minor changes
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@ -420,7 +420,7 @@ public:
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\param maxDistanceThr max distance that we travel on the mesh starting from the sources
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\param withinDistanceVec a pointer to a vector for storing the vertexes reached within the passed maxDistanceThr
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\param sourceSeed pointer to the handle to keep for each vertex its seed
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\param parentSeed pointer to the handle to keep for each vertex its parent in the closest tree
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\param parentSeed pointer to the handle to keep for each vertex its parent in the closest tree (UNRELIABLE)
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Given a mesh and a vector of pointers to seed vertices, this function compute the approximated geodesic
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distance from the given sources to all the mesh vertices within the given maximum distance threshold.
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@ -442,6 +442,7 @@ It requires per vertex Quality (e.g. vertex::Quality component)
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\warning that this function has ALWAYS at least a linear cost (it use additional attributes that have a linear initialization)
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\todo make it O(output) by using incremental mark and persistent attributes.
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\todo fix sourceSeed output
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*/
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static bool Compute( MeshType & m,
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const std::vector<VertexPointer> & seedVec)
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@ -509,6 +510,9 @@ It is just a simple wrapper of the basic Compute()
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return true;
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}
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static inline std::string sourcesAttributeName(void) { return "sources"; }
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static inline std::string parentsAttributeName(void) { return "parent"; }
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template <class DistanceFunctor>
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static void PerFaceDijsktraCompute(MeshType &m, const std::vector<FacePointer> &seedVec,
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DistanceFunctor &distFunc,
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@ -522,10 +526,10 @@ It is just a simple wrapper of the basic Compute()
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tri::RequirePerFaceQuality(m);
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typename MeshType::template PerFaceAttributeHandle<FacePointer> sourceHandle
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= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer> (m,"sources");
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= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer>(m, sourcesAttributeName());
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typename MeshType::template PerFaceAttributeHandle<FacePointer> parentHandle
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= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer> (m,"parent");
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= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer>(m, parentsAttributeName());
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std::vector<FaceDist> Heap;
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tri::UnMarkAll(m);
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@ -586,10 +590,10 @@ It is just a simple wrapper of the basic Compute()
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tri::RequirePerVertexQuality(m);
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> sourceHandle
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= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m,"sources");
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= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer>(m, sourcesAttributeName());
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> parentHandle
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= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m,"parent");
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= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m, parentsAttributeName());
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std::vector<DIJKDist> Heap;
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tri::UnMarkAll(m);
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