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#ifndef BOUNDINGTRIANGLE_H
#define BOUNDINGTRIANGLE_H
#include "Graphics/modeltransform.h"
#include "glm/glm.hpp"
#include <set>
#include <vector>
#include "BoundingShape.h"
struct Bounds3f {
glm::vec3 min;
glm::vec3 max;
};
struct Triangle{
glm::vec3 vertexA; // one vertex
glm::vec3 vertexB;
glm::vec3 vertexC;
glm::vec3 edge1; // two edges
glm::vec3 edge2;
glm::vec3 normal;// = glm::cross(edge1, edge2);
Bounds3f bounds;
};
class BoundingTriangle : public BoundingShape
{
public:
BoundingTriangle(const std::vector<glm::vec3> &obj_data,
const std::shared_ptr<ModelTransform> &mt,
bool isGround = false);
std::vector<Triangle> getTriangleData();
Bounds3f getMeshBounds();
std::vector<glm::vec3> getSurfacePoints();
glm::vec3 getRandomSurfacePos();
private:
void addTriangle(const glm::vec3 &vertexA, const glm::vec3 &vertexB, const glm::vec3 &vertexC);
void populateTriangleData(const std::vector<glm::vec3> &obj_data);
void calculateBounds(const std::vector<glm::vec3> &obj_data);
Bounds3f calculateTriangleBounds(const glm::vec3 &vertexA, const glm::vec3 &vertexB, const glm::vec3 &vertexC);
float getArea(const glm::vec3 &A, const glm::vec3 &B, const glm::vec3 &C);
glm::vec3 getCentroid(const glm::vec3 &A, const glm::vec3 &B, const glm::vec3 &C);
void tesselateTriangle(const glm::vec3 &A, const glm::vec3 &B, const glm::vec3 &C);
int m_datasize = 0;
std::vector<Triangle> m_triangles;
std::shared_ptr<ModelTransform> obj_mt;
std::set<glm::vec3> m_unique_surface_points;
std::vector<glm::vec3> m_surface_points;
bool m_isGround = false;
float min_x, min_y, min_z, max_x, max_y, max_z;
};
#endif // BOUNDINGTRIANGLE_H
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