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-rw-r--r--dep/src/g3dlite/MeshBuilder.cpp113
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diff --git a/dep/src/g3dlite/MeshBuilder.cpp b/dep/src/g3dlite/MeshBuilder.cpp
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+/**
+ @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