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Feb 24th, 2018
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  1. glm::vec3 faceNormal = glm::normalize( glm::cross( v1-v0, v2-v0 ) );
  2. float NdotXAxis = std::abs( faceNormal.x );
  3. float NdotYAxis = std::abs( faceNormal.y );
  4. float NdotZAxis = std::abs( faceNormal.z );
  5.  
  6. if (NdotXAxis > NdotYAxis && NdotXAxis > NdotZAxis)
  7. {
  8. Triangle t;
  9. t.v[0] = {v0.z, v0.y};
  10. t.v[1] = {v1.z, v1.y};
  11. t.v[2] = {v2.z, v2.y};
  12. clustersX[i].triangles.push_back(t);
  13.  
  14. }
  15. else if (NdotYAxis > NdotXAxis && NdotYAxis > NdotZAxis)
  16. {
  17. Triangle t;
  18. t.v[0] = {v0.x, v0.z};
  19. t.v[1] = {v1.x, v1.z};
  20. t.v[2] = {v2.x, v2.z};
  21. clustersY[i].triangles.push_back(t);
  22. }
  23. else
  24. {
  25. Triangle t;
  26. t.v[0] = {v0.x, v0.y};
  27. t.v[1] = {v1.x, v1.y};
  28. t.v[2] = {v2.x, v2.y};
  29. clustersZ[i].triangles.push_back(t);
  30. }
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