2012-05-29 13:31:11 +00:00
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// 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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#include "std3d.h"
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#include "nel/3d/zone_tgt_smoother.h"
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#include "nel/misc/plane.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CZoneTgtSmoother::makeVerticesCoplanar(std::vector<CZoneInfo> &zones)
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{
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sint i,j, numZone;
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sint centerZoneId;
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nlassert(zones.size()>=1);
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centerZoneId= zones[0].ZoneId;
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// 0. CenterZone.
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//===============
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// First, make connectivity patch/vertex
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for(i=0;i<(sint)zones[0].Patchs.size();i++)
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{
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CPatchInfo &pa= zones[0].Patchs[i];
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for(j=0;j<4;j++)
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{
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sint vtx= pa.BaseVertices[j];
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CPatchId pid;
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pid.ZoneId= centerZoneId;
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pid.PatchId= i;
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pid.Patch= &pa;
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pid.IdVert= j;
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VertexMap[vtx].Patchs.push_back(pid);
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}
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}
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// Second, what vertices of this zone are one border?
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for(i=0;i<(sint)zones[0].BorderVertices.size();i++)
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{
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CBorderVertex &bv= zones[0].BorderVertices[i];
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sint vtx= bv.CurrentVertex;
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VertexMap[vtx].OnBorder= true;
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}
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// 1. Neighbor zones.
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//===================
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map<sint, sint> tempMap;
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for(numZone= 1; numZone<(sint)zones.size(); numZone++)
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{
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sint adjZoneId= zones[numZone].ZoneId;
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tempMap.clear();
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// Tests which vertices points on the center zone.
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for(i=0;i<(sint)zones[numZone].BorderVertices.size();i++)
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{
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CBorderVertex &bv= zones[numZone].BorderVertices[i];
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if(bv.NeighborZoneId== centerZoneId)
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{
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tempMap[bv.CurrentVertex]= bv.NeighborVertex;
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}
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}
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// Tests patchs which points on center zone.
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for(i=0;i<(sint)zones[numZone].Patchs.size();i++)
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{
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CPatchInfo &pa= zones[numZone].Patchs[i];
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for(j=0;j<4;j++)
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{
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sint vtx= pa.BaseVertices[j];
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if(tempMap.find(vtx)!=tempMap.end())
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{
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CPatchId pid;
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pid.ZoneId= adjZoneId;
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pid.PatchId= i;
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pid.Patch= &pa;
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pid.IdVert= j;
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// Fill the vertex of the center zone.
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VertexMap[tempMap[vtx]].Patchs.push_back(pid);
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}
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}
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}
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}
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// 2. Process each vertex.
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//========================
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ItVertexMap itVert;
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for(itVert= VertexMap.begin(); itVert!=VertexMap.end(); itVert++)
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{
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CVertexInfo &vert= itVert->second;
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// a. verify if coplanar is possible.
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//===================================
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// \todo yoyo: later: do it too on non border vertices if wanted (with a normal threshold...).
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if(!vert.OnBorder)
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continue;
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// \todo yoyo: later: formula with 3, 5 ... patchs around the vertex.
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if(vert.Patchs.size()!=4)
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continue;
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// Test if there is no bind 1/x on this patch, around this vertex.
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// \todo yoyo: later: binds should works...
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std::list<CPatchId>::iterator itPatch;
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bool bindFound= false;
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for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
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{
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// Tests the two edges around the vertex (before: e0, and after: e1).
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sint e0= (itPatch->IdVert+4-1)%4;
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sint e1= itPatch->IdVert;
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if(itPatch->Patch->BindEdges[e0].NPatchs!= 1 || itPatch->Patch->BindEdges[e1].NPatchs!= 1)
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{
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bindFound= true;
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break;
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}
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}
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if(bindFound)
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continue;
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// b. maps patchs on tangents.
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//=========================
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vector<CTangentId> tangents;
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for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
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{
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CPatchInfo &pa= *(itPatch->Patch);
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// The edges, before and after the veterx.
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sint edgeNum[2]= {(itPatch->IdVert+4-1)%4, itPatch->IdVert };
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// The tangents, before and after the veterx.
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sint tgtNum[2]= {(itPatch->IdVert*2+8-1)%8, itPatch->IdVert*2 };
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// For the 2 edges around this vertex.
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for(sint ed= 0; ed<2;ed++)
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{
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sint patchId, zoneId, edgeId;
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sint tgt;
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// get neighbor edge id.
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zoneId= pa.BindEdges[ edgeNum[ed] ].ZoneId;
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patchId= pa.BindEdges[ edgeNum[ed] ].Next[0];
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edgeId= pa.BindEdges[ edgeNum[ed] ].Edge[0];
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// Search if tangent already inserted, mapped to this "neighbor edge".
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for(tgt= 0; tgt<(sint)tangents.size();tgt++)
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{
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if(tangents[tgt].ZoneId==zoneId && tangents[tgt].PatchId==patchId && tangents[tgt].EdgeId==edgeId)
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break;
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}
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// If not found, add the tangent, and map ME to it.
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if(tgt==(sint)tangents.size())
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{
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CTangentId tangent;
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// Set OUR edge Id.
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tangent.ZoneId= itPatch->ZoneId;
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tangent.PatchId= itPatch->PatchId;
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tangent.EdgeId= edgeNum[ed];
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// Get the tangent, before or after the vertex.
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tangent.Tangent= pa.Patch.Tangents[ tgtNum[ed] ];
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// Which patchs this edge share. (0 is those which insert this tgt)
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tangent.Patchs[0]= &pa;
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tangents.push_back(tangent);
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}
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else
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{
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// Which patchs this edge share. (0 is those which access this tgt)
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tangents[tgt].Patchs[1]= &pa;
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}
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// Map the patch to this tangent.
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itPatch->Tangents[ed]= tgt;
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}
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}
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// There should be 4 tangents.
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if (tangents.size()!=4)
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{
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nlinfo ("ERROR: vertex %d should have 4 tangents. It got %d. (MAXINDICES +1!!)", itVert->first, tangents.size());
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continue;
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}
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// c. get the vertex.
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//===================
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CVector vertexValue;
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itPatch= vert.Patchs.begin();
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vertexValue= itPatch->Patch->Patch.Vertices[itPatch->IdVert];
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// d. project the tangents.
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//=========================
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// better coplanar than Max... (with orthogonal angles: use p0/p1).
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for(i=0;i<(sint)tangents.size();i++)
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{
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// For following tangents, search the opposite.
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// Begin at i+1 so we are sure to do this only one time.
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for(j=i+1;j<(sint)tangents.size();j++)
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{
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if(tangents[i].isOppositeOf(tangents[j]))
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{
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CVector &tgt0= tangents[i].Tangent;
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CVector &tgt1= tangents[j].Tangent;
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// Colinear the tangents. Must keep the length of vectors.
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float l0= (tgt0-vertexValue).norm();
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float l1= (tgt1-vertexValue).norm();
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// Average the tangents. Normalize them before, to keep much as possible the orientation.
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CVector d0= (vertexValue-tgt0).normed();
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CVector d1= (tgt1-vertexValue).normed();
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CVector dir= (d0+d1).normed();
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// Copy to tangents.
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tgt0= vertexValue-dir*l0;
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tgt1= vertexValue+dir*l1;
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}
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}
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}
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// e. assign tangents to patchs, rebuild interior.
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//==============================
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for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
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{
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CPatchInfo &pa= *(itPatch->Patch);
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// The tangents, before and after the vertex.
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sint tgtNum[2]= {(itPatch->IdVert*2+8-1)%8, itPatch->IdVert*2 };
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sint t0= tgtNum[0];
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sint t1= tgtNum[1];
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sint smoothEdge0= pa.getSmoothFlag (t0/2);
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sint smoothEdge1= pa.getSmoothFlag (t1/2);
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// Smooth this edge ?
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if (smoothEdge0)
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pa.Patch.Tangents[t0]= tangents[itPatch->Tangents[0]].Tangent;
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if (smoothEdge1)
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pa.Patch.Tangents[t1]= tangents[itPatch->Tangents[1]].Tangent;
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// Setup the coplanared interior. just the sum of 2 vector tangents.
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if (smoothEdge0&&smoothEdge1)
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pa.Patch.Interiors[itPatch->IdVert]= pa.Patch.Tangents[t0] + pa.Patch.Tangents[t1] - vertexValue;
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}
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}
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}
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/*
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// OLD CODE FOR 3DS MAX LIKE COPLANAR.
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// WORKS, BUT NOT AS GOOD AS REAL COPLANAR.
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// b. build the plane.
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//====================
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CVector planeNormal(0,0,0);
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CVector planeCenter;
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for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
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{
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CPatchInfo &pa= *(itPatch->Patch);
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CVector a,b,c, pvect;
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sint t0= (itPatch->IdVert*2+8-1)%8;
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sint t1= itPatch->IdVert*2;
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// CCW order.
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a= pa.Patch.Tangents[t0];
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b= pa.Patch.Vertices[itPatch->IdVert];
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c= pa.Patch.Tangents[t1];
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pvect= (b-a)^(c-b);
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planeNormal+= pvect.normed();
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// yes, done 4 times... :(
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planeCenter= b;
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}
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// Average of all normals...
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planeNormal.normalize();
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CPlane plane;
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plane.make(planeNormal, planeCenter);
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// c. projects the tangents, rebuild interior.
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//============================================
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for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
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{
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CPatchInfo &pa= *(itPatch->Patch);
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sint t0= (itPatch->IdVert*2+8-1)%8;
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sint t1= itPatch->IdVert*2;
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pa.Patch.Tangents[t0]= plane.project(pa.Patch.Tangents[t0]);
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pa.Patch.Tangents[t1]= plane.project(pa.Patch.Tangents[t1]);
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// Setup the coplanared interior. just the sum of 2 vector tangents.
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pa.Patch.Interiors[itPatch->IdVert]= pa.Patch.Tangents[t0] + pa.Patch.Tangents[t1] - planeCenter;
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}
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*/
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} // NL3D
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