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@@ -168,11 +168,7 @@ apply_properties(EggPrimitive *egg_prim, vector_PT_EggVertex &egg_vertices,
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egg_prim->clear_color();
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// Assign UV's to the vertices.
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- vector_PT_EggVertex::const_iterator vi;
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- for (vi = egg_vertices.begin(); vi != egg_vertices.end(); ++vi) {
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- EggVertex *egg_vertex = (*vi);
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- egg_vertex->set_uv(get_uv(egg_vertex->get_pos3()));
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- }
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+ generate_uvs(egg_vertices);
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}
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if ((_flags & F_transparency) != 0) {
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@@ -244,29 +240,85 @@ check_texture() {
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////////////////////////////////////////////////////////////////////
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// Function: CLwoSurface::get_uv
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-// Access: Public
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+// Access: Private
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// Description: Computes or looks up the appropriate UV for the given
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// vertex.
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////////////////////////////////////////////////////////////////////
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LPoint2d CLwoSurface::
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-get_uv(const LPoint3d &pos) const {
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+get_uv(const LPoint3d &pos, const LPoint3d ¢roid) const {
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// For now, we always compute spherical UV's.
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// To compute the x position on the frame, we only need to consider
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// the angle of the vector about the Y axis. Project the vector
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// into the XZ plane to do this.
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- LVector2d xz(pos[0], pos[2]);
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+ LVector2d xz_orig(pos[0], pos[2]);
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+ LVector2d xz = xz_orig;
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+
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+ double u_offset = 0.0;
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+
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+ if (xz == LVector2d::zero()) {
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+ // If we have a point on either pole, we've got problems. This
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+ // point maps to the entire bottom edge of the image, so which U
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+ // value should we choose? It does make a difference, especially
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+ // if we have a number of polygons around the south pole that all
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+ // share the common vertex.
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+
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+ // We choose the U value based on the polygon's centroid.
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+ xz.set(centroid[0], centroid[2]);
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- // The x position is longitude: the angle about the Y axis.
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- double x =
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- (atan2(xz[0], -xz[1]) / (2.0 * MathNumbers::pi) + 0.5) * _block->_w_repeat;
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+ } else if (xz[1] >= 0.0 && ((xz[0] < 0.0) != (centroid[0] < 0.))) {
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+ // Now, if our polygon crosses the seam along the back of the
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+ // sphere--that is, the point is on the back of the sphere (xz[1]
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+ // >= 0.0) and not on the same side of the XZ plane as the
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+ // centroid, we've got problems too. We need to add an offset to
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+ // the computed U value, either 1 or -1, to keep all the vertices
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+ // of the polygon on the same side of the seam.
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- // Now rotate the vector into the YZ plane, and the y position is
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- // latitude: the angle about the X axis.
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- LVector2d yz(pos[1], xz.length());
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- double y =
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+ u_offset = (xz[0] < 0.0) ? 1.0 : -1.0;
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+ }
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+
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+ // The u value is based on the longitude: the angle about the Y
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+ // axis.
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+ double u =
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+ (atan2(xz[0], -xz[1]) / (2.0 * MathNumbers::pi) + 0.5 + u_offset) * _block->_w_repeat;
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+
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+ // Now rotate the vector into the YZ plane, and the v value is based
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+ // on the latitude: the angle about the X axis.
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+ LVector2d yz(pos[1], xz_orig.length());
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+ double v =
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(atan2(yz[0], yz[1]) / MathNumbers::pi + 0.5) * _block->_h_repeat;
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- return LPoint2d(x, y);
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+ return LPoint2d(u, v);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: CLwoSurface::generate_uvs
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+// Access: Private
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+// Description: Computes all the UV's for the polygon's vertices,
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+// according to the _projection_mode defined in the
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+// block.
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+////////////////////////////////////////////////////////////////////
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+void CLwoSurface::
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+generate_uvs(vector_PT_EggVertex &egg_vertices) {
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+ // To do this properly near seams and singularities (for instance,
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+ // the back seam and the poles of the spherical map), we will need
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+ // to know the polygon's centroid.
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+ LPoint3d centroid(0.0, 0.0, 0.0);
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+
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+ vector_PT_EggVertex::const_iterator vi;
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+ for (vi = egg_vertices.begin(); vi != egg_vertices.end(); ++vi) {
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+ EggVertex *egg_vertex = (*vi);
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+ centroid += egg_vertex->get_pos3();
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+ }
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+
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+ centroid /= (double)egg_vertices.size();
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+
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+ // Now go back through and actually comput the UV's.
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+ for (vi = egg_vertices.begin(); vi != egg_vertices.end(); ++vi) {
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+ EggVertex *egg_vertex = (*vi);
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+
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+ egg_vertex->set_uv(get_uv(egg_vertex->get_pos3(), centroid));
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+ }
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}
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+
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