Split quads based on angle.
parent
1930602e0a
commit
c355a4730a
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@ -443,6 +443,7 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
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// generate two triangles in the mesh, and cut it out of our polygon.
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// Quads around the perimeter would be rejected by AnyEdgeCrossings.
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std::vector<bool> bottom(lj.n, false); // did we use this quad?
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Vector tu = {0,0,0}, tv = {0,0,0};
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int i, j;
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for(i = 1; i < (li.n-1); i++) {
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bool prev_flag = false;
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@ -480,6 +481,8 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
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if (this_flag) {
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// Add the quad to our mesh
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srf->TangentsAt(us,vs, &tu,&tv);
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if (tu.Dot(tv) < 0.0) { //split the other way if angle>90
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STriangle tr = {};
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tr.a = a;
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tr.b = b;
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@ -489,7 +492,17 @@ void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
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tr.b = c;
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tr.c = d;
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mesh->AddTriangle(&tr);
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} else{
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STriangle tr = {};
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tr.a = a;
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tr.b = b;
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tr.c = d;
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mesh->AddTriangle(&tr);
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tr.a = b;
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tr.b = c;
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tr.c = d;
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mesh->AddTriangle(&tr);
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}
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if (!prev_flag) // add our own left edge
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holes.AddEdge(d, a);
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if (!bottom[j]) // add our own bottom edge
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