/** @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& indexArray, Array& outvertexArray) { n = name; // Make the data fit in a unit cube centerTriList(); Array toNew, toOld; if (close == MeshBuilder::AUTO_WELD) { Array 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, (float)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); const Vector3 diagonal = vmax - vmin; float scale = max(max(diagonal.x, diagonal.y), diagonal.z) / 2.0f; debugAssert(scale > 0); const Vector3 translation = vmin + diagonal / 2.0f; // Center and scale all vertices in the input list int 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]; } } } 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