Esempio n. 1
0
        /// <summary>
        /// Calculate the polygon normals.  By convention, LW's polygon normals
        /// are found as the cross product of the first and last edges.  It's
        /// undefined for one- and two-point polygons.
        /// </summary>
        /// <param name="lwPolygonList"></param>
        public void GetPolyNormals(ref lwPolygonList polygon)
        {
            float[] p1 = new float[3];
            float[] p2 = new float[3];
            float[] pn = new float[3];
            float[] v1 = new float[3];
            float[] v2 = new float[3];

            for (int i = 0; i < polygon.count; i++)
            {
                if (polygon.pol[i].nverts < 3)
                {
                    continue;
                }
                for (int j = 0; j < 3; j++)
                {
                    p1[j] = pt[polygon.pol[i].v[0].index].pos[j];
                    p2[j] = pt[polygon.pol[i].v[1].index].pos[j];
                    pn[j] = pt[polygon.pol[i].v[polygon.pol[i].nverts - 1].index].pos[j];
                }

                for (int j = 0; j < 3; j++)
                {
                    v1[j] = p2[j] - p1[j];
                    v2[j] = pn[j] - p1[j];
                }

                LwVecMath.cross(v1, v2, polygon.pol[i].norm);
                LwVecMath.normalize(polygon.pol[i].norm);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Calculate the vertex normals.  For each polygon vertex, sum the
        /// normals of the polygons that share the point.  If the normals of the
        /// current and adjacent polygons form an angle greater than the max
        /// smoothing angle for the current polygon's surface, the normal of the
        /// adjacent polygon is excluded from the sum.  It's also excluded if the
        /// polygons aren't in the same smoothing group.
        ///
        /// Assumes that lwGetPointPolygons(), lwGetPolyNormals() and
        /// lwResolvePolySurfaces() have already been called.
        /// </summary>
        /// <param name="lwPolygonList"></param>
        public void GetVertNormals(ref lwPolygonList polygon)
        {
            int   h, p;
            float a;

            for (int j = 0; j < polygon.count; j++)
            {
                for (int n = 0; n < polygon.pol[j].nverts; n++)
                {
                    for (int k = 0; k < 3; k++)
                    {
                        polygon.pol[j].v[n].norm[k] = polygon.pol[j].norm[k];
                    }

                    if (polygon.pol[j].surf.smooth <= 0)
                    {
                        continue;
                    }

                    p = polygon.pol[j].v[n].index;

                    for (int g = 0; g < pt[p].npols; g++)
                    {
                        h = pt[p].pol[g];
                        if (h == j)
                        {
                            continue;
                        }

                        if (polygon.pol[j].smoothgrp != polygon.pol[h].smoothgrp)
                        {
                            continue;
                        }
                        a = LwVecMath.vecangle(polygon.pol[j].norm, polygon.pol[h].norm);
                        if (a > polygon.pol[j].surf.smooth)
                        {
                            continue;
                        }

                        for (int k = 0; k < 3; k++)
                        {
                            polygon.pol[j].v[n].norm[k] += polygon.pol[h].norm[k];
                        }
                    }

                    LwVecMath.normalize(polygon.pol[j].v[n].norm);
                }
            }
        }