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