added k-neighbors instead of radius to make it more stable
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eab154fca5
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565f4c4f53
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@ -406,7 +406,8 @@ public:
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Eigen::MatrixXd PD1,PD2,PV1,PV2;
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Eigen::MatrixXd PD1,PD2,PV1,PV2;
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MeshToMatrix<MeshType>::GetTriMeshData(mesh,F,V);
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MeshToMatrix<MeshType>::GetTriMeshData(mesh,F,V);
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igl::principal_curvature(V,F,PD1,PD2,PV1,PV2,Nring);
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igl::principal_curvature(V,F,PD1,PD2,PV1,PV2,Nring,true);
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//then copy curvature per vertex
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//then copy curvature per vertex
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for (size_t i=0;i<mesh.vert.size();i++)
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for (size_t i=0;i<mesh.vert.size();i++)
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@ -497,7 +498,6 @@ public:
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// (SParam.curv_thr>0))
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// (SParam.curv_thr>0))
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InitByCurvature(mesh,SParam.curvRing);
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InitByCurvature(mesh,SParam.curvRing);
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SelectConstraints(mesh,SParam);
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SelectConstraints(mesh,SParam);
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//then do the actual smooth
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//then do the actual smooth
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SmoothDirections(mesh,SParam.Ndir,SParam.SmoothM,true,SParam.alpha_curv);
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SmoothDirections(mesh,SParam.Ndir,SParam.SmoothM,true,SParam.alpha_curv);
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