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-rw-r--r--dep/src/g3dlite/MeshBuilder.cpp113
1 files changed, 0 insertions, 113 deletions
diff --git a/dep/src/g3dlite/MeshBuilder.cpp b/dep/src/g3dlite/MeshBuilder.cpp
deleted file mode 100644
index 1bf2bab5d1c..00000000000
--- a/dep/src/g3dlite/MeshBuilder.cpp
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@@ -1,113 +0,0 @@
-/**
- @file MeshBuilder.cpp
-
- @maintainer Morgan McGuire, http://graphics.cs.williams.edu
-
- @created 2002-02-27
- @edited 2005-02-24
- */
-
-#include "G3D/MeshBuilder.h"
-#include "G3D/MeshAlg.h"
-
-namespace G3D {
-
-void MeshBuilder::setName(const std::string& n) {
- name = n;
-}
-
-
-void MeshBuilder::commit(std::string& n, Array<int>& indexArray, Array<Vector3>& outvertexArray) {
- n = name;
-
- // Make the data fit in a unit cube
- centerTriList();
-
- Array<int> toNew, toOld;
-
- if (close == MeshBuilder::AUTO_WELD) {
- Array<int> index;
- MeshAlg::createIndexArray(triList.size(), index);
- double minEdgeLen, maxEdgeLen, meanEdgeLen, medianEdgeLen;
- double minFaceArea, maxFaceArea, meanFaceArea, medianFaceArea;
- MeshAlg::computeAreaStatistics(triList, index,
- minEdgeLen, meanEdgeLen, medianEdgeLen, maxEdgeLen,
- minFaceArea, meanFaceArea, medianFaceArea, maxFaceArea);
- close = minEdgeLen * 0.1;
- }
-
- MeshAlg::computeWeld(triList, outvertexArray, toNew, toOld, close);
-
- // Construct triangles
- for (int t = 0; t < triList.size(); t += 3) {
- int index[3];
-
- for (int i = 0; i < 3; ++i) {
- index[i] = toNew[t + i];
- }
-
- // Throw out zero size triangles
- if ((index[0] != index[1]) &&
- (index[1] != index[2]) &&
- (index[2] != index[0])) {
- indexArray.append(index[0], index[1], index[2]);
- }
- }
-}
-
-
-void MeshBuilder::centerTriList() {
- // Compute the range of the vertices
- Vector3 vmin, vmax;
-
- computeBounds(vmin, vmax);
-
- Vector3 diagonal = vmax - vmin;
- double scale = max(max(diagonal.x, diagonal.y), diagonal.z) / 2;
- debugAssert(scale > 0);
-
- Vector3 translation = vmin + diagonal / 2;
-
- // 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];
- }
-}
-
-
-void MeshBuilder::computeBounds(Vector3& min, Vector3& max) {
- min = Vector3::inf();
- max = -min;
-
- int v;
- for (v = 0; v < triList.size(); ++v) {
- min = min.min(triList[v]);
- max = max.max(triList[v]);
- }
-}
-
-
-void MeshBuilder::addTriangle(const Vector3& a, const Vector3& b, const Vector3& c) {
- triList.append(a, b, c);
-
- if (_twoSided) {
- triList.append(c, b, a);
- }
-}
-
-
-void MeshBuilder::addQuad(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d) {
- addTriangle(a, b, c);
- addTriangle(a, c, d);
-}
-
-
-void MeshBuilder::addTriangle(const Triangle& t) {
- addTriangle(t.vertex(0), t.vertex(1), t.vertex(2));
-}
-
-} // namespace