Optimized triangle normal handling
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2aa2097b6c
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a30ae7d0fb
5 changed files with 32 additions and 25 deletions
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@ -136,7 +136,7 @@ bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmm
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float d;
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vmml::vec3f triangleNormal = t.computeNormal();
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vmml::vec3f triangleNormal = t.getNormal();
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if(test(t, MathUtil::Ray(m - r*triangleNormal, move), &d) && d > -MathUtil::EPSILON) {
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if(d < 1) {
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if(distance)
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@ -172,13 +172,13 @@ TriangleRecord Level::loadWall(xmlNodePtr wallNode) {
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if(++vertexNum > 2)
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break;
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wall.getTriangle().setVertex(vertexNum, loadVector(node));
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wall.getTriangle().setVertex(vertexNum, loadVector(node), false);
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}
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else if(!xmlStrcmp(node->name, (xmlChar*)"normal")) {
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if(vertexNum < 0)
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continue;
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wall.getTriangle().setNormal(vertexNum, loadVector(node));
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wall.getTriangle().setVertexNormal(vertexNum, loadVector(node));
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}
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else if(!xmlStrcmp(node->name, (xmlChar*)"texcoords")) {
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if(vertexNum < 0) continue;
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@ -197,18 +197,14 @@ TriangleRecord Level::loadWall(xmlNodePtr wallNode) {
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}
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}
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vmml::vec3f normal = wall.getTriangle().computeNormal();
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wall.getTriangle().updateNormal();
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vmml::vec3f normal = wall.getTriangle().getNormal();
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if(normal.squared_length() > 0) {
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normal.normalize();
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for(int i = 0; i < 3; ++i) {
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if(wall.getTriangle().getNormal(i).squared_length() == 0)
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wall.getTriangle().setNormal(i, normal);
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}
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for(int i = 0; i < 3; ++i) {
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if(wall.getTriangle().getVertexNormal(i).squared_length() == 0)
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wall.getTriangle().setVertexNormal(i, normal);
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}
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return wall;
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}
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@ -51,7 +51,7 @@ class MathUtil {
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class Plane {
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public:
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Plane(const vmml::vec3f &n = vmml::vec3f::ZERO, float d0 = 0) : normal(n), d(d0) {}
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Plane(const Triangle &t) : normal(t.computeNormal()), d(t.getVertex(0).dot(normal)) {}
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Plane(const Triangle &t) : normal(t.getNormal()), d(t.getVertex(0).dot(normal)) {}
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bool contains(const vmml::vec3f &v) const {
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return (fabsf(normal.dot(v) - d) < EPSILON);
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@ -53,7 +53,7 @@ void Renderer::renderTriangle(const Triangle &t) {
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for(int i = 0; i < 3; ++i) {
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glTexCoord2fv(t.getTexCoords(i).array);
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glNormal3fv(t.getNormal(i).array);
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glNormal3fv(t.getVertexNormal(i).array);
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glVertex3fv(t.getVertex(i).array);
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}
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}
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@ -30,30 +30,44 @@ class Triangle {
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Triangle() : color(vmml::vec4f::ONE), texture(0) {
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vertices[0] = vertices[1] = vertices[2] = vmml::vec3f::ZERO;
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normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
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normal = vmml::vec3f::ZERO;
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texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
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}
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Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &color0) : color(color0), texture(0) {
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Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &color0, bool update = true) : color(color0), texture(0) {
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vertices[0] = v1;
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vertices[1] = v2;
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vertices[2] = v3;
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normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
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texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
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if(update)
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updateNormal();
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else
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normal = vmml::vec3f::ZERO;
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}
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const vmml::vec3f& getVertex(int i) const {return vertices[i];}
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vmml::vec3f& getVertex(int i) {return vertices[i];}
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void setVertex(int i, vmml::vec3f v) {
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void setVertex(int i, vmml::vec3f v, bool update = true) {
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vertices[i] = v;
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if(update)
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updateNormal();
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}
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const vmml::vec3f& getNormal(int i) const {return normals[i];}
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vmml::vec3f& getNormal(int i) {return normals[i];}
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void setNormal(int i, vmml::vec3f n) {
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void updateNormal() {
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normal = vertices[0].compute_normal(vertices[1], vertices[2]);
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}
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const vmml::vec3f& getVertexNormal(int i) const {return normals[i];}
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vmml::vec3f& getVertexNormal(int i) {return normals[i];}
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void setVertexNormal(int i, vmml::vec3f n) {
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normals[i] = n;
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}
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const vmml::vec3f& getNormal() const {return normal;}
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const vmml::vec2f& getTexCoords(int i) const {return texcoords[i];}
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vmml::vec2f& getTexCoords(int i) {return texcoords[i];}
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void setTexCoords(int i, vmml::vec2f t) {
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@ -73,12 +87,8 @@ class Triangle {
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color = c;
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}
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vmml::vec3f computeNormal() const {
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return vertices[0].compute_normal(vertices[1], vertices[2]);
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}
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bool isDegenerate() const {
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return (computeNormal().squared_length() == 0);
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return (normal.squared_length() == 0);
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}
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void transform(const vmml::mat4f &matrix) {
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@ -94,6 +104,7 @@ class Triangle {
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private:
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vmml::vec3f vertices[3];
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vmml::vec3f normals[3];
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vmml::vec3f normal;
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vmml::vec2f texcoords[3];
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vmml::vec4f color;
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unsigned texture;
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