Scale mesh to bounds
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@@ -131,35 +131,35 @@ class Loader {
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}
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// Returns true if v1 can be considered equal to v2
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function isNear(v1:Float, v2:Float):Bool {
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return Math.abs(v1 - v2) < 0.001;
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}
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// function isNear(v1:Float, v2:Float):Bool {
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// return Math.abs(v1 - v2) < 0.001;
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// }
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// Searches through all already-exported vertices for a similar one.
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// Similar = same position + same UVs + same normal
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function getSimilarVertexIndex(
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vertexX:Float, vertexY:Float, vertexZ:Float,
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uvX:Float, uvY:Float,
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normalX:Float, normalY:Float, normalZ:Float
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):Bool {
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// Lame linear search
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for (i in 0...Std.int(indexedVertices.length / 3)) {
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if (
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isNear(vertexX, indexedVertices[i * 3]) &&
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isNear(vertexY, indexedVertices[i * 3 + 1]) &&
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isNear(vertexZ, indexedVertices[i * 3 + 2]) &&
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isNear(uvX , indexedUVs [i * 2]) &&
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isNear(uvY , indexedUVs [i * 2 + 1]) &&
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isNear(normalX, indexedNormals [i * 3]) &&
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isNear(normalY, indexedNormals [i * 3 + 1]) &&
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isNear(normalZ, indexedNormals [i * 3 + 2])
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) {
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index = i;
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return true;
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}
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}
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// No other vertex could be used instead.
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// Looks like we'll have to add it to the VBO.
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return false;
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}
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// // Searches through all already-exported vertices for a similar one.
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// // Similar = same position + same UVs + same normal
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// function getSimilarVertexIndex(
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// vertexX:Float, vertexY:Float, vertexZ:Float,
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// uvX:Float, uvY:Float,
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// normalX:Float, normalY:Float, normalZ:Float
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// ):Bool {
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// // Lame linear search
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// for (i in 0...Std.int(indexedVertices.length / 3)) {
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// if (
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// isNear(vertexX, indexedVertices[i * 3]) &&
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// isNear(vertexY, indexedVertices[i * 3 + 1]) &&
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// isNear(vertexZ, indexedVertices[i * 3 + 2]) &&
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// isNear(uvX , indexedUVs [i * 2]) &&
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// isNear(uvY , indexedUVs [i * 2 + 1]) &&
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// isNear(normalX, indexedNormals [i * 3]) &&
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// isNear(normalY, indexedNormals [i * 3 + 1]) &&
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// isNear(normalZ, indexedNormals [i * 3 + 2])
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// ) {
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// index = i;
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// return true;
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// }
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// }
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// // No other vertex could be used instead.
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// // Looks like we'll have to add it to the VBO.
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// return false;
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// }
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}
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