIKELY(normalize_v3_v3(normal, n) == 0.0f)) {
+ normal[2] = 1.0f; /* other axis set to 0.0 */
}
- else l = 1.0f / l;
-
- n[0] *= l;
- n[1] *= l;
- n[2] *= l;
-
- normal[0] = (float) n[0];
- normal[1] = (float) n[1];
- normal[2] = (float) n[2];
}
void mesh_calc_poly_normal(MPoly *mpoly, MLoop *loopstart,
@@ -2857,54 +2813,20 @@
static void mesh_calc_ngon_normal_coords(MPoly *mpoly, MLoop *loopstart,
const float (*vertex_coords)[3], float normal[3])
{
-
- const float *v1, *v2, *v3;
- double u[3], v[3], w[3];
- double n[3] = {0.0, 0.0, 0.0}, l;
+ const int nverts = mpoly->totloop;
+ MLoop const *l_prev = loopstart + (nverts - 1);
+ MLoop const *l_curr = loopstart;
+ float n[3] = {0.0f};
int i;
- for (i = 0; i < mpoly->totloop; i++) {
- v1 = (const float *)(vertex_coords + loopstart[i].v);
- v2 = (const float *)(vertex_coords + loopstart[(i+1)%mpoly->totloop].v);
- v3 = (const float *)(vertex_coords + loopstart[(i+2)%mpoly->totloop].v);
-
- copy_v3db_v3fl(u, v1);
- copy_v3db_v3fl(v, v2);
- copy_v3db_v3fl(w, v3);
-
- /*this fixes some weird numerical error*/
- if (i==0) {
- u[0] += 0.0001f;
- u[1] += 0.0001f;
- u[2] += 0.0001f;
- }
-
- n[0] += (u[1] - v[1]) * (u[2] + v[2]);
- n[1] += (u[2] - v[2]) * (u[0] + v[0]);
- n[2] += (u[0] - v[0]) * (u[1] + v[1]);
+ /* Newell's Method */
+ for (i = 0; i < nverts; l_prev = l_curr, l_curr++, i++) {
+ add_newell_cross_v3_v3v3(n, vertex_coords[l_prev->v], vertex_coords[l_curr->v]);
}
- l = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- l = sqrt(l);
-
- if (l == 0.0) {
- normal[0] = 0.0f;
- normal[1] = 0.0f;
- normal[2] = 1.0f;
-
- return;
+ if (UNLIKELY(normalize_v3_v3(normal, n) == 0.0f)) {
+ normal[2] = 1.0f; /* other axis set to 0.0 */
}
- else {
- l = 1.0f / l;
- }
-
- n[0] *= l;
- n[1] *= l;
- n[2] *= l;
-
- normal[0] = (float) n[0];
- normal[1] = (float) n[1];
- normal[2] = (float) n[2];
}
void mesh_calc_poly_normal_coords(MPoly *mpoly, MLoop *loopstart,
More information about the Bf-blender-cvs
mailing list