Added a few comments...
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@ -40,7 +40,7 @@ public:
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VERTEX_TYPE *&V(int i) { return v[i]; }
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VERTEX_TYPE *&V(int i) { return v[i]; }
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VERTEX_TYPE *cV(int i) const { return v[i]; }
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VERTEX_TYPE *cV(int i) const { return v[i]; }
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private:
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private:
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VERTEX_TYPE *v[2];
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VERTEX_TYPE *v[2]; // remember that v[0] will be deleted and v[1] will survive (eventually with a new position)
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};
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};
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@ -229,6 +229,9 @@ public:
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return true;
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return true;
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}
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}
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// Main function; the one that actually make the collapse
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// remember that v[0] will be deleted and v[1] will survive (eventually with a new position)
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// hint to do a 'collapse onto a vertex simply pass p as the position of the surviving vertex
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static int Do(TriMeshType &m, VertexPair & c, const Point3<ScalarType> &p)
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static int Do(TriMeshType &m, VertexPair & c, const Point3<ScalarType> &p)
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{
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{
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EdgeSet es;
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EdgeSet es;
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