Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
+#define _USE_MATH_DEFINES
#include "patch.h"
#include <glib.h>
return;
}
if ( bFirst ) {
- pos = height - 1;
+ pos = 2;
}
else
{
- pos = 2;
+ pos = height - 1;
}
if ( pos >= height ) {
if ( bFirst ) {
- pos = height - 1;
+ pos = 2;
}
else
{
- pos = 2;
+ pos = height - 1;
}
}
else if ( pos == 0 ) {
return;
}
if ( bFirst ) {
- pos = height - 3;
+ pos = 2;
}
else
{
- pos = 2;
+ pos = height - 3;
}
if ( pos >= height ) {
if ( bFirst ) {
- pos = height - 3;
+ pos = 2;
}
else
{
- pos = 2;
+ pos = height - 3;
}
}
else if ( pos == 0 ) {
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
- int i, j;
float f = 1 / cos( M_PI / n );
- for ( i = 0; i < width; ++i )
+ for ( std::size_t i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n; // 0 to 2pi
float x = vPos[1][0] + ( vPos[2][0] - vPos[1][0] ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
float y = vPos[1][1] + ( vPos[2][1] - vPos[1][1] ) * sin( angle ) * ( ( i & 1 ) ? f : 1.0f );
- for ( j = 0; j < height; ++j )
+ for ( std::size_t j = 0; j < height; ++j )
{
float z = vPos[0][2] + ( vPos[2][2] - vPos[0][2] ) * ( j / (float)( height - 1 ) );
PatchControl *v;
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
- int i, j;
float f = 1 / cos( M_PI / n );
- for ( i = 0; i < width; ++i )
+ for ( std::size_t i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n;
- for ( j = 0; j < height; ++j )
+ for ( std::size_t j = 0; j < height; ++j )
{
float x = vPos[1][0] + ( 1.0f - ( j / (float)( height - 1 ) ) ) * ( vPos[2][0] - vPos[1][0] ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
float y = vPos[1][1] + ( 1.0f - ( j / (float)( height - 1 ) ) ) * ( vPos[2][1] - vPos[1][1] ) * sin( angle ) * ( ( i & 1 ) ? f : 1.0f );
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
- int i, j;
float f = 1 / cos( M_PI / n );
float g = 1 / cos( M_PI / ( 2 * m ) );
- for ( i = 0; i < width; ++i )
+ for ( std::size_t i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n;
- for ( j = 0; j < height; ++j )
+ for ( std::size_t j = 0; j < height; ++j )
{
float angle2 = ( M_PI * j ) / ( 2 * m );
float x = vPos[1][0] + ( vPos[2][0] - vPos[1][0] ) * sin( angle2 ) * ( ( j & 1 ) ? g : 1.0f ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
glEnd();
}
-#define DEGEN_0a 0x01
-#define DEGEN_1a 0x02
-#define DEGEN_2a 0x04
-#define DEGEN_0b 0x08
-#define DEGEN_1b 0x10
-#define DEGEN_2b 0x20
-#define SPLIT 0x40
-#define AVERAGE 0x80
+const int DEGEN_0a = 0x01;
+const int DEGEN_1a = 0x02;
+const int DEGEN_2a = 0x04;
+const int DEGEN_0b = 0x08;
+const int DEGEN_1b = 0x10;
+const int DEGEN_2b = 0x20;
+const int SPLIT = 0x40;
+const int AVERAGE = 0x80;
unsigned int subarray_get_degen( PatchControlIter subarray, std::size_t strideU, std::size_t strideV ){
}
+Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2)
+{
+ // Beware of normals with 0 length
+ 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 );
+
+ // Get the angle bisector
+ 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( normal1, normal2 );
+ if ( factor > 1.0 ) factor = 1;
+ if ( factor < -1.0 ) factor = -1;
+ factor = acos( factor );
+
+ factor = cos( factor * 0.5 );
+
+ // Check for div by zero (if the normals are antiparallel)
+ // and stretch the resulting normal, if necessary
+ if (factor != 0)
+ {
+ normal /= factor;
+ }
+
+ return normal;
+}
+
+void Patch::createThickenedOpposite(const Patch& sourcePatch,
+ const float thickness,
+ const int axis,
+ bool& no12,
+ bool& no34)
+{
+ // Clone the dimensions from the other patch
+ setDims(sourcePatch.getWidth(), sourcePatch.getHeight());
+
+ // Also inherit the tesselation from the source patch
+ //setFixedSubdivisions(sourcePatch.subdivionsFixed(), sourcePatch.getSubdivisions());
+
+ // Copy the shader from the source patch
+ SetShader(sourcePatch.GetShader());
+
+ // if extrudeAxis == 0,0,0 the patch is extruded along its vertex normals
+ Vector3 extrudeAxis(0,0,0);
+
+ switch (axis) {
+ case 0: // X-Axis
+ extrudeAxis = Vector3(1,0,0);
+ break;
+ case 1: // Y-Axis
+ extrudeAxis = Vector3(0,1,0);
+ break;
+ case 2: // Z-Axis
+ extrudeAxis = Vector3(0,0,1);
+ break;
+ default:
+ // Default value already set during initialisation
+ break;
+ }
+
+ //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 ){
+ //globalOutputStream() << "yes12.\n";
+ no12 = false;
+ break;
+ }
+ }
+ for (std::size_t row = 0; row < m_height; row++){
+ if( vector3_length_squared( sourcePatch.ctrlAt( row, 0 ).m_vertex - sourcePatch.ctrlAt( row, m_width - 1 ).m_vertex ) > 0.1f ){
+ no34 = false;
+ //globalOutputStream() << "yes34.\n";
+ break;
+ }
+ }
+
+ for (std::size_t col = 0; col < m_width; col++)
+ {
+ for (std::size_t row = 0; row < m_height; row++)
+ {
+ // The current control vertex on the other patch
+ const PatchControl& curCtrl = sourcePatch.ctrlAt(row, col);
+
+ Vector3 normal;
+
+ // Are we extruding along vertex normals (i.e. extrudeAxis == 0,0,0)?
+ if (extrudeAxis == Vector3(0,0,0))
+ {
+ // 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 row? + not cylinder
+ if ( (col == 0 || col == m_width - 1) && !no34 )
+ {
+ // Get the next col index
+ std::size_t nextCol = (col == m_width - 1) ? (col - 1) : (col + 1);
+
+ const PatchControl& colNeighbour = sourcePatch.ctrlAt(row, nextCol);
+
+ // One available tangent
+ 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
+ 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;
+ colTangent[1] = neighbour2.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 ( vector3_length_squared( colTangent[1] + colTangent[0] ) == 0 ||
+ vector3_length_squared( colTangent[1] - colTangent[0] ) == 0 ){
+ colTangent[1] = Vector3(0,0,0);
+ }
+ }
+
+ // Calculate the tangent vectors to the next row
+ 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) && !no12 )
+ {
+ // Yes, only calculate one row tangent
+ // Get the next row index
+ std::size_t nextRow = (row == m_height - 1) ? (row - 1) : (row + 1);
+
+ const PatchControl& rowNeighbour = sourcePatch.ctrlAt(nextRow, col);
+
+ // First tangent
+ 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
+ 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;
+ rowTangent[1] = rowNeighbour2.m_vertex - curCtrl.m_vertex;
+
+ // Reverse the second one
+ rowTangent[1] *= -1;
+
+ //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);
+ }
+ }
+
+
+ //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);
+ }
+
+ //clean dummies
+ if ( vector3_length_squared( colTangent[0] ) == 0 ){
+ colTangent[0] = colTangent[1];
+ colTangent[1] = Vector3(0,0,0);
+ }
+ 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 column normals to calculate
+ Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[1] ) );
+
+ 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";*/
+
+ }
+ 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)
+ {
+ // 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
+ {
+ 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;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ // Take the predefined extrude direction instead
+ normal = extrudeAxis;
+ }
+
+ // Store the new coordinates into this patch at the current coords
+ ctrlAt(row, col).m_vertex = curCtrl.m_vertex + normal*thickness;
+
+ // Clone the texture cooordinates of the source patch
+ ctrlAt(row, col).m_texcoord = curCtrl.m_texcoord;
+ }
+ }
+
+ // Notify the patch about the change
+ controlPointsChanged();
+}
+
+void Patch::createThickenedWall(const Patch& sourcePatch,
+ const Patch& targetPatch,
+ const int wallIndex)
+{
+ // Copy the shader from the source patch
+ SetShader(sourcePatch.GetShader());
+
+ // The start and end control vertex indices
+ int start = 0;
+ int end = 0;
+ // The increment (incr = 1 for the "long" edge, incr = width for the "short" edge)
+ int incr = 1;
+
+ // These are the target dimensions of this wall
+ // The width is depending on which edge is "seamed".
+ int cols = 0;
+ int rows = 3;
+
+ int sourceWidth = static_cast<int>(sourcePatch.getWidth());
+ int sourceHeight = static_cast<int>(sourcePatch.getHeight());
+/*
+ bool sourceTesselationFixed = sourcePatch.subdivionsFixed();
+ Subdivisions sourceTesselationX(sourcePatch.getSubdivisions().x(), 1);
+ Subdivisions sourceTesselationY(sourcePatch.getSubdivisions().y(), 1);
+*/
+ // Determine which of the four edges have to be connected
+ // and calculate the start, end & stepsize for the following loop
+ switch (wallIndex) {
+ case 0:
+ cols = sourceWidth;
+ start = 0;
+ end = sourceWidth - 1;
+ incr = 1;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
+ break;
+ case 1:
+ cols = sourceWidth;
+ start = sourceWidth * (sourceHeight-1);
+ end = sourceWidth*sourceHeight - 1;
+ incr = 1;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
+ break;
+ case 2:
+ cols = sourceHeight;
+ start = 0;
+ end = sourceWidth*(sourceHeight-1);
+ incr = sourceWidth;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
+ break;
+ case 3:
+ cols = sourceHeight;
+ start = sourceWidth - 1;
+ end = sourceWidth*sourceHeight - 1;
+ incr = sourceWidth;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
+ break;
+ }
+
+ setDims(cols, rows);
+
+ const PatchControlArray& sourceCtrl = sourcePatch.getControlPoints();
+ const PatchControlArray& targetCtrl = targetPatch.getControlPoints();
+
+ int col = 0;
+ // Now go through the control vertices with these calculated stepsize
+ for (int idx = start; idx <= end; idx += incr, col++) {
+ Vector3 sourceCoord = sourceCtrl[idx].m_vertex;
+ Vector3 targetCoord = targetCtrl[idx].m_vertex;
+ Vector3 middleCoord = (sourceCoord + targetCoord) / 2;
+
+ // Now assign the vertex coordinates
+ ctrlAt(0, col).m_vertex = sourceCoord;
+ ctrlAt(1, col).m_vertex = middleCoord;
+ ctrlAt(2, col).m_vertex = targetCoord;
+ }
+
+ if (wallIndex == 0 || wallIndex == 3) {
+ InvertMatrix();
+ }
+
+ // Notify the patch about the change
+ controlPointsChanged();
+
+ // Texture the patch "naturally"
+ NaturalTexture();
+}
+
class PatchFilterWrapper : public Filter
{