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