/usr/src/castle-game-engine-4.1.1/x3d/castlenormals.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ @abstract(Calculating normal vectors for various 3D objects,
with appropriate smoothing.)
This is developed for VRML/X3D geometric primitives,
although some parts are not coupled with VRML/X3D stuff.
So it can be used in other situations too. }
unit CastleNormals;
interface
uses SysUtils, CastleUtils, CastleVectors, X3DNodes;
{ Calculate normal vectors for indexed faces, smoothing them according
to CreaseAngleRad.
CoordIndex are indexes to Vertices. Indexes < 0 are used to separate
faces. So this works just like VRML/X3D IndexedFaceSet.coordIndex.
It's smart and ignores incorrect indexes (outside Vertices range),
and incorrect triangles in the face (see IndexedPolygonNormal).
Returns a list of normalized vectors. This has the same Count
as CoordIndex, and should be accessed in the same way.
This way you (may) have different normal vector values for each
vertex on each face, so it's most flexible.
(For negative indexes in CoordIndex, corresponding value in result
is undefined.)
Remember it's your responsibility to free result of this function
at some point.
@param(FromCCW Specifies whether we should generate normals
pointing from CCW (counter-clockwise) or CW.)
@param(CreaseAngleRad Specifies in radians what is the acceptable
angle for smoothing adjacent faces. More precisely, we calculate
for each vertex it's neighbor faces normals. Then we divide these
faces into groups, such that each group has faces that have normals
within CreaseAngleRad range, and this group results in one smoothed
normal. For example, it's possible for a vertex shared by 4 faces
to be smoothed on first two faces and last two faces separately.
Note that when creaseAngleRad >= Pi, you wil be better off
using CreateSmoothNormals. This will work faster, and return shorter
normals array (so it's also more memory-efficient).)
@param(Convex Set this to @true if you know the faces are convex.
This makes calculation faster (but may yield incorrect results
for concave polygons).) }
function CreateNormals(CoordIndex: TLongintList;
Vertices: TVector3SingleList;
CreaseAngleRad: Single;
const FromCCW, Convex: boolean): TVector3SingleList;
{ Calculate flat per-face normals for indexed faces.
Note that the result is not a compatible replacement for CreateNormals,
as it's Count is the number of @italic(faces). For each face, a single
normal is stored, as this is most sensible compact representation.
Using something larger would be a waste of memory and time. }
function CreateFlatNormals(coordIndex: TLongintList;
vertices: TVector3SingleList;
const FromCCW, Convex: boolean): TVector3SingleList;
{ Calculate always smooth normals per-vertex, for VRML/X3D coordinate-based
node. We use TAbstractGeometryNode.CoordPolygons for this, so the node class
must implement it.
Note that the result is not a compatible replacement for CreateNormals,
as this generates Coordinates.Count normal vectors in result.
You should access these normal vectors just like Node.Coordinates,
i.e. they are indexed by Node.CoordIndex if Node.CoordIndex <> nil.
If Node.Coordinates is @nil (which means that node is coordinate-based,
but "coord" field is not present), we return @nil. }
function CreateSmoothNormalsCoordinateNode(
Node: TAbstractGeometryNode;
State: TX3DGraphTraverseState;
const FromCCW: boolean): TVector3SingleList;
implementation
uses X3DFields, CastleTriangulate, CastleGenericLists;
type
TFace = record
StartIndex: Integer;
IndicesCount: Integer;
Normal: TVector3Single;
end;
PFace = ^TFace;
TFaceList = specialize TGenericStructList<TFace>;
function CreateNormals(CoordIndex: TLongintList;
Vertices: TVector3SingleList;
CreaseAngleRad: Single;
const FromCCW, Convex: boolean): TVector3SingleList;
var
Faces: TFaceList;
{ For each vertex (this array Count is always Vertices.Count),
to which faces this vertex belongs? Contains indexes to Faces[] list.
Although vertex may be more than once on the same face (in case
of incorrect data, or some concave faces), a face is mentioned
at most once (for given vertex) in this structure. }
VerticesFaces: array of TIntegerList;
NormalsResult: TVector3SingleList absolute Result;
CosCreaseAngle: Single;
procedure CalculateFacesAndVerticesFaces;
var
ThisFace: PFace;
I, ThisFaceNum: Integer;
begin
I := 0;
while I < CoordIndex.Count do
begin
ThisFaceNum := Faces.Count;
ThisFace := Faces.Add;
ThisFace^.StartIndex := I;
while (I < CoordIndex.Count) and (CoordIndex[I] >= 0) do
begin
{ Check that CoordIndex[I] is valid (within Vertices.Count range).
Note that we cannot remove here wrong indexes from CoordIndex.
It's tempting, but:
- Removing them is not so easy. We would have to modify also other
xxxIndex fields e.g. IndexedFaceSet.texCoordIndex.
- Our engine generally preserves VRML/X3D data, never auto-correcting
it (it's a decision that makes various things safer). }
if (CoordIndex[I] < Vertices.Count) and
{ Make sure to add only the 1st occurrence of a vertex on this face.
Valid concave faces may specify the same vertex multiple times. }
(VerticesFaces[CoordIndex[I]].IndexOf(ThisFaceNum) = -1) then
VerticesFaces[CoordIndex[I]].Add(ThisFaceNum);
Inc(I);
end;
{ calculate ThisFace.IndicesCount.
We completed one face: indexes StartIndex .. i - 1 }
ThisFace^.IndicesCount := i-ThisFace^.StartIndex;
{ calculate ThisFace.Normal }
ThisFace^.Normal := IndexedPolygonNormal(
Addr(CoordIndex.L[ThisFace^.StartIndex]), ThisFace^.IndicesCount,
PVector3Single(Vertices.List), Vertices.Count,
Vector3Single(0, 0, 1), Convex);
{ move to next face (omits the negative index we're standing on) }
Inc(I);
end;
end;
{ For given Face and VertexNum (index to Vertices array),
set the normal vector in NormalsResult array.
Vertex must be present at least once on a given face.
Works OK also in cases when vertex is duplicated (present more than once)
on a single face. }
procedure SetNormal(VertexNum: integer; const face: TFace; const Normal: TVector3Single);
var
I: Integer;
Found: boolean;
begin
Found := false;
for I := Face.StartIndex to Face.StartIndex + Face.IndicesCount - 1 do
if CoordIndex.L[I] = VertexNum then
begin
Found := true; { Found := true, but keep looking in case duplicated }
NormalsResult.L[I] := Normal;
end;
Assert(Found, 'CastleNormals.SetNormal failed, vertex not on face');
end;
procedure CalculateVertexNormals(VertexNum: Integer);
var
{ Initialized to VerticesFaces[VertexNum] }
ThisVertexFaces: TIntegerList;
{ Can face FaceNum1 be smoothed together with face FaceNum2. }
function FaceCanBeSmoothedWith(const FaceNum1, FaceNum2: integer): boolean;
begin
Result :=
{ I want to check that
AngleRadBetweenNormals(...) < CreaseAngleRad
so
ArcCos(CosAngleRadBetweenNormals(...)) < CreaseAngleRad
so
CosAngleBetweenNormals(...) > CosCreaseAngle }
CosAngleBetweenNormals(
Faces.L[ThisVertexFaces.L[FaceNum1]].Normal,
Faces.L[ThisVertexFaces.L[FaceNum2]].Normal) >
CosCreaseAngle;
end;
var
I, J: Integer;
Normal: TVector3Single;
begin
ThisVertexFaces := VerticesFaces[VertexNum];
for I := 0 to ThisVertexFaces.Count - 1 do
begin
Normal := Faces.L[ThisVertexFaces[I]].Normal;
for J := 0 to ThisVertexFaces.Count - 1 do
if (I <> J) and FaceCanBeSmoothedWith(I, J) then
VectorAddTo1st(Normal, Faces.L[ThisVertexFaces[J]].Normal);
NormalizeTo1st(Normal);
SetNormal(VertexNum, Faces.L[ThisVertexFaces[I]], Normal);
end;
end;
var
I: Integer;
begin
CosCreaseAngle := Cos(CreaseAngleRad);
SetLength(VerticesFaces, vertices.Count);
Result := nil;
Faces := nil;
try
try
for I := 0 to vertices.Count - 1 do
VerticesFaces[I] := TIntegerList.Create;
Faces := TFaceList.Create;
{ calculate Faces and VerticesFaces contents }
CalculateFacesAndVerticesFaces;
Result := TVector3SingleList.Create;
Result.Count := CoordIndex.Count;
{ for each vertex, calculate all his normals (on all his faces) }
for I := 0 to Vertices.Count - 1 do CalculateVertexNormals(I);
if not FromCCW then Result.Negate;
finally
for I := 0 to Vertices.Count - 1 do VerticesFaces[I].Free;
Faces.Free;
end;
except FreeAndNil(Result); raise end;
end;
function CreateFlatNormals(CoordIndex: TLongintList;
Vertices: TVector3SingleList;
const FromCCW, Convex: boolean): TVector3SingleList;
var
I, StartIndex: Integer;
FaceNumber: Integer;
begin
{ CoordIndex.Count is just a maximum Count, we will shrink it later. }
Result := TVector3SingleList.Create;
try
Result.Count := CoordIndex.Count;
FaceNumber := 0;
I := 0;
while I < CoordIndex.Count do
begin
StartIndex := I;
while (I < CoordIndex.Count) and (CoordIndex.L[I] >= 0) do Inc(I);
Result.L[FaceNumber] := IndexedPolygonNormal(
Addr(CoordIndex.L[StartIndex]),
I - StartIndex,
PVector3Single(Vertices.List), Vertices.Count,
Vector3Single(0, 0, 0), Convex);
Inc(FaceNumber);
Inc(I);
end;
Result.Count := FaceNumber;
if not FromCCW then Result.Negate;
except FreeAndNil(Result); raise end;
end;
{ CreateSmoothNormalsCoordinateNode ------------------------------------------ }
type
TCoordinateNormalsCalculator = class
public
Normals: TVector3SingleList;
CoordIndex: TLongIntList;
Coord: TVector3SingleList;
Convex: boolean;
procedure Polygon(const Indexes: array of Cardinal);
end;
procedure TCoordinateNormalsCalculator.Polygon(
const Indexes: array of Cardinal);
var
FaceNormal: TVector3Single;
{ DirectIndexes is LongInt, not Cardinal array, since we cannot
guarantee that CoordIndex items are >= 0. }
DirectIndexes: array of LongInt;
I: Integer;
Index: LongInt;
begin
SetLength(DirectIndexes, Length(Indexes));
if CoordIndex <> nil then
begin
for I := 0 to Length(Indexes) - 1 do
DirectIndexes[I] := CoordIndex.L[Indexes[I]];
end else
begin
for I := 0 to Length(Indexes) - 1 do
DirectIndexes[I] := Indexes[I];
end;
FaceNormal := IndexedPolygonNormal(
PArray_LongInt(DirectIndexes), Length(DirectIndexes),
PVector3Single(Coord.List), Coord.Count,
Vector3Single(0, 0, 0), Convex);
for I := 0 to Length(Indexes) - 1 do
begin
Index := DirectIndexes[I];
{ Normals count is equal to vertexes count.
So if Index is incorrect, then we have coordIndex pointing
to a non-existing vertex index. VRML/X3D code will warn about it
elsewhere, here just make sure we don't crash. }
if Index < Normals.Count then
VectorAddTo1st(Normals.L[Index], FaceNormal);
end;
end;
function CreateSmoothNormalsCoordinateNode(
Node: TAbstractGeometryNode;
State: TX3DGraphTraverseState;
const FromCCW: boolean): TVector3SingleList;
var
Calculator: TCoordinateNormalsCalculator;
C: TMFVec3f;
begin
C := Node.Coordinates(State);
{ Node coordinate-based, but specified with empty coord }
if C = nil then Exit(nil);
Result := TVector3SingleList.Create;
try
Result.Count := C.Count; { TFPSList initialized everything to 0 }
Calculator := TCoordinateNormalsCalculator.Create;
try
Calculator.Convex := Node.Convex;
Calculator.Coord := C.Items;
if Node.CoordIndex <> nil then
Calculator.CoordIndex := Node.CoordIndex.Items else
Calculator.CoordIndex := nil;
Calculator.Normals := Result;
Node.CoordPolygons(State, @Calculator.Polygon);
finally FreeAndNil(Calculator) end;
Result.Normalize;
if not FromCCW then Result.Negate;
except FreeAndNil(Result); raise end;
end;
end.
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