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+ Self (p) (2) * Self (p) (2),
max_Distance_2);
the_Bounds.Box := (X_Extent => (Min => GL.Double'Min (the_Bounds.Box.X_Extent.Min, Self (p) (0)),
Max => GL.Double'Max (the_Bounds.Box.X_Extent.Max, Self (p) (0))),
Y_Extent => (Min => GL.Double'Min (the_Bounds.Box.Y_Extent.Min, Self (p) (1)),
Max => GL.Double'Max (the_Bounds.Box.Y_Extent.Max, Self (p) (1))),
Z_Extent => (Min => GL.Double'Min (the_Bounds.Box.Z_Extent.Min, Self (p) (2)),
Max => GL.Double'Max (the_Bounds.Box.Z_Extent.Max, Self (p) (2))));
end loop;
the_Bounds.Sphere_Radius := Sqrt (max_Distance_2);
return the_Bounds;
end Bounds;
function Bounds (Given_Vertices : GL_Vertex_array; Given_Indices : vertex_Id_array) return GL.Geometry.Bounds_record is
use GL_Double_EF;
the_Bounds : Bounds_record := null_Bounds;
max_Distance_2 : GL.Double := 0.0; -- current maximum distance squared.
begin
for Each in Given_Indices'Range loop
declare
the_Point : GL_Vertex renames Given_Vertices (Given_Indices (Each));
begin
max_Distance_2 := GL.Double'Max (the_Point (0) * the_Point (0)
+ the_Point (1) * the_Point (1)
+ the_Point (2) * the_Point (2),
max_Distance_2);
the_Bounds.Box := (X_Extent => (Min => GL.Double'Min (the_Bounds.Box.X_Extent.Min, the_Point (0)),
Max => GL.Double'Max (the_Bounds.Box.X_Extent.Max, the_Point (0))),
Y_Extent => (Min => GL.Double'Min (the_Bounds.Box.Y_Extent.Min, the_Point (1)),
Max => GL.Double'Max (the_Bounds.Box.Y_Extent.Max, the_Point (1))),
Z_Extent => (Min => GL.Double'Min (the_Bounds.Box.Z_Extent.Min, the_Point (2)),
Max => GL.Double'Max (the_Bounds.Box.Z_Extent.Max, the_Point (2))));
Function Definition: procedure deallocate is new Ada.Unchecked_Deallocation (Geometry_t'Class, p_Geometry);
Function Body: begin
destroy (Self.all);
deallocate (Self);
end Free;
function Vertex_Normals (Self : Geometry_t'Class) return GL_Normals_Vertex_Id is
begin
case primitive_Id (Self) is
when TRIANGLES =>
declare
the_Vertices : GL_Vertex_array renames Vertices (Self);
the_Indices : vertex_Id_array renames Indices (Self);
the_Normals : GL_Normals_Vertex_Id (the_Vertices'Range);
Triangle_Face_Count : constant Positive := the_Indices'Length / 3;
face_Normals : GL_Normals (1 .. Triangle_Face_Count);
N : GL.Double_Vector_3D;
length_N : GL.Double;
function vertex_Id_for (Face : Positive; point_Id : Positive) return vertex_Id is
(the_Indices (positive_uInt (3 * (Face - 1) + point_Id)));
begin
-- Geometry (Normal of unrotated face)
--
for each_Face in 1 .. Triangle_Face_Count loop
N := (the_Vertices (vertex_Id_for (each_Face, 2)) - the_Vertices (vertex_Id_for (each_Face, 1)))
* (the_Vertices (vertex_Id_for (each_Face, 3)) - the_Vertices (vertex_Id_for (each_Face, 1)));
length_N := Norm (N);
case Almost_zero (length_N) is
when True => face_Normals (each_Face) := N; -- 0 vector !
when False => face_Normals (each_Face) := (1.0 / length_N) * N;
end case;
end loop;
-- Calculate normal at each vertex.
--
declare
vertex_adjacent_faces_Count : array (the_Vertices'Range) of Natural := (others => 0);
the_Vertex : vertex_Id;
Vertex_Length : Double;
begin
for p in the_Vertices'Range loop
the_Normals (p) := (0.0, 0.0, 0.0);
end loop;
for f in 1 .. Triangle_Face_Count loop
for p in 1 .. 3 loop
the_Vertex := vertex_Id_for (f, p);
vertex_adjacent_faces_Count (the_Vertex) := vertex_adjacent_faces_Count (the_Vertex) + 1;
the_Normals (the_Vertex) := the_Normals (the_Vertex) + face_Normals (f);
end loop;
end loop;
for p in the_Vertices'Range loop