Files
OpenSceneGraph/src/osgPlugins/iv/normals.cpp
2002-08-28 18:38:33 +00:00

108 lines
3.4 KiB
C++

/*
* osgDB::wrl - a VRML 1.0 loader for OpenSceneGraph
* Copyright (C) 2002 Ruben Lopez <ryu@gpul.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <osg/Matrix>
#include "normals.h"
#define CREASE_ANGLE 3.14159265356 * 45 / 180
float difAng(osg::Vec3 a, osg::Vec3 b) {
float div = a.length() * b.length();
return (div != 0.0f ? acosf( (a*b) / div) : 0.0f );
}
osg::Vec3 calcNormal(osg::Vec3 &a, osg::Vec3 &b, osg::Vec3 &c) {
osg::Vec3 norm;
osg::Vec3 v1;
osg::Vec3 v2;
v1=b-c;
v2=a-b;
norm=v1 ^ v2; // cross product
norm.normalize();
return norm;
}
void get3v(VertexList &vertices, VertexIndexList &vindex, int &a, int &b, int &c) {
unsigned tam=vindex.size();
unsigned i;
b=0;c=0;
a=vindex[0];
for (i=1;i<tam;i++) {
if (vertices[vindex[i]] != vertices[a]) { b=vindex[i];break; }
}
for (i=1;i<tam;i++) {
if (vertices[vindex[i]] != vertices[a] && vertices[vindex[i]] != vertices[b]) { c=vindex[i];break; }
}
}
osg::Vec3 *calcNormals(VertexList &vertices, PolygonList &polygons, unsigned nvert_total) {
unsigned nPoly=polygons.size();
osg::Vec3 *normales_polys = new osg::Vec3[nPoly];
osg::Vec3 *normales = new osg::Vec3[nvert_total];
unsigned pos=0;
unsigned poly;
/* Phase 1: Get flat normals */
for (poly=0;poly<nPoly;poly++) {
VertexIndexList vindex=*polygons[poly];
if (vindex.size() > 2) {
int v0,v1,v2;
get3v(vertices,vindex,v0,v1,v2);
if (v0 == v1 || v0 == v2) {
std::cerr << "ERROR: Vertices alineados: nv=" << vindex.size() << std::endl;
}
normales_polys[poly] = calcNormal(vertices[v0],
vertices[v1],
vertices[v2]);
if (normales_polys[poly] == osg::Vec3(0,0,0) && vindex.size() > 2) {
std::cerr << "##***" << "Normal nula VERTICES=" << vindex.size() << " " << vertices[v0] << " " << vertices[v1] << " " << vertices[v2] << std::endl;
}
}
}
/* Phase 2: Selective smooth depending on crease angle */
for (poly=0;poly<nPoly;poly++) {
VertexIndexList vindex=*polygons[poly];
unsigned j;
osg::Vec3 pnormal=normales_polys[poly];
for (j=0;j<vindex.size();j++) {
int vertice=vindex[j];
normales[pos]=osg::Vec3(pnormal[0],pnormal[1],pnormal[2]);
unsigned poly2;
for (poly2=0;poly2<nPoly;poly2++) {
if (poly2 == poly) continue;
VertexIndexList vindex2=*polygons[poly2];
unsigned k;
osg::Vec3 pnormal2=normales_polys[poly2];
for (k=0;k<vindex2.size();k++) {
if (vindex2[k] == vertice) {
float ang=difAng(pnormal,pnormal2);
if (ang < CREASE_ANGLE) {
normales[pos]+=osg::Vec3(pnormal2[0],pnormal2[1],pnormal2[2]);
}
}
}
}
normales[pos].normalize();
pos++;
}
}
/* Phase 3: All done ;) */
return normales;
}