mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-15 12:09:06 +00:00
313 lines
9.2 KiB
C++
313 lines
9.2 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_tgt_smoother.h"
|
||
|
#include "nel/misc/plane.h"
|
||
|
using namespace std;
|
||
|
using namespace NLMISC;
|
||
|
|
||
|
namespace NL3D
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
// ***************************************************************************
|
||
|
void CZoneTgtSmoother::makeVerticesCoplanar(std::vector<CZoneInfo> &zones)
|
||
|
{
|
||
|
sint i,j, numZone;
|
||
|
sint centerZoneId;
|
||
|
|
||
|
nlassert(zones.size()>=1);
|
||
|
centerZoneId= zones[0].ZoneId;
|
||
|
|
||
|
// 0. CenterZone.
|
||
|
//===============
|
||
|
// First, make connectivity patch/vertex
|
||
|
for(i=0;i<(sint)zones[0].Patchs.size();i++)
|
||
|
{
|
||
|
CPatchInfo &pa= zones[0].Patchs[i];
|
||
|
|
||
|
for(j=0;j<4;j++)
|
||
|
{
|
||
|
sint vtx= pa.BaseVertices[j];
|
||
|
CPatchId pid;
|
||
|
pid.ZoneId= centerZoneId;
|
||
|
pid.PatchId= i;
|
||
|
pid.Patch= &pa;
|
||
|
pid.IdVert= j;
|
||
|
VertexMap[vtx].Patchs.push_back(pid);
|
||
|
}
|
||
|
}
|
||
|
// Second, what vertices of this zone are one border?
|
||
|
for(i=0;i<(sint)zones[0].BorderVertices.size();i++)
|
||
|
{
|
||
|
CBorderVertex &bv= zones[0].BorderVertices[i];
|
||
|
sint vtx= bv.CurrentVertex;
|
||
|
VertexMap[vtx].OnBorder= true;
|
||
|
}
|
||
|
|
||
|
// 1. Neighbor zones.
|
||
|
//===================
|
||
|
map<sint, sint> tempMap;
|
||
|
for(numZone= 1; numZone<(sint)zones.size(); numZone++)
|
||
|
{
|
||
|
sint adjZoneId= zones[numZone].ZoneId;
|
||
|
|
||
|
tempMap.clear();
|
||
|
// Tests which vertices points on the center zone.
|
||
|
for(i=0;i<(sint)zones[numZone].BorderVertices.size();i++)
|
||
|
{
|
||
|
CBorderVertex &bv= zones[numZone].BorderVertices[i];
|
||
|
|
||
|
if(bv.NeighborZoneId== centerZoneId)
|
||
|
{
|
||
|
tempMap[bv.CurrentVertex]= bv.NeighborVertex;
|
||
|
}
|
||
|
}
|
||
|
// Tests patchs which points on center zone.
|
||
|
for(i=0;i<(sint)zones[numZone].Patchs.size();i++)
|
||
|
{
|
||
|
CPatchInfo &pa= zones[numZone].Patchs[i];
|
||
|
|
||
|
for(j=0;j<4;j++)
|
||
|
{
|
||
|
sint vtx= pa.BaseVertices[j];
|
||
|
if(tempMap.find(vtx)!=tempMap.end())
|
||
|
{
|
||
|
CPatchId pid;
|
||
|
pid.ZoneId= adjZoneId;
|
||
|
pid.PatchId= i;
|
||
|
pid.Patch= &pa;
|
||
|
pid.IdVert= j;
|
||
|
// Fill the vertex of the center zone.
|
||
|
VertexMap[tempMap[vtx]].Patchs.push_back(pid);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// 2. Process each vertex.
|
||
|
//========================
|
||
|
ItVertexMap itVert;
|
||
|
for(itVert= VertexMap.begin(); itVert!=VertexMap.end(); itVert++)
|
||
|
{
|
||
|
CVertexInfo &vert= itVert->second;
|
||
|
|
||
|
// a. verify if coplanar is possible.
|
||
|
//===================================
|
||
|
|
||
|
// \todo yoyo: later: do it too on non border vertices if wanted (with a normal threshold...).
|
||
|
if(!vert.OnBorder)
|
||
|
continue;
|
||
|
// \todo yoyo: later: formula with 3, 5 ... patchs around the vertex.
|
||
|
if(vert.Patchs.size()!=4)
|
||
|
continue;
|
||
|
|
||
|
// Test if there is no bind 1/x on this patch, around this vertex.
|
||
|
// \todo yoyo: later: binds should works...
|
||
|
std::list<CPatchId>::iterator itPatch;
|
||
|
bool bindFound= false;
|
||
|
for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
|
||
|
{
|
||
|
// Tests the two edges around the vertex (before: e0, and after: e1).
|
||
|
sint e0= (itPatch->IdVert+4-1)%4;
|
||
|
sint e1= itPatch->IdVert;
|
||
|
|
||
|
if(itPatch->Patch->BindEdges[e0].NPatchs!= 1 || itPatch->Patch->BindEdges[e1].NPatchs!= 1)
|
||
|
{
|
||
|
bindFound= true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if(bindFound)
|
||
|
continue;
|
||
|
|
||
|
|
||
|
|
||
|
// b. maps patchs on tangents.
|
||
|
//=========================
|
||
|
vector<CTangentId> tangents;
|
||
|
for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
|
||
|
{
|
||
|
CPatchInfo &pa= *(itPatch->Patch);
|
||
|
// The edges, before and after the veterx.
|
||
|
sint edgeNum[2]= {(itPatch->IdVert+4-1)%4, itPatch->IdVert };
|
||
|
// The tangents, before and after the veterx.
|
||
|
sint tgtNum[2]= {(itPatch->IdVert*2+8-1)%8, itPatch->IdVert*2 };
|
||
|
|
||
|
// For the 2 edges around this vertex.
|
||
|
for(sint ed= 0; ed<2;ed++)
|
||
|
{
|
||
|
sint patchId, zoneId, edgeId;
|
||
|
sint tgt;
|
||
|
|
||
|
// get neighbor edge id.
|
||
|
zoneId= pa.BindEdges[ edgeNum[ed] ].ZoneId;
|
||
|
patchId= pa.BindEdges[ edgeNum[ed] ].Next[0];
|
||
|
edgeId= pa.BindEdges[ edgeNum[ed] ].Edge[0];
|
||
|
// Search if tangent already inserted, mapped to this "neighbor edge".
|
||
|
for(tgt= 0; tgt<(sint)tangents.size();tgt++)
|
||
|
{
|
||
|
if(tangents[tgt].ZoneId==zoneId && tangents[tgt].PatchId==patchId && tangents[tgt].EdgeId==edgeId)
|
||
|
break;
|
||
|
}
|
||
|
// If not found, add the tangent, and map ME to it.
|
||
|
if(tgt==(sint)tangents.size())
|
||
|
{
|
||
|
CTangentId tangent;
|
||
|
// Set OUR edge Id.
|
||
|
tangent.ZoneId= itPatch->ZoneId;
|
||
|
tangent.PatchId= itPatch->PatchId;
|
||
|
tangent.EdgeId= edgeNum[ed];
|
||
|
// Get the tangent, before or after the vertex.
|
||
|
tangent.Tangent= pa.Patch.Tangents[ tgtNum[ed] ];
|
||
|
// Which patchs this edge share. (0 is those which insert this tgt)
|
||
|
tangent.Patchs[0]= &pa;
|
||
|
tangents.push_back(tangent);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Which patchs this edge share. (0 is those which access this tgt)
|
||
|
tangents[tgt].Patchs[1]= &pa;
|
||
|
}
|
||
|
// Map the patch to this tangent.
|
||
|
itPatch->Tangents[ed]= tgt;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// There should be 4 tangents.
|
||
|
if (tangents.size()!=4)
|
||
|
{
|
||
|
nlinfo ("ERROR: vertex %d should have 4 tangents. It got %d. (MAXINDICES +1!!)", itVert->first, tangents.size());
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
|
||
|
// c. get the vertex.
|
||
|
//===================
|
||
|
CVector vertexValue;
|
||
|
itPatch= vert.Patchs.begin();
|
||
|
vertexValue= itPatch->Patch->Patch.Vertices[itPatch->IdVert];
|
||
|
|
||
|
|
||
|
// d. project the tangents.
|
||
|
//=========================
|
||
|
// better coplanar than Max... (with orthogonal angles: use p0/p1).
|
||
|
for(i=0;i<(sint)tangents.size();i++)
|
||
|
{
|
||
|
// For following tangents, search the opposite.
|
||
|
// Begin at i+1 so we are sure to do this only one time.
|
||
|
for(j=i+1;j<(sint)tangents.size();j++)
|
||
|
{
|
||
|
if(tangents[i].isOppositeOf(tangents[j]))
|
||
|
{
|
||
|
CVector &tgt0= tangents[i].Tangent;
|
||
|
CVector &tgt1= tangents[j].Tangent;
|
||
|
// Colinear the tangents. Must keep the length of vectors.
|
||
|
float l0= (tgt0-vertexValue).norm();
|
||
|
float l1= (tgt1-vertexValue).norm();
|
||
|
// Average the tangents. Normalize them before, to keep much as possible the orientation.
|
||
|
CVector d0= (vertexValue-tgt0).normed();
|
||
|
CVector d1= (tgt1-vertexValue).normed();
|
||
|
CVector dir= (d0+d1).normed();
|
||
|
|
||
|
// Copy to tangents.
|
||
|
tgt0= vertexValue-dir*l0;
|
||
|
tgt1= vertexValue+dir*l1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// e. assign tangents to patchs, rebuild interior.
|
||
|
//==============================
|
||
|
for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
|
||
|
{
|
||
|
CPatchInfo &pa= *(itPatch->Patch);
|
||
|
// The tangents, before and after the vertex.
|
||
|
sint tgtNum[2]= {(itPatch->IdVert*2+8-1)%8, itPatch->IdVert*2 };
|
||
|
sint t0= tgtNum[0];
|
||
|
sint t1= tgtNum[1];
|
||
|
sint smoothEdge0= pa.getSmoothFlag (t0/2);
|
||
|
sint smoothEdge1= pa.getSmoothFlag (t1/2);
|
||
|
|
||
|
// Smooth this edge ?
|
||
|
if (smoothEdge0)
|
||
|
pa.Patch.Tangents[t0]= tangents[itPatch->Tangents[0]].Tangent;
|
||
|
if (smoothEdge1)
|
||
|
pa.Patch.Tangents[t1]= tangents[itPatch->Tangents[1]].Tangent;
|
||
|
|
||
|
// Setup the coplanared interior. just the sum of 2 vector tangents.
|
||
|
if (smoothEdge0&&smoothEdge1)
|
||
|
pa.Patch.Interiors[itPatch->IdVert]= pa.Patch.Tangents[t0] + pa.Patch.Tangents[t1] - vertexValue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
// OLD CODE FOR 3DS MAX LIKE COPLANAR.
|
||
|
// WORKS, BUT NOT AS GOOD AS REAL COPLANAR.
|
||
|
|
||
|
// b. build the plane.
|
||
|
//====================
|
||
|
CVector planeNormal(0,0,0);
|
||
|
CVector planeCenter;
|
||
|
for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
|
||
|
{
|
||
|
CPatchInfo &pa= *(itPatch->Patch);
|
||
|
CVector a,b,c, pvect;
|
||
|
sint t0= (itPatch->IdVert*2+8-1)%8;
|
||
|
sint t1= itPatch->IdVert*2;
|
||
|
|
||
|
// CCW order.
|
||
|
a= pa.Patch.Tangents[t0];
|
||
|
b= pa.Patch.Vertices[itPatch->IdVert];
|
||
|
c= pa.Patch.Tangents[t1];
|
||
|
pvect= (b-a)^(c-b);
|
||
|
planeNormal+= pvect.normed();
|
||
|
|
||
|
// yes, done 4 times... :(
|
||
|
planeCenter= b;
|
||
|
}
|
||
|
// Average of all normals...
|
||
|
planeNormal.normalize();
|
||
|
CPlane plane;
|
||
|
plane.make(planeNormal, planeCenter);
|
||
|
|
||
|
|
||
|
// c. projects the tangents, rebuild interior.
|
||
|
//============================================
|
||
|
for(itPatch= vert.Patchs.begin(); itPatch!= vert.Patchs.end(); itPatch++)
|
||
|
{
|
||
|
CPatchInfo &pa= *(itPatch->Patch);
|
||
|
sint t0= (itPatch->IdVert*2+8-1)%8;
|
||
|
sint t1= itPatch->IdVert*2;
|
||
|
pa.Patch.Tangents[t0]= plane.project(pa.Patch.Tangents[t0]);
|
||
|
pa.Patch.Tangents[t1]= plane.project(pa.Patch.Tangents[t1]);
|
||
|
|
||
|
// Setup the coplanared interior. just the sum of 2 vector tangents.
|
||
|
pa.Patch.Interiors[itPatch->IdVert]= pa.Patch.Tangents[t0] + pa.Patch.Tangents[t1] - planeCenter;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
} // NL3D
|