/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #include "hsTypes.h" #include "plInterMeshSmooth.h" #include "plDrawableSpans.h" class EdgeBin { public: UInt16 fVtx; UInt16 fCount; EdgeBin() : fVtx(0), fCount(0) {} }; void plInterMeshSmooth::FindEdges(UInt32 maxVtxIdx, UInt32 nTris, UInt16* idxList, hsTArray& edgeVerts) { hsTArray* bins = TRACKED_NEW hsTArray[maxVtxIdx+1]; hsBitVector edgeVertBits; // For each vert pair (edge) in idxList int i; for( i = 0; i < nTris; i++ ) { int j; for( j = 0; j < 3; j++ ) { int jPlus = j < 2 ? j+1 : 0; int idx0 = idxList[i*3 + j]; int idx1 = idxList[i*3 + jPlus]; int lo, hi; // Look in the LUT for the lower index. if( idx0 < idx1 ) { lo = idx0; hi = idx1; } else { lo = idx1; hi = idx0; } hsTArray& loBin = bins[lo]; // In that bucket, look for the higher index. int k; for( k = 0; k < loBin.GetCount(); k++ ) { if( loBin[k].fVtx == hi ) break; } // If we find it, increment it's count, // else add it. if( k < loBin.GetCount() ) { loBin[k].fCount++; } else { EdgeBin* b = loBin.Push(); b->fVtx = hi; b->fCount = 1; } } } // For each bucket in the LUT, for( i = 0; i < maxVtxIdx+1; i++ ) { hsTArray& loBin = bins[i]; // For each higher index int j; for( j = 0; j < loBin.GetCount(); j++ ) { // If the count is one, it's an edge, so set the edge bit for both indices (hi and lo) if( 1 == loBin[j].fCount ) { edgeVertBits.SetBit(i); edgeVertBits.SetBit(loBin[j].fVtx); } } } // Now translate the bitvector to a list of indices. for( i = 0; i < maxVtxIdx+1; i++ ) { if( edgeVertBits.IsBitSet(i) ) edgeVerts.Append(i); } delete [] bins; } void plInterMeshSmooth::FindEdges(hsTArray& sets, hsTArray* edgeVerts) { int i; for( i = 0; i < sets.GetCount(); i++ ) { const plSpan* span = sets[i].fDrawable->GetSpan(sets[i].fSpanIdx); if( !(span->fTypeMask & plSpan::kIcicleSpan) ) continue; UInt32 nTris = sets[i].fDrawable->CvtGetNumTris(sets[i].fSpanIdx); UInt16* idxList = sets[i].fDrawable->CvtGetIndexList(sets[i].fSpanIdx); UInt32 maxVertIdx = sets[i].fDrawable->CvtGetNumVerts(sets[i].fSpanIdx)-1; FindEdges(maxVertIdx, nTris, idxList, edgeVerts[i]); } } void plInterMeshSmooth::SmoothNormals(hsTArray& sets) { hsTArray* shareVtx = TRACKED_NEW hsTArray[sets.GetCount()]; hsTArray* edgeVerts = TRACKED_NEW hsTArray[sets.GetCount()]; FindEdges(sets, edgeVerts); int i; for( i = 0; i < sets.GetCount()-1; i++ ) { int j; for( j = edgeVerts[i].GetCount()-1; j >= 0; --j ) { hsPoint3 pos = GetPosition(sets[i], edgeVerts[i][j]); hsVector3 normAccum = GetNormal(sets[i], edgeVerts[i][j]);; shareVtx[i].Append(edgeVerts[i][j]); int k; for( k = i+1; k < sets.GetCount(); k++ ) { FindSharedVerts(pos, sets[k], edgeVerts[k], shareVtx[k], normAccum); } normAccum.Normalize(); GetNormal(sets[i], edgeVerts[i][j]) = normAccum; for( k = i+1; k < sets.GetCount(); k++ ) { SetNormals(sets[k], shareVtx[k], normAccum); } // Now remove all the shared verts (which we just processed) // from edgeVerts so we don't process them again. for( k = i; k < sets.GetCount(); k++ ) { int m; for( m = 0; m < shareVtx[k].GetCount(); m++ ) { int idx = edgeVerts[k].Find(shareVtx[k][m]); hsAssert(idx != edgeVerts[k].kMissingIndex, "Lost vertex between find and remove"); edgeVerts[k].Remove(idx); } shareVtx[k].SetCount(0); } } } delete [] shareVtx; delete [] edgeVerts; } void plInterMeshSmooth::FindSharedVerts(hsPoint3& searchPos, plSpanHandle& set, hsTArray& edgeVerts, hsTArray& shareVtx, hsVector3& normAccum) { int i; for( i = 0; i < edgeVerts.GetCount(); i++ ) { hsPoint3 pos = GetPosition(set, edgeVerts[i]); hsVector3 norm = GetNormal(set, edgeVerts[i]); if( searchPos == pos ) { if( norm.InnerProduct(normAccum) > fMinNormDot ) { shareVtx.Append(edgeVerts[i]); normAccum += norm; } } } } void plInterMeshSmooth::SetNormals(plSpanHandle& set, hsTArray& shareVtx, hsVector3& norm) { int i; for( i = 0; i < shareVtx.GetCount(); i++ ) GetNormal(set, shareVtx[i]) = norm; } hsPoint3& plInterMeshSmooth::GetPosition(plSpanHandle& set, UInt16 idx) { return set.fDrawable->CvtGetPosition(set.fSpanIdx, idx); } hsVector3& plInterMeshSmooth::GetNormal(plSpanHandle& set, UInt16 idx) { return set.fDrawable->CvtGetNormal(set.fSpanIdx, idx); } void plInterMeshSmooth::SetAngle(hsScalar degs) { fMinNormDot = hsCosine(hsScalarDegToRad(degs)); } hsScalar plInterMeshSmooth::GetAngle() const { return hsScalarRadToDeg(hsACosine(fMinNormDot)); }