Added Torus primitive creation
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@ -30,6 +30,7 @@
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#include<vcg/complex/algorithms/update/flag.h>
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#include<vcg/complex/algorithms/update/position.h>
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#include<vcg/complex/algorithms/update/bounding.h>
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#include<vcg/complex/algorithms/clean.h>
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namespace vcg {
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@ -529,11 +530,34 @@ void Box(MeshType &in, const typename MeshType::BoxType & bb )
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}
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// Torus
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template <class MeshType>
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void Torus(MeshType &m, float hRingRadius, float vRingRadius, int vRingDiv=12, int hRingDiv=24 )
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{
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m.Clear();
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float angleStepV = (2.0f*M_PI)/vRingDiv;
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float angleStepH = (2.0f*M_PI)/hRingDiv;
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Allocator<MeshType>::AddVertices(m,(vRingDiv+1)*(hRingDiv+1));
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for(float i=0;i<hRingDiv+1;++i)
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{
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Matrix44f RotM; RotM.SetRotateRad(i*angleStepH,Point3f(0,1,0));
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for(float j=0;j<vRingDiv+1;++j)
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{
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Point3f p;
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p[0]= vRingRadius*cos(j*angleStepV) + hRingRadius;
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p[1]= vRingRadius*sin(j*angleStepV);
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p[2] = 0;
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m.vert[i*(vRingDiv+1)+j].P() = RotM*p;
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}
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}
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FaceGrid(m,vRingDiv+1,hRingDiv+1);
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tri::Clean<MeshType>::RemoveDuplicateVertex(m);
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}
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// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
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// and a vector of faces (objects having a triple of ints at theri beginning).
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template <class MeshType,class V, class F >
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void Build( MeshType & in, const V & v, const F & f)
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{
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