#include "tri2obj.h"
-#include "../../Src/constants.h"
-#include "../../Src/types.h"
+#include "../../Src/Include/constants.h"
+#include "../../Src/Include/types.h"
#include "../../Src/Math/fg_geodesy.h"
#include "../../Src/Math/mat3.h"
#include "../../Src/Math/polar.h"
MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
- /* printf("Normal = %.2f %.2f %.2f\n", normal[0], normal[1], normal[2]); */
+/* printf(" Normal = %.2f %.2f %.2f\n", normal[0], normal[1], normal[2]); */
}
/* dump in WaveFront .obj format */
void dump_obj(char *basename) {
char objname[256];
- double n1[3], n2[3], n3[3];
+ double n1[3], n2[3], n3[3], norm[3], temp;
FILE *obj;
int i, t1, t2, t3, count;
printf(" calculating and writing normals\n");
/* calculate and generate normals */
for ( i = 1; i <= nodecount; i++ ) {
+/* printf("Finding normal\n"); */
+
find_tris(i, &t1, &t2, &t3);
n1[0] = n1[1] = n1[2] = 0.0;
n2[0] = n2[1] = n2[2] = 0.0;
- n3[0] = n3[1] = n3[3] = 0.0;
+ n3[0] = n3[1] = n3[2] = 0.0;
count = 1;
calc_normal(nodes[tris[t1][0]], nodes[tris[t1][1]], nodes[tris[t1][2]],
count = 3;
}
- fprintf(obj, "vn %.4f %.4f %.4f\n",
- ( n1[0] + n2[0] + n3[0] ) / (double)count,
- ( n1[1] + n2[1] + n3[1] ) / (double)count,
- ( n1[2] + n2[2] + n3[2] ) / (double)count );
+/* printf(" norm[2] = %.2f %.2f %.2f\n", n1[2], n2[2], n3[2]); */
+
+ norm[0] = ( n1[0] + n2[0] + n3[0] ) / (double)count;
+ norm[1] = ( n1[1] + n2[1] + n3[1] ) / (double)count;
+ norm[2] = ( n1[2] + n2[2] + n3[2] ) / (double)count;
+
+/* printf(" count = %d\n", count); */
+/* printf(" Ave. normal = %.4f %.4f %.4f\n", norm[0], norm[1], norm[2]);*/
+ MAT3_NORMALIZE_VEC(norm, temp);
+/* printf(" Normalized ave. normal = %.4f %.4f %.4f\n", */
+/* norm[0], norm[1], norm[2]); */
+
+ fprintf(obj, "vn %.4f %.4f %.4f\n", norm[0], norm[1], norm[2]);
}
/* dump faces */
printf(" writing faces\n");
for ( i = 1; i <= tricount; i++ ) {
- fprintf(obj, "f %d//%d %d//%d %d//%d\n",
- tris[i][0], tris[i][0],
- tris[i][1], tris[i][1],
- tris[i][2], tris[i][2]);
+ fprintf(obj, "f %d %d %d\n", tris[i][0], tris[i][1], tris[i][2]);
}
fclose(obj);
/* $Log$
-/* Revision 1.3 1997/11/15 18:05:05 curt
-/* minor tweaks ...
+/* Revision 1.6 1998/01/09 23:03:15 curt
+/* Restructured to split 1deg x 1deg dem's into 64 subsections.
/*
+ * Revision 1.5 1997/12/08 19:17:50 curt
+ * Fixed a type in the normal generation code.
+ *
+ * Revision 1.4 1997/12/02 13:13:32 curt
+ * Fixed problem with averaged vertex normals.
+ *
+ * Revision 1.3 1997/11/15 18:05:05 curt
+ * minor tweaks ...
+ *
* Revision 1.2 1997/11/14 00:29:13 curt
* Transform scenery coordinates at this point in pipeline when scenery is
* being translated to .obj format, not when it is being loaded into the end