added namespacing
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f115db004c
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@ -14,6 +14,8 @@
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#define precisionQ 0.0000000001
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namespace vcg {
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namespace tri {
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template <class TriMesh,class PolyMesh>
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class Quadrangulator
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{
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@ -138,7 +140,7 @@ private:
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{
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ScalarType minTolerance=precisionQ;
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//first add all eddge
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for (int i=0;i<to_split.face.size();i++)
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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@ -193,7 +195,7 @@ private:
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}
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//then set the ones to be splitted
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for (int i=0;i<to_split.face.size();i++)
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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@ -216,7 +218,7 @@ private:
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}
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//then make them coherent
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for (int i=0;i<to_split.face.size();i++)
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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@ -543,13 +545,18 @@ private:
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if (poly.size()>2)
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{
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assert(poly.size()==UVpoly.size());
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std::reverse(poly.begin(),poly.end());
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// std::reverse(UVpoly.begin(),UVpoly.end());
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polygons.push_back(poly);
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UV.push_back(UVpoly);
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}
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//only one polygon per initial face
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break;
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}
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}
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}
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//FUNCTIONS NEEDED BY "UV WEDGE TO VERTEX" FILTER
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@ -644,6 +651,9 @@ public:
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PolyMesh &Pmesh,
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std::vector< std::vector< short int> > &UV)
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{
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UV.clear();
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Pmesh.Clear();
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TestIsProper(Tmesh);
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RoundInitial(Tmesh);
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@ -722,7 +732,9 @@ public:
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}
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}
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}
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};
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}
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}
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#endif
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