mxwcore-wotlk/deps/g3dlite/source/MeshBuilder.cpp

116 lines
2.9 KiB
C++

/**
@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, (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