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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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c3b3db07f1
--HG-- branch : develop
144 lines
3.7 KiB
C++
144 lines
3.7 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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#include "std3d.h"
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#include "nel/3d/zone_smoother.h"
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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// ***************************************************************************
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bool CZoneSmoother::smoothTangent(const CVector &tgt, const CVector &int0, const CVector &int1, CVector &tgtres)
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{
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// First, test anglethreshold.
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CVector dir0= tgt-int0;
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CVector dir1= int1-tgt;
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float norm0= dir0.norm();
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float norm1= dir1.norm();
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dir0.normalize();
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dir1.normalize();
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// If not so colinear...
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if(dir0*dir1<_CosThreshold)
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return false;
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// Then smooth.
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if(_ContinuityC1)
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{
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tgtres= (int0+int1)/2;
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}
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else
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{
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// Make it colinear, but not at the middle.
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// Respect the old distance ratio.
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tgtres= (int0*norm1 + int1*norm0)/ (norm0+norm1);
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}
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return true;
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}
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// ***************************************************************************
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void CZoneSmoother::smoothTangents(CZoneInfo zones[5], float angleThreshold, bool continuityC1)
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{
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sint i,j;
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nlassert(zones[0].Patchs);
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// Local info.
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_CosThreshold= (float)cos(angleThreshold);
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_ContinuityC1= continuityC1;
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// 0. fill local Zone map.
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//========================
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_Zones.clear();
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for(i=0;i<5;i++)
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{
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// If not NULL
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if(zones[i].Patchs)
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{
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_Zones.insert( TZoneInfoMap::value_type(zones[i].ZoneId, zones[i]) );
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}
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}
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// 1. Fot all patchs of zones[0].
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//===============================
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std::vector<CPatchInfo> &patchs= *(zones[0].Patchs);
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for(i=0;i<(sint)patchs.size();i++)
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{
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CPatchInfo &pat0= patchs[i];
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// For all edges.
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for(j=0;j<4;j++)
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{
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if (pat0.getSmoothFlag (i))
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{
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CPatchInfo::CBindInfo &bd= pat0.BindEdges[j];
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// If normal bind (1/1), we can do the smooth.
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if(bd.NPatchs==1)
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{
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// Retrieve the good neighbor zone.
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TZoneInfoMap::iterator itZone= _Zones.find(bd.ZoneId);
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// If zone here.
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if(itZone!=_Zones.end())
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{
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CZoneInfo &zi= itZone->second;
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CPatchInfo &pat1= (*zi.Patchs)[bd.Next[0]];
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// Here, we have the 2 patchs, and we must smooth 2 tangents.
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CVector tgtRes;
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sint edge0= j;
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sint edge1= bd.Edge[0];
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// Make a draw to understand (see Bezier patchs conventions).
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// The key is: Patchs are always CCW, so must smooth the patchs one front of the other.
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// a. First tangent.
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//==================
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if(smoothTangent(pat0.Patch.Tangents[edge0*2], pat0.Patch.Interiors[edge0],
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pat1.Patch.Interiors[(edge1+1)%4], tgtRes))
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{
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// Set the result on the 2 patchs.
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pat0.Patch.Tangents[edge0*2]= tgtRes;
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pat1.Patch.Tangents[edge1*2+1]= tgtRes;
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}
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// b. Second tangent.
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//==================
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if(smoothTangent(pat0.Patch.Tangents[edge0*2+1], pat0.Patch.Interiors[(edge0+1)%4],
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pat1.Patch.Interiors[edge1], tgtRes))
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{
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// Set the result on the 2 patchs.
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pat0.Patch.Tangents[edge0*2+1]= tgtRes;
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pat1.Patch.Tangents[edge1*2]= tgtRes;
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}
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}
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}
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}
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}
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}
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// End!!
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}
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} // NL3D
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