/**
@file MeshBuilder.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-02-27
@edited 2004-10-04
*/
#ifndef G3D_MESHBUILDER_H
#define G3D_MESHBUILDER_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector3.h"
#include "G3D/Triangle.h"
namespace G3D {
/**
Allows creation of optimized watertight meshes from unoptimized polygon soups.
See also G3D::MeshAlg for algorithms that operate on the output.
*/
class MeshBuilder {
public:
/**
Set setWeldRadius to AUTO_WELD to weld vertices closer than 1/2
the smallest edge length in a model.
*/
enum {AUTO_WELD = -100};
private:
/** Indices of vertices in or near a grid cell. */
typedef Array List;
std::string name;
bool scaleAndCenter;
/**
All of the triangles, as a long triangle list.
*/
Array triList;
void centerTriList();
void computeBounds(Vector3& min, Vector3& max);
bool _twoSided;
/** Collapse radius */
double close;
public:
inline MeshBuilder(bool twoSided = false, bool scaleAndCenter = true) : scaleAndCenter(scaleAndCenter), _twoSided(twoSided), close(AUTO_WELD) {}
/** Writes the model to the arrays, which can then be used with
G3D::IFSModel::save and G3D::MeshAlg */
void commit(std::string& name, Array& indexArray, Array& vertexArray);
/**
Adds a new triangle to the model. (Counter clockwise)
*/
void addTriangle(const Vector3& a, const Vector3& b, const Vector3& c);
/**
Adds two new triangles to the model. (Counter clockwise)
*/
void addQuad(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d);
void addTriangle(const Triangle& t);
void setName(const std::string& n);
/** Vertices within this distance are considered identical.
Use AUTO_WELD (the default) to have the distance be a function of the model size.*/
void setWeldRadius(double r) {
close = r;
}
};
} // namespace
#endif