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-rw-r--r--thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp99
1 files changed, 0 insertions, 99 deletions
diff --git a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp b/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp
deleted file mode 100644
index d6e5e30561..0000000000
--- a/thirdparty/thekla_atlas/nvmesh/param/OrthogonalProjectionMap.cpp
+++ /dev/null
@@ -1,99 +0,0 @@
-// This code is in the public domain -- castano@gmail.com
-
-#include "nvmesh.h" // pch
-
-#include "OrthogonalProjectionMap.h"
-
-#include "nvcore/Array.inl"
-
-#include "nvmath/Fitting.h"
-#include "nvmath/Vector.inl"
-#include "nvmath/Box.inl"
-#include "nvmath/Plane.inl"
-
-#include "nvmesh/halfedge/Mesh.h"
-#include "nvmesh/halfedge/Vertex.h"
-#include "nvmesh/halfedge/Face.h"
-#include "nvmesh/geometry/Bounds.h"
-
-
-using namespace nv;
-
-bool nv::computeOrthogonalProjectionMap(HalfEdge::Mesh * mesh)
-{
- Vector3 axis[2];
-
-#if 1
-
- uint vertexCount = mesh->vertexCount();
- Array<Vector3> points(vertexCount);
- points.resize(vertexCount);
-
- for (uint i = 0; i < vertexCount; i++)
- {
- points[i] = mesh->vertexAt(i)->pos;
- }
-
-#if 0
- axis[0] = Fit::computePrincipalComponent_EigenSolver(vertexCount, points.buffer());
- axis[0] = normalize(axis[0]);
-
- Plane plane = Fit::bestPlane(vertexCount, points.buffer());
-
- Vector3 n = plane.vector();
-
- axis[1] = cross(axis[0], n);
- axis[1] = normalize(axis[1]);
-#else
- // Avoid redundant computations.
- float matrix[6];
- Fit::computeCovariance(vertexCount, points.buffer(), matrix);
-
- if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0) {
- return false;
- }
-
- float eigenValues[3];
- Vector3 eigenVectors[3];
- if (!nv::Fit::eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) {
- return false;
- }
-
- axis[0] = normalize(eigenVectors[0]);
- axis[1] = normalize(eigenVectors[1]);
-#endif
-
-
-#else
-
- // IC: I thought this was generally more robust, but turns out it's not even guaranteed to return a valid projection. Imagine a narrow quad perpendicular to one plane, but rotated so that the shortest axis of
- // the bounding box is in the direction of that plane.
-
- // Use the shortest box axis
- Box box = MeshBounds::box(mesh);
- Vector3 dir = box.extents();
-
- if (fabs(dir.x) <= fabs(dir.y) && fabs(dir.x) <= fabs(dir.z)) {
- axis[0] = Vector3(0, 1, 0);
- axis[1] = Vector3(0, 0, 1);
- }
- else if (fabs(dir.y) <= fabs(dir.z)) {
- axis[0] = Vector3(1, 0, 0);
- axis[1] = Vector3(0, 0, 1);
- }
- else {
- axis[0] = Vector3(1, 0, 0);
- axis[1] = Vector3(0, 1, 0);
- }
-#endif
-
- // Project vertices to plane.
- for (HalfEdge::Mesh::VertexIterator it(mesh->vertices()); !it.isDone(); it.advance())
- {
- HalfEdge::Vertex * vertex = it.current();
- vertex->tex.x = dot(axis[0], vertex->pos);
- vertex->tex.y = dot(axis[1], vertex->pos);
- }
-
- return true;
-}