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663 lines
19 KiB
C++
663 lines
19 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 "../zone_lib/zone_utility.h"
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//
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#include "nel/misc/types_nl.h"
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#include "nel/misc/path.h"
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#include "nel/misc/file.h"
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#include "nel/misc/aabbox.h"
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//
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#include "nel/3d/quad_grid.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/zone.h"
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//
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#include <vector>
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#include <algorithm>
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#include <memory>
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#include <set>
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using namespace NLMISC;
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using namespace NL3D;
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// a patch vertex info, for quadtree insertion
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struct CPatchVertexInfo
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{
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uint ZoneIndex; // this zone index, 0 for the midlle zone, and from 1 to 8 for the zones around
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uint PatchIndex; // the Patch of this zone
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uint PatchVertex; // the vertex of thi patch 0..3
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CVector Pos;
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CPatchVertexInfo() {}
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CPatchVertexInfo(uint zoneIndex,
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uint patchIndex,
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uint patchVertex,
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const CVector &pos
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)
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: ZoneIndex(zoneIndex),
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PatchIndex(patchIndex),
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PatchVertex(patchVertex),
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Pos(pos)
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{
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}
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};
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typedef std::vector<CPatchVertexInfo *> TPVVect;
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typedef CQuadGrid<CPatchVertexInfo> TPVQuadGrid;
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// ***************************************************************************
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void bind_1_1 (std::vector<CPatchInfo> &zoneInfos, uint patch0, uint edge0, uint patch1, uint edge1, uint zoneId)
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{
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// Bind type
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zoneInfos[patch0].BindEdges[edge0].NPatchs = 1;
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zoneInfos[patch1].BindEdges[edge1].NPatchs = 1;
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// Zone ID
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zoneInfos[patch0].BindEdges[edge0].ZoneId = zoneId;
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zoneInfos[patch1].BindEdges[edge1].ZoneId = zoneId;
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// Next
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zoneInfos[patch0].BindEdges[edge0].Next[0] = patch1;
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zoneInfos[patch1].BindEdges[edge1].Next[0] = patch0;
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// Edge
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zoneInfos[patch0].BindEdges[edge0].Edge[0] = edge1;
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zoneInfos[patch1].BindEdges[edge1].Edge[0] = edge0;
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}
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// ***************************************************************************
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void bind_1_2 (std::vector<CPatchInfo> &zoneInfos, uint patch, uint edge, uint patch0, uint edge0, uint patch1, uint edge1, uint zoneId)
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{
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// Bind type
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zoneInfos[patch].BindEdges[edge].NPatchs = 2;
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zoneInfos[patch0].BindEdges[edge0].NPatchs = 5;
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zoneInfos[patch1].BindEdges[edge1].NPatchs = 5;
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// Zone ID
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zoneInfos[patch].BindEdges[edge].ZoneId = zoneId;
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zoneInfos[patch0].BindEdges[edge0].ZoneId = zoneId;
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zoneInfos[patch1].BindEdges[edge1].ZoneId = zoneId;
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// Next
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zoneInfos[patch].BindEdges[edge].Next[0] = patch0;
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zoneInfos[patch].BindEdges[edge].Next[1] = patch1;
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zoneInfos[patch0].BindEdges[edge0].Next[0] = patch;
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zoneInfos[patch1].BindEdges[edge1].Next[0] = patch;
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// Edge
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zoneInfos[patch].BindEdges[edge].Edge[0] = edge0;
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zoneInfos[patch].BindEdges[edge].Edge[1] = edge1;
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zoneInfos[patch0].BindEdges[edge0].Edge[0] = edge;
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zoneInfos[patch1].BindEdges[edge1].Edge[0] = edge;
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}
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// ***************************************************************************
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void bind_1_4 (std::vector<CPatchInfo> &zoneInfos, uint patch, uint edge, uint patch0, uint edge0, uint patch1, uint edge1, uint patch2, uint edge2, uint patch3, uint edge3, uint zoneId)
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{
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// Bind type
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zoneInfos[patch].BindEdges[edge].NPatchs = 4;
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zoneInfos[patch0].BindEdges[edge0].NPatchs = 5;
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zoneInfos[patch1].BindEdges[edge1].NPatchs = 5;
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zoneInfos[patch2].BindEdges[edge2].NPatchs = 5;
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zoneInfos[patch3].BindEdges[edge3].NPatchs = 5;
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// Zone ID
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zoneInfos[patch].BindEdges[edge].ZoneId = zoneId;
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zoneInfos[patch0].BindEdges[edge0].ZoneId = zoneId;
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zoneInfos[patch1].BindEdges[edge1].ZoneId = zoneId;
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zoneInfos[patch2].BindEdges[edge2].ZoneId = zoneId;
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zoneInfos[patch3].BindEdges[edge3].ZoneId = zoneId;
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// Next
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zoneInfos[patch].BindEdges[edge].Next[0] = patch0;
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zoneInfos[patch].BindEdges[edge].Next[1] = patch1;
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zoneInfos[patch].BindEdges[edge].Next[2] = patch2;
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zoneInfos[patch].BindEdges[edge].Next[3] = patch3;
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zoneInfos[patch0].BindEdges[edge0].Next[0] = patch;
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zoneInfos[patch1].BindEdges[edge1].Next[0] = patch;
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zoneInfos[patch2].BindEdges[edge2].Next[0] = patch;
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zoneInfos[patch3].BindEdges[edge3].Next[0] = patch;
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// Edge
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zoneInfos[patch].BindEdges[edge].Edge[0] = edge0;
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zoneInfos[patch].BindEdges[edge].Edge[1] = edge1;
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zoneInfos[patch].BindEdges[edge].Edge[2] = edge2;
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zoneInfos[patch].BindEdges[edge].Edge[3] = edge3;
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zoneInfos[patch0].BindEdges[edge0].Edge[0] = edge;
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zoneInfos[patch1].BindEdges[edge1].Edge[0] = edge;
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zoneInfos[patch2].BindEdges[edge2].Edge[0] = edge;
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zoneInfos[patch3].BindEdges[edge3].Edge[0] = edge;
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}
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// ***************************************************************************
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/** Test wether 2 vertices could be welded */
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static inline bool CanWeld(const CVector &v1, const CVector &v2, float weldThreshold)
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{
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return (v1 - v2).norm() < weldThreshold;
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}
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// ***************************************************************************
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uint getOtherCountAndPos (const std::vector<CPatchInfo> &zoneInfo, uint patch, uint edge, uint &otherPos)
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{
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// Must be a multiple patch bind
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if (zoneInfo[patch].BindEdges[edge].NPatchs == 5)
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{
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uint i;
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const CPatchInfo &otherPatchRef = zoneInfo[zoneInfo[patch].BindEdges[edge].Next[0]];
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uint otherEdge = zoneInfo[patch].BindEdges[edge].Edge[0];
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for (i=0; i<otherPatchRef.BindEdges[otherEdge].NPatchs; i++)
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{
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if ( (otherPatchRef.BindEdges[otherEdge].Next[i] == patch) && (otherPatchRef.BindEdges[otherEdge].Edge[i] == edge) )
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{
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otherPos = i;
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return otherPatchRef.BindEdges[otherEdge].NPatchs;
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}
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}
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}
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return 1;
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}
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// ***************************************************************************
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/** Get all vertices that are near the given one */
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static void GetCandidateVertices(const CVector &pos,
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TPVQuadGrid &qg,
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TPVVect &dest,
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uint patchToExclude,
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uint patchToExcludeZone,
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float weldThreshold,
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bool exclude
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)
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{
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dest.clear();
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const CVector half(weldThreshold, weldThreshold, weldThreshold);
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float weldThresholdSrt = weldThreshold * weldThreshold;
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qg.select(pos - half, pos + half);
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for (TPVQuadGrid::CIterator it = qg.begin(); it != qg.end(); ++it)
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{
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if ( ::CanWeld((*it).Pos, pos, weldThreshold) )
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{
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if ( (!exclude) || (! ((*it).ZoneIndex == patchToExcludeZone && (*it).PatchIndex == patchToExclude) ) )
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{
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// Final distance test
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if ( (pos - (*it).Pos).sqrnorm () <= weldThresholdSrt )
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dest.push_back(&(*it));
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}
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}
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}
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}
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// ***************************************************************************
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bool isBinded (std::vector<CPatchInfo> &zoneInfos, uint patch0, uint edge0, uint patch1, uint edge1)
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{
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// Binded ?
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if ( (zoneInfos[patch0].BindEdges[edge0].NPatchs != 0) && (zoneInfos[patch1].BindEdges[edge1].NPatchs != 0) )
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{
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// Binded ?
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return (zoneInfos[patch0].BindEdges[edge0].Next[0] == patch1) ||
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(zoneInfos[patch1].BindEdges[edge1].Next[0] == patch0);
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}
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return false;
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}
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// ***************************************************************************
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CVector evalPatchEdge (CPatchInfo &patch, uint edge, float lambda)
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{
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// index of this border vertices
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static const float indexToST[][2] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
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const uint vIndex[] = { edge, (edge + 1) & 0x03 };
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return patch.Patch.eval((1.f - lambda) * indexToST[vIndex[0]][0] + lambda * indexToST[vIndex[1]][0],
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(1.f - lambda) * indexToST[vIndex[0]][1] + lambda * indexToST[vIndex[1]][1]);
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}
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// ***************************************************************************
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void getFirst (CVector &a, CVector &b, CVector &c, CVector &d)
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{
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// ab
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CVector ab = (a+b)/2.f;
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// bc
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CVector bc = (b+c)/2.f;
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// cd
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CVector cd = (c+d)/2.f;
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b = ab;
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c = (ab + bc) / 2.f;
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d = ( (bc + cd) / 2.f + c ) / 2.f;
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}
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// ***************************************************************************
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void getSecond (CVector &a, CVector &b, CVector &c, CVector &d)
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{
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// ab
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CVector ab = (a+b)/2.f;
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// bc
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CVector bc = (b+c)/2.f;
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// cd
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CVector cd = (c+d)/2.f;
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c = cd;
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b = (bc + cd) / 2.f;
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a = ( (ab + bc) / 2.f + b ) / 2.f;
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}
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// ***************************************************************************
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void CleanZone ( std::vector<CPatchInfo> &zoneInfos, uint zoneId, const CAABBoxExt &zoneBBox, float weldThreshold)
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{
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uint l, m, n, p, q; // some loop counters
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///////////////////////////////
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// retrieve datas from zones //
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///////////////////////////////
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// fill the quad grid
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float zoneSize = 2.f * weldThreshold + std::max(zoneBBox.getMax().x - zoneBBox.getMin().x,
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zoneBBox.getMax().y - zoneBBox.getMin().y);
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TPVQuadGrid qg;
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const uint numQGElt = 128;
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qg.create (numQGElt, zoneSize / numQGElt);
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for (l = 0; l < zoneInfos.size(); ++l)
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{
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CPatchInfo &patch = zoneInfos[l];
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// for each base vertex of the patch
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for (m = 0; m < 4; ++m)
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{
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CVector &pos = patch.Patch.Vertices[m];
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// yes, insert it in the tree
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const CVector half(weldThreshold, weldThreshold, weldThreshold);
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qg.insert(pos - half, pos + half, CPatchVertexInfo(zoneId, l, m, pos));
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}
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}
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////////////////////////////////////////////////
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// check wether each patch is correctly bound //
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////////////////////////////////////////////////
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uint pass = 0;
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while (1)
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{
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uint bind1Count = 0;
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uint bind2Count = 0;
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uint bind4Count = 0;
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for (l = 0; l < zoneInfos.size(); ++l)
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{
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// Ref on patch
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CPatchInfo &patch = zoneInfos[l];
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// deals with each border
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for (m = 0; m < 4; ++m)
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{
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const uint vIndex[] = { m, (m + 1) & 0x03 };
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// if this border is said to be bound, no need to test..
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if (patch.BindEdges[m].NPatchs == 0)
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{
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static TPVVect verts[2];
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// Get vertices from other patch that could be welded with this patch boder's vertices.
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for (q = 0; q < 2; ++q)
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{
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::GetCandidateVertices(patch.Patch.Vertices[vIndex[q]], qg, verts[q], l, zoneId, weldThreshold, true);
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}
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uint bindCount;
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for (bindCount = 1; bindCount<5; bindCount<<=1)
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{
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// Float middle
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float middle = 1.f / (float)bindCount; // 0 = 0.5; 1 = 0.25
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// Try to find a patch that shares 2 consecutives vertices
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static TPVVect binded4[5];
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binded4[0] = verts[0];
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binded4[bindCount] = verts[1];
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// Compute points along the border and found list of vertex binded to it.
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float lambda = middle;
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for (n = 1; n <bindCount; ++n)
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{
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CVector borderPos = evalPatchEdge (patch, m, lambda);
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::GetCandidateVertices(borderPos, qg, binded4[n], l, zoneId, weldThreshold, true);
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lambda += middle;
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}
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// Binded patches and edges
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uint neighborPatches[4];
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uint neighborEdges[4];
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// Patch binded
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for (q = 0; q < bindCount; q++)
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{
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for (n = 0; n < binded4[q].size(); n++)
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{
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for (p = 0; p < binded4[q+1].size(); p++)
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{
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// Ref on the two patches
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const CPatchVertexInfo &pv0 = *(binded4[q][n]);
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const CPatchVertexInfo &pv1 = *(binded4[q+1][p]);
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// Direct or indirect ?
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// Vertex id
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uint v0 = pv0.PatchVertex;
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uint v1 = pv1.PatchVertex;
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if ( pv0.ZoneIndex == pv1.ZoneIndex && pv0.PatchIndex == pv1.PatchIndex )
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{
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// Direct edge ?
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if ( ( ( pv0.PatchVertex - pv1.PatchVertex) & 3 ) == 1 )
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{
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// Patch id
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uint patchId2 = pv0.PatchIndex;
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// Edge id
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uint edge = v1;
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// Edge not binded ?
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if (zoneInfos[patchId2].BindEdges[edge].NPatchs == 0)
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{
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// Save the patch
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neighborPatches[q] = patchId2;
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neighborEdges[q] = edge;
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goto exit24;
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}
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}
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}
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}
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}
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if (n == binded4[q].size())
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// No bind found, stop
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break;
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exit24:;
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}
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// Find all binded patches ?
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if (q == bindCount)
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{
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// Check The patches are binded together
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for (q=0; q<bindCount-1; q++)
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{
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if (!isBinded (zoneInfos, neighborPatches[q], (neighborEdges[q]-1)&3, neighborPatches[q+1], (neighborEdges[q+1]+1)&3))
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break;
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}
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// Not breaked ?
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if (q == (bindCount-1) )
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{
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// Bind it
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if (bindCount == 1)
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{
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bind_1_1 (zoneInfos, l, m, neighborPatches[0], neighborEdges[0], zoneId);
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bind1Count++;
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}
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else if (bindCount == 2)
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{
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bind_1_2 (zoneInfos, l, m, neighborPatches[0], neighborEdges[0], neighborPatches[1], neighborEdges[1], zoneId);
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bind2Count++;
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}
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else
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{
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bind_1_4 (zoneInfos, l, m, neighborPatches[0], neighborEdges[0], neighborPatches[1], neighborEdges[1],
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neighborPatches[2], neighborEdges[2], neighborPatches[3], neighborEdges[3], zoneId);
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bind4Count++;
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}
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// Exit connectivity loop
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break;
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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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// Print binds
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if (bind1Count || bind2Count || bind4Count)
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{
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printf ("Internal bind pass %d: ", pass);
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if (bind1Count)
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printf ("bind1-1 %d; \n", bind1Count);
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if (bind2Count)
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printf ("bind1-2 %d; \n", bind2Count);
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if (bind4Count)
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printf ("bind1-4 %d; \n", bind4Count);
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}
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else
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// No more bind, stop
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break;
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// Next pass
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pass++;
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}
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// Insert vertex binded in the map
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for (l = 0; l < zoneInfos.size(); ++l)
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{
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CPatchInfo &patch = zoneInfos[l];
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// for each edge
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int edge;
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for (edge = 0; edge < 4; ++edge)
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{
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// Binded ?
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uint bindCount = patch.BindEdges[edge].NPatchs;
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if ( (bindCount == 2) || (bindCount == 4) )
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{
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// Start
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float middle = 1.f / (float)bindCount; // 0 = 0.5; 1 = 0.25
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float lambda = middle;
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// For all binded vertices
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uint vert;
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for (vert = 1; vert < bindCount; vert++)
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{
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// Eval the binded position
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CVector borderPos = evalPatchEdge (patch, edge, lambda);
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// yes, insert it in the tree
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const CVector half(weldThreshold, weldThreshold, weldThreshold);
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qg.insert (borderPos - half, borderPos + half, CPatchVertexInfo(zoneId, l, 5, borderPos));
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// New position
|
|
lambda += middle;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Weld all the vertices !
|
|
uint weldCount = 0;
|
|
for (l = 0; l < zoneInfos.size(); ++l)
|
|
{
|
|
CPatchInfo &patch = zoneInfos[l];
|
|
|
|
// for each edge
|
|
int vert;
|
|
for (vert = 0; vert < 4; ++vert)
|
|
{
|
|
// Not on an opened edge ?
|
|
if ( (patch.BindEdges[vert].NPatchs != 0) && (patch.BindEdges[(vert-1)&3].NPatchs != 0) )
|
|
{
|
|
// Welded ?
|
|
bool welded = false;
|
|
|
|
// Get the vertex to weld
|
|
static TPVVect toWeld;
|
|
CVector pos = patch.Patch.Vertices[vert];
|
|
::GetCandidateVertices (pos, qg, toWeld, l, zoneId, weldThreshold, false);
|
|
|
|
// Weld it
|
|
CVector average (0,0,0);
|
|
uint w;
|
|
bool absolutePosition = false;
|
|
for (w = 0; w < toWeld.size (); w++)
|
|
{
|
|
// Welded vertex ?
|
|
if (toWeld[w]->PatchVertex == 5)
|
|
{
|
|
absolutePosition = true;
|
|
average = toWeld[w]->Pos;
|
|
}
|
|
|
|
// Add it;
|
|
if (!absolutePosition)
|
|
average += toWeld[w]->Pos;
|
|
|
|
// Not the same ?
|
|
float dist = (pos - toWeld[w]->Pos).norm();
|
|
if ( (pos - toWeld[w]->Pos).sqrnorm() > 0.0001 )
|
|
welded = true;
|
|
}
|
|
|
|
// Average
|
|
if (!absolutePosition)
|
|
average /= (float)toWeld.size ();
|
|
|
|
// Weld ?
|
|
if (welded)
|
|
{
|
|
// Welded
|
|
weldCount++;
|
|
|
|
// Set the pos
|
|
for (w = 0; w < toWeld.size (); w++)
|
|
{
|
|
if (toWeld[w]->PatchVertex != 5)
|
|
{
|
|
toWeld[w]->Pos = average;
|
|
zoneInfos[toWeld[w]->PatchIndex].Patch.Vertices[toWeld[w]->PatchVertex] = average;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (weldCount)
|
|
printf ("Internal vertices welded: %d\n", weldCount);
|
|
|
|
// Weld all the Tangents !
|
|
weldCount = 0;
|
|
for (l = 0; l < zoneInfos.size(); ++l)
|
|
{
|
|
CPatchInfo &patch = zoneInfos[l];
|
|
|
|
// for each edge
|
|
int edge;
|
|
for (edge = 0; edge < 4; ++edge)
|
|
{
|
|
// Binded ?
|
|
uint bindCount = patch.BindEdges[edge].NPatchs;
|
|
if ( /*(bindCount == 1) || */(bindCount == 5) )
|
|
{
|
|
// Neighbor patch
|
|
uint otherPatch = patch.BindEdges[edge].Next[0];
|
|
uint otherEdge = patch.BindEdges[edge].Edge[0];
|
|
nlassert (otherPatch<zoneInfos.size ());
|
|
nlassert (otherEdge<4);
|
|
|
|
// Get the vertices
|
|
CVector A, B, C, D;
|
|
A = zoneInfos[otherPatch].Patch.Vertices[otherEdge];
|
|
B = zoneInfos[otherPatch].Patch.Tangents[otherEdge*2];
|
|
C = zoneInfos[otherPatch].Patch.Tangents[otherEdge*2+1];
|
|
D = zoneInfos[otherPatch].Patch.Vertices[(otherEdge+1)&3];
|
|
|
|
// Pos
|
|
uint otherPos;
|
|
uint otherCount = getOtherCountAndPos (zoneInfos, l, edge, otherPos);
|
|
nlassert ( ( (bindCount == 1) && (otherCount == 1) ) || ( (bindCount == 5) && ( (otherCount == 2) || (otherCount == 4) ) ) );
|
|
|
|
// Calc tangents
|
|
if (otherCount == 2)
|
|
{
|
|
if (otherPos == 0)
|
|
getFirst (A, B, C, D);
|
|
else
|
|
getSecond (A, B, C, D);
|
|
}
|
|
else if (otherCount == 4)
|
|
{
|
|
if (otherPos == 0)
|
|
{
|
|
getFirst (A, B, C, D);
|
|
getFirst (A, B, C, D);
|
|
}
|
|
else if (otherPos == 1)
|
|
{
|
|
getFirst (A, B, C, D);
|
|
getSecond (A, B, C, D);
|
|
}
|
|
else if (otherPos == 2)
|
|
{
|
|
getSecond (A, B, C, D);
|
|
getFirst (A, B, C, D);
|
|
}
|
|
else if (otherPos == 3)
|
|
{
|
|
getSecond (A, B, C, D);
|
|
getSecond (A, B, C, D);
|
|
}
|
|
}
|
|
|
|
// 2 tangents
|
|
uint tang;
|
|
for (tang=0; tang<2; tang++)
|
|
{
|
|
nlassert (2*edge+tang < 8);
|
|
|
|
// Eval the binded position
|
|
const CVector &tangVect = (tang==0) ? C : B;
|
|
|
|
// Next offset
|
|
float dist = (patch.Patch.Tangents[2*edge+tang] - tangVect).norm();
|
|
if ( (patch.Patch.Tangents[2*edge+tang] - tangVect).sqrnorm() > 0.0001 )
|
|
weldCount++;
|
|
|
|
// Fix it!
|
|
if (bindCount == 1)
|
|
{
|
|
patch.Patch.Tangents[2*edge+tang] += tangVect;
|
|
patch.Patch.Tangents[2*edge+tang] /= 2;
|
|
}
|
|
else
|
|
patch.Patch.Tangents[2*edge+tang] = tangVect;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (weldCount)
|
|
printf ("Internal tangents welded: %d\n", weldCount);
|
|
}
|