Use low-res root geometry for 3D rendering

This commit is contained in:
SiboVG 2022-09-07 10:52:13 +02:00
parent 6b153a5ef5
commit b806ed2948
2 changed files with 33 additions and 3 deletions

View File

@ -961,6 +961,22 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
*/
public abstract Coordinate[] getFinPoints();
/**
* used to get body points for the profile design view
*
* @return points representing the fin-root points, relative to ( x: fin-front, y: centerline ) i.e. relto: fin Component reference point
*/
public Coordinate[] getRootPoints(final int maximumBodyDivisionCount) {
if( null == parent){
return new Coordinate[]{Coordinate.ZERO};
}
final Coordinate finLead = getFinFront();
final double xFinEnd = finLead.x + getLength();
return getMountPoints( finLead.x, xFinEnd, -finLead.x, -finLead.y, maximumBodyDivisionCount);
}
/**
* used to get body points for the profile design view
*
@ -984,6 +1000,16 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
return combineCurves(getFinPoints(), getRootPoints());
}
/**
* Return a list of coordinates defining the geometry of a single fin, including the parent's body points .
*
* This low res version is for 3D rendering, as a too high resolution would cause clipping and invisible fin faces.
* This should at one point be solved by rendering the fin faces using triangulation, instead of how it's currently implemented.
*/
public Coordinate[] getFinPointsWithLowResRoot() {
return combineCurves(getFinPoints(), getRootPoints(20));
}
/**
* Return a list of X,Y coordinates defining the geometry of a single fin tab.
* The origin is the leading root edge, and the tab height (or 'depth') is
@ -1060,7 +1086,8 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
*
* @return points representing the mount's points
*/
private Coordinate[] getMountPoints(final double xStart, final double xEnd, final double xOffset, final double yOffset) {
private Coordinate[] getMountPoints(final double xStart, final double xEnd, final double xOffset, final double yOffset,
final int maximumBodyDivisionCount) {
if (parent == null) {
return new Coordinate[]{Coordinate.ZERO};
}
@ -1078,7 +1105,6 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
// When creating body curves, don't create more than this many divisions. -- only relevant on very large components
// a too high division count will cause the 3D render to have invisible faces because it can't deal with the geometry.
final int maximumBodyDivisionCount = 20;
divisionCount = Math.min(maximumBodyDivisionCount, divisionCount);
}
@ -1108,6 +1134,10 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
return points;
}
private Coordinate[] getMountPoints(final double xStart, final double xEnd, final double xOffset, final double yOffset) {
return getMountPoints(xStart, xEnd, xOffset, yOffset, 100);
}
@Override
public double getAngleOffset() {

View File

@ -34,7 +34,7 @@ public class FinRenderer {
gl.glTranslated(-bounds.min.x, -bounds.min.y - finSet.getBodyRadius(), 0);
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
Coordinate[] finPoints = finSet.getFinPointsWithRoot();
Coordinate[] finPoints = finSet.getFinPointsWithLowResRoot();
Coordinate[] tabPoints = finSet.getTabPoints();
{