Core/Misc: update g3dlite lib (#2904)

* Core/Misc: update g3dlite lib

* update

Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
This commit is contained in:
Viste
2020-07-30 13:35:45 +03:00
committed by GitHub
parent 91bbbf08eb
commit fcaf91b8b2
183 changed files with 13258 additions and 8022 deletions

View File

@@ -36,7 +36,7 @@ void MeshBuilder::commit(std::string& n, Array<int>& indexArray, Array<Vector3>&
close = minEdgeLen * 0.1;
}
MeshAlg::computeWeld(triList, outvertexArray, toNew, toOld, close);
MeshAlg::computeWeld(triList, outvertexArray, toNew, toOld, (float)close);
// Construct triangles
for (int t = 0; t < triList.size(); t += 3) {
@@ -62,19 +62,21 @@ void MeshBuilder::centerTriList() {
computeBounds(vmin, vmax);
Vector3 diagonal = vmax - vmin;
double scale = max(max(diagonal.x, diagonal.y), diagonal.z) / 2;
const Vector3 diagonal = vmax - vmin;
float scale = max(max(diagonal.x, diagonal.y), diagonal.z) / 2.0f;
debugAssert(scale > 0);
Vector3 translation = vmin + diagonal / 2;
const Vector3 translation = vmin + diagonal / 2.0f;
// Center and scale all vertices in the input list
int v;
//Matrix3 rot90 = Matrix3::fromAxisAngle(Vector3::UNIT_Y, toRadians(180)) * Matrix3::fromAxisAngle(Vector3::UNIT_X, toRadians(90));
for (v = 0; v < triList.size(); ++v) {
triList[v] = (triList[v] - translation) / scale;
//triList[v] = rot90 * triList[v];
if (scaleAndCenter) {
//Matrix3 rot90 = Matrix3::fromAxisAngle(Vector3::UNIT_Y, toRadians(180)) * Matrix3::fromAxisAngle(Vector3::UNIT_X, toRadians(90));
for (v = 0; v < triList.size(); ++v) {
triList[v] = (triList[v] - translation) / scale;
//triList[v] = rot90 * triList[v];
}
}
}
@@ -94,9 +96,9 @@ void MeshBuilder::computeBounds(Vector3& min, Vector3& max) {
void MeshBuilder::addTriangle(const Vector3& a, const Vector3& b, const Vector3& c) {
triList.append(a, b, c);
if (_twoSided) {
triList.append(c, b, a);
}
if (_twoSided) {
triList.append(c, b, a);
}
}
@@ -107,7 +109,7 @@ void MeshBuilder::addQuad(const Vector3& a, const Vector3& b, const Vector3& c,
void MeshBuilder::addTriangle(const Triangle& t) {
addTriangle(t.vertex(0), t.vertex(1), t.vertex(2));
addTriangle(t.vertex(0), t.vertex(1), t.vertex(2));
}
} // namespace