Merge pull request #1859 from SiboVG/issue-1679

[#1679] Render fin set even if zero length
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Sibo Van Gool 2022-12-04 23:58:18 +01:00 committed by GitHub
commit bc547694ba
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2 changed files with 9 additions and 4 deletions

View File

@ -644,7 +644,7 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
// calculate marginal area
final double delta_x = (cur.x - prev.x);
final double y_avg = (cur.y + prev.y)*0.5;
final double y_avg = (cur.y + prev.y)*0.5; // TODO: MEDIUM: what if one of the points is below the x-axis? (can produce negative area)
double area_increment = delta_x*y_avg;
if( MathUtil.equals( 0, area_increment)){
prev = cur;
@ -663,6 +663,11 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
prev=cur;
}
// Negative weight => make positive. TODO: This is NOT a correct solution, but at least it won't throw an exception...
if (centroidSum.weight < 0) {
centroidSum = new Coordinate(centroidSum.x, -centroidSum.y, centroidSum.z, Math.abs(centroidSum.weight));
}
return centroidSum;
}

View File

@ -81,7 +81,7 @@ public class FinRenderer {
GLU.gluTessCallback(tess, GLU.GLU_TESS_COMBINE, cb);
// fin side: +z
if (finSet.getSpan() > 0 && finSet.getLength() > 0 && which == Surface.INSIDE) { // Right side
if (finSet.getSpan() > 0 && which == Surface.INSIDE) { // Right side
GLU.gluTessBeginPolygon(tess, null);
GLU.gluTessBeginContour(tess);
gl.glNormal3f(0, 0, 1);
@ -110,7 +110,7 @@ public class FinRenderer {
}
// fin side: -z
if (finSet.getSpan() > 0 && finSet.getLength() > 0 && which == Surface.OUTSIDE) { // Left side
if (finSet.getSpan() > 0 && which == Surface.OUTSIDE) { // Left side
GLU.gluTessBeginPolygon(tess, null);
GLU.gluTessBeginContour(tess);
gl.glNormal3f(0, 0, -1);
@ -142,7 +142,7 @@ public class FinRenderer {
GLU.gluDeleteTess(tess);
// Fin strip around the edge
if (finSet.getSpan() > 0 && finSet.getLength() > 0 && which == Surface.EDGES) {
if (finSet.getSpan() > 0 && which == Surface.EDGES) {
if (!(finSet instanceof EllipticalFinSet))
gl.glShadeModel(GLLightingFunc.GL_FLAT);
gl.glBegin(GL.GL_TRIANGLE_STRIP);