harmless small refactoring
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f62e07ee66
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@ -74,15 +74,13 @@ void CreaseCut(MESH_TYPE &m, float angleRad)
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std::vector<int> indVec(m.fn*3,-1);
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int newVertexCounter=m.vn;
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int startVn=m.vn;
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FaceIterator fi;
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//const FaceType * nextf;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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for(int j=0;j<3;++j)
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if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases.
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{
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(*fi).V(j)->SetV();
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face::JumpingPos<FaceType> iPos(&*fi,j,(*fi).V(j));
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face::JumpingPos<FaceType> iPos(&*fi,j,(*fi).V(j));
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size_t vertInd = Index(m,iPos.v); //
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bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border.
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face::JumpingPos<FaceType> startPos=iPos;
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@ -106,7 +104,7 @@ void CreaseCut(MESH_TYPE &m, float angleRad)
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if(dotProd<cosangle)
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{ //qDebug(" Crease FOUND");
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++locCreaseCounter;
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++locCreaseCounter;
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curVertexCounter=newVertexCounter;
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newVertexCounter++;
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}
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@ -121,7 +119,7 @@ void CreaseCut(MESH_TYPE &m, float angleRad)
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tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
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tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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for(int j=0;j<3;++j) // foreach unvisited vertex
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{
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size_t faceInd = Index(m, *fi);
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