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deps/g3dlite/source/MeshBuilder.cpp
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deps/g3dlite/source/MeshBuilder.cpp
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/**
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@file MeshBuilder.cpp
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2002-02-27
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@edited 2005-02-24
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*/
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#include "G3D/MeshBuilder.h"
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#include "G3D/MeshAlg.h"
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namespace G3D {
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void MeshBuilder::setName(const std::string& n) {
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name = n;
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}
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void MeshBuilder::commit(std::string& n, Array<int>& indexArray, Array<Vector3>& outvertexArray) {
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n = name;
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// Make the data fit in a unit cube
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centerTriList();
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Array<int> toNew, toOld;
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if (close == MeshBuilder::AUTO_WELD) {
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Array<int> index;
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MeshAlg::createIndexArray(triList.size(), index);
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double minEdgeLen, maxEdgeLen, meanEdgeLen, medianEdgeLen;
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double minFaceArea, maxFaceArea, meanFaceArea, medianFaceArea;
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MeshAlg::computeAreaStatistics(triList, index,
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minEdgeLen, meanEdgeLen, medianEdgeLen, maxEdgeLen,
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minFaceArea, meanFaceArea, medianFaceArea, maxFaceArea);
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close = minEdgeLen * 0.1;
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}
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MeshAlg::computeWeld(triList, outvertexArray, toNew, toOld, close);
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// Construct triangles
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for (int t = 0; t < triList.size(); t += 3) {
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int index[3];
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for (int i = 0; i < 3; ++i) {
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index[i] = toNew[t + i];
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}
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// Throw out zero size triangles
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if ((index[0] != index[1]) &&
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(index[1] != index[2]) &&
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(index[2] != index[0])) {
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indexArray.append(index[0], index[1], index[2]);
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}
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}
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}
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void MeshBuilder::centerTriList() {
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// Compute the range of the vertices
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Vector3 vmin, vmax;
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computeBounds(vmin, vmax);
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Vector3 diagonal = vmax - vmin;
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double scale = max(max(diagonal.x, diagonal.y), diagonal.z) / 2;
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debugAssert(scale > 0);
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Vector3 translation = vmin + diagonal / 2;
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// Center and scale all vertices in the input list
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int v;
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//Matrix3 rot90 = Matrix3::fromAxisAngle(Vector3::UNIT_Y, toRadians(180)) * Matrix3::fromAxisAngle(Vector3::UNIT_X, toRadians(90));
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for (v = 0; v < triList.size(); ++v) {
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triList[v] = (triList[v] - translation) / scale;
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//triList[v] = rot90 * triList[v];
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}
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}
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void MeshBuilder::computeBounds(Vector3& min, Vector3& max) {
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min = Vector3::inf();
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max = -min;
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int v;
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for (v = 0; v < triList.size(); ++v) {
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min = min.min(triList[v]);
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max = max.max(triList[v]);
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}
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}
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void MeshBuilder::addTriangle(const Vector3& a, const Vector3& b, const Vector3& c) {
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triList.append(a, b, c);
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if (_twoSided) {
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triList.append(c, b, a);
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}
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}
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void MeshBuilder::addQuad(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d) {
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addTriangle(a, b, c);
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addTriangle(a, c, d);
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}
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void MeshBuilder::addTriangle(const Triangle& t) {
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addTriangle(t.vertex(0), t.vertex(1), t.vertex(2));
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}
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} // namespace
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