better normal algorithm

This commit is contained in:
David Rose 2003-10-01 00:02:43 +00:00
parent 4a1f108468
commit bff34279f9
1 changed files with 21 additions and 88 deletions

View File

@ -58,100 +58,33 @@ cleanup() {
////////////////////////////////////////////////////////////////////
bool EggPolygon::
calculate_normal(Normald &result, CoordinateSystem cs) const {
// We need to find the largest vector resulting from the cross of
// three consecutive vertices. If we just pick the first vector, we
// can be fooled by a slightly bow-tie polygon.
result = Normald::zero();
// To avoid being fooled by a concave polygon, we must eliminate
// from consideration any three vertices in which the middle vertex
// is closer to the centroid than the outer two.
size_t num_vertices = size();
LPoint3d centroid = LPoint3d::zero();
size_t index;
for (index = 0; index < num_vertices; index++) {
centroid += get_vertex(index)->get_pos3();
}
centroid /= (double)num_vertices;
LVector3d max_normal;
float max_normal_length = 0.0;
bool got_max_normal = false;
LVector3d max_normal_mc;
float max_normal_length_mc = 0.0;
bool got_max_normal_mc = false;
for (index = 0; index < num_vertices; index++) {
LPoint3d v0 = get_vertex(index)->get_pos3();
LPoint3d v1 = get_vertex((index + 1) % num_vertices)->get_pos3();
LPoint3d v2 = get_vertex((index + 2) % num_vertices)->get_pos3();
double d0 = (v0 - centroid).length_squared();
double d1 = (v1 - centroid).length_squared();
double d2 = (v2 - centroid).length_squared();
if (d1 >= d0 && d1 >= d2) {
// The center vertex is no closer to the centroid than the outer
// vertices. This can't be a concave angle.
LVector3d a = v1 - v0;
LVector3d b = v2 - v0;
LVector3d normal = a.cross(b);
float normal_length = normal.length();
if (!got_max_normal || normal_length > max_normal_length) {
max_normal = normal;
max_normal_length = normal_length;
got_max_normal = true;
}
} else {
// In this case, the center vertex is closer to the centroid
// than the outer vertices. This might be a concave angle, in
// which case we should not consider this vertex, but some
// convex polygons have the property in which the center vertex
// is always closer to the centroid, so if we don't find any
// other vertices, we have to consider this one.
LVector3d a = v1 - v0;
LVector3d b = v2 - v0;
LVector3d normal = a.cross(b);
float normal_length = normal.length();
if (!got_max_normal_mc || normal_length > max_normal_length_mc) {
max_normal_mc = normal;
max_normal_length_mc = normal_length;
got_max_normal_mc = true;
}
}
// Project the polygon into each of the three major planes and
// calculate the area of each 2-d projection. This becomes the
// polygon normal.
size_t num_verts = size();
for (size_t i = 0; i < num_verts; i++) {
Vertexd p0 = get_vertex(i)->get_pos3();
Vertexd p1 = get_vertex((i + 1) % num_verts)->get_pos3();
result[0] += p0[1] * p1[2] - p0[2] * p1[1];
result[1] += p0[2] * p1[0] - p0[0] * p1[2];
result[2] += p0[0] * p1[1] - p0[1] * p1[0];
}
if (!got_max_normal) {
// If none of our vertices were worth considering, take the best
// of the maybe-concave ones.
got_max_normal = got_max_normal_mc;
max_normal = max_normal_mc;
max_normal_length = max_normal_length_mc;
if (!result.normalize()) {
// The polygon is degenerate: it has zero area in each plane.
return false;
}
if (got_max_normal) {
if (!IS_NEARLY_ZERO(max_normal_length)) {
max_normal /= max_normal_length;
// If we are in a left-handed coordinate system, we must
// reverse the normal.
if (cs == CS_default) {
cs = default_coordinate_system;
}
if (cs == CS_zup_left || cs == CS_yup_left) {
max_normal = -max_normal;
}
result = max_normal;
return true;
}
if (cs == CS_default) {
cs = default_coordinate_system;
}
// The polygon is degenerate: we don't have enough unique vertices
// to determine a normal.
return false;
if (cs == CS_zup_left || cs == CS_yup_left) {
// In a left-handed coordinate system, we must flip the result.
result = -result;
}
return true;
}
////////////////////////////////////////////////////////////////////