Reinstate min/max methods
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3 changed files with 52 additions and 23 deletions
54
src/mesh.cpp
54
src/mesh.cpp
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@ -3,9 +3,39 @@
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#include <QVector3D>
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#include <algorithm>
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#include <cmath>
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#include "mesh.h"
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////////////////////////////////////////////////////////////////////////////////
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Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
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: vertices(v), indices(i)
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{
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// Nothing to do here
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}
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float Mesh::min(size_t start) const
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{
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float v = vertices[start];
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for (size_t i=start; i < vertices.size(); i += 3)
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{
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v = fmin(v, vertices[i]);
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}
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return v;
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}
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float Mesh::max(size_t start) const
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{
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float v = vertices[start];
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for (size_t i=start; i < vertices.size(); i += 3)
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{
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v = fmax(v, vertices[i]);
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}
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return v;
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}
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////////////////////////////////////////////////////////////////////////////////
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struct Vec3
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{
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GLfloat x, y, z;
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@ -22,12 +52,9 @@ struct Vec3
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}
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};
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typedef std::pair<Vec3, GLuint> Vec3i;
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Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
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: vertices(v), indices(i)
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{
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// Nothing to do here
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}
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////////////////////////////////////////////////////////////////////////////////
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Mesh* Mesh::load_stl(const QString& filename)
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{
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@ -46,7 +73,7 @@ Mesh* Mesh::load_stl(const QString& filename)
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data >> tri_count;
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// Extract vertices into an array of xyz, unsigned pairs
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QVector<std::pair<Vec3, GLuint>> verts(tri_count*3);
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QVector<Vec3i> verts(tri_count*3);
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// Store vertices in the array, processing one triangle at a time.
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for (auto v=verts.begin(); v != verts.end(); v += 3)
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@ -89,15 +116,16 @@ Mesh* Mesh::load_stl(const QString& filename)
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}
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indices[v.second] = vertex_count - 1;
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}
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verts.resize(vertex_count);
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// Finally, pack unique vertices into a flat array.
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std::vector<GLfloat> unique_verts(vertex_count*3);
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for (size_t i=0; i < vertex_count; ++i)
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std::vector<float> flat_verts;
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flat_verts.reserve(vertex_count*3);
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for (auto v : verts)
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{
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unique_verts[3*i] = verts[i].first.x;
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unique_verts[3*i + 1] = verts[i].first.y;
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unique_verts[3*i + 2] = verts[i].first.z;
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flat_verts.push_back(v.first.x);
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flat_verts.push_back(v.first.y);
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flat_verts.push_back(v.first.z);
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}
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return new Mesh(unique_verts, indices);
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return new Mesh(flat_verts, indices);
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}
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