}
-Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2, double thickness)
+Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2)
{
// Beware of normals with 0 length
- if ( ( fabs( normal1[0] ) + fabs( normal1[1] ) + fabs( normal1[2] ) ) == 0 ) return normal2;
- if ( ( fabs( normal2[0] ) + fabs( normal2[1] ) + fabs( normal2[2] ) ) == 0) return normal1;
+ if ( vector3_length_squared( normal1 ) == 0 ) return normal2;
+ if ( vector3_length_squared( normal2 ) == 0 ) return normal1;
// Both normals have length > 0
- Vector3 n1 = vector3_normalised( normal1 );
- Vector3 n2 = vector3_normalised( normal2 );
+ //Vector3 n1 = vector3_normalised( normal1 );
+ //Vector3 n2 = vector3_normalised( normal2 );
// Get the angle bisector
- Vector3 normal = vector3_normalised (n1 + n2);
+ if( vector3_length_squared( normal1 + normal2 ) == 0 ) return normal1;
+
+ Vector3 normal = vector3_normalised (normal1 + normal2);
// Now calculate the length correction out of the angle
// of the two normals
/* float factor = cos(n1.angle(n2) * 0.5); */
- float factor = (float) vector3_dot( n1, n2 );
+ float factor = (float) vector3_dot( normal1, normal2 );
if ( factor > 1.0 ) factor = 1;
+ if ( factor < -1.0 ) factor = -1;
factor = acos( factor );
factor = cos( factor * 0.5 );
- // Stretch the normal to fit the required thickness
- normal *= thickness;
-
// Check for div by zero (if the normals are antiparallel)
// and stretch the resulting normal, if necessary
if (factor != 0)
break;
}
- //check if certain seams are required
+ //check if certain seams are required + cycling in normals calculation is needed
//( endpoints != startpoints ) - not a cylinder or something
for (std::size_t col = 0; col < m_width; col++){
if( vector3_length_squared( sourcePatch.ctrlAt( 0, col ).m_vertex - sourcePatch.ctrlAt( m_height - 1, col ).m_vertex ) > 0.1f ){
// The col tangents (empty if 0,0,0)
Vector3 colTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
- // Are we at the beginning/end of the column?
- if (col == 0 || col == m_width - 1)
+ // Are we at the beginning/end of the row? + not cylinder
+ if ( (col == 0 || col == m_width - 1) && !no34 )
{
- // Get the next row index
+ // Get the next col index
std::size_t nextCol = (col == m_width - 1) ? (col - 1) : (col + 1);
const PatchControl& colNeighbour = sourcePatch.ctrlAt(row, nextCol);
colTangent[0] = colNeighbour.m_vertex - curCtrl.m_vertex;
// Reverse it if we're at the end of the column
colTangent[0] *= (col == m_width - 1) ? -1 : +1;
+ //normalize
+ if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
}
// We are in between, two tangents can be calculated
else
{
// Take two neighbouring vertices that should form a line segment
- const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, col+1);
- const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, col-1);
+ std::size_t nextCol, prevCol;
+ if( col == 0 ){
+ nextCol = col+1;
+ prevCol = m_width-2;
+ }
+ else if( col == m_width - 1 ){
+ nextCol = 1;
+ prevCol = col-1;
+ }
+ else{
+ nextCol = col+1;
+ prevCol = col-1;
+ }
+ const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, nextCol);
+ const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, prevCol);
+
// Calculate both available tangents
colTangent[0] = neighbour1.m_vertex - curCtrl.m_vertex;
// Reverse the second one
colTangent[1] *= -1;
+ //normalize b4 stuff
+ if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
+ if ( vector3_length_squared( colTangent[1] ) != 0 ) vector3_normalise( colTangent[1] );
+
// Cull redundant tangents (parallel)
- if ( ( fabs( colTangent[1][0] + colTangent[0][0] ) + fabs( colTangent[1][1] + colTangent[0][1] ) + fabs( colTangent[1][2] + colTangent[0][2] ) ) < 0.00001 ||
- ( fabs( colTangent[1][0] - colTangent[0][0] ) + fabs( colTangent[1][1] - colTangent[0][1] ) + fabs( colTangent[1][2] - colTangent[0][2] ) ) < 0.00001 )
- {
+ if ( vector3_length_squared( colTangent[1] + colTangent[0] ) == 0 ||
+ vector3_length_squared( colTangent[1] - colTangent[0] ) == 0 ){
colTangent[1] = Vector3(0,0,0);
}
}
Vector3 rowTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
// Are we at the beginning or the end?
- if (row == 0 || row == m_height - 1)
+ if ( (row == 0 || row == m_height - 1) && !no12 )
{
// Yes, only calculate one row tangent
// Get the next row index
rowTangent[0] = rowNeighbour.m_vertex - curCtrl.m_vertex;
// Reverse it accordingly
rowTangent[0] *= (row == m_height - 1) ? -1 : +1;
+ //normalize
+ if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
}
else
{
// Two tangents to calculate
- const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(row + 1, col);
- const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(row - 1, col);
+ std::size_t nextRow, prevRow;
+ if( row == 0 ){
+ nextRow = row+1;
+ prevRow = m_height-2;
+ }
+ else if( row == m_height - 1 ){
+ nextRow = 1;
+ prevRow = row-1;
+ }
+ else{
+ nextRow = row+1;
+ prevRow = row-1;
+ }
+ const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(nextRow, col);
+ const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(prevRow, col);
// First tangent
rowTangent[0] = rowNeighbour1.m_vertex - curCtrl.m_vertex;
// Reverse the second one
rowTangent[1] *= -1;
- // Cull redundant tangents
- if ( ( fabs( rowTangent[1][0] + rowTangent[0][0] ) + fabs( rowTangent[1][1] + rowTangent[0][1] ) + fabs( rowTangent[1][2] + rowTangent[0][2] ) ) < 0.00001 ||
- ( fabs( rowTangent[1][0] - rowTangent[0][0] ) + fabs( rowTangent[1][1] - rowTangent[0][1] ) + fabs( rowTangent[1][2] - rowTangent[0][2] ) ) < 0.00001 )
- {
+ //normalize b4 stuff
+ if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
+ if ( vector3_length_squared( rowTangent[1] ) != 0 ) vector3_normalise( rowTangent[1] );
+
+ // Cull redundant tangents (parallel)
+ if ( vector3_length_squared( rowTangent[1] + rowTangent[0] ) == 0 ||
+ vector3_length_squared( rowTangent[1] - rowTangent[0] ) == 0 ){
rowTangent[1] = Vector3(0,0,0);
}
}
- // If two column tangents are available, take the length-corrected average
- if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
- {
- // Two column normals to calculate
- Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
- Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
- normal = getAverageNormal(normal1, normal2, thickness);
+ //clean parallel pairs...
+ if ( vector3_length_squared( rowTangent[0] + colTangent[0] ) == 0 ||
+ vector3_length_squared( rowTangent[0] - colTangent[0] ) == 0 ){
+ rowTangent[0] = Vector3(0,0,0);
+ }
+ if ( vector3_length_squared( rowTangent[1] + colTangent[1] ) == 0 ||
+ vector3_length_squared( rowTangent[1] - colTangent[1] ) == 0 ){
+ rowTangent[1] = Vector3(0,0,0);
+ }
+ if ( vector3_length_squared( rowTangent[0] + colTangent[1] ) == 0 ||
+ vector3_length_squared( rowTangent[0] - colTangent[1] ) == 0 ){
+ colTangent[1] = Vector3(0,0,0);
+ }
+ if ( vector3_length_squared( rowTangent[1] + colTangent[0] ) == 0 ||
+ vector3_length_squared( rowTangent[1] - colTangent[0] ) == 0 ){
+ rowTangent[1] = Vector3(0,0,0);
+ }
- // Scale the normal down, as it is multiplied with thickness later on
- normal /= thickness;
+ //clean dummies
+ if ( vector3_length_squared( colTangent[0] ) == 0 ){
+ colTangent[0] = colTangent[1];
+ colTangent[1] = Vector3(0,0,0);
}
- else
- {
- // One column tangent available, maybe we have a second rowtangent?
- if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
+ if ( vector3_length_squared( rowTangent[0] ) == 0 ){
+ rowTangent[0] = rowTangent[1];
+ rowTangent[1] = Vector3(0,0,0);
+ }
+ if( vector3_length_squared( rowTangent[0] ) == 0 || vector3_length_squared( colTangent[0] ) == 0 ){
+ normal = extrudeAxis;
+
+ }
+ else{
+ // If two column + two row tangents are available, take the length-corrected average
+ if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0 &&
+ ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0 )
{
- // Two row normals to calculate
+ // Two column normals to calculate
Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
- Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[1] ) );
- normal = getAverageNormal(normal1, normal2, thickness);
+ normal = getAverageNormal(normal1, normal2);
+ /*globalOutputStream() << "0\n";
+ globalOutputStream() << normal1 << "\n";
+ globalOutputStream() << normal2 << "\n";
+ globalOutputStream() << normal << "\n";*/
+
+ }
+ // If two column tangents are available, take the length-corrected average
+ else if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
+ {
+ // Two column normals to calculate
+ Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
+
+ normal = getAverageNormal(normal1, normal2);
+ /*globalOutputStream() << "1\n";
+ globalOutputStream() << normal1 << "\n";
+ globalOutputStream() << normal2 << "\n";
+ globalOutputStream() << normal << "\n";*/
- // Scale the normal down, as it is multiplied with thickness later on
- normal /= thickness;
}
else
{
- if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
- normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ // One column tangent available, maybe we have a second rowtangent?
+ if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
+ {
+ // Two row normals to calculate
+ Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
+
+ normal = getAverageNormal(normal1, normal2);
+ /*globalOutputStream() << "2\n";
+ globalOutputStream() << rowTangent[0] << "\n";
+ globalOutputStream() << colTangent[0] << "\n";
+ globalOutputStream() << vector3_cross( rowTangent[0], colTangent[0]) << "\n";
+ globalOutputStream() << normal1 << "\n";
+ globalOutputStream() << normal2 << "\n";
+ globalOutputStream() << normal << "\n";*/
+
}
- else{
- normal = extrudeAxis;
+ else
+ {
+ if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
+ normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ /*globalOutputStream() << "3\n";
+ globalOutputStream() << (float)vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) << "\n";
+ globalOutputStream() << normal << "\n";*/
+ }
+ else{
+ normal = extrudeAxis;
+ }
}
}
}