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97 lines
3 KiB
C++
97 lines
3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_ZONE_SMOOTHER_H
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#define NL_ZONE_SMOOTHER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/zone.h"
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#include "nel/misc/common.h"
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#include <map>
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* A class used to make Bezier patch of zones G1.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CZoneSmoother
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{
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public:
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struct CZoneInfo
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{
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/// Id of the zone.
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uint16 ZoneId;
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/// A ptr on the array of patchs of the zone.
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std::vector<CPatchInfo> *Patchs;
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CZoneInfo()
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{
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ZoneId= 0;
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Patchs= NULL;
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}
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};
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public:
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/// Constructor
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CZoneSmoother() {}
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/**
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* Smooth the tangents of those zones. Zones must be correclty welded.
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* Only all patchs of zones[0] are parsed. But other zones may be modified on their edge (so you must save them).
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*
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* NB: tangent smoothing is only done on bind 1/1.
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*
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* \param zones The 0 is the center zone to be computed. Other are the 4 zones around (no special order needed).
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* Doesn't matter if zones[i].Patchs is NULL. Also, if a neighbor patch is not found on a edge, then no error is
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* generated: this patch edge is not modified.
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* nlstop if zones[0]==NULL.
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* \param angleThreshold if angle beetween (patch_interior - tangent) and (neighbor_patch_interior - tangent) is
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* above angleThreshold, no smooth is done on this tangent. Default: 30deg.
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* \param continuityC1. when a smooth is done on a tangent, tangent is forced such that the 2 interiors and the
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* tangent are colinear, so continuity G1 is assured. if continuityC1 is true, then tangent is set to the middle of
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* the interiors (continuity C1). If false, tangent is setup so that previous distance ratio are kept.
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*
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*/
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void smoothTangents(CZoneInfo zones[5], float angleThreshold= NLMISC::Pi/6, bool continuityC1= false);
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private:
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typedef std::map<sint, CZoneInfo> TZoneInfoMap;
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TZoneInfoMap _Zones;
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float _CosThreshold;
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bool _ContinuityC1;
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// smoothTangent according to _CosThreshold and _ContinuityC1.
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bool smoothTangent(const CVector &tgt, const CVector &int0, const CVector &int1, CVector &tgtres);
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};
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} // NL3D
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#endif // NL_ZONE_SMOOTHER_H
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/* End of zone_smoother.h */
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