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- glm::vec3 faceNormal = glm::normalize( glm::cross( v1-v0, v2-v0 ) );
- float NdotXAxis = std::abs( faceNormal.x );
- float NdotYAxis = std::abs( faceNormal.y );
- float NdotZAxis = std::abs( faceNormal.z );
- if (NdotXAxis > NdotYAxis && NdotXAxis > NdotZAxis)
- {
- Triangle t;
- t.v[0] = {v0.z, v0.y};
- t.v[1] = {v1.z, v1.y};
- t.v[2] = {v2.z, v2.y};
- clustersX[i].triangles.push_back(t);
- }
- else if (NdotYAxis > NdotXAxis && NdotYAxis > NdotZAxis)
- {
- Triangle t;
- t.v[0] = {v0.x, v0.z};
- t.v[1] = {v1.x, v1.z};
- t.v[2] = {v2.x, v2.z};
- clustersY[i].triangles.push_back(t);
- }
- else
- {
- Triangle t;
- t.v[0] = {v0.x, v0.y};
- t.v[1] = {v1.x, v1.y};
- t.v[2] = {v2.x, v2.y};
- clustersZ[i].triangles.push_back(t);
- }
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