better normal algorithm
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@ -58,100 +58,33 @@ cleanup() {
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////////////////////////////////////////////////////////////////////
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bool EggPolygon::
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calculate_normal(Normald &result, CoordinateSystem cs) const {
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// We need to find the largest vector resulting from the cross of
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// three consecutive vertices. If we just pick the first vector, we
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// can be fooled by a slightly bow-tie polygon.
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result = Normald::zero();
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// To avoid being fooled by a concave polygon, we must eliminate
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// from consideration any three vertices in which the middle vertex
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// is closer to the centroid than the outer two.
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size_t num_vertices = size();
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LPoint3d centroid = LPoint3d::zero();
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size_t index;
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for (index = 0; index < num_vertices; index++) {
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centroid += get_vertex(index)->get_pos3();
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}
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centroid /= (double)num_vertices;
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LVector3d max_normal;
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float max_normal_length = 0.0;
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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 = 0.0;
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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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LPoint3d v2 = get_vertex((index + 2) % num_vertices)->get_pos3();
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double d0 = (v0 - centroid).length_squared();
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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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// 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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float normal_length = normal.length();
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if (!got_max_normal || normal_length > max_normal_length) {
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max_normal = normal;
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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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// Project the polygon into each of the three major planes and
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// calculate the area of each 2-d projection. This becomes the
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// polygon normal.
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size_t num_verts = size();
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for (size_t i = 0; i < num_verts; i++) {
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Vertexd p0 = get_vertex(i)->get_pos3();
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Vertexd p1 = get_vertex((i + 1) % num_verts)->get_pos3();
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result[0] += p0[1] * p1[2] - p0[2] * p1[1];
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result[1] += p0[2] * p1[0] - p0[0] * p1[2];
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result[2] += p0[0] * p1[1] - p0[1] * p1[0];
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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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if (!result.normalize()) {
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// The polygon is degenerate: it has zero area in each plane.
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return false;
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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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// If we are in a left-handed coordinate system, we must
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// reverse the normal.
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if (cs == CS_default) {
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cs = default_coordinate_system;
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}
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if (cs == CS_zup_left || cs == CS_yup_left) {
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max_normal = -max_normal;
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}
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result = max_normal;
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return true;
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}
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if (cs == CS_default) {
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cs = default_coordinate_system;
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}
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// The polygon is degenerate: we don't have enough unique vertices
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// to determine a normal.
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return false;
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if (cs == CS_zup_left || cs == CS_yup_left) {
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// In a left-handed coordinate system, we must flip the result.
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result = -result;
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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