qadmesh affine transform parenting
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@@ -35,10 +35,10 @@ void QuadMesh::PrintSelf(std::ostream &o)
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o << " #Quads : " << m_Quads.size() << "\n";
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for(int i=0; i < m_Quads.size(); ++i ) {
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o << " - quad[" << i << "]" <<
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" " << m_Quads[i](0) << "->(" << m_Points[m_Quads[i](0)].transpose() << ") " <<
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" " << m_Quads[i](1) << "->(" << m_Points[m_Quads[i](1)].transpose() << ") " <<
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" " << m_Quads[i](2) << "->(" << m_Points[m_Quads[i](2)].transpose() << ") " <<
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" " << m_Quads[i](3) << "->(" << m_Points[m_Quads[i](3)].transpose() << ") " <<
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" " << m_Quads[i](0) << "->(" << GetPoint(m_Quads[i](0)).transpose() << ") " <<
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" " << m_Quads[i](1) << "->(" << GetPoint(m_Quads[i](1)).transpose() << ") " <<
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" " << m_Quads[i](2) << "->(" << GetPoint(m_Quads[i](2)).transpose() << ") " <<
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" " << m_Quads[i](3) << "->(" << GetPoint(m_Quads[i](3)).transpose() << ") " <<
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" \n";
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}
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o << " // ------------------------- // \n";
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@@ -46,7 +46,16 @@ void QuadMesh::PrintSelf(std::ostream &o)
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void QuadMesh::AddPoint(const Vector3f &pt)
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{
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this->m_Points.push_back(pt);
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Vector4f p(pt.x(), pt.y(), pt.z(), 1.0f);
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Vector4f localP = this->GetWorldMatrix().inverse() * p;
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this->m_Points.push_back(localP.head<3>());
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}
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Vector3f QuadMesh::GetPoint(const Id_t id) const
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{
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Vector4f p(m_Points.at(id).x(), m_Points.at(id).y(), m_Points.at(id).z(), 1.0f);
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Vector4f worldP = this->GetWorldMatrix() * p;
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return worldP.head<3>();
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}
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void QuadMesh::AddQuad(const Id_t *id)
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@@ -63,9 +72,9 @@ void QuadMesh::AddQuad(const Vector4i &id)
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Vector3f QuadMesh::GetNormal(const Id_t id) const
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{
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const Vector4i &quad = m_Quads.at(id);
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const Vector3f &v0 = m_Points.at(quad(0));
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const Vector3f &v1 = m_Points.at(quad(1));
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const Vector3f &v3 = m_Points.at(quad(3));
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const Vector3f v0 = this->GetPoint(quad(0));
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const Vector3f v1 = this->GetPoint(quad(1));
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const Vector3f v3 = this->GetPoint(quad(3));
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Vector3f edge1 = v1 - v0;
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Vector3f edge2 = v3 - v0;
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