| 1 |
greg |
1.1 |
///////////////////////////////////////////////////////////////////////////// |
| 2 |
|
|
// // |
| 3 |
|
|
// Copyright (C) 1992-1995 by Alex Keller ([email protected]) // |
| 4 |
|
|
// All rights reserved // |
| 5 |
|
|
// // |
| 6 |
|
|
// This software may be freely copied, modified, and redistributed // |
| 7 |
|
|
// provided that this copyright notice is preserved on all copies. // |
| 8 |
|
|
// // |
| 9 |
|
|
// You may not distribute this software, in whole or in part, as part of // |
| 10 |
|
|
// any commercial product without the express consent of the authors. // |
| 11 |
|
|
// // |
| 12 |
|
|
// There is no warranty or other guarantee of fitness of this software // |
| 13 |
|
|
// for any purpose. It is provided solely "as is". // |
| 14 |
|
|
// // |
| 15 |
|
|
///////////////////////////////////////////////////////////////////////////// |
| 16 |
|
|
|
| 17 |
|
|
int Face(int ac, char ** av) |
| 18 |
|
|
{ |
| 19 |
|
|
Point Center; |
| 20 |
|
|
Vector E1, E2, E3, nn, ConvexNormal; |
| 21 |
|
|
int i, max, Corners, p0, p1, p2, n, Start; |
| 22 |
|
|
double maxd, d, x, y; |
| 23 |
|
|
Boolean * Out, Empty; |
| 24 |
|
|
C_VERTEX * Pnt; |
| 25 |
|
|
FVECT P; |
| 26 |
|
|
Vertex * Points; |
| 27 |
|
|
Surface * CurrentSurface; |
| 28 |
|
|
Texture * Luminaire; |
| 29 |
|
|
Color Tone; |
| 30 |
|
|
|
| 31 |
|
|
if(ac--) |
| 32 |
|
|
av++; |
| 33 |
|
|
|
| 34 |
|
|
if(Zero(c_cmaterial->ed)) |
| 35 |
|
|
Luminaire = NULL; |
| 36 |
|
|
else |
| 37 |
|
|
{ |
| 38 |
|
|
x = c_cmaterial->ed_c.cx; |
| 39 |
|
|
y = c_cmaterial->ed_c.cy; |
| 40 |
|
|
Tone.fromCIE(x, y, 1.0 - x - y); |
| 41 |
|
|
Tone *= c_cmaterial->ed / (2 * M_PI); |
| 42 |
|
|
Luminaire = new Monoton(Tone); |
| 43 |
|
|
} |
| 44 |
|
|
|
| 45 |
|
|
x = c_cmaterial->rd_c.cx; |
| 46 |
|
|
y = c_cmaterial->rd_c.cy; |
| 47 |
|
|
Tone.fromCIE(x, y, 1.0 - x - y); |
| 48 |
|
|
Tone *= c_cmaterial->rd; |
| 49 |
|
|
CurrentSurface = new Ward(new Monoton(Tone), c_cmaterial->rd, |
| 50 |
|
|
NULL, c_cmaterial->rs, c_cmaterial->rs_a, c_cmaterial->rs_a, |
| 51 |
|
|
NULL, c_cmaterial->td, |
| 52 |
|
|
NULL, c_cmaterial->ts, c_cmaterial->ts_a, c_cmaterial->ts_a, |
| 53 |
|
|
Luminaire); |
| 54 |
|
|
|
| 55 |
|
|
Points = new Vertex[ac]; |
| 56 |
|
|
n = 0; |
| 57 |
|
|
|
| 58 |
|
|
while(ac-- > 0) |
| 59 |
|
|
{ |
| 60 |
|
|
Pnt = c_getvert(*av++); |
| 61 |
|
|
|
| 62 |
|
|
//if(Pnt == NULL) |
| 63 |
|
|
// cout << "Error" << endl; |
| 64 |
|
|
|
| 65 |
|
|
xf_xfmpoint(P, Pnt->p); |
| 66 |
|
|
|
| 67 |
|
|
Points[n].Origin.x = P[0]; |
| 68 |
|
|
Points[n].Origin.y = P[1]; |
| 69 |
|
|
Points[n].Origin.z = P[2]; |
| 70 |
|
|
|
| 71 |
|
|
n++; |
| 72 |
|
|
} |
| 73 |
|
|
|
| 74 |
|
|
if(n == 3) |
| 75 |
|
|
*World << new Triangle(*World, &Points[0], &Points[1], &Points[2], CurrentSurface); |
| 76 |
|
|
else if(n > 3) |
| 77 |
|
|
{ |
| 78 |
|
|
Center = Points[0].Origin; |
| 79 |
|
|
|
| 80 |
|
|
for(i = 1; i < n; i++) |
| 81 |
|
|
{ |
| 82 |
|
|
Center.x += Points[i].Origin.x; |
| 83 |
|
|
Center.y += Points[i].Origin.y; |
| 84 |
|
|
Center.z += Points[i].Origin.z; |
| 85 |
|
|
} |
| 86 |
|
|
|
| 87 |
|
|
Center.x /= (double) n; |
| 88 |
|
|
Center.y /= (double) n; |
| 89 |
|
|
Center.z /= (double) n; |
| 90 |
|
|
|
| 91 |
|
|
maxd = Length(Center - Points[0].Origin); |
| 92 |
|
|
max = 0; |
| 93 |
|
|
|
| 94 |
|
|
for(i = 1; i < n; i++) |
| 95 |
|
|
{ |
| 96 |
|
|
d = Length(Center - Points[i].Origin); |
| 97 |
|
|
|
| 98 |
|
|
if(d > maxd) |
| 99 |
|
|
{ |
| 100 |
|
|
max = i; |
| 101 |
|
|
maxd = d; |
| 102 |
|
|
} |
| 103 |
|
|
} |
| 104 |
|
|
|
| 105 |
|
|
Out = new Boolean[n]; |
| 106 |
|
|
|
| 107 |
|
|
for(i = 0; i < n; i++) |
| 108 |
|
|
Out[i] = False; |
| 109 |
|
|
|
| 110 |
|
|
p1 = max; |
| 111 |
|
|
p0 = p1 - 1; |
| 112 |
|
|
|
| 113 |
|
|
if(p0 < 0) |
| 114 |
|
|
p0 = n - 1; |
| 115 |
|
|
|
| 116 |
|
|
p2 = p1 + 1; |
| 117 |
|
|
|
| 118 |
|
|
if(p2 == n) |
| 119 |
|
|
p2 = 0; |
| 120 |
|
|
|
| 121 |
|
|
ConvexNormal = (Points[p2].Origin - Points[p0].Origin) | (Points[p1].Origin - Points[p0].Origin); |
| 122 |
|
|
Normalize(ConvexNormal); |
| 123 |
|
|
|
| 124 |
|
|
Corners = n; |
| 125 |
|
|
p0 = - 1; |
| 126 |
|
|
|
| 127 |
|
|
while(Corners >= 3) |
| 128 |
|
|
{ |
| 129 |
|
|
Start = p0; |
| 130 |
|
|
|
| 131 |
|
|
do |
| 132 |
|
|
{ |
| 133 |
|
|
p0 = (p0 + 1) % n; |
| 134 |
|
|
|
| 135 |
|
|
while(Out[p0]) |
| 136 |
|
|
p0 = (p0 + 1) % n; |
| 137 |
|
|
|
| 138 |
|
|
p1 = (p0 + 1) % n; |
| 139 |
|
|
|
| 140 |
|
|
while(Out[p1]) |
| 141 |
|
|
p1 = (p1 + 1) % n; |
| 142 |
|
|
|
| 143 |
|
|
p2 = (p1 + 1) % n; |
| 144 |
|
|
|
| 145 |
|
|
while(Out[p2]) |
| 146 |
|
|
p2 = (p2 + 1) % n; |
| 147 |
|
|
|
| 148 |
|
|
if(p0 == Start) |
| 149 |
|
|
break; |
| 150 |
|
|
|
| 151 |
|
|
nn = (Points[p2].Origin - Points[p0].Origin) | (Points[p1].Origin - Points[p0].Origin); |
| 152 |
|
|
Normalize(nn); |
| 153 |
|
|
d = Length(nn - ConvexNormal); |
| 154 |
|
|
|
| 155 |
|
|
E1 = nn | (Points[p1].Origin - Points[p0].Origin); |
| 156 |
|
|
E2 = nn | (Points[p2].Origin - Points[p1].Origin); |
| 157 |
|
|
E3 = nn | (Points[p0].Origin - Points[p2].Origin); |
| 158 |
|
|
|
| 159 |
|
|
Empty = True; |
| 160 |
|
|
|
| 161 |
|
|
for(i = 0; i < n; i++) |
| 162 |
|
|
if(! Out[i]) |
| 163 |
|
|
if((i != p0) && (i != p1) && (i != p2)) |
| 164 |
|
|
{ |
| 165 |
|
|
Empty = Empty && ! ((E1 * (Points[i].Origin - Points[p0].Origin) <= - Epsilon) |
| 166 |
|
|
&& (E2 * (Points[i].Origin - Points[p1].Origin) <= - Epsilon) |
| 167 |
|
|
&& (E3 * (Points[i].Origin - Points[p2].Origin) <= - Epsilon)); |
| 168 |
|
|
} |
| 169 |
|
|
} |
| 170 |
|
|
while((d > 1.0) || (! Empty)); |
| 171 |
|
|
|
| 172 |
|
|
if(p0 == Start) |
| 173 |
|
|
{ |
| 174 |
|
|
cout << "misbuilt polygonal face..." << endl; |
| 175 |
|
|
break; |
| 176 |
|
|
} |
| 177 |
|
|
|
| 178 |
|
|
*World << new Triangle(*World, &Points[p0], &Points[p1], &Points[p2], CurrentSurface); |
| 179 |
|
|
|
| 180 |
|
|
Out[p1] = True; |
| 181 |
|
|
Corners--; |
| 182 |
|
|
} |
| 183 |
|
|
|
| 184 |
|
|
delete [] Out; |
| 185 |
|
|
} |
| 186 |
|
|
|
| 187 |
|
|
return(MG_OK); |
| 188 |
|
|
} |
| 189 |
|
|
|
| 190 |
|
|
///////////////////////////////////////////////////////////////////////////// |