text stringlengths 0 234 |
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begin |
-- Skip "dead" edge (triangle), 30 - Dec - 2001 |
if Pn1=0 or else Pn2=0 then return; end if; |
-- Detect same point number |
if Pn1=Pn2 then |
raise_exception (duplicated_vertex'Identity, |
o.id & " in face " & Integer'Image (f)); |
end if; |
-- Detect same point coordinates (tolerated in an object, |
-- although inefficient, but harms as vertex of the same face!) |
if Almost_zero (Norm2 (o.point (Pn1) - o.point (Pn2))) then |
raise_exception (duplicated_vertex_location'Identity, |
o.id & " in face " & Integer'Image (f)); |
end if; |
end Check_duplicate; |
begin |
for fa in o.face'Range loop |
for edge_num in 1 .. 4 loop |
Check (fa, o.face (fa).P (edge_num)); |
for other_edge in edge_num + 1 .. 4 loop |
Check_duplicate (fa, o.face (fa).P (edge_num), |
o.face (fa).P (other_edge)); |
end loop; |
end loop; |
end loop; -- fa |
end Check_faces; |
begin |
Check_faces; |
end Check_object; |
-------------------------------------------- |
-- Object initialization (1x in its life) -- |
-------------------------------------------- |
procedure Pre_calculate (o : in out Object_3D) is |
use GL, G3DM; |
N : Vector_3D; |
length_N : Real; |
procedure Calculate_face_invariants ( |
fa : in Face_type; |
fi : out Face_invariant_type |
) is |
l : Natural := 0; |
quadri_edge : array (fa.P'Range) of Natural; |
ex_U, ex_V : Real; |
begin |
l := 0; |
for qe in fa.P'Range loop |
if fa.P (qe) /= 0 then |
l := l + 1; |
quadri_edge (l) := qe; -- if triangle, "map" edge on a quadri |
fi.P_compact (l) := fa.P (qe); |
end if; |
end loop; |
if l in Edge_count then |
fi.last_edge := l; |
else |
raise_exception (bad_edge_number'Identity, o.id); |
end if; |
-- * Face invariant : Textured face : extremities |
for e in 1 .. l loop |
if fa.whole_texture then |
ex_U := Real (fa.repeat_U); |
ex_V := Real (fa.repeat_V); |
case quadri_edge (e) is |
when 1 => fi.UV_extrema (e) := (0.0, 0.0); -- bottom, left 4 --< --3 |
when 2 => fi.UV_extrema (e) := (ex_U, 0.0); -- bottom, right | | |
when 3 => fi.UV_extrema (e) := (ex_U, ex_V); -- top, right 1 --> --2 |
when 4 => fi.UV_extrema (e) := (0.0, ex_V); -- top, left |
when others => null; |
end case; |
else |
-- Just copy the mapping, but in compact form for triangles: |
fi.UV_extrema (e) := fa.texture_edge_map (quadri_edge (e)); |
end if; |
end loop; |
-- * Face invariant : Normal of unrotated face |
N := (0.0, 0.0, 0.0); |
case fi.last_edge is |
when 3 => |
Add_Normal_of_3p (o, |
fi.P_compact (1), |
fi.P_compact (2), |
fi.P_compact (3), |
N |
); |
when 4 => |
Add_Normal_of_3p (o, fa.P (1), fa.P (2), fa.P (4), N); |
-- We sum other normals for not perfectly flat faces, |
-- in order to have a convenient average .. . |
Add_Normal_of_3p (o, fa.P (2), fa.P (3), fa.P (1), N); |
Add_Normal_of_3p (o, fa.P (3), fa.P (4), fa.P (2), N); |
Add_Normal_of_3p (o, fa.P (4), fa.P (1), fa.P (3), N); |
end case; |
length_N := Norm (N); |
if Almost_zero (length_N) then |
if strict_geometry then |
raise zero_summed_normal; |
else |
fi.normal := N; -- 0 vector ! |
end if; |
else |
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