141 lines
3.8 KiB
C++
141 lines
3.8 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/>.
|
|
|
|
#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<CPatchInfo> &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
|