/*
<?xml version='1.0' standalone='yes' ?>
<!--  xml header for scripts & plugin manager --> 
<script>
	<name>Join Objects</name>
	<author>Julian MacDonald</author>
	<version>1.8</version>
    <beta>1</beta>
	<date>04/20/2004</date>
	<description>
This script joins a set of selected objects into a single triangle mesh
non-triangle meshes are converted to triangle meshes using the user-entered Max Error.
Smoothness values for vertices and edges are retained.  There is also the ability to 'weld' vertices
within a certain distance of each other.  
Textures are also partly retained.
Still to do:  	support for layered textures
Problems:	texture scaling/orientation/position not retained correctly (need access to methods - Peter to allow in next version)
		if a texture is used more than once with different mappings, only the last mapping is transferred.
    </description>
    <comments>
    </comments>
</script>
*/


scene=window.getScene();
sel=scene.getSelection();
//
// make sure at least 2 objects have been selected
if (sel.length<2) 
{
	new MessageDialog(window,"Select at least 2 objects");
	return;
}
//
ObjInfo=new ObjectInfo[sel.length];   // array for holding ObjInfos for each selected object
//
//
//  get a name for the new object and tolerance for
// triangle mesh conversion if required
//
nameField=new BTextField("JoinedMesh",20);
tolField=new ValueField(0.02,ValueField.POSITIVE);
yesWeld = new BCheckBox();
weldTolField=new ValueField(0.01,ValueField.POSITIVE);
yesTex=new BCheckBox();
sp1=new Spacer(nameField,nameField);
sp2=new Spacer(nameField,nameField);
sp3=new Spacer(nameField,nameField);
//
widgets=new Widget[]{nameField,sp1,tolField,sp2,yesWeld,weldTolField,sp3,yesTex};
labels=new String[]{"Name:",null,"Surface Accuracy:",null,"Weld Close Points:","Weld Distance:",null,"Retain Textures:"};
dlg = new ComponentsDialog(window, "Options for Resulting Mesh:",widgets,labels);
if (!dlg.clickedOk()) return;
//
objname = nameField.getText();
tol=tolField.getValue();
wantsWeld=yesWeld.getState();
weldTol=weldTolField.getValue();
wantsTex=yesTex.getState();
//
// go through selected objects and get ObjInfos
// convert any non-triangle meshes to triangle meshes
//
count=0;
for(int i=0;i<sel.length;i++)
{
	selObjInfo=scene.getObject(sel[i]);  // get the ith ObjInfo
	if (selObjInfo.object instanceof TriangleMesh)   // if it's a triangle mesh get it
	{
		ObjInfo[i]=scene.getObject(sel[i]);
	}  
	else  // otherwise convert to a triangle mesh
	{
		Obj=selObjInfo.object.convertToTriangleMesh(tol);
		ObjInfo[i]=new ObjectInfo(Obj,selObjInfo.coords,"");
	}
}
//
//
// get number of vertices/faces in joined mesh
vtot=0;
ftot=0;
etot=0;
numV=new int[sel.length];
for (i=0;i<sel.length;i++)
{
	v=ObjInfo[i].object.getVertices();
	f=ObjInfo[i].object.getFaces();
	e=ObjInfo[i].object.getEdges();
	numV[i]=v.length;  // number of vertices in each object
	vtot=vtot+v.length;   // total number of vertices in resulting mesh
	ftot=ftot+f.length;  // total number of faces in resulting mesh
	etot=etot+e.length;
}
//
va=new Vec3[vtot];   // create an array to hold the new mesh vertex coordinates
vs=new float[vtot];  // create an array to hold the new mesh vertex Smoothness values
es=new float[etot];  // create an array to hold the new mesh edge Smoothness values
fc=new int[ftot][3];  // create an array to hold the new mesh face data
count=0;
ecount=0;
fcount=0;
disp=0;
// cycle through the selected objects
for (i=0;i<sel.length;i++)
{
	// get vertex information and put into array for new mesh 
	v=ObjInfo[i].object.getVertices();
	mv=ObjInfo[i].coords.fromLocal();
	for (j=0;j<v.length;j++)
	{
		newV=new Vec3(v[j].r);
		mv.transform(newV);
		va[count]=newV;
		vs[count]=v[j].smoothness;
		count++;
	}
	// get edge smoothness values and put into array for new mesh
	e=ObjInfo[i].object.getEdges();
	for (k=0;k<e.length;k++)
	{
		es[ecount]=e[k].smoothness;
		ecount++;
	}
	 // get face information and put into array for new mesh 
	f=ObjInfo[i].object.getFaces();
	for (j=0;j<f.length;j++)
	{
		fc[fcount][0]=f[j].v1+disp;
		fc[fcount][1]=f[j].v2+disp;
		fc[fcount][2]=f[j].v3+disp;
		fcount++;
	}
	disp=disp+numV[i];
}
//
//
// add the new object to the scene
newMesh=new TriangleMesh(va,fc);
// put original smoothness values back
newVerts=newMesh.getVertices();
for (i=0;i<newVerts.length;i++)
{
	newVerts[i].smoothness=vs[i];
}
//
newEdges=newMesh.getEdges();
for (i=0;i<newEdges.length;i++)
{
	newEdges[i].smoothness=es[i];
}
//
//
//
//   TEXTURES
if (wantsTex)
{
// ** Transfer the texture information from the original objects to the new mesh **
//
layTex=new LayeredTexture();  // create a new LayeredTexture
layMap=new LayeredMapping(layTex); // get the associated LayeredMapping
//
tex=new Texture[sel.length];  // array for textures of each object
texMap=new TextureMapping[sel.length];  // array for texture mappings for each object texture
//
// loop through selected objects (and hence individual textures) and get the texture details
fc=0;  // face count
vc=0; // vertex count
for (i=0;i<sel.length;i++)
{
	tex[i]=ObjInfo[i].object.getTexture();    // get the texture for the ith object
	texMap[i]=ObjInfo[i].object.getTextureMapping().duplicate();  // get the mapping (i.e. type and scaling, orientation etc.)
	layMap.addLayer(tex[i]);  // add the ith object's texture to the layered texture
	layMap.setLayerMode(i,0);
}
newMesh.setTexture(layTex,layMap);   // apply the layered texture to the new mesh
//
//  The basic method here is to assign each layer of the new mesh's layered texture per-face
//  and then map the appropriate texture layer to the part of the mesh corresponding to the original object
//
faceParVal=new FaceParameterValue[sel.length];
for (h=0;h<sel.length;h++)
{
	// h is the texture number (i.e. h=0 is the texture of the first object, h=1 for second object etc.)
	// i is the layer number
	// texture numbers are ordered opposite to the layers they are in
	//
	texVal=new double[ftot];  // array to hold texture parameter values for each face
	i=sel.length-1-h;   // layer number
	texParams=new TextureParameter[texMap[h].getParameters().length];  // set up array for any texture parameters
//	print(texMap[h].getParameters());
	texParams=texMap[h].getParameters();  //get the texture parameters (if any) within the hth texture
	//
	tempParam=layMap.getLayerParameters(i);
	faceParVal[i]=new FaceParameterValue(newMesh,tempParam[0]);
	//  set the parameter values to 0 for the other parts of the mesh
	for (f=0;f<fc;f++)
	{
		texVal[f]=0.0;
	}
	//  set the parameter values to 1 for the relevant faces
	for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
	{
		texVal[f]=1.0;
	}
	// set the parameter values to 0 for the other parts of the mesh
	for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
	{
		texVal[f]=0.0;
	}
	newMesh.setParameterValue(tempParam[0],faceParVal[i]); 
	faceParVal[i].setValue(texVal);
	//
	// correct the texture mapping centre
	//
	// for linear 3D mapping
	if (texMap[i] instanceof LinearMapping3D)
	{
		texScale=texMap[i].getScale();
		texCent=texMap[i].getCenter();
		scaleCorr=new Vec3(1/texScale.x,1/texScale.y,1/texScale.z);
		scaleCorr.multiply(ObjInfo[i].coords.getOrigin());
		texMap[i].setCenter(scaleCorr);
	}
	// for 2D projection mapping
	if (texMap[i] instanceof ProjectionMapping)
	{
		texScale=texMap[i].getScale();
		texCent=texMap[i].getCenter();
		scaleCorr1=new Vec2(1/texScale.x,1/texScale.y);
		scaleCorr=new Vec2(scaleCorr1.x*ObjInfo[i].coords.getOrigin().x+texCent.x,scaleCorr1.y*ObjInfo[i].coords.getOrigin().y+texCent.y);
		texMap[i].setCenter(scaleCorr);
	}
	// for cylindrical or spherical mapping
	if ((texMap[i] instanceof CylindricalMapping)||(texMap[i] instanceof SphericalMapping))
	{
	//	paramVal=ObjInfo[i].object.getParameterValues();  //get texture coordinates
	//	texCoordsX=paramVal[0].getValue();
	//	texCoordsY=paramVal[1].getValue();
	//	texCoordsZ=paramVal[2].getValue();
	//	for (q=0;q<texCoordsX.length;q++)
	//	{
	//		texCoordsX[q]=texCoordsX[q]+ObjInfo[i].coords.getOrigin().x;
	//		texCoordsY[q]=texCoordsY[q]+ObjInfo[i].coords.getOrigin().y;
	//		texCoordsZ[q]=texCoordsZ[q]+ObjInfo[i].coords.getOrigin().z;
	//	}
	//	paramVal[0].setValue(texCoordsX);
	//	paramVal[1].setValue(texCoordsY);
	//	paramVal[2].setValue(texCoordsZ);
		texMap[i].setBoundToSurface(true);
	}
	layMap.setLayerMapping(h,texMap[i]);  // set the mapping correctly
	// cycle through the texture parameters, determine the mapping type and set the values for the
	// relevant part of the new mesh
	//
	for (j=0;j<texParams.length;j++)
	{
		paramVal=ObjInfo[h].object.getParameterValue(texParams[j]);  // determine mapping type
		//
		//  *** per-object texture parameters ***
		if (paramVal instanceof ConstantParameterValue)
		{
			tpVal=new double[ftot]; // array to hold texture parameter values for each face of new mesh
			val=paramVal.getValue(); // single value containing value of the parameter for the original object
			//  set the parameter values to 0 for the other parts of the mesh
			for (f=0;f<fc;f++)
			{
				tpVal[f]=0.0;
			}
			//  set the parameter values as per the original object for the relevant faces
			for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
			{
				tpVal[f]=val;
			}
			// set the parameter values to 0 for the other parts of the mesh
			for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
			{
				tpVal[f]=0.0;
			}
			paramVal2=new FaceParameterValue(tpVal);  // make a new FaceParameterValue to apply to new mesh
			newMesh.setParameterValue(texParams[j],paramVal2);  // apply it
		}
		//
		//
		// *** per-face texture parameters  ***
		if (paramVal instanceof FaceParameterValue)
		{
			tpVal=new double[ftot];  // array to hold texture parameter values for each face of new mesh
			valPerFace=paramVal.getValue();  // array containing values of the parameter for each face of original object
			//  set the parameter values to 0 for the other parts of the mesh
			for (f=0;f<fc;f++)
			{
				tpVal[f]=0.0;
			}
			//  set the parameter values as per the original object for the relevant faces
			for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
			{
				tpVal[f]=valPerFace[f-fc];
			}
			// set the parameter values to 0 for the other parts of the mesh
			for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
			{
				tpVal[f]=0.0;
			}
			paramVal2=new FaceParameterValue(tpVal);  // make a new FaceParameterValue to apply to new mesh
			newMesh.setParameterValue(texParams[j],paramVal2);  // apply it
		}
		//
		//
		// *** per-vertex parameters ***
		if (paramVal instanceof VertexParameterValue)
		{
			tpVal=new double[vtot]; // array to hold texture parameter values for each vertex of new mesh
			valPerVert=paramVal.getValue(); // array containing values of the parameter for each vertex of original object
			//  set the parameter values to 0 for the other parts of the mesh
			for (v=0;v<vc;v++)
			{
				tpVal[v]=0.0;
			}
			//  set the parameter values as per the original object for the relevant vertices
			for (v=vc;v<vc+ObjInfo[h].object.getVertices().length;v++)
			{
				tpVal[v]=valPerVert[v-vc];
			}
			//  set the parameter values to 0 for the other parts of the mesh
			for (v=vc+ObjInfo[h].object.getVertices().length;v<vtot;v++)
			{
				tpVal[v]=0.0;
			}
			paramVal2=new VertexParameterValue(tpVal); // make a new VertexParameterValue to apply to new mesh
			newMesh.setParameterValue(texParams[j],paramVal2);  // apply it
			print(paramVal2.getValue());
		}
		//
		//
		// *** per face-vertex texture parameters ***
		if (paramVal instanceof FaceVertexParameterValue)
		{
			tpVal=new double[3][ftot]; // array to hold texture parameter values for each face-vertex of new mesh
			valPerFace=paramVal.getValue(); //array containing values of the parameter for each face-vertex of original object
			//  set the parameter values to 0 for the other parts of the mesh
			for (f=0;f<fc;f++)
			{
				tpVal[0][f]=0.0;
				tpVal[1][f]=0.0;
				tpVal[2][f]=0.0;
			}
			//  set the parameter values as per the original object for the relevant face-vertices
			for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
			{
				tpVal[0][f]=valPerFace[0][f-fc];
				tpVal[1][f]=valPerFace[1][f-fc];
				tpVal[2][f]=valPerFace[2][f-fc];
			}
			// set the parameter values to 0 for the other parts of the mesh
			for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
			{
				tpVal[0][f]=0.0;
				tpVal[1][f]=0.0;
				tpVal[2][f]=0.0;
			}
			paramVal2=new FaceVertexParameterValue(tpVal);  // make a new FaceVertexParameterValue to apply to new mesh
			newMesh.setParameterValue(texParams[j],paramVal2);  // apply it
		}
	}

	//
	fc=fc+ObjInfo[h].object.getFaces().length;
	vc=vc+ObjInfo[h].object.getVertices().length;
}
//
//  add the new mesh to the scene.
//
newMesh.setTexture(layTex,layMap);   // apply the layered texture to the new mesh
}
//
//
//
//  WELD
//
if (wantsWeld)
{
	vert=newVerts;
	face=newMesh.getFaces();
	edge=newEdges;
	//
	reassignV=new int[vert.length];
	reposV=new int[vert.length];
	numCoVert=0;
	newVertIndex=new int [vert.length];
	vToBeDel=new int[vert.length];
	for (i=0;i<vert.length;i++)
	{
		reassignV[i]=-1;
		reposV[i]=i;
	}
	//
	for (v1=0;v1<vert.length;v1++)
	{
		for (v2=v1+1;v2<vert.length;v2++)
		{
			Dist=vert[v1].r.distance(vert[v2].r);
			if ((Dist<weldTol)&&(reassignV[v2]==-1))
			{
				reassignV[v2]=v1;
				for (k=v2+1;k<vert.length;k++)
				{
					reposV[k]--;
				}
				numCoVert++;
			}
		}
	}
	if (numCoVert==0)
	{
		new MessageDialog(window, "There are no vertices within the required tolerance");
		return;
	}
	// build new index
	for (i=0;i<vert.length;i++)
	{
		if (reassignV[i]!=-1) newVertIndex[i]=reposV[reassignV[i]]; else newVertIndex[i]=reposV[i];
	}
	//
	// create new vertices skipping 'duplicates'
	//
	vCount=0;
	newVert=new TriangleMesh.Vertex[vert.length-numCoVert];
	for (i=0;i<vert.length;i++)   // cycle through the vertices
	{
		skip=0;
		if (reassignV[i]==-1)
		{
			newVert[vCount]=vert[i];
			vCount++;
		}
	} 
	//
	// reassign the face vertices
	faceInfo=new int [face.length][3];
	for (f=0;f<face.length;f++)
	{
		faceInfo[f][0]=newVertIndex[face[f].v1];
		faceInfo[f][1]=newVertIndex[face[f].v2];
		faceInfo[f][2]=newVertIndex[face[f].v3];
	}
	//
	newMesh.setShape(newVert,faceInfo);
	}
//
//
window.addObject(newMesh,new CoordinateSystem(),objname,null);
