/** * Copyright 2000, Silicon Graphics, Inc. All Rights Reserved. * Copyright 2012, Google Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR * IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Original Code. The Original Code is: OpenGL Sample Implementation, * Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, * Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. * Copyright in any portions created by third parties is as indicated * elsewhere herein. All Rights Reserved. */ /** * @author ericv@cs.stanford.edu (Eric Veach) * @author bckenny@google.com (Brendan Kenny) */ // require libtess // require libtess.GluTesselator /*global libtess */ goog.provide('libtess.normal'); goog.require('libtess'); // TODO(bckenny): NOTE: /* The "feature merging" is not intended to be complete. There are * special cases where edges are nearly parallel to the sweep line * which are not implemented. The algorithm should still behave * robustly (ie. produce a reasonable tesselation) in the presence * of such edges, however it may miss features which could have been * merged. We could minimize this effect by choosing the sweep line * direction to be something unusual (ie. not parallel to one of the * coordinate axes). */ /*#if defined(SLANTED_SWEEP) #define S_UNIT_X 0.50941539564955385 // Pre-normalized #define S_UNIT_Y 0.86052074622010633 #endif */ /** * @type {number} * @private * @const */ libtess.normal.S_UNIT_X_ = 1.0; /** * @type {number} * @private * @const */ libtess.normal.S_UNIT_Y_ = 0.0; /** * projectPolygon determines the polygon normal * and projects vertices onto the plane of the polygon. * * @param {libtess.GluTesselator} tess [description]. */ libtess.normal.projectPolygon = function(tess) { var computedNormal = false; var norm = [0, 0, 0]; norm[0] = tess.normal[0]; // TODO(bckenny): better way to init these? norm[1] = tess.normal[1]; norm[2] = tess.normal[2]; if (norm[0] === 0 && norm[1] === 0 && norm[2] === 0) { libtess.normal.computeNormal_(tess, norm); computedNormal = true; } var sUnit = tess.sUnit; var tUnit = tess.tUnit; var i = libtess.normal.longAxis_(norm); if (libtess.TRUE_PROJECT) { // Choose the initial sUnit vector to be approximately perpendicular // to the normal. libtess.normal.normalize_(norm); sUnit[i] = 0; sUnit[(i + 1) % 3] = libtess.normal.S_UNIT_X_; sUnit[(i + 2) % 3] = libtess.normal.S_UNIT_Y_; // Now make it exactly perpendicular var w = libtess.normal.dot_(sUnit, norm); sUnit[0] -= w * norm[0]; sUnit[1] -= w * norm[1]; sUnit[2] -= w * norm[2]; libtess.normal.normalize_(sUnit); // Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame tUnit[0] = norm[1] * sUnit[2] - norm[2] * sUnit[1]; tUnit[1] = norm[2] * sUnit[0] - norm[0] * sUnit[2]; tUnit[2] = norm[0] * sUnit[1] - norm[1] * sUnit[0]; libtess.normal.normalize_(tUnit); } else { // Project perpendicular to a coordinate axis -- better numerically sUnit[i] = 0; sUnit[(i + 1) % 3] = libtess.normal.S_UNIT_X_; sUnit[(i + 2) % 3] = libtess.normal.S_UNIT_Y_; tUnit[i] = 0; tUnit[(i + 1) % 3] = (norm[i] > 0) ? -libtess.normal.S_UNIT_Y_ : libtess.normal.S_UNIT_Y_; tUnit[(i + 2) % 3] = (norm[i] > 0) ? libtess.normal.S_UNIT_X_ : -libtess.normal.S_UNIT_X_; } // Project the vertices onto the sweep plane var vHead = tess.mesh.vHead; for (var v = vHead.next; v !== vHead; v = v.next) { v.s = libtess.normal.dot_(v.coords, sUnit); v.t = libtess.normal.dot_(v.coords, tUnit); } if (computedNormal) { libtess.normal.checkOrientation_(tess); } }; /** * Dot product. * @private * @param {Array.} u [description]. * @param {Array.} v [description]. * @return {number} [description]. */ libtess.normal.dot_ = function(u, v) { return u[0] * v[0] + u[1] * v[1] + u[2] * v[2]; }; /** * Normalize vector v * @private * @param {Array.} v [description]. */ libtess.normal.normalize_ = function(v) { var len = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; libtess.assert(len > 0); len = Math.sqrt(len); v[0] /= len; v[1] /= len; v[2] /= len; }; /** * Returns the index of the longest component of vector v. * @private * @param {Array.} v [description]. * @return {number} The index of the longest component. */ libtess.normal.longAxis_ = function(v) { var i = 0; if (Math.abs(v[1]) > Math.abs(v[0])) { i = 1; } if (Math.abs(v[2]) > Math.abs(v[i])) { i = 2; } return i; }; /** * [computeNormal description] * * @private * @param {libtess.GluTesselator} tess [description]. * @param {Array.} norm [description]. */ libtess.normal.computeNormal_ = function(tess, norm) { // TODO(bckenny): better way to init these // TODO(bckenny): can pool these, but only called once per poly var maxVal = [0, 0, 0]; var minVal = [0, 0, 0]; var d1 = [0, 0, 0]; var d2 = [0, 0, 0]; var tNorm = [0, 0, 0]; maxVal[0] = maxVal[1] = maxVal[2] = -2 * libtess.GLU_TESS_MAX_COORD; minVal[0] = minVal[1] = minVal[2] = 2 * libtess.GLU_TESS_MAX_COORD; // TODO(bckenny): better way to init these var maxVert = new Array(3); var minVert = new Array(3); var i; var v; var vHead = tess.mesh.vHead; for (v = vHead.next; v !== vHead; v = v.next) { for (i = 0; i < 3; ++i) { var c = v.coords[i]; if (c < minVal[i]) { minVal[i] = c; minVert[i] = v; } if (c > maxVal[i]) { maxVal[i] = c; maxVert[i] = v; } } } // Find two vertices separated by at least 1/sqrt(3) of the maximum // distance between any two vertices i = 0; if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0]) { i = 1; } if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i]) { i = 2; } if (minVal[i] >= maxVal[i]) { // All vertices are the same -- normal doesn't matter norm[0] = 0; norm[1] = 0; norm[2] = 1; return; } // Look for a third vertex which forms the triangle with maximum area // (Length of normal == twice the triangle area) var maxLen2 = 0; var v1 = minVert[i]; var v2 = maxVert[i]; d1[0] = v1.coords[0] - v2.coords[0]; d1[1] = v1.coords[1] - v2.coords[1]; d1[2] = v1.coords[2] - v2.coords[2]; for (v = vHead.next; v !== vHead; v = v.next) { d2[0] = v.coords[0] - v2.coords[0]; d2[1] = v.coords[1] - v2.coords[1]; d2[2] = v.coords[2] - v2.coords[2]; tNorm[0] = d1[1] * d2[2] - d1[2] * d2[1]; tNorm[1] = d1[2] * d2[0] - d1[0] * d2[2]; tNorm[2] = d1[0] * d2[1] - d1[1] * d2[0]; var tLen2 = tNorm[0] * tNorm[0] + tNorm[1] * tNorm[1] + tNorm[2] * tNorm[2]; if (tLen2 > maxLen2) { maxLen2 = tLen2; norm[0] = tNorm[0]; norm[1] = tNorm[1]; norm[2] = tNorm[2]; } } if (maxLen2 <= 0) { // All points lie on a single line -- any decent normal will do norm[0] = norm[1] = norm[2] = 0; norm[libtess.normal.longAxis_(d1)] = 1; } }; /** * [checkOrientation description] * * @private * @param {libtess.GluTesselator} tess [description]. */ libtess.normal.checkOrientation_ = function(tess) { // When we compute the normal automatically, we choose the orientation // so that the the sum of the signed areas of all contours is non-negative. var area = 0; var fHead = tess.mesh.fHead; for (var f = fHead.next; f !== fHead; f = f.next) { var e = f.anEdge; if (e.winding <= 0) { continue; } do { area += (e.org.s - e.dst().s) * (e.org.t + e.dst().t); e = e.lNext; } while (e !== f.anEdge); } if (area < 0) { // Reverse the orientation by flipping all the t-coordinates var vHead = tess.mesh.vHead; for (var v = vHead.next; v !== vHead; v = v.next) { v.t = - v.t; } tess.tUnit[0] = -tess.tUnit[0]; tess.tUnit[1] = -tess.tUnit[1]; tess.tUnit[2] = -tess.tUnit[2]; } };