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-rw-r--r--pose-widget/pose-widget.cpp48
1 files changed, 16 insertions, 32 deletions
diff --git a/pose-widget/pose-widget.cpp b/pose-widget/pose-widget.cpp
index 4be3f09f..b511f4c5 100644
--- a/pose-widget/pose-widget.cpp
+++ b/pose-widget/pose-widget.cpp
@@ -141,20 +141,6 @@ public:
bool barycentric_coords(const vec2& px, vec2& uv, int& i) const;
};
-inline vec3 pose_transform::normal(const vec3& p1, const vec3& p2, const vec3& p3)
-{
- using std::sqrt;
-
- vec3 u = p2 - p1;
- vec3 v = p3 - p1;
-
- vec3 tmp = u.cross(v);
-
- num i = 1/sqrt(tmp.dot(tmp));
-
- return tmp * i;
-}
-
Triangle::Triangle(const vec2& p1, const vec2& p2, const vec2& p3)
{
origin = p1;
@@ -167,20 +153,8 @@ Triangle::Triangle(const vec2& p1, const vec2& p2, const vec2& p3)
dot11 = v1.dot(v1);
const num denom = dot00 * dot11 - dot01 * dot01;
- const num area = std::fabs(v0.x() * v1.y() - v0.y() * v1.x()) * .5;
-
- static constexpr num min_area = 2;
- if (area < min_area*min_area)
- {
- // for perpendicular plane, ensure u and v don't come out right
- origin = vec2(-1e6, -1e6);
- invDenom = -1;
- dot00 = dot01 = dot11 = 1;
- v0 = v1 = vec2(1, 1);
- }
- else
- invDenom = 1 / denom;
+ invDenom = 1 / denom;
}
bool Triangle::barycentric_coords(const vec2& px, vec2& uv, int& i) const
@@ -208,6 +182,8 @@ bool Triangle::barycentric_coords(const vec2& px, vec2& uv, int& i) const
void pose_transform::project_quad_texture()
{
+ image.fill(Qt::transparent);
+
num dir;
vec2 pt[4];
const int sx = width - 1, sy = height - 1;
@@ -230,8 +206,6 @@ void pose_transform::project_quad_texture()
for (int i = 0; i < 4; i++)
pt[i] = project(dst_corners[i]) + vec2(sx/2, sy/2);
- vec3 normal1(0, 0, 1);
- vec3 normal2;
{
vec3 foo[3];
for (int i = 0; i < 3; i++)
@@ -239,9 +213,20 @@ void pose_transform::project_quad_texture()
foo[i] = project2(dst_corners[i]);
projected[i] = project(dst_corners[i]) + vec2(sx/2, sy/2);
}
- normal2 = normal(foo[0], foo[1], foo[2]);
+
+ vec3 p1 = foo[1] - foo[0];
+ vec3 p2 = foo[2] - foo[0];
+ dir = p1.x() * p2.y() - p1.y() * p2.x(); // Z part of the cross product
}
- dir = normal1.dot(normal2);
+ }
+
+ // rotation of (0, 90, 0) makes it numerically unstable
+ if (std::fabs(dir) < 1e-3)
+ {
+ lock_guard l(mtx2);
+ std::swap(image, image2);
+ fresh = true;
+ return;
}
const QImage& tex = dir < 0 ? back : front;
@@ -340,7 +325,6 @@ void pose_transform::project_quad_texture()
{
lock_guard l2(mtx2);
- image2.fill(Qt::transparent);
std::swap(image, image2);
fresh = true;
}