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-rw-r--r--src/export.cc39
1 files changed, 15 insertions, 24 deletions
diff --git a/src/export.cc b/src/export.cc
index 5ce2d15..8abd5fa 100644
--- a/src/export.cc
+++ b/src/export.cc
@@ -84,31 +84,22 @@ void export_stl(CGAL_Nef_polyhedron *root_N, std::ostream &output, QProgressDial
stream << x3 << " " << y3 << " " << z3;
std::string vs3 = stream.str();
if (vs1 != vs2 && vs1 != vs3 && vs2 != vs3) {
- // The above condition ensures that vs1-vs2, vs1-vs3, and their cross
- // product are non-zero. Floating point arithmetic may however truncate
- // small values to 0. This can be avoided by first scaling the components
- // of vs1-vs2 and vs1-vs3. This has no effect on the resulting unit
- // normal vector.
- double dn[6] = { x1-x2, y1-y2, z1-z2, x1-x3, y1-y3, z1-z3 };
- double maxdn = 0;
- int i;
- for (i = 0; i < 6; ++i) {
- double dx = dn[i];
- if (dx < 0) dx = -dx;
- if (dx > maxdn) maxdn = dx;
+ // The above condition ensures that there are 3 distinct vertices, but
+ // they may be collinear. If they are, the unit normal is meaningless
+ // so the default value of "1 0 0" can be used. If the vertices are not
+ // collinear then the unit normal must be calculated from the
+ // components.
+ if (!CGAL::collinear(v1.point(),v2.point(),v3.point())) {
+ CGAL_Polyhedron::Traits::Vector_3 normal = CGAL::normal(v1.point(),v2.point(),v3.point());
+ output << " facet normal "
+ << CGAL::sign(normal.x()) * sqrt(CGAL::to_double(normal.x()*normal.x()/normal.squared_length()))
+ << " "
+ << CGAL::sign(normal.y()) * sqrt(CGAL::to_double(normal.y()*normal.y()/normal.squared_length()))
+ << " "
+ << CGAL::sign(normal.z()) * sqrt(CGAL::to_double(normal.z()*normal.z()/normal.squared_length()))
+ << "\n";
}
- for (i = 0; i < 6; ++i) dn[i] /= maxdn;
- double nx = dn[1]*dn[5] - dn[2]*dn[4];
- double ny = dn[2]*dn[3] - dn[0]*dn[5];
- double nz = dn[0]*dn[4] - dn[1]*dn[3];
- double nlength = sqrt(nx*nx + ny*ny + nz*nz);
- // Avoid generating normals for polygons with zero area
- double eps = 0.000001;
- if (nlength < eps) nlength = 1.0;
- output << " facet normal "
- << nx / nlength << " "
- << ny / nlength << " "
- << nz / nlength << "\n";
+ else output << " facet normal 1 0 0\n";
output << " outer loop\n";
output << " vertex " << vs1 << "\n";
output << " vertex " << vs2 << "\n";
contact: Jan Huwald // Impressum