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blender-archive/intern/decimation/intern/LOD_MeshBounds.h
Kent Mein f78de74b20 WooHoo me again ;)
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif

Kent
--
mein@cs.umn.edu
2002-12-26 18:25:17 +00:00

133 lines
2.6 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef NAN_INCLUDED_MeshBounds_h
#define NAN_INCLUDED_MeshBounds_h
#include "MEM_SmartPtr.h"
#include "LOD_MeshPrimitives.h"
#include "LOD_ManMesh2.h"
#include "MT_assert.h"
// simple class to compute the mesh bounds of a manifold mesh,
class LOD_MeshBounds {
public :
static
LOD_MeshBounds *
New(
){
MEM_SmartPtr<LOD_MeshBounds> output(new LOD_MeshBounds());
return output.Release();
}
void
ComputeBounds(
const LOD_ManMesh2 * mesh
){
MT_assert(mesh!=NULL);
MT_assert(mesh->VertexSet().size() > 0);
const std::vector<LOD_Vertex> &verts = mesh->VertexSet();
m_min = verts[0].pos;
m_max = verts[0].pos;
// iterate through the verts
int t;
const int size = verts.size();
for (t=1; t< size ; ++t) {
UpdateBounds(verts[t].pos,m_min,m_max);
}
}
MT_Vector3
Min(
) const {
return m_min;
}
MT_Vector3
Max(
) const {
return m_max;
}
private :
void
UpdateBounds(
MT_Vector3 vertex,
MT_Vector3& min,
MT_Vector3& max
) {
if (vertex.x() < min.x()) {
min.x() = vertex.x();
} else
if (vertex.x() > max.x()) {
max.x()= vertex.x();
}
if (vertex.y() < min.y()) {
min.y() = vertex.y();
} else
if (vertex.y() > max.y()) {
max.y()= vertex.y();
}
if (vertex.z() < min.z()) {
min.z() = vertex.z();
} else
if (vertex.z() > max.z()) {
max.z()= vertex.z();
}
}
LOD_MeshBounds(
) :
m_min(0,0,0),
m_max(0,0,0)
{
};
MT_Vector3 m_min;
MT_Vector3 m_max;
};
#endif