#include <patch.h>
Inheritance diagram for NL3D::CTrianglePatch:
Nevrax France
Definition at line 178 of file patch.h.
Public Member Functions | |
void | computeGradient (float c0, float c1, float c2, CVector &grad) const |
bool | intersect (const CVector &p0, const CVector &p1, CVector &hit, const class NLMISC::CPlane &plane) const |
Data Fields | |
CPatchIdent | PatchId |
from which patch this triangle comes from. | |
CUV | Uv0 |
CUV | Uv1 |
CUV | Uv2 |
CVector | V0 |
CVector | V1 |
CVector | V2 |
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3D Gradient computation. Given 3 values at the 3 corners 'ci' (gouraud, uv....), this method compute the gradients Grad. The formula to compute the interpolated value according to a 3d position 'v' in space is then simply: Definition at line 67 of file triangle.cpp. References NLMISC::CVector::normalize(), NLMISC::CVector::set(), NLMISC::CTriangle::V0, NLMISC::CTriangle::V1, NLMISC::CTriangle::V2, NLMISC::CVector::x, NLMISC::CVector::y, and NLMISC::CVector::z. Referenced by NL3D::BuildTangentSpace(), NL3D::CLodCharacterShapeBuild::compile(), NL3D::CTessFace::computeTesselatedPos(), NL3D::CVisualCollisionEntity::computeUvForPos(), and RenderTriangle().
00068 { 00069 // Compute basis for 2D triangle. 00070 CVector locI, locJ, locK; 00071 locI= V1-V0; 00072 locJ= V2-V0; 00073 locK= locI^locJ; 00074 locK.normalize(); 00075 locI.normalize(); 00076 locJ= locK^locI; 00077 00078 // compute triangle in 2D. 00079 CTriangle tri2D; 00080 tri2D.V0.set(0,0,0); 00081 tri2D.V1.x= (V1-V0)*locI; 00082 tri2D.V1.y= (V1-V0)*locJ; 00083 tri2D.V1.z= 0; 00084 tri2D.V2.x= (V2-V0)*locI; 00085 tri2D.V2.y= (V2-V0)*locJ; 00086 tri2D.V2.z= 0; 00087 00088 // Compute 2 2D Gradients. 00089 float dx01= tri2D.V0.x - tri2D.V2.x; 00090 float dx02= tri2D.V1.x - tri2D.V2.x; 00091 float dy01= tri2D.V0.y - tri2D.V2.y; 00092 float dy02= tri2D.V1.y - tri2D.V2.y; 00093 float dc01= c0 - c2; 00094 float dc02= c1 - c2; 00095 float gd= dx02*dy01 - dx01*dy02; 00096 00097 float OOgd; 00098 if(gd!=0) 00099 OOgd= 1.0f/gd; 00100 else 00101 OOgd= 1; // for now, do not manage correctly this case. 00102 float gx, gy; 00103 gx= (dc02*dy01 - dc01*dy02) * OOgd; 00104 gy= (dc01*dx02 - dc02*dx01) * OOgd; 00105 00106 // transform in 3D. 00107 grad= locI*gx + locJ*gy; 00108 } |
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Intersection detection with a segment. You must pass the normalized plane of the triangle as parameter.
Referenced by NL3D::CInstanceLighter::computeSunContribution(), NL3D::CZoneLighter::CPointLightRT::testRaytrace(), and NL3D::CInstanceLighter::CPointLightRT::testRaytrace(). |
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from which patch this triangle comes from.
Definition at line 181 of file patch.h. Referenced by NL3D::CPatch::addTileTrianglesInBBox(), NL3D::CPatchQuadBlock::buildTileTriangles(), NL3D::CVisualCollisionEntity::getStaticLightSetup(), NL3D::CVisualCollisionEntity::getSurfaceInfo(), and NL3D::CVisualCollisionEntity::snapToLandscapeCurrentTesselation(). |
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Definition at line 170 of file geom_ext.h. Referenced by NL3D::CPatch::addTileTrianglesInBBox(), NL3D::CPatchQuadBlock::buildTileTriangles(), NL3D::CVisualCollisionEntity::computeUvForPos(), and NL3D::CDriverUser::drawTriangle(). |
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Definition at line 170 of file geom_ext.h. Referenced by NL3D::CPatch::addTileTrianglesInBBox(), NL3D::CPatchQuadBlock::buildTileTriangles(), NL3D::CVisualCollisionEntity::computeUvForPos(), and NL3D::CDriverUser::drawTriangle(). |
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Definition at line 170 of file geom_ext.h. Referenced by NL3D::CPatch::addTileTrianglesInBBox(), NL3D::CPatchQuadBlock::buildTileTriangles(), NL3D::CVisualCollisionEntity::computeUvForPos(), and NL3D::CDriverUser::drawTriangle(). |
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