Refactoring smoothing and normal generation code.

This commit is contained in:
David Williams
2009-05-27 22:09:38 +00:00
parent 5682b204a6
commit b1e111d940
8 changed files with 45 additions and 17 deletions

View File

@ -118,6 +118,8 @@ namespace PolyVox
{
std::vector<SurfaceVertex> vecOriginalVertices = m_vecVertices;
Vector3DFloat offset = static_cast<Vector3DFloat>(m_Region.getLowerCorner());
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
{
SurfaceVertex& v0 = vecOriginalVertices[*iterIndex];
@ -147,19 +149,33 @@ namespace PolyVox
Vector3DFloat n1 = v1.getNormal();
n1.normalise();
Vector3DFloat n2 = v2.getNormal();
n2.normalise();
n2.normalise();
v0New.position += (n0 * (n0.dot(v0ToOpp)) * fAmount);
v1New.position += (n1 * (n1.dot(v1ToOpp)) * fAmount);
v2New.position += (n2 * (n2.dot(v2ToOpp)) * fAmount);
if(m_Region.containsPoint(v0.getPosition() + offset, 0.001))
{
v0New.position += (n0 * (n0.dot(v0ToOpp)) * fAmount);
}
if(m_Region.containsPoint(v1.getPosition() + offset, 0.001))
{
v1New.position += (n1 * (n1.dot(v1ToOpp)) * fAmount);
}
if(m_Region.containsPoint(v2.getPosition() + offset, 0.001))
{
v2New.position += (n2 * (n2.dot(v2ToOpp)) * fAmount);
}
}
}
void IndexedSurfacePatch::generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices)
{
Vector3DFloat offset = static_cast<Vector3DFloat>(m_Region.getLowerCorner());
for(vector<SurfaceVertex>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
{
iterVertex->setNormal(Vector3DFloat(0.0f,0.0f,0.0f));
if(m_Region.containsPoint(iterVertex->getPosition() + offset, 0.001))
{
iterVertex->setNormal(Vector3DFloat(0.0f,0.0f,0.0f));
}
}
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
@ -173,9 +189,18 @@ namespace PolyVox
Vector3DFloat triangleNormal = (v1.getPosition()-v0.getPosition()).cross(v2.getPosition()-v0.getPosition());
v0.setNormal(v0.getNormal() + triangleNormal);
v1.setNormal(v1.getNormal() + triangleNormal);
v2.setNormal(v2.getNormal() + triangleNormal);
if(m_Region.containsPoint(v0.getPosition() + offset, 0.001))
{
v0.setNormal(v0.getNormal() + triangleNormal);
}
if(m_Region.containsPoint(v1.getPosition() + offset, 0.001))
{
v1.setNormal(v1.getNormal() + triangleNormal);
}
if(m_Region.containsPoint(v2.getPosition() + offset, 0.001))
{
v2.setNormal(v2.getNormal() + triangleNormal);
}
}
if(bNormalise)