Also initial work on a 'dynamic' mesh for simplification... but this probably won't be needed now.
114 lines
3.4 KiB
C++
114 lines
3.4 KiB
C++
#pragma region License
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#pragma endregion
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#include "MeshFace.h"
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#include "MeshEdge.h"
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#include "MeshVertex.h"
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#include "Vector.h"
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#include <iostream>
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namespace PolyVox
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{
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MeshFace::MeshFace()
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{
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m_pEdge = 0;
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}
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bool MeshFace::isSane(void)
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{
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if(m_pEdge == 0)
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{
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std::cout << "SANITY CHECK FAIL: Face has no edge attached" << std::endl;
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return false;
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}
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return true;
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}
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Vector3DFloat MeshFace::getNormal(void)
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{
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//Find the three vertices
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Vector3DFloat pV0 = m_pEdge->m_pSrc->m_vertexData.getPosition();
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Vector3DFloat pV1 = m_pEdge->m_pNextEdge->m_pSrc->m_vertexData.getPosition();
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Vector3DFloat pV2 = m_pEdge->m_pNextEdge->m_pNextEdge->m_pSrc->m_vertexData.getPosition();
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Vector3DFloat crossProduct = (pV1 - pV0).cross(pV2 - pV0);
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assert(crossProduct.length() > 0.001);
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crossProduct.normalise();
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return crossProduct;
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}
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bool MeshFace::collapseFlipsFace(MeshEdge* pEdgeToCollapse)
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{
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MeshVertex* pSrc = pEdgeToCollapse->m_pSrc;
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MeshVertex* pDest = pEdgeToCollapse->m_pDest;
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MeshVertex* pV0 = m_pEdge->m_pSrc;
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MeshVertex* pV1 = m_pEdge->m_pNextEdge->m_pSrc;
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MeshVertex* pV2 = m_pEdge->m_pNextEdge->m_pNextEdge->m_pSrc;
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if(pSrc == pV0)
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{
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return collapseFlipsFaceImpl(pV1->m_vertexData.getPosition(), pV2->m_vertexData.getPosition(), pSrc->m_vertexData.getPosition(), pDest->m_vertexData.getPosition());
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}
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if(pSrc == pV1)
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{
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return collapseFlipsFaceImpl(pV0->m_vertexData.getPosition(), pV2->m_vertexData.getPosition(), pSrc->m_vertexData.getPosition(), pDest->m_vertexData.getPosition());
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}
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if(pSrc == pV2)
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{
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return collapseFlipsFaceImpl(pV0->m_vertexData.getPosition(), pV1->m_vertexData.getPosition(), pSrc->m_vertexData.getPosition(), pDest->m_vertexData.getPosition());
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}
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return false;
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}
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bool MeshFace::collapseFlipsFaceImpl(Vector3DFloat fixed0, Vector3DFloat fixed1, Vector3DFloat oldPos, Vector3DFloat newPos)
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{
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Vector3DFloat oldCrossProduct = (fixed0 - oldPos).cross(fixed1 - oldPos);
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Vector3DFloat newCrossProduct = (fixed0 - newPos).cross(fixed1 - newPos);
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if(oldCrossProduct.length() < 0.001f)
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{
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return false;
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}
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if(newCrossProduct.length() < 0.001f)
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{
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return false;
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}
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oldCrossProduct.normalise();
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newCrossProduct.normalise();
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return oldCrossProduct.dot(newCrossProduct) < 0.999f;
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}
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} |