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215 lines
7.1 KiB
C++
215 lines
7.1 KiB
C++
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//-----------------------------------------------------------------------------
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// Product: OpenCTM tools
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// File: mesh.cpp
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// Description: Implementation of the 3D triangle mesh class.
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//-----------------------------------------------------------------------------
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// Copyright (c) 2009-2010 Marcus Geelnard
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//-----------------------------------------------------------------------------
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#include <stdexcept>
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#include <openctm.h>
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#include <cmath>
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#include "mesh.h"
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#include "convoptions.h"
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using namespace std;
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/// Compute the cross product of two vectors
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Vector3 Cross(Vector3 &v1, Vector3 &v2)
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{
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return Vector3(
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v1.y * v2.z - v1.z * v2.y,
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v1.z * v2.x - v1.x * v2.z,
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v1.x * v2.y - v1.y * v2.x
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);
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}
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/// Normalize a vector
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Vector3 Normalize(Vector3 v)
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{
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float len = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
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if(len > 1e-20f)
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len = 1.0f / len;
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else
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len = 1.0f;
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return Vector3(v.x * len, v.y * len, v.z * len);
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}
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/// Clear the mesh
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void Mesh::Clear()
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{
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mComment = string("");
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mTexFileName = string("");
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mIndices.clear();
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mVertices.clear();
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mNormals.clear();
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mColors.clear();
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mTexCoords.clear();
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mOriginalNormals = true;
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}
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/// Automatic detection of the optimal normal calculation method
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Mesh::NormalCalcAlgo Mesh::DetectNormalCalculationMethod()
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{
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unsigned int triCount = mIndices.size() / 3;
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unsigned int vertexCount = mVertices.size();
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// Calculate the mean edge length
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double meanEdgeLen = 0;
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for(unsigned int i = 0; i < triCount; ++ i)
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{
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meanEdgeLen += (mVertices[mIndices[i * 3 + 1]] - mVertices[mIndices[i * 3]]).Abs();
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meanEdgeLen += (mVertices[mIndices[i * 3 + 2]] - mVertices[mIndices[i * 3 + 1]]).Abs();
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meanEdgeLen += (mVertices[mIndices[i * 3]] - mVertices[mIndices[i * 3 + 2]]).Abs();
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}
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if(triCount > 0)
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meanEdgeLen = meanEdgeLen / (3 * triCount);
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// Calculate the standard deviation of the edge length
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double stdDevEdgeLen = 0;
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for(unsigned int i = 0; i < triCount; ++ i)
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{
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double len = (mVertices[mIndices[i * 3 + 1]] - mVertices[mIndices[i * 3]]).Abs();
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stdDevEdgeLen += (len - meanEdgeLen) * (len - meanEdgeLen);
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len = (mVertices[mIndices[i * 3 + 2]] - mVertices[mIndices[i * 3 + 1]]).Abs();
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stdDevEdgeLen += (len - meanEdgeLen) * (len - meanEdgeLen);
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len = (mVertices[mIndices[i * 3]] - mVertices[mIndices[i * 3 + 2]]).Abs();
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stdDevEdgeLen += (len - meanEdgeLen) * (len - meanEdgeLen);
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}
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if(triCount > 0)
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stdDevEdgeLen = sqrt(stdDevEdgeLen / (3 * triCount));
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// Calculate the number of triangles that connect to each vertex
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vector<int> connectCount;
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connectCount.resize(vertexCount);
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for(unsigned int i = 0; i < vertexCount; ++ i)
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connectCount[i] = 0;
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for(unsigned int i = 0; i < mIndices.size(); ++ i)
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{
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unsigned int idx = mIndices[i];
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if(idx < vertexCount)
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++ connectCount[idx];
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}
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// First analysis: how much variation is there in the triangle edge lengths?
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double edgeVariation = 0.0;
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if(meanEdgeLen > 0.0)
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edgeVariation = stdDevEdgeLen / meanEdgeLen;
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// Calculate the mean number of triangle connections
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double meanConnectCount = 0;
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for(unsigned int i = 0; i < vertexCount; ++ i)
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meanConnectCount += connectCount[i];
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if(vertexCount > 0)
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meanConnectCount = meanConnectCount / vertexCount;
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// Calculate the standard deviation of the number of triangle connections
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double stdDevConnectCount = 0;
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for(unsigned int i = 0; i < vertexCount; ++ i)
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stdDevConnectCount += (connectCount[i] - meanConnectCount) * (connectCount[i] - meanConnectCount);
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if(vertexCount > 0)
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stdDevConnectCount = sqrt(stdDevConnectCount / vertexCount);
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// Second analysis: how much variation is there in the number of connections
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// per vertex?
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double connectVariation = 0.0;
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if(meanConnectCount > 0.0)
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connectVariation = stdDevConnectCount / meanConnectCount;
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// Normalize the different measures to their respective threshold values
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edgeVariation /= 0.7;
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connectVariation /= 0.3;
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// Is this a CAD-like object or a organic-like object?
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NormalCalcAlgo algo = ncaOrganic;
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if(edgeVariation * connectVariation > 1.0)
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algo = ncaCAD;
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return algo;
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}
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/// Calculate smooth per-vertex normals
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void Mesh::CalculateNormals(NormalCalcAlgo aAlgo)
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{
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// Determine which normal calculation algorithm to use
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NormalCalcAlgo algo;
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if(aAlgo == ncaAuto)
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algo = DetectNormalCalculationMethod();
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else
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algo = aAlgo;
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// The original normals are no longer preserved
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mOriginalNormals = false;
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// Clear the smooth normals
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mNormals.resize(mVertices.size());
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for(unsigned int i = 0; i < mNormals.size(); ++ i)
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mNormals[i] = Vector3(0.0f, 0.0f, 0.0f);
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// Calculate sum of the flat normals of the neighbouring triangles
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unsigned int triCount = mIndices.size() / 3;
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for(unsigned int i = 0; i < triCount; ++ i)
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{
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// Calculate the weighted flat normal for this triangle
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Vector3 v1 = mVertices[mIndices[i * 3 + 1]] - mVertices[mIndices[i * 3]];
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Vector3 v2 = mVertices[mIndices[i * 3 + 2]] - mVertices[mIndices[i * 3]];
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Vector3 flatNormal = Cross(v1, v2);
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if(algo == ncaOrganic)
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flatNormal = Normalize(flatNormal);
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// ...and add it to all three triangle vertices' smooth normals
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for(unsigned int j = 0; j < 3; ++ j)
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mNormals[mIndices[i * 3 + j]] += flatNormal;
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}
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// Normalize all the smooth normals
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for(unsigned int i = 0; i < mNormals.size(); ++ i)
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mNormals[i] = Normalize(mNormals[i]);
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}
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/// Calculate the bounding box for the mesh
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void Mesh::BoundingBox(Vector3 &aMin, Vector3 &aMax)
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{
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if(mVertices.size() < 1)
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aMin = aMax = Vector3(0.0f, 0.0f, 0.0f);
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else
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aMin = aMax = mVertices[0];
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for(unsigned int i = 1; i < mVertices.size(); ++ i)
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{
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if(mVertices[i].x < aMin.x)
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aMin.x = mVertices[i].x;
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else if(mVertices[i].x > aMax.x)
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aMax.x = mVertices[i].x;
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if(mVertices[i].y < aMin.y)
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aMin.y = mVertices[i].y;
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else if(mVertices[i].y > aMax.y)
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aMax.y = mVertices[i].y;
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if(mVertices[i].z < aMin.z)
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aMin.z = mVertices[i].z;
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else if(mVertices[i].z > aMax.z)
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aMax.z = mVertices[i].z;
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}
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}
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