54 lines
1.2 KiB
C++
54 lines
1.2 KiB
C++
// Copyright NVIDIA Corporation 2008 -- Ignacio Castano <icastano@nvidia.com>
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#include "nvmesh.h" // pch
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#include "SingleFaceMap.h"
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#include "nvmesh/halfedge/Mesh.h"
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#include "nvmesh/halfedge/Vertex.h"
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#include "nvmesh/halfedge/Face.h"
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#include "nvmath/Vector.inl"
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using namespace nv;
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void nv::computeSingleFaceMap(HalfEdge::Mesh * mesh)
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{
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nvDebugCheck(mesh != NULL);
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nvDebugCheck(mesh->faceCount() == 1);
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HalfEdge::Face * face = mesh->faceAt(0);
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nvCheck(face != NULL);
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Vector3 p0 = face->edge->from()->pos;
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Vector3 p1 = face->edge->to()->pos;
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Vector3 X = normalizeSafe(p1 - p0, Vector3(0.0f), 0.0f);
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Vector3 Z = face->normal();
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Vector3 Y = normalizeSafe(cross(Z, X), Vector3(0.0f), 0.0f);
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uint i = 0;
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for (HalfEdge::Face::EdgeIterator it(face->edges()); !it.isDone(); it.advance(), i++)
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{
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HalfEdge::Vertex * vertex = it.vertex();
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nvCheck(vertex != NULL);
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if (i == 0)
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{
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vertex->tex = Vector2(0);
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}
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else
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{
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Vector3 pn = vertex->pos;
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float xn = dot((pn - p0), X);
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float yn = dot((pn - p0), Y);
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vertex->tex = Vector2(xn, yn);
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}
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}
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}
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