Merge pull request #1647 from SiboVG/issue-1646

[#1646] Increase fin root resolution
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SiboVG 2022-09-10 23:03:20 +02:00 committed by GitHub
commit bf08a88fc7
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2 changed files with 86 additions and 8 deletions

View File

@ -29,6 +29,12 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
*/
public static final double MAX_CANT_RADIANS = (15.0 * Math.PI / 180);
/**
* Maximum number of root points in the root geometry.
*/
private static final int MAX_ROOT_DIVISIONS = 100;
private static final int MAX_ROOT_DIVISIONS_LOW_RES = 15;
public void setOverrideMass() {
}
@ -961,6 +967,22 @@ 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 +1006,16 @@ 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(MAX_ROOT_DIVISIONS_LOW_RES));
}
/**
* 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
@ -997,7 +1029,6 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
* @return List of XY-coordinates.
*/
public Coordinate[] getTabPoints() {
if (MathUtil.equals(getTabHeight(), 0) ||
MathUtil.equals(getTabLength(), 0)){
return new Coordinate[]{};
@ -1013,9 +1044,50 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
}
}
return generateTabPointsWithRoot(rootPoints);
}
/**
* 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
* the radial distance inwards from the reference point, depending on positioning method:
* if via TOP: tab front edge
* if via MIDDLE: tab middle
* if via BOTTOM: tab trailing edge
*
* The tab coordinates will generally have negative y values.
*
* 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.
*
* @return List of XY-coordinates.
*/
public Coordinate[] getTabPointsLowRes() {
if (MathUtil.equals(getTabHeight(), 0) ||
MathUtil.equals(getTabLength(), 0)){
return new Coordinate[]{};
}
final double xTabFront = getTabFrontEdge();
final double xTabTrail = getTabTrailingEdge();
List<Coordinate> rootPoints = new ArrayList<>();
for (Coordinate point : getRootPoints(MAX_ROOT_DIVISIONS_LOW_RES)) {
if (point.x > xTabFront && point.x < xTabTrail) {
rootPoints.add(point);
}
}
return generateTabPointsWithRoot(rootPoints);
}
private Coordinate[] generateTabPointsWithRoot(List<Coordinate> rootPoints) {
final double xTabFront = getTabFrontEdge();
final double xTabTrail = getTabTrailingEdge();
Coordinate[] tabPoints = new Coordinate[4];
final Coordinate finFront = this.getFinFront();
final SymmetricComponent body = (SymmetricComponent)this.getParent();
// // limit the new heights to be no greater than the current body radius.
@ -1023,8 +1095,8 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
double yTabTrail = Double.NaN;
double yTabBottom = Double.NaN;
if( null != body ){
yTabFront = body.getRadius( finFront.x + xTabFront ) - finFront.y;
yTabTrail = body.getRadius( finFront.x + xTabTrail ) - finFront.y;
yTabFront = body.getRadius( finFront.x + xTabFront) - finFront.y;
yTabTrail = body.getRadius( finFront.x + xTabTrail) - finFront.y;
yTabBottom = MathUtil.min(yTabFront, yTabTrail) - tabHeight;
}
@ -1060,7 +1132,8 @@ 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};
}
@ -1077,7 +1150,7 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
divisionCount = (int) Math.ceil(intervalLength / xWidth);
// When creating body curves, don't create more than this many divisions. -- only relevant on very large components
final int maximumBodyDivisionCount = 100;
// a too high division count will cause the 3D render to have invisible faces because it can't deal with the geometry.
divisionCount = Math.min(maximumBodyDivisionCount, divisionCount);
}
@ -1107,6 +1180,10 @@ 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, MAX_ROOT_DIVISIONS);
}
@Override
public double getAngleOffset() {

View File

@ -34,8 +34,9 @@ public class FinRenderer {
gl.glTranslated(-bounds.min.x, -bounds.min.y - finSet.getBodyRadius(), 0);
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
Coordinate finPoints[] = finSet.getFinPointsWithRoot();
Coordinate tabPoints[] = finSet.getTabPoints();
Coordinate[] finPoints = finSet.getFinPointsWithLowResRoot();
Coordinate[] tabPoints = finSet.getTabPointsLowRes();
{
gl.glPushMatrix();