Removed inclusion of subset.h
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84b9387264
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@ -2,7 +2,6 @@
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#define VCG_BITQUAD_SUPPORT
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#define VCG_BITQUAD_SUPPORT
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#include <vector>
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#include <vector>
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#include <set>
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#include <set>
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#include <vcg/complex/algorithms/subset.h>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/space/planar_polygon_tessellation.h>
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#include <vcg/space/planar_polygon_tessellation.h>
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@ -27,11 +27,12 @@
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#include<vcg/space/plane3.h>
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#include<vcg/space/plane3.h>
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#include<vcg/space/segment3.h>
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#include<vcg/space/segment3.h>
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#include<vcg/space/intersection3.h>
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#include<vcg/space/intersection3.h>
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#include<vcg/complex/allocate.h>
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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/subset.h>
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#include<vcg/complex/append.h>
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#include<vcg/complex/algorithms/closest.h>
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#include<vcg/complex/algorithms/closest.h>
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#include<vcg/complex/algorithms/update/quality.h>
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#include<vcg/complex/algorithms/update/quality.h>
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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/update/selection.h>
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#ifndef __VCGLIB_INTERSECTION_TRI_MESH
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#ifndef __VCGLIB_INTERSECTION_TRI_MESH
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#define __VCGLIB_INTERSECTION_TRI_MESH
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#define __VCGLIB_INTERSECTION_TRI_MESH
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@ -329,13 +330,13 @@ void IntersectionBallMesh( TriMeshType & m, const vcg::Sphere3<ScalarType> &bal
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std::pair<ScalarType, ScalarType> info;
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std::pair<ScalarType, ScalarType> info;
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if(tol == 0) tol = M_PI * ball.Radius() * ball.Radius() / 100000;
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if(tol == 0) tol = M_PI * ball.Radius() * ball.Radius() / 100000;
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tri::UpdateSelection<TriMeshType>::FaceClear(m);
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for(fi = m.face.begin(); fi != m.face.end(); ++fi)
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for(fi = m.face.begin(); fi != m.face.end(); ++fi)
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if(!(*fi).IsD() && IntersectionSphereTriangle<ScalarType>(ball ,(*fi), witness , &info))
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if(!(*fi).IsD() && IntersectionSphereTriangle<ScalarType>(ball ,(*fi), witness , &info))
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closests.push_back(&(*fi));
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(*fi).SetS();
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res.Clear();
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res.Clear();
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SubSet(res,closests);
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tri::Append<TriMeshType,TriMeshType>::Selected(res,m);
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int i =0;
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int i =0;
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while(i<res.fn){
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while(i<res.fn){
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bool allIn = ( ball.IsIn(res.face[i].P(0)) && ball.IsIn(res.face[i].P(1))&&ball.IsIn(res.face[i].P(2)));
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bool allIn = ( ball.IsIn(res.face[i].P(0)) && ball.IsIn(res.face[i].P(1))&&ball.IsIn(res.face[i].P(2)));
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@ -25,7 +25,6 @@
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#define __VCGLIB_POLYGON_SUPPORT
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#define __VCGLIB_POLYGON_SUPPORT
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#include <vector>
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#include <vector>
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#include <vcg/complex/algorithms/subset.h>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/space/planar_polygon_tessellation.h>
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#include <vcg/space/planar_polygon_tessellation.h>
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