Bugfix: fixes to face triangulation and some edges computations.

define_list_fix
jmekaelthas 9 years ago
parent d0c7bd988e
commit 48b3f1a4d3
  1. 15
      jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Edge.java
  2. 10
      jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Face.java

@ -215,8 +215,8 @@ public class Edge {
/**
* The method computes the crossing pint of this edge and another edge. If
* there is no crossing then null is returned. This method also allows to
* get the crossing point of the straight lines that contain these edges if
* there is no crossing then null is returned. Also null is returned if the edges are parallel.
* This method also allows to get the crossing point of the straight lines that contain these edges if
* you set the 'extend' parameter to true.
*
* @param edge
@ -227,7 +227,7 @@ public class Edge {
* @param extendSecondEdge
* set to <b>true</b> to find a crossing point along the whole
* straight that contains the given edge
* @return cross point on null if none exist
* @return cross point on null if none exist or the edges are parallel
*/
public Vector3f getCrossPoint(Edge edge, boolean extendThisEdge, boolean extendSecondEdge) {
Vector3d P1 = new Vector3d(this.getFirstVertex());
@ -235,6 +235,11 @@ public class Edge {
Vector3d u = new Vector3d(this.getSecondVertex()).subtract(P1).normalizeLocal();
Vector3d v = new Vector3d(edge.getSecondVertex()).subtract(P2).normalizeLocal();
if(Math.abs(u.dot(v)) >= 1 - FastMath.DBL_EPSILON) {
// the edges are parallel; do not care about the crossing point
return null;
}
double t1 = 0, t2 = 0;
if(u.x == 0 && v.x == 0) {
t2 = (u.z * (P2.y - P1.y) - u.y * (P2.z - P1.z)) / (u.y * v.z - u.z * v.y);
@ -262,11 +267,11 @@ public class Edge {
// the lines cross, check if p1 and p2 are within the edges
Vector3d p = p1.subtract(P1);
double cos = p.dot(u) / p.length();
if (extendThisEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() <= this.getLength()) {
if (extendThisEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() - this.getLength() <= FastMath.FLT_EPSILON) {
// p1 is inside the first edge, lets check the other edge now
p = p2.subtract(P2);
cos = p.dot(v) / p.length();
if(extendSecondEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() <= edge.getLength()) {
if(extendSecondEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() - edge.getLength() <= FastMath.FLT_EPSILON) {
return p1.toVector3f();
}
}

@ -279,16 +279,6 @@ public class Face implements Comparator<Integer> {
// two special cases will improve the computations speed
if(face.getIndexes().size() == 3) {
triangulatedFaces.add(face.getIndexes().clone());
} else if(face.getIndexes().size() == 4) {
// in case face has 4 verts we use the plain triangulation
indexes[0] = face.getIndex(0);
indexes[1] = face.getIndex(1);
indexes[2] = face.getIndex(2);
triangulatedFaces.add(new IndexesLoop(indexes));
indexes[1] = face.getIndex(2);
indexes[2] = face.getIndex(3);
triangulatedFaces.add(new IndexesLoop(indexes));
} else {
int previousIndex1 = -1, previousIndex2 = -1, previousIndex3 = -1;
while (face.vertexCount() > 0) {

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