示例#1
0
        internal static void  CheckOrientation(GLUtessellatorImpl tess)
        {
            double area;

            Mogre.Utils.GluTesselator.GLUface     f, fHead = tess.mesh.fHead;
            Mogre.Utils.GluTesselator.GLUvertex   v, vHead = tess.mesh.vHead;
            Mogre.Utils.GluTesselator.GLUhalfEdge e;

            /* When we compute the normal automatically, we choose the orientation
             * so that the the sum of the signed areas of all contours is non-negative.
             */
            area = 0;
            for (f = fHead.next; f != fHead; f = f.next)
            {
                e = f.anEdge;
                if (e.winding <= 0)
                {
                    continue;
                }
                do
                {
                    area += (e.Org.s - e.Sym.Org.s) * (e.Org.t + e.Sym.Org.t);
                    e     = e.Lnext;
                }while (e != f.anEdge);
            }
            if (area < 0)
            {
                /* Reverse the orientation by flipping all the t-coordinates */
                for (v = vHead.next; v != vHead; v = v.next)
                {
                    v.t = -v.t;
                }
                tess.tUnit[0] = -tess.tUnit[0];
                tess.tUnit[1] = -tess.tUnit[1];
                tess.tUnit[2] = -tess.tUnit[2];
            }
        }
示例#2
0
        internal static void ComputeNormal(GLUtessellatorImpl tess, double[] norm)
        {
            Mogre.Utils.GluTesselator.GLUvertex v, v1, v2;
            double c, tLen2, maxLen2;
            double[] maxVal, minVal, d1, d2, tNorm;
            Mogre.Utils.GluTesselator.GLUvertex[] maxVert, minVert;
            Mogre.Utils.GluTesselator.GLUvertex vHead = tess.mesh.vHead;
            int i;

            maxVal = new double[3];
            minVal = new double[3];
            minVert = new Mogre.Utils.GluTesselator.GLUvertex[3];
            maxVert = new Mogre.Utils.GluTesselator.GLUvertex[3];
            d1 = new double[3];
            d2 = new double[3];
            tNorm = new double[3];

            maxVal[0] = maxVal[1] = maxVal[2] = (- 2) * GLU.GLU_TESS_MAX_COORD;
            minVal[0] = minVal[1] = minVal[2] = 2 * GLU.GLU_TESS_MAX_COORD;

            for (v = vHead.next; v != vHead; v = v.next)
            {
                for (i = 0; i < 3; ++i)
                {
                    c = v.coords[i];
                    if (c < minVal[i])
                    {
                        minVal[i] = c;
                        minVert[i] = v;
                    }
                    if (c > maxVal[i])
                    {
                        maxVal[i] = c;
                        maxVert[i] = v;
                    }
                }
            }

            /* Find two vertices separated by at least 1/sqrt(3) of the maximum
            * distance between any two vertices
            */
            i = 0;
            if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0])
            {
                i = 1;
            }
            if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i])
            {
                i = 2;
            }
            if (minVal[i] >= maxVal[i])
            {
                /* All vertices are the same -- normal doesn't matter */
                norm[0] = 0;
                norm[1] = 0;
                norm[2] = 1;
                return ;
            }

            /* Look for a third vertex which forms the triangle with maximum area
            * (Length of normal == twice the triangle area)
            */
            maxLen2 = 0;
            v1 = minVert[i];
            v2 = maxVert[i];
            d1[0] = v1.coords[0] - v2.coords[0];
            d1[1] = v1.coords[1] - v2.coords[1];
            d1[2] = v1.coords[2] - v2.coords[2];
            for (v = vHead.next; v != vHead; v = v.next)
            {
                d2[0] = v.coords[0] - v2.coords[0];
                d2[1] = v.coords[1] - v2.coords[1];
                d2[2] = v.coords[2] - v2.coords[2];
                tNorm[0] = d1[1] * d2[2] - d1[2] * d2[1];
                tNorm[1] = d1[2] * d2[0] - d1[0] * d2[2];
                tNorm[2] = d1[0] * d2[1] - d1[1] * d2[0];
                tLen2 = tNorm[0] * tNorm[0] + tNorm[1] * tNorm[1] + tNorm[2] * tNorm[2];
                if (tLen2 > maxLen2)
                {
                    maxLen2 = tLen2;
                    norm[0] = tNorm[0];
                    norm[1] = tNorm[1];
                    norm[2] = tNorm[2];
                }
            }

            if (maxLen2 <= 0)
            {
                /* All points lie on a single line -- any decent normal will do */
                norm[0] = norm[1] = norm[2] = 0;
                norm[LongAxis(d1)] = 1;
            }
        }
示例#3
0
        internal static void CheckOrientation(GLUtessellatorImpl tess)
        {
            double area;
            Mogre.Utils.GluTesselator.GLUface f, fHead = tess.mesh.fHead;
            Mogre.Utils.GluTesselator.GLUvertex v, vHead = tess.mesh.vHead;
            Mogre.Utils.GluTesselator.GLUhalfEdge e;

            /* When we compute the normal automatically, we choose the orientation
            * so that the the sum of the signed areas of all contours is non-negative.
            */
            area = 0;
            for (f = fHead.next; f != fHead; f = f.next)
            {
                e = f.anEdge;
                if (e.winding <= 0)
                    continue;
                do
                {
                    area += (e.Org.s - e.Sym.Org.s) * (e.Org.t + e.Sym.Org.t);
                    e = e.Lnext;
                }
                while (e != f.anEdge);
            }
            if (area < 0)
            {
                /* Reverse the orientation by flipping all the t-coordinates */
                for (v = vHead.next; v != vHead; v = v.next)
                {
                    v.t = - v.t;
                }
                tess.tUnit[0] = - tess.tUnit[0];
                tess.tUnit[1] = - tess.tUnit[1];
                tess.tUnit[2] = - tess.tUnit[2];
            }
        }
示例#4
0
        /* Determine the polygon normal and project vertices onto the plane
        * of the polygon.
        */
        public static void __gl_projectPolygon(GLUtessellatorImpl tess)
        {
            Mogre.Utils.GluTesselator.GLUvertex v, vHead = tess.mesh.vHead;
            double w;
            double[] norm = new double[3];
            double[] sUnit, tUnit;
            int i;
            bool computedNormal = false;

            norm[0] = tess.normal[0];
            norm[1] = tess.normal[1];
            norm[2] = tess.normal[2];
            if (norm[0] == 0 && norm[1] == 0 && norm[2] == 0)
            {
                ComputeNormal(tess, norm);
                computedNormal = true;
            }
            sUnit = tess.sUnit;
            tUnit = tess.tUnit;
            i = LongAxis(norm);

            if (TRUE_PROJECT)
            {
                /* Choose the initial sUnit vector to be approximately perpendicular
                * to the normal.
                */
                Normalize(norm);

                sUnit[i] = 0;
                sUnit[(i + 1) % 3] = S_UNIT_X;
                sUnit[(i + 2) % 3] = S_UNIT_Y;

                /* Now make it exactly perpendicular */
                w = Dot(sUnit, norm);
                sUnit[0] -= w * norm[0];
                sUnit[1] -= w * norm[1];
                sUnit[2] -= w * norm[2];
                Normalize(sUnit);

                /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
                tUnit[0] = norm[1] * sUnit[2] - norm[2] * sUnit[1];
                tUnit[1] = norm[2] * sUnit[0] - norm[0] * sUnit[2];
                tUnit[2] = norm[0] * sUnit[1] - norm[1] * sUnit[0];
                Normalize(tUnit);
            }
            else
            {
                /* Project perpendicular to a coordinate axis -- better numerically */
                sUnit[i] = 0;
                sUnit[(i + 1) % 3] = S_UNIT_X;
                sUnit[(i + 2) % 3] = S_UNIT_Y;

                tUnit[i] = 0;
                tUnit[(i + 1) % 3] = (norm[i] > 0)?- S_UNIT_Y:S_UNIT_Y;
                tUnit[(i + 2) % 3] = (norm[i] > 0)?S_UNIT_X:- S_UNIT_X;
            }

            /* Project the vertices onto the sweep plane */
            for (v = vHead.next; v != vHead; v = v.next)
            {
                v.s = Dot(v.coords, sUnit);
                v.t = Dot(v.coords, tUnit);
            }
            if (computedNormal)
            {
                CheckOrientation(tess);
            }
        }
示例#5
0
        internal static void  ComputeNormal(GLUtessellatorImpl tess, double[] norm)
        {
            Mogre.Utils.GluTesselator.GLUvertex v, v1, v2;
            double c, tLen2, maxLen2;

            double[] maxVal, minVal, d1, d2, tNorm;
            Mogre.Utils.GluTesselator.GLUvertex[] maxVert, minVert;
            Mogre.Utils.GluTesselator.GLUvertex   vHead = tess.mesh.vHead;
            int i;

            maxVal  = new double[3];
            minVal  = new double[3];
            minVert = new Mogre.Utils.GluTesselator.GLUvertex[3];
            maxVert = new Mogre.Utils.GluTesselator.GLUvertex[3];
            d1      = new double[3];
            d2      = new double[3];
            tNorm   = new double[3];

            maxVal[0] = maxVal[1] = maxVal[2] = (-2) * GLU.GLU_TESS_MAX_COORD;
            minVal[0] = minVal[1] = minVal[2] = 2 * GLU.GLU_TESS_MAX_COORD;

            for (v = vHead.next; v != vHead; v = v.next)
            {
                for (i = 0; i < 3; ++i)
                {
                    c = v.coords[i];
                    if (c < minVal[i])
                    {
                        minVal[i]  = c;
                        minVert[i] = v;
                    }
                    if (c > maxVal[i])
                    {
                        maxVal[i]  = c;
                        maxVert[i] = v;
                    }
                }
            }

            /* Find two vertices separated by at least 1/sqrt(3) of the maximum
             * distance between any two vertices
             */
            i = 0;
            if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0])
            {
                i = 1;
            }
            if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i])
            {
                i = 2;
            }
            if (minVal[i] >= maxVal[i])
            {
                /* All vertices are the same -- normal doesn't matter */
                norm[0] = 0;
                norm[1] = 0;
                norm[2] = 1;
                return;
            }

            /* Look for a third vertex which forms the triangle with maximum area
             * (Length of normal == twice the triangle area)
             */
            maxLen2 = 0;
            v1      = minVert[i];
            v2      = maxVert[i];
            d1[0]   = v1.coords[0] - v2.coords[0];
            d1[1]   = v1.coords[1] - v2.coords[1];
            d1[2]   = v1.coords[2] - v2.coords[2];
            for (v = vHead.next; v != vHead; v = v.next)
            {
                d2[0]    = v.coords[0] - v2.coords[0];
                d2[1]    = v.coords[1] - v2.coords[1];
                d2[2]    = v.coords[2] - v2.coords[2];
                tNorm[0] = d1[1] * d2[2] - d1[2] * d2[1];
                tNorm[1] = d1[2] * d2[0] - d1[0] * d2[2];
                tNorm[2] = d1[0] * d2[1] - d1[1] * d2[0];
                tLen2    = tNorm[0] * tNorm[0] + tNorm[1] * tNorm[1] + tNorm[2] * tNorm[2];
                if (tLen2 > maxLen2)
                {
                    maxLen2 = tLen2;
                    norm[0] = tNorm[0];
                    norm[1] = tNorm[1];
                    norm[2] = tNorm[2];
                }
            }

            if (maxLen2 <= 0)
            {
                /* All points lie on a single line -- any decent normal will do */
                norm[0]            = norm[1] = norm[2] = 0;
                norm[LongAxis(d1)] = 1;
            }
        }
示例#6
0
        /* Determine the polygon normal and project vertices onto the plane
         * of the polygon.
         */
        public static void  __gl_projectPolygon(GLUtessellatorImpl tess)
        {
            Mogre.Utils.GluTesselator.GLUvertex v, vHead = tess.mesh.vHead;
            double w;

            double[] norm = new double[3];
            double[] sUnit, tUnit;
            int      i;
            bool     computedNormal = false;

            norm[0] = tess.normal[0];
            norm[1] = tess.normal[1];
            norm[2] = tess.normal[2];
            if (norm[0] == 0 && norm[1] == 0 && norm[2] == 0)
            {
                ComputeNormal(tess, norm);
                computedNormal = true;
            }
            sUnit = tess.sUnit;
            tUnit = tess.tUnit;
            i     = LongAxis(norm);

            if (TRUE_PROJECT)
            {
                /* Choose the initial sUnit vector to be approximately perpendicular
                 * to the normal.
                 */
                Normalize(norm);

                sUnit[i]           = 0;
                sUnit[(i + 1) % 3] = S_UNIT_X;
                sUnit[(i + 2) % 3] = S_UNIT_Y;

                /* Now make it exactly perpendicular */
                w         = Dot(sUnit, norm);
                sUnit[0] -= w * norm[0];
                sUnit[1] -= w * norm[1];
                sUnit[2] -= w * norm[2];
                Normalize(sUnit);

                /* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
                tUnit[0] = norm[1] * sUnit[2] - norm[2] * sUnit[1];
                tUnit[1] = norm[2] * sUnit[0] - norm[0] * sUnit[2];
                tUnit[2] = norm[0] * sUnit[1] - norm[1] * sUnit[0];
                Normalize(tUnit);
            }
            else
            {
                /* Project perpendicular to a coordinate axis -- better numerically */
                sUnit[i]           = 0;
                sUnit[(i + 1) % 3] = S_UNIT_X;
                sUnit[(i + 2) % 3] = S_UNIT_Y;

                tUnit[i]           = 0;
                tUnit[(i + 1) % 3] = (norm[i] > 0)?-S_UNIT_Y:S_UNIT_Y;
                tUnit[(i + 2) % 3] = (norm[i] > 0)?S_UNIT_X:-S_UNIT_X;
            }

            /* Project the vertices onto the sweep plane */
            for (v = vHead.next; v != vHead; v = v.next)
            {
                v.s = Dot(v.coords, sUnit);
                v.t = Dot(v.coords, tUnit);
            }
            if (computedNormal)
            {
                CheckOrientation(tess);
            }
        }
示例#7
0
        // Tesselerator
        public void tessBegin(int context)
        {
            Render.Context cntxt = getContext(context);
            cntxt.vertexRenderer.BeginBlock();
            GLUtessellatorCallback callback = new MogreTessellationCallbacks(null);

            Glu = (GLUtessellatorImpl)GLUtessellatorImpl.gluNewTess();
            Glu.gluTessCallback(GLU.GLU_TESS_VERTEX, callback);
            Glu.gluTessCallback(GLU.GLU_TESS_BEGIN, callback);
            Glu.gluTessCallback(GLU.GLU_TESS_END, callback);
            Glu.gluTessCallback(GLU.GLU_TESS_ERROR, callback);
            Glu.gluTessCallback(GLU.GLU_TESS_COMBINE, callback);
            Glu.gluTessBeginPolygon(null);
        }