Split quads based on angle.

pull/609/head
phkahler 2020-05-11 10:19:38 -04:00
parent 1930602e0a
commit c355a4730a
1 changed files with 23 additions and 10 deletions

View File

@ -443,6 +443,7 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
// generate two triangles in the mesh, and cut it out of our polygon.
// Quads around the perimeter would be rejected by AnyEdgeCrossings.
std::vector<bool> bottom(lj.n, false); // did we use this quad?
Vector tu = {0,0,0}, tv = {0,0,0};
int i, j;
for(i = 1; i < (li.n-1); i++) {
bool prev_flag = false;
@ -480,6 +481,8 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
if (this_flag) {
// Add the quad to our mesh
srf->TangentsAt(us,vs, &tu,&tv);
if (tu.Dot(tv) < 0.0) { //split the other way if angle>90
STriangle tr = {};
tr.a = a;
tr.b = b;
@ -489,7 +492,17 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
tr.b = c;
tr.c = d;
mesh->AddTriangle(&tr);
} else{
STriangle tr = {};
tr.a = a;
tr.b = b;
tr.c = d;
mesh->AddTriangle(&tr);
tr.a = b;
tr.b = c;
tr.c = d;
mesh->AddTriangle(&tr);
}
if (!prev_flag) // add our own left edge
holes.AddEdge(d, a);
if (!bottom[j]) // add our own bottom edge