/* return the index of all triangles containing the specified node */
-void find_tris(int n, int *t1, int *t2, int *t3) {
+void find_tris(int n, int *t1, int *t2, int *t3, int *t4, int *t5) {
int i;
- *t1 = *t2 = *t3 = 0;
+ *t1 = *t2 = *t3 = *t4 = *t5 = 0;
i = 1;
while ( i <= tricount ) {
*t1 = i;
} else if ( *t2 == 0 ) {
*t2 = i;
- } else {
+ } else if ( *t3 == 0 ) {
*t3 = i;
+ } else if ( *t4 == 0 ) {
+ *t4 = i;
+ } else {
+ *t5 = i;
}
}
i++;
/* dump in WaveFront .obj format */
void dump_obj(char *basename) {
char objname[256];
- double n1[3], n2[3], n3[3], norm[3], temp;
+ double n1[3], n2[3], n3[3], n4[3], n5[3], norm[3], temp;
FILE *obj;
- int i, t1, t2, t3, count;
+ int i, t1, t2, t3, t4, t5, count;
strcpy(objname, basename);
strcat(objname, ".obj");
for ( i = 1; i <= nodecount; i++ ) {
/* printf("Finding normal\n"); */
- find_tris(i, &t1, &t2, &t3);
+ find_tris(i, &t1, &t2, &t3, &t4, &t5);
n1[0] = n1[1] = n1[2] = 0.0;
n2[0] = n2[1] = n2[2] = 0.0;
n3[0] = n3[1] = n3[2] = 0.0;
+ n4[0] = n4[1] = n4[2] = 0.0;
+ n5[0] = n5[1] = n5[2] = 0.0;
count = 1;
calc_normal(nodes[tris[t1][0]], nodes[tris[t1][1]], nodes[tris[t1][2]],
count = 3;
}
+ if ( t4 > 0 ) {
+ calc_normal(nodes[tris[t4][0]], nodes[tris[t4][1]],
+ nodes[tris[t4][2]], n4);
+ count = 4;
+ }
+
+ if ( t5 > 0 ) {
+ calc_normal(nodes[tris[t5][0]], nodes[tris[t5][1]],
+ nodes[tris[t5][2]], n5);
+ count = 5;
+ }
+
/* 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;
+ norm[0] = ( n1[0] + n2[0] + n3[0] + n4[0] + n5[0] ) / (double)count;
+ norm[1] = ( n1[1] + n2[1] + n3[1] + n4[1] + n5[1] ) / (double)count;
+ norm[2] = ( n1[2] + n2[2] + n3[2] + n4[2] + n5[2] ) / (double)count;
/* printf(" count = %d\n", count); */
/* printf(" Ave. normal = %.4f %.4f %.4f\n", norm[0], norm[1], norm[2]);*/
/* $Log$
-/* Revision 1.6 1998/01/09 23:03:15 curt
-/* Restructured to split 1deg x 1deg dem's into 64 subsections.
+/* Revision 1.7 1998/01/12 02:42:00 curt
+/* Average up to five triangles per vertex instead of three.
/*
+ * 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.
*