Added updating of the bbox for generic mesh build
Added build for point clouds Added Clear at the beginning of the Build(m)
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@ -558,54 +558,65 @@ void Torus(MeshType &m, float hRingRadius, float vRingRadius, int hRingDiv=24, i
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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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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceIterator FaceIterator;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceIterator FaceIterator;
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Allocator<MeshType>::AddVertices(in,v.size());
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Allocator<MeshType>::AddFaces(in,f.size());
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in.Clear();
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Allocator<MeshType>::AddVertices(in,v.size());
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Allocator<MeshType>::AddFaces(in,f.size());
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typename V::const_iterator vi;
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typename V::const_iterator vi;
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typename MeshType::VertexType tv;
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typename MeshType::VertexType tv;
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for(int i=0;i<v.size();++i)
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{
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float *vv=(float *)(&v[i]);
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in.vert[i].P() = CoordType( vv[0],vv[1],vv[2]);
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}
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for(int i=0;i<v.size();++i)
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{
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float *vv=(float *)(&v[i]);
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in.vert[i].P() = CoordType( vv[0],vv[1],vv[2]);
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}
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std::vector<VertexPointer> index(in.vn);
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VertexIterator j;
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int k;
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for(k=0,j=in.vert.begin();j!=in.vert.end();++j,++k)
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index[k] = &*j;
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VertexIterator j;
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int k;
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for(k=0,j=in.vert.begin();j!=in.vert.end();++j,++k)
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index[k] = &*j;
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typename F::const_iterator fi;
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typename F::const_iterator fi;
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typename MeshType::FaceType ft;
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typename MeshType::FaceType ft;
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for(int i=0;i<f.size();++i)
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{
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int * ff=(int *)(&f[i]);
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assert( ff[0]>=0 );
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assert( ff[1]>=0 );
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assert( ff[2]>=0 );
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assert( ff[0]<in.vn );
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assert( ff[1]<in.vn );
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assert( ff[2]<in.vn );
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in.face[i].V(0) = &in.vert[ ff[0] ];
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in.face[i].V(1) = &in.vert[ ff[0] ];
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in.face[i].V(2) = &in.vert[ ff[0] ];
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for(int i=0;i<f.size();++i)
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{
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int * ff=(int *)(&f[i]);
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assert( ff[0]>=0 );
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assert( ff[1]>=0 );
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assert( ff[2]>=0 );
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assert( ff[0]<in.vn );
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assert( ff[1]<in.vn );
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assert( ff[2]<in.vn );
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in.face[i].V(0) = &in.vert[ ff[0] ];
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in.face[i].V(1) = &in.vert[ ff[0] ];
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in.face[i].V(2) = &in.vert[ ff[0] ];
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}
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}
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tri::UpdateBounding<MeshType>::Box(in);
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}
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template <class MeshType,class V>
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void Build( MeshType & in, const V & v)
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{
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std::vector<int[3]> dummyfaceVec;
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Build(in,v,dummyfaceVec);
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}
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// Build a regular grid mesh as a typical height field mesh
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