added missing face flags clear/setting members
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3cee0f23b5
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9dc34faae4
vcg/complex/trimesh/update
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@ -139,6 +139,14 @@ static void VertexClear(MeshType &m, unsigned int FlagMask = 0xffffffff)
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if(!(*vi).IsD()) (*vi).Flags() &= andMask ;
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if(!(*vi).IsD()) (*vi).Flags() &= andMask ;
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}
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}
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static void FaceClear(MeshType &m, unsigned int FlagMask = 0xffffffff)
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{
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FaceIterator fi;
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int andMask = ~FlagMask;
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for(fi=m.face.begin(); fi!=m.face.end(); ++fi)
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if(!(*fi).IsD()) (*fi).Flags() &= andMask ;
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}
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static void VertexSet(MeshType &m, unsigned int FlagMask)
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static void VertexSet(MeshType &m, unsigned int FlagMask)
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{
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{
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VertexIterator vi;
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VertexIterator vi;
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@ -149,6 +157,8 @@ static void VertexSet(MeshType &m, unsigned int FlagMask)
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static void VertexClearV(MeshType &m) { VertexClear(m,VertexType::VISITED);}
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static void VertexClearV(MeshType &m) { VertexClear(m,VertexType::VISITED);}
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static void VertexClearB(MeshType &m) { VertexClear(m,VertexType::BORDER);}
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static void VertexClearB(MeshType &m) { VertexClear(m,VertexType::BORDER);}
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static void FaceClearV(MeshType &m) { FaceClear(m,FaceType::VISITED);}
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static void FaceClearB(MeshType &m) { FaceClear(m,FaceType::BORDER);}
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/// \brief Compute the border flags for the faces using the Face-Face Topology.
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/// \brief Compute the border flags for the faces using the Face-Face Topology.
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