}
+Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2, double thickness)
+{
+ // Beware of normals with 0 length
+ if ( ( fabs( normal1[0] ) + fabs( normal1[1] ) + fabs( normal1[2] ) ) == 0 ) return normal2;
+ if ( ( fabs( normal2[0] ) + fabs( normal2[1] ) + fabs( normal2[2] ) ) == 0) return normal1;
+
+ // Both normals have length > 0
+ Vector3 n1 = vector3_normalised( normal1 );
+ Vector3 n2 = vector3_normalised( normal2 );
+
+ // Get the angle bisector
+ Vector3 normal = vector3_normalised (n1 + n2);
+
+ // Now calculate the length correction out of the angle
+ // of the two normals
+ /* float factor = cos(n1.angle(n2) * 0.5); */
+ float factor = (float) vector3_dot( n1, n2 );
+ if ( factor > 1.0 ) factor = 1;
+ factor = acos( factor );
+
+ factor = cos( factor * 0.5 );
+
+ // Stretch the normal to fit the required thickness
+ normal *= thickness;
+
+ // Check for div by zero (if the normals are antiparallel)
+ // and stretch the resulting normal, if necessary
+ if (factor != 0)
+ {
+ normal /= factor;
+ }
+
+ return normal;
+}
+
+void Patch::createThickenedOpposite(const Patch& sourcePatch,
+ const float thickness,
+ const int axis,
+ bool& no12,
+ bool& no34)
+{
+ // Clone the dimensions from the other patch
+ setDims(sourcePatch.getWidth(), sourcePatch.getHeight());
+
+ // Also inherit the tesselation from the source patch
+ //setFixedSubdivisions(sourcePatch.subdivionsFixed(), sourcePatch.getSubdivisions());
+
+ // Copy the shader from the source patch
+ SetShader(sourcePatch.GetShader());
+
+ // if extrudeAxis == 0,0,0 the patch is extruded along its vertex normals
+ Vector3 extrudeAxis(0,0,0);
+
+ switch (axis) {
+ case 0: // X-Axis
+ extrudeAxis = Vector3(1,0,0);
+ break;
+ case 1: // Y-Axis
+ extrudeAxis = Vector3(0,1,0);
+ break;
+ case 2: // Z-Axis
+ extrudeAxis = Vector3(0,0,1);
+ break;
+ default:
+ // Default value already set during initialisation
+ break;
+ }
+
+ //check if certain seams are required
+ //( endpoints != startpoints ) - not a cylinder or something
+ for (std::size_t col = 0; col < m_width; col++){
+ if( vector3_length_squared( sourcePatch.ctrlAt( 0, col ).m_vertex - sourcePatch.ctrlAt( m_height - 1, col ).m_vertex ) > 0.1f ){
+ //globalOutputStream() << "yes12.\n";
+ no12 = false;
+ break;
+ }
+ }
+ for (std::size_t row = 0; row < m_height; row++){
+ if( vector3_length_squared( sourcePatch.ctrlAt( row, 0 ).m_vertex - sourcePatch.ctrlAt( row, m_width - 1 ).m_vertex ) > 0.1f ){
+ no34 = false;
+ //globalOutputStream() << "yes34.\n";
+ break;
+ }
+ }
+
+ for (std::size_t col = 0; col < m_width; col++)
+ {
+ for (std::size_t row = 0; row < m_height; row++)
+ {
+ // The current control vertex on the other patch
+ const PatchControl& curCtrl = sourcePatch.ctrlAt(row, col);
+
+ Vector3 normal;
+
+ // Are we extruding along vertex normals (i.e. extrudeAxis == 0,0,0)?
+ if (extrudeAxis == Vector3(0,0,0))
+ {
+ // The col tangents (empty if 0,0,0)
+ Vector3 colTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
+
+ // Are we at the beginning/end of the column?
+ if (col == 0 || col == m_width - 1)
+ {
+ // Get the next row index
+ std::size_t nextCol = (col == m_width - 1) ? (col - 1) : (col + 1);
+
+ const PatchControl& colNeighbour = sourcePatch.ctrlAt(row, nextCol);
+
+ // One available tangent
+ colTangent[0] = colNeighbour.m_vertex - curCtrl.m_vertex;
+ // Reverse it if we're at the end of the column
+ colTangent[0] *= (col == m_width - 1) ? -1 : +1;
+ }
+ // We are in between, two tangents can be calculated
+ else
+ {
+ // Take two neighbouring vertices that should form a line segment
+ const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, col+1);
+ const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, col-1);
+
+ // Calculate both available tangents
+ colTangent[0] = neighbour1.m_vertex - curCtrl.m_vertex;
+ colTangent[1] = neighbour2.m_vertex - curCtrl.m_vertex;
+
+ // Reverse the second one
+ colTangent[1] *= -1;
+
+ // Cull redundant tangents (parallel)
+ if ( ( fabs( colTangent[1][0] + colTangent[0][0] ) + fabs( colTangent[1][1] + colTangent[0][1] ) + fabs( colTangent[1][2] + colTangent[0][2] ) ) < 0.00001 ||
+ ( fabs( colTangent[1][0] - colTangent[0][0] ) + fabs( colTangent[1][1] - colTangent[0][1] ) + fabs( colTangent[1][2] - colTangent[0][2] ) ) < 0.00001 )
+ {
+ colTangent[1] = Vector3(0,0,0);
+ }
+ }
+
+ // Calculate the tangent vectors to the next row
+ Vector3 rowTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
+
+ // Are we at the beginning or the end?
+ if (row == 0 || row == m_height - 1)
+ {
+ // Yes, only calculate one row tangent
+ // Get the next row index
+ std::size_t nextRow = (row == m_height - 1) ? (row - 1) : (row + 1);
+
+ const PatchControl& rowNeighbour = sourcePatch.ctrlAt(nextRow, col);
+
+ // First tangent
+ rowTangent[0] = rowNeighbour.m_vertex - curCtrl.m_vertex;
+ // Reverse it accordingly
+ rowTangent[0] *= (row == m_height - 1) ? -1 : +1;
+ }
+ else
+ {
+ // Two tangents to calculate
+ const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(row + 1, col);
+ const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(row - 1, col);
+
+ // First tangent
+ rowTangent[0] = rowNeighbour1.m_vertex - curCtrl.m_vertex;
+ rowTangent[1] = rowNeighbour2.m_vertex - curCtrl.m_vertex;
+
+ // Reverse the second one
+ rowTangent[1] *= -1;
+
+ // Cull redundant tangents
+ if ( ( fabs( rowTangent[1][0] + rowTangent[0][0] ) + fabs( rowTangent[1][1] + rowTangent[0][1] ) + fabs( rowTangent[1][2] + rowTangent[0][2] ) ) < 0.00001 ||
+ ( fabs( rowTangent[1][0] - rowTangent[0][0] ) + fabs( rowTangent[1][1] - rowTangent[0][1] ) + fabs( rowTangent[1][2] - rowTangent[0][2] ) ) < 0.00001 )
+ {
+ rowTangent[1] = Vector3(0,0,0);
+ }
+ }
+
+ // If two column tangents are available, take the length-corrected average
+ if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
+ {
+ // Two column normals to calculate
+ Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
+
+ normal = getAverageNormal(normal1, normal2, thickness);
+
+ // Scale the normal down, as it is multiplied with thickness later on
+ normal /= thickness;
+ }
+ else
+ {
+ // One column tangent available, maybe we have a second rowtangent?
+ if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
+ {
+ // Two row normals to calculate
+ Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
+
+ normal = getAverageNormal(normal1, normal2, thickness);
+
+ // Scale the normal down, as it is multiplied with thickness later on
+ normal /= thickness;
+ }
+ else
+ {
+ if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
+ normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
+ }
+ else{
+ normal = extrudeAxis;
+ }
+ }
+ }
+ }
+ else
+ {
+ // Take the predefined extrude direction instead
+ normal = extrudeAxis;
+ }
+
+ // Store the new coordinates into this patch at the current coords
+ ctrlAt(row, col).m_vertex = curCtrl.m_vertex + normal*thickness;
+
+ // Clone the texture cooordinates of the source patch
+ ctrlAt(row, col).m_texcoord = curCtrl.m_texcoord;
+ }
+ }
+
+ // Notify the patch about the change
+ controlPointsChanged();
+}
+
+void Patch::createThickenedWall(const Patch& sourcePatch,
+ const Patch& targetPatch,
+ const int wallIndex)
+{
+ // Copy the shader from the source patch
+ SetShader(sourcePatch.GetShader());
+
+ // The start and end control vertex indices
+ int start = 0;
+ int end = 0;
+ // The increment (incr = 1 for the "long" edge, incr = width for the "short" edge)
+ int incr = 1;
+
+ // These are the target dimensions of this wall
+ // The width is depending on which edge is "seamed".
+ int cols = 0;
+ int rows = 3;
+
+ int sourceWidth = static_cast<int>(sourcePatch.getWidth());
+ int sourceHeight = static_cast<int>(sourcePatch.getHeight());
+/*
+ bool sourceTesselationFixed = sourcePatch.subdivionsFixed();
+ Subdivisions sourceTesselationX(sourcePatch.getSubdivisions().x(), 1);
+ Subdivisions sourceTesselationY(sourcePatch.getSubdivisions().y(), 1);
+*/
+ // Determine which of the four edges have to be connected
+ // and calculate the start, end & stepsize for the following loop
+ switch (wallIndex) {
+ case 0:
+ cols = sourceWidth;
+ start = 0;
+ end = sourceWidth - 1;
+ incr = 1;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
+ break;
+ case 1:
+ cols = sourceWidth;
+ start = sourceWidth * (sourceHeight-1);
+ end = sourceWidth*sourceHeight - 1;
+ incr = 1;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
+ break;
+ case 2:
+ cols = sourceHeight;
+ start = 0;
+ end = sourceWidth*(sourceHeight-1);
+ incr = sourceWidth;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
+ break;
+ case 3:
+ cols = sourceHeight;
+ start = sourceWidth - 1;
+ end = sourceWidth*sourceHeight - 1;
+ incr = sourceWidth;
+ //setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
+ break;
+ }
+
+ setDims(cols, rows);
+
+ const PatchControlArray& sourceCtrl = sourcePatch.getControlPoints();
+ const PatchControlArray& targetCtrl = targetPatch.getControlPoints();
+
+ int col = 0;
+ // Now go through the control vertices with these calculated stepsize
+ for (int idx = start; idx <= end; idx += incr, col++) {
+ Vector3 sourceCoord = sourceCtrl[idx].m_vertex;
+ Vector3 targetCoord = targetCtrl[idx].m_vertex;
+ Vector3 middleCoord = (sourceCoord + targetCoord) / 2;
+
+ // Now assign the vertex coordinates
+ ctrlAt(0, col).m_vertex = sourceCoord;
+ ctrlAt(1, col).m_vertex = middleCoord;
+ ctrlAt(2, col).m_vertex = targetCoord;
+ }
+
+ if (wallIndex == 0 || wallIndex == 3) {
+ InvertMatrix();
+ }
+
+ // Notify the patch about the change
+ controlPointsChanged();
+
+ // Texture the patch "naturally"
+ NaturalTexture();
+}
+
class PatchFilterWrapper : public Filter
{