commit
e783869545
5 changed files with 119 additions and 61 deletions
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@ -49,6 +49,7 @@ namespace CompFab
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Vec3iStruct();
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Vec3iStruct(int x, int y, int z);
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Vec3iStruct(int i);
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union
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{
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int m_pos[3];
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@ -104,7 +105,15 @@ namespace CompFab
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//Compute v1 - v2
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Vec3 operator-(const Vec3 &v1, const Vec3 &v2);
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Vec3 operator+(const Vec3 &v1, const Vec3 &v2);
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Vec3 operator+(const Vec3 & v1, const Vec3 & v2);
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Vec3i operator+(const Vec3i & v1, const Vec3i & v2);
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//Matrix multiplication
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Vec3 mmult(const Vec3 & v1, const Vec3 & v2);
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//Scalar multiplication
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Vec3 smult(double s, const Vec3 & v);
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//Cross Product
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Vec3 operator%(const Vec3 &v1, const Vec3 &v2);
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@ -48,6 +48,14 @@ CompFab::Vec3iStruct::Vec3iStruct(int x, int y, int z)
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m_z = z;
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}
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CompFab::Vec3iStruct::Vec3iStruct(int i)
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{
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m_x = i;
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m_y = i;
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m_z = i;
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}
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CompFab::Vec2fStruct::Vec2fStruct()
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{
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m_x = m_y = 0.0;
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@ -99,9 +107,30 @@ CompFab::Vec3 CompFab::operator+(const Vec3 &v1, const Vec3 &v2)
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return v3;
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}
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CompFab::Vec3i CompFab::operator+(const Vec3i &v1, const Vec3i &v2)
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{
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Vec3i v3i;
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v3i[0] = v1[0] + v2[0];
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v3i[1] = v1[1] + v2[1];
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v3i[2] = v1[2] + v2[2];
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return v3i;
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}
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//Matrix multiplication
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CompFab::Vec3 CompFab::mmult(const Vec3& v1, const Vec3& v2)
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{
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return Vec3(v1.m_x*v2.m_x, v1.m_y*v2.m_y, v1.m_z*v2.m_z);
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}
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//Scalar multiplication
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CompFab::Vec3 CompFab::smult(double s, const Vec3 & v)
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{
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return mmult(CompFab::Vec3(s,s,s), v);
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}
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//Cross Product
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Vec3 CompFab::operator%(const Vec3 &v1, const Vec3 &v2)
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CompFab::Vec3 CompFab::operator%(const Vec3 &v1, const Vec3 &v2)
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{
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Vec3 v3;
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v3[0] = v1[1]*v2[2] - v1[2]*v2[1];
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@ -1,4 +1,4 @@
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#include "PerlinNoise.h"
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#include "../include/PerlinNoise.h"
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#include <cmath>
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#include <random>
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#include <algorithm>
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134
source/main.cpp
134
source/main.cpp
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@ -63,7 +63,7 @@ void findLW(Mesh &m, double &l, double &w)
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}
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// Calculate translation matrices and output them as a vector of Vec3s.
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std::vector<CompFab::Vec3> createVec3d(int layers, double spacing, double length, double width)
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std::vector<CompFab::Vec3> createVec3d(std::vector<CompFab::Vec3> &t, int layers, double spacing, double length, double width)
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{
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std::vector<CompFab::Vec3> *output = new std::vector<CompFab::Vec3>();
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@ -71,36 +71,63 @@ std::vector<CompFab::Vec3> createVec3d(int layers, double spacing, double length
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double ws = width + spacing;
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// Will be used later to determine the direction of the translation matrix.
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// This is used to bypass needing to create a rotation matrix.
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// Should consider doing so anyway to speed up process, use less memory, and add modularization.
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double angle = 0.0;
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CompFab::Vec3 *temp = new CompFab::Vec3(-ls, -ws, 0);
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// Vec3 to hold our current translation matrix.
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CompFab::Vec3 *trans = new CompFab::Vec3(0, spacing, 0);
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CompFab::Vec3 *trans = new CompFab::Vec3(ls, ws, 0);
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//Vec3 to hold our current height multiplication materx.
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CompFab::Vec3 *mult = new CompFab::Vec3(1,1,1);
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//push_back initial templat's mesh, multiplied by the height multiplication matrix.
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for(int i = 0; i < t.size(); i++)
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{
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output->push_back(mmult(*mult, t[i]));
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}
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CompFab::Vec3 *coord = new CompFab::Vec3(0.5,0.5,0);
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PerlinNoise *p = new PerlinNoise();
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// cl for current layer.
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for(int cl = 1; cl < layers; cl++)
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{
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// Constructor used to bypass needing to create a new operator override for multiplication.
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// Should also consider doing so anyway to speed up process, use less memory, and add modularization.
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// Constructor used to re-initialize temp.
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*temp = CompFab::Vec3(-ls*cl, -ws*cl, 0);
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for(int c = 0; c < cl*8; c++)
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{
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angle = (c/(2*cl))*(0.5*PI);
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*trans = CompFab::Vec3(ls*cos(angle), ws*sin(angle), 0);
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*temp = *temp + *trans;
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*temp += *trans;
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*coord = *coord + mmult(*trans, CompFab::Vec3((1/(layers*2.0-1)/2.0), (1/(layers*2.0-1)/2.0), 0));
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output->push_back(*temp);
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*coord = *coord + mmult(trans, Vec3(1/(layers*2-1)/2),1/(layers*2-1)/2,0);
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*temp=mmult(temp,Vec3(1,1,n));
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// Used to change the multiplciation matrix per layer.
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mult->m_z = jerfunc(coord->m_x, coord->m_y, *p);
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for(int j = 0; j < t.size(); j++)
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{
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output->push_back(mmult(*mult, t[j]) + *temp);
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}
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}
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}
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return *output;
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}
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std::vector<CompFab::Vec3i> createVec3id(std::vector<CompFab::Vec3i> &t, std::vector<CompFab::Vec3> &v, int layers)
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{
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std::vector<CompFab::Vec3i> *output = new std::vector<CompFab::Vec3i>();
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*output = t;
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for(int n = 1; n < pow((2*layers - 1), 2); n++)
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{
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CompFab::Vec3i *offset = new CompFab::Vec3i(v.size()*n);
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for(int k = 0; k < t.size(); k++)
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{
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output->push_back(t[k] + *offset);
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}
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}
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@ -113,61 +140,54 @@ int main(int argc, char **argv)
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// Error checking.
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if(argc < 3)
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{
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std::cout << "Usage: [executable] [template].obj output.obj [optional: -d for debugging output]" << std::endl;
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std::cout << "Usage: [executable] [template].obj output.obj [mode (-g, etc.)] [optional: -d for debugging output]" << std::endl;
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std::exit(1);
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}
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// TODO: Modularize these.
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int layers = 10;
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double spacing = 1.0;
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// Create Mesh object from file, output to manipulate from template Mesh.
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Mesh *test = new Mesh(argv[1], false);
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Mesh *output = new Mesh(test->v, test->t);
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double l = 0, w = 0;
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double *length = &l, *width = &w;
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// Find the X and Y dimensions for the mesh. Assumes the mesh is facing upright.
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findLW(*test, *length, *width);
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// Calculate the translation matrices needed.
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std::vector<CompFab::Vec3> d = createVec3d(layers, spacing, *length, *width);
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// Duplicating template, will later be replaced with a much more robust procedural generation function.
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for(int i = 0; i < d.size(); i++)
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{
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for(int j = 0; j < test->v.size(); j++)
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{
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output->v.push_back(CompFab::Vec3(test->v[j] + d[i]));
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}
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}
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// Copying needed triangle data.
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for(int n = 1; n < pow((2*layers - 1), 2); n++)
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{
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int offset = test->v.size()*n;
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for(int k = 0; k < test->t.size(); k++)
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{
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output->t.push_back(CompFab::Vec3i(test->t[k].m_x +offset, test->t[k].m_y + offset, test->t[k].m_z + offset));
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}
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}
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// Initialization of needed output variables.
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std::vector<CompFab::Vec3> vv;
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std::vector<CompFab::Vec3i> tt;
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Mesh *output = new Mesh();
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// Debugging
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if(argc > 3)
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{
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// {
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if(strcmp(argv[3], "-g") == 0 || strcmp(argv[3], "-d") == 0)
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{
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// TODO: Modularize these.
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int layers = 10;
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double spacing = 1;
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// Create Mesh object from file, output to manipulate from template Mesh.
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Mesh *test = new Mesh(argv[1], false);
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double l = 0, w = 0;
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double *length = &l, *width = &w;
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// Find the X and Y dimensions for the mesh. Assumes the mesh is facing upright.
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findLW(*test, *length, *width);
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// Calculate the translation matrices needed and apply them.
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vv = createVec3d(test->v, layers, spacing, *length, *width);
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// Copying needed triangle data.
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tt = createVec3id(test->t, test->v, layers);
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// Using contructor to create new output Mesh.
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*output = Mesh(vv, tt);
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}
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if(strcmp(argv[argc - 1], "-d") == 0)
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{
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for(int j = 0; j < output->v.size(); j++)
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{
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std::cout << output->v[j].m_x << " " << output->v[j].m_y << " " << output->v[j].m_z << std::endl;
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std::cout << output->t[j].m_x << " " << output->t[j].m_y << " " << output->t[j].m_z << std::endl;
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std::cout << std::endl;
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}
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}
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else
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{
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std::cout << "Usage: [executable] [template].obj output.obj [optional: -d for debugging output]" << std::endl;
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std::cout << std::endl;
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for(int k = 0; k < output->t.size(); k++)
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{
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std::cout << output->t[k].m_x << " " << output->t[k].m_y << " " << output->t[k].m_z << std::endl;
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}
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}
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}
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@ -3,7 +3,7 @@
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#include <sstream>
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#include <exception>
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#include "ppm.h"
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#include "../include/ppm.h"
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//init with default values
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