Reinstate min/max methods

This commit is contained in:
Matt Keeter 2014-03-08 13:47:51 -08:00
parent fc0f4d267c
commit cef3c92b11
3 changed files with 52 additions and 23 deletions

View file

@ -23,7 +23,6 @@ Canvas::~Canvas()
void Canvas::load_mesh(Mesh* m)
{
mesh = new GLMesh(m);
/*
center = QVector3D(m->xmin() + m->xmax(),
m->ymin() + m->ymax(),
m->zmin() + m->zmax()) / 2;
@ -31,7 +30,6 @@ void Canvas::load_mesh(Mesh* m)
pow(m->xmax() - m->xmin(), 2) +
pow(m->ymax() - m->ymin(), 2) +
pow(m->zmax() - m->zmin(), 2));
*/
update();
delete m;

View file

@ -3,9 +3,39 @@
#include <QVector3D>
#include <algorithm>
#include <cmath>
#include "mesh.h"
////////////////////////////////////////////////////////////////////////////////
Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
: vertices(v), indices(i)
{
// Nothing to do here
}
float Mesh::min(size_t start) const
{
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
v = fmin(v, vertices[i]);
}
return v;
}
float Mesh::max(size_t start) const
{
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
v = fmax(v, vertices[i]);
}
return v;
}
////////////////////////////////////////////////////////////////////////////////
struct Vec3
{
GLfloat x, y, z;
@ -22,12 +52,9 @@ struct Vec3
}
};
typedef std::pair<Vec3, GLuint> Vec3i;
Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
: vertices(v), indices(i)
{
// Nothing to do here
}
////////////////////////////////////////////////////////////////////////////////
Mesh* Mesh::load_stl(const QString& filename)
{
@ -46,7 +73,7 @@ Mesh* Mesh::load_stl(const QString& filename)
data >> tri_count;
// Extract vertices into an array of xyz, unsigned pairs
QVector<std::pair<Vec3, GLuint>> verts(tri_count*3);
QVector<Vec3i> verts(tri_count*3);
// Store vertices in the array, processing one triangle at a time.
for (auto v=verts.begin(); v != verts.end(); v += 3)
@ -89,15 +116,16 @@ Mesh* Mesh::load_stl(const QString& filename)
}
indices[v.second] = vertex_count - 1;
}
verts.resize(vertex_count);
// Finally, pack unique vertices into a flat array.
std::vector<GLfloat> unique_verts(vertex_count*3);
for (size_t i=0; i < vertex_count; ++i)
std::vector<float> flat_verts;
flat_verts.reserve(vertex_count*3);
for (auto v : verts)
{
unique_verts[3*i] = verts[i].first.x;
unique_verts[3*i + 1] = verts[i].first.y;
unique_verts[3*i + 2] = verts[i].first.z;
flat_verts.push_back(v.first.x);
flat_verts.push_back(v.first.y);
flat_verts.push_back(v.first.z);
}
return new Mesh(unique_verts, indices);
return new Mesh(flat_verts, indices);
}

View file

@ -11,14 +11,17 @@ class Mesh
public:
Mesh(std::vector<GLfloat> vertices, std::vector<GLuint> indices);
static Mesh* load_stl(const QString& filename);
/*
float xmin() const { return vertices.row(0).minCoeff(); }
float xmax() const { return vertices.row(0).maxCoeff(); }
float ymin() const { return vertices.row(1).minCoeff(); }
float ymax() const { return vertices.row(1).maxCoeff(); }
float zmin() const { return vertices.row(2).minCoeff(); }
float zmax() const { return vertices.row(2).maxCoeff(); }
*/
float min(size_t start) const;
float max(size_t start) const;
float xmin() const { return min(0); }
float ymin() const { return min(1); }
float zmin() const { return min(2); }
float xmax() const { return max(0); }
float ymax() const { return max(1); }
float zmax() const { return max(2); }
private:
std::vector<GLfloat> vertices;
std::vector<GLuint> indices;