Remove the fancy fin-edge rendering, it can't deal with the real world
well enough yet.
This commit is contained in:
parent
d66fe57011
commit
3cad3405ff
@ -2,6 +2,7 @@ package net.sf.openrocket.gui.figure3d.geometry;
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import javax.media.opengl.GL;
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import javax.media.opengl.GL2;
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import javax.media.opengl.fixedfunc.GLLightingFunc;
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import javax.media.opengl.fixedfunc.GLMatrixFunc;
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import javax.media.opengl.glu.GLU;
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import javax.media.opengl.glu.GLUtessellator;
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@ -10,213 +11,113 @@ import javax.media.opengl.glu.GLUtessellatorCallbackAdapter;
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import net.sf.openrocket.rocketcomponent.EllipticalFinSet;
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import net.sf.openrocket.rocketcomponent.FinSet;
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import net.sf.openrocket.rocketcomponent.FinSet.CrossSection;
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import net.sf.openrocket.util.Coordinate;
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public class FinRenderer {
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private GLUtessellator tobj = GLU.gluNewTess();
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private void preTess(final GL2 gl) {
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GLUtessellatorCallback cb = new GLUtessellatorCallbackAdapter() {
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@Override
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public void vertex(Object vertexData) {
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double d[] = (double[]) vertexData;
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gl.glTexCoord2d(d[0], d[1]);
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gl.glVertex3dv(d, 0);
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}
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@Override
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public void begin(int type) {
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gl.glBegin(type);
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}
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@Override
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public void end() {
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gl.glEnd();
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}
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};
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, cb);
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, cb);
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_END, cb);
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}
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private void oneFace(final GL2 gl, final Coordinate finPoints[], final FinSet fs) {
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GLU.gluTessBeginPolygon(tobj, null);
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GLU.gluTessBeginContour(tobj);
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gl.glNormal3f(0, 0, -1);
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for (int i = 0; i < finPoints.length; i++) {
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Coordinate c = finPoints[i];
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double[] p = new double[] { c.x, c.y + fs.getBodyRadius(),
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c.z };
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GLU.gluTessVertex(tobj, p, 0, p);
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}
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GLU.gluTessEndContour(tobj);
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GLU.gluTessEndPolygon(tobj);
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}
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private void edgeStrip(final GL2 gl, final Coordinate finPoints[], final Coordinate insetPoints[], final FinSet fs) {
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//Render each face as a separate QUAD (or two triangles) so that
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//normals can be controlled per vertex & per face
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for (int i = 0; i <= finPoints.length; i++) {
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//The index of the first fin point to use in the quad
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final int i1 = i % finPoints.length;
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//The index of the second fin point to use in the quad
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final int i2 = (i - 1 + finPoints.length)
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% finPoints.length;
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//the 'i'nner and 'o'uter coordinates of points 1 & 2
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final Coordinate ic1 = insetPoints[i1].add(0, fs.getBodyRadius(), -fs.getThickness() / 2.0);
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final Coordinate ic2 = insetPoints[i2].add(0, fs.getBodyRadius(), -fs.getThickness() / 2.0);
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final Coordinate oc1 = finPoints[i1].add(0, fs.getBodyRadius(), 0);
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final Coordinate oc2 = finPoints[i2].add(0, fs.getBodyRadius(), 0);
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//Base normal for fin point 1, inner & outer
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final Coordinate n1 = ic1.sub(oc1).cross(oc2.sub(oc1)).normalize();
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//Base normal for second fin point is the same
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Coordinate n2 = n1;
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//Unless we want fin to look smooth then use the third fin point
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//to get the normal for the next edge segment.
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if (fs instanceof EllipticalFinSet) {
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final int i3 = (i - 2 + finPoints.length)
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% finPoints.length;
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Coordinate oc3 = finPoints[i3].add(0, fs.getBodyRadius(), 0);
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n2 = ic2.sub(oc2).cross(oc3.sub(oc2)).normalize();
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}
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Coordinate in1;
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Coordinate on1;
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Coordinate in2;
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Coordinate on2;
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//Set up the normals based on fin type
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if (fs.getCrossSection() == CrossSection.ROUNDED) {
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in1 = in2 = new Coordinate(0, 0, -1);
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on1 = n1.setZ(0).normalize();
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on2 = n2.setZ(0).normalize();
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} else if (fs.getCrossSection() == CrossSection.AIRFOIL) {
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in1 = in2 = new Coordinate(0, 0, -1);
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double x = n1.x;
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x = Math.max(x, 0);
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double z = n1.z * x;
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on1 = n1.setZ(z).normalize();
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on2 = n2.setZ(z).normalize();
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} else {
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//Square. Will also render Wedge if that ever happens
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in1 = n1;
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in2 = n2;
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on1 = n1;
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on2 = n2;
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}
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gl.glBegin(GL.GL_TRIANGLE_STRIP);
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gl.glNormal3d(in2.x, in2.y, in2.z);
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gl.glTexCoord2d(ic2.x, ic2.y);
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gl.glVertex3d(ic2.x, ic2.y, ic2.z);
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gl.glNormal3d(on2.x, on2.y, on2.z);
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gl.glTexCoord2d(oc2.x, oc2.y);
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gl.glVertex3d(oc2.x, oc2.y, oc2.z);
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gl.glNormal3d(in1.x, in1.y, in1.z);
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gl.glTexCoord2d(ic1.x, ic1.y);
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gl.glVertex3d(ic1.x, ic1.y, ic1.z);
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gl.glNormal3d(on1.x, on1.y, on1.z);
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gl.glTexCoord2d(oc1.x, oc1.y);
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gl.glVertex3d(oc1.x, oc1.y, oc1.z);
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gl.glEnd();
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}
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}
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void renderFinSet(final GL2 gl, FinSet fs) {
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public void renderFinSet(final GL2 gl, FinSet fs) {
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Coordinate finPoints[] = fs.getFinPointsWithTab();
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Coordinate insetPoints[];
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double loa, hoa;
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{ //Scale texture & calculate overall length
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double minX = Double.MAX_VALUE;
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double minY = Double.MAX_VALUE;
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double maxX = Double.MIN_VALUE;
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double maxY = Double.MIN_VALUE;
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for (int i = 0; i < finPoints.length; i++) {
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Coordinate c = finPoints[i];
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minX = Math.min(c.x, minX);
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minY = Math.min(c.y, minY);
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maxX = Math.max(c.x, maxX);
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maxY = Math.max(c.y, maxY);
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}
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glPushMatrix();
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gl.glScaled(1 / (maxX - minX), 1 / (maxY - minY), 0);
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gl.glTranslated(-minX, -minY - fs.getBodyRadius(), 0);
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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loa = maxX - minX;
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hoa = maxY - minY;
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double minX = Double.MAX_VALUE;
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double minY = Double.MAX_VALUE;
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double maxX = Double.MIN_VALUE;
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double maxY = Double.MIN_VALUE;
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for (int i = 0; i < finPoints.length; i++) {
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Coordinate c = finPoints[i];
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minX = Math.min(c.x, minX);
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minY = Math.min(c.y, minY);
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maxX = Math.max(c.x, maxX);
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maxY = Math.max(c.y, maxY);
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}
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//Calculate the inset points for a fin
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if (fs.getCrossSection() == CrossSection.SQUARE || fs.getThickness() == 0) {
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//unchanged if square
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insetPoints = finPoints;
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} else {
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//Otherwise inset the polygon
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insetPoints = new Coordinate[finPoints.length];
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System.arraycopy(finPoints, 0, insetPoints, 0, finPoints.length);
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double inset = Math.min(loa, hoa) / 40.0;
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insetPolygon(insetPoints, inset);
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}
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glPushMatrix();
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gl.glScaled(1 / (maxX - minX), 1 / (maxY - minY), 0);
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gl.glTranslated(-minX, -minY - fs.getBodyRadius(), 0);
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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//This is the rotation of the whole finset around the body
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gl.glRotated(fs.getBaseRotation() * (180.0 / Math.PI), 1, 0, 0);
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for (int fin = 0; fin < fs.getFinCount(); fin++) {
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gl.glPushMatrix();
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//Cant this fin around its center
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gl.glTranslated(fs.getLength() / 2, 0, 0);
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gl.glRotated(fs.getCantAngle() * (180.0 / Math.PI), 0, 1, 0);
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gl.glTranslated(-fs.getLength() / 2, 0, 0);
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preTess(gl);
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GLUtessellatorCallback cb = new GLUtessellatorCallbackAdapter() {
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@Override
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public void vertex(Object vertexData) {
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double d[] = (double[]) vertexData;
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gl.glTexCoord2d(d[0], d[1]);
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gl.glVertex3dv(d, 0);
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}
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@Override
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public void begin(int type) {
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gl.glBegin(type);
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}
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@Override
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public void end() {
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gl.glEnd();
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}
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};
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//Draw one side
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gl.glPushMatrix();
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gl.glTranslated(0, 0, -fs.getThickness() / 2.0);
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oneFace(gl, insetPoints, fs);
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gl.glPopMatrix();
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, cb);
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, cb);
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GLU.gluTessCallback(tobj, GLU.GLU_TESS_END, cb);
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if (fs.getThickness() > 0)
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edgeStrip(gl, finPoints, insetPoints, fs);
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//Draw the other side
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gl.glPushMatrix();
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gl.glScalef(1, 1, -1);
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{
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gl.glFrontFace(GL.GL_CCW);
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gl.glPushMatrix();
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gl.glTranslated(0, 0, -fs.getThickness() / 2.0);
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oneFace(gl, insetPoints, fs);
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gl.glPopMatrix();
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if (fs.getThickness() > 0)
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edgeStrip(gl, finPoints, insetPoints, fs);
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gl.glFrontFace(GL.GL_CW);
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GLU.gluTessBeginPolygon(tobj, null);
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GLU.gluTessBeginContour(tobj);
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gl.glNormal3f(0, 0, 1);
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for (int i = finPoints.length - 1; i >= 0; i--) {
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Coordinate c = finPoints[i];
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double[] p = new double[] { c.x, c.y + fs.getBodyRadius(),
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c.z + fs.getThickness() / 2.0 };
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GLU.gluTessVertex(tobj, p, 0, p);
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}
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gl.glPopMatrix();
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GLU.gluTessEndContour(tobj);
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GLU.gluTessEndPolygon(tobj);
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GLU.gluTessBeginPolygon(tobj, null);
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GLU.gluTessBeginContour(tobj);
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gl.glNormal3f(0, 0, -1);
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for (int i = 0; i < finPoints.length; i++) {
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Coordinate c = finPoints[i];
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double[] p = new double[] { c.x, c.y + fs.getBodyRadius(),
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c.z - fs.getThickness() / 2.0 };
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GLU.gluTessVertex(tobj, p, 0, p);
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}
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GLU.gluTessEndContour(tobj);
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GLU.gluTessEndPolygon(tobj);
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// Strip around the edge
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if (!(fs instanceof EllipticalFinSet))
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gl.glShadeModel(GLLightingFunc.GL_FLAT);
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gl.glBegin(GL.GL_TRIANGLE_STRIP);
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for (int i = 0; i <= finPoints.length; i++) {
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Coordinate c = finPoints[i % finPoints.length];
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// if ( i > 1 ){
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Coordinate c2 = finPoints[(i - 1 + finPoints.length)
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% finPoints.length];
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gl.glNormal3d(c2.y - c.y, c.x - c2.x, 0);
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// }
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gl.glTexCoord2d(c.x, c.y + fs.getBodyRadius());
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gl.glVertex3d(c.x, c.y + fs.getBodyRadius(),
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c.z - fs.getThickness() / 2.0);
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gl.glVertex3d(c.x, c.y + fs.getBodyRadius(),
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c.z + fs.getThickness() / 2.0);
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}
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gl.glEnd();
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if (!(fs instanceof EllipticalFinSet))
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gl.glShadeModel(GLLightingFunc.GL_SMOOTH);
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gl.glPopMatrix();
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@ -228,148 +129,4 @@ public class FinRenderer {
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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}
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// Based on public-domain code by Darel Rex Finley, 2007
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// See diagrams at http://alienryderflex.com/polygon_inset
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private void insetPolygon(Coordinate[] C, double insetDist) {
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double startX = C[0].x, startY = C[0].y, a, b, c, d, e, f;
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int i;
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final int corners = C.length;
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// Polygon must have at least three corners to be inset.
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if (corners < 3)
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return;
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// Inset the polygon.
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c = C[corners - 1].x;
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d = C[corners - 1].y;
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e = C[0].x;
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f = C[0].y;
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for (i = 0; i < corners - 1; i++) {
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a = c;
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b = d;
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c = e;
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d = f;
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e = C[i + 1].x;
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f = C[i + 1].y;
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C[i] = insetCorner(a, b, c, d, e, f, C[i], insetDist);
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}
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C[i] = insetCorner(c, d, e, f, startX, startY, C[i], insetDist);
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}
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// Given the sequentially connected points (a,b), (c,d), and (e,f), this
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// function returns, in (C,D), a bevel-inset replacement for point (c,d).
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//
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// Note: If vectors (a,b)->(c,d) and (c,d)->(e,f) are exactly 180 degrees opposed,
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// or if either segment is zero-length, this function will do
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// nothing; i.e. point (C,D) will not be set.
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private Coordinate insetCorner(
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double a, double b, // previous point
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double c, double d, // current point that needs to be inset
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double e, double f, // next point
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Coordinate old, // storage location for new, inset point
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double insetDist) { // amount of inset (perpendicular to each line segment)
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double c1 = c, d1 = d, c2 = c, d2 = d, dx1, dy1, dist1, dx2, dy2, dist2, insetX, insetY;
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// Calculate length of line segments.
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dx1 = c - a;
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dy1 = d - b;
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dist1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);
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dx2 = e - c;
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dy2 = f - d;
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dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
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// Exit if either segment is zero-length.
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if (dist1 == 0. || dist2 == 0.)
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return old;
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//Leave lines in the tab or along the bottom not inset.
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//This is OpenRocket fin-specific, remove for general poly inset.
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boolean intab = false; //b < 0 || d < 0;
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boolean inset1 = !intab && (Math.abs(dy1) > 0.0001f || b > 0);
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boolean inset2 = !intab && (Math.abs(dy2) > 0.0001f || d > 0);
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// Inset each of the two line segments.
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if (inset1) {
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insetX = dy1 / dist1 * insetDist;
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a += insetX;
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c1 += insetX;
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insetY = -dx1 / dist1 * insetDist;
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b += insetY;
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d1 += insetY;
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}
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if (inset2) {
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insetX = dy2 / dist2 * insetDist;
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e += insetX;
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c2 += insetX;
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insetY = -dx2 / dist2 * insetDist;
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f += insetY;
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d2 += insetY;
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}
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// If inset segments connect perfectly, return the connection point.
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if (c1 == c2 && d1 == d2) {
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return new Coordinate(c1, d1, 0);
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}
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// Return the intersection point of the two inset segments (if any).
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Coordinate intersection = lineIntersection(a, b, c1, d1, c2, d2, e, f);
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if (intersection != null) {
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return new Coordinate(intersection.x, intersection.y, 0);
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}
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return old;
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}
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private Coordinate lineIntersection(
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double Ax, double Ay,
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double Bx, double By,
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double Cx, double Cy,
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double Dx, double Dy) {
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double distAB, theCos, theSin, newX, ABpos;
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// Fail if either line is undefined.
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if (Ax == Bx && Ay == By || Cx == Dx && Cy == Dy)
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return null;
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// (1) Translate the system so that point A is on the origin.
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Bx -= Ax;
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By -= Ay;
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Cx -= Ax;
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Cy -= Ay;
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Dx -= Ax;
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Dy -= Ay;
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// Discover the length of segment A-B.
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distAB = Math.sqrt(Bx * Bx + By * By);
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// (2) Rotate the system so that point B is on the positive X axis.
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theCos = Bx / distAB;
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theSin = By / distAB;
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newX = Cx * theCos + Cy * theSin;
|
||||
Cy = Cy * theCos - Cx * theSin;
|
||||
Cx = newX;
|
||||
newX = Dx * theCos + Dy * theSin;
|
||||
Dy = Dy * theCos - Dx * theSin;
|
||||
Dx = newX;
|
||||
|
||||
// Fail if the lines are parallel.
|
||||
if (Cy == Dy)
|
||||
return null;
|
||||
|
||||
// (3) Discover the position of the intersection point along line A-B.
|
||||
ABpos = Dx + (Cx - Dx) * Dy / (Dy - Cy);
|
||||
|
||||
// (4) Apply the discovered position to line A-B in the original coordinate system.
|
||||
|
||||
return new Coordinate(Ax + ABpos * theCos, Ay + ABpos * theSin, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user