khanat-opennel-code/code/nel/include/nel/3d/zone_smoother.h

97 lines
3 KiB
C++

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