whoops, fix normal detection some more
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05b9c60723
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@ -77,6 +77,10 @@ calculate_normal(Normald &result, CoordinateSystem cs) const {
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float max_normal_length;
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bool got_max_normal = false;
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LVector3d max_normal_mc;
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float max_normal_length_mc;
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bool got_max_normal_mc = false;
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for (index = 0; index < num_vertices; index++) {
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LPoint3d v0 = get_vertex(index)->get_pos3();
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LPoint3d v1 = get_vertex((index + 1) % num_vertices)->get_pos3();
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@ -86,8 +90,9 @@ calculate_normal(Normald &result, CoordinateSystem cs) const {
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double d1 = (v1 - centroid).length_squared();
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double d2 = (v2 - centroid).length_squared();
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if (d1 > d0 && d1 > d2) {
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// Ok, we have three vertices. Do they determine a plane?
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if (d1 >= d0 && d1 >= d2) {
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// The center vertex is no closer to the centroid than the outer
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// vertices. This can't be a concave angle.
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LVector3d a = v1 - v0;
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LVector3d b = v2 - v0;
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LVector3d normal = a.cross(b);
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@ -98,9 +103,34 @@ calculate_normal(Normald &result, CoordinateSystem cs) const {
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max_normal_length = normal_length;
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got_max_normal = true;
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}
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} else {
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// In this case, the center vertex is closer to the centroid
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// than the outer vertices. This might be a concave angle, in
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// which case we should not consider this vertex, but some
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// convex polygons have the property in which the center vertex
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// is always closer to the centroid, so if we don't find any
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// other vertices, we have to consider this one.
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LVector3d a = v1 - v0;
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LVector3d b = v2 - v0;
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LVector3d normal = a.cross(b);
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float normal_length = normal.length();
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if (!got_max_normal_mc || normal_length > max_normal_length_mc) {
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max_normal_mc = normal;
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max_normal_length_mc = normal_length;
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got_max_normal_mc = true;
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}
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}
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}
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if (!got_max_normal) {
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// If none of our vertices were worth considering, take the best
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// of the maybe-concave ones.
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got_max_normal = got_max_normal_mc;
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max_normal = max_normal_mc;
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max_normal_length = max_normal_length_mc;
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}
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if (got_max_normal) {
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if (!IS_NEARLY_ZERO(max_normal_length)) {
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max_normal /= max_normal_length;
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