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deps/g3dlite/include/G3D/MeshBuilder.h
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deps/g3dlite/include/G3D/MeshBuilder.h
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/**
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@file MeshBuilder.h
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2002-02-27
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@edited 2004-10-04
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*/
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#ifndef G3D_MESHBUILDER_H
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#define G3D_MESHBUILDER_H
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#include "G3D/platform.h"
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#include "G3D/Array.h"
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#include "G3D/Vector3.h"
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#include "G3D/Triangle.h"
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namespace G3D {
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/**
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Allows creation of optimized watertight meshes from unoptimized polygon soups.
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See also G3D::MeshAlg for algorithms that operate on the output.
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*/
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class MeshBuilder {
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public:
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/**
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Set setWeldRadius to AUTO_WELD to weld vertices closer than 1/2
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the smallest edge length in a model.
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*/
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enum {AUTO_WELD = -100};
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private:
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/** Indices of vertices in <B>or near</B> a grid cell. */
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typedef Array<int> List;
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std::string name;
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bool scaleAndCenter;
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/**
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All of the triangles, as a long triangle list.
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*/
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Array<Vector3> triList;
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void centerTriList();
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void computeBounds(Vector3& min, Vector3& max);
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bool _twoSided;
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/** Collapse radius */
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double close;
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public:
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inline MeshBuilder(bool twoSided = false, bool scaleAndCenter = true) : scaleAndCenter(scaleAndCenter), _twoSided(twoSided), close(AUTO_WELD) {}
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/** Writes the model to the arrays, which can then be used with
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G3D::IFSModel::save and G3D::MeshAlg */
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void commit(std::string& name, Array<int>& indexArray, Array<Vector3>& vertexArray);
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/**
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Adds a new triangle to the model. (Counter clockwise)
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*/
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void addTriangle(const Vector3& a, const Vector3& b, const Vector3& c);
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/**
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Adds two new triangles to the model. (Counter clockwise)
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*/
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void addQuad(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d);
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void addTriangle(const Triangle& t);
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void setName(const std::string& n);
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/** Vertices within this distance are considered identical.
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Use AUTO_WELD (the default) to have the distance be a function of the model size.*/
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void setWeldRadius(double r) {
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close = r;
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}
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};
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} // namespace
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#endif
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