Changed ComputeFaceEdgeHistogram into ComputeFaceEdgeDistribution. It was plainly wrong... :(

This commit is contained in:
Paolo Cignoni 2012-07-06 08:08:24 +00:00
parent 38b8ab1f15
commit 3d956d8b48
1 changed files with 13 additions and 20 deletions

View File

@ -235,37 +235,30 @@ class Stat
return h.Avg();
}
static int ComputeFaceEdgeHistogram( MeshType & m, Histogramf &h)
static void ComputeFaceEdgeDistribution( MeshType & m, Distribution<float> &h)
{
h.Clear();
h.SetRange( 0, m.bbox.Diag(), 10000);
tri::UpdateFlags<MeshType>::VertexClearV(m);
tri::UpdateFlags<MeshType>::FaceBorderFromNone(m);
for(FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if(!(*fi).IsD())
{
if( !(*fi).V(0)->IsV() && !(*fi).V(1)->IsV() )
for(int i=0;i<3;++i)
{
h.Add(Distance<float>((*fi).V(0)->P(),(*fi).V(1)->P()));
(*fi).V(0)->SetV();
(*fi).V(1)->SetV();
}
if( !(*fi).V(1)->IsV() && !(*fi).V(2)->IsV())
{
h.Add(Distance<float>((*fi).V(1)->P(),(*fi).V(2)->P()));
(*fi).V(2)->SetV();
(*fi).V(1)->SetV();
}
if( !(*fi).V(2)->IsV() && !(*fi).V(0)->IsV())
{
h.Add(Distance<float>((*fi).V(2)->P(),(*fi).V(0)->P()));
(*fi).V(0)->SetV();
(*fi).V(2)->SetV();
h.Add(Distance<float>(fi->P0(i),fi->P1(i)));
if(fi->IsB(i)) // to be uniform border edges must be added twice...
h.Add(Distance<float>(fi->P0(i),fi->P1(i)));
}
}
}
return 0;
}
static ScalarType ComputeFaceEdgeAverage(MeshType & m)
{
Distribution<float> h;
ComputeFaceEdgeDistribution(m,h);
return h.Avg();
}
}; // end class
} //End Namespace tri