Modified intersectionPlaneQuality so that it also compute the per vertex normal according to the mesh...
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@ -148,22 +148,30 @@ bool IntersectionPlaneMeshQuality(TriMeshType & m,
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EdgeMeshType & em)
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{
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std::vector<Point3f> ptVec;
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std::vector<Point3f> nmVec;
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tri::UpdateQuality<TriMeshType>::VertexFromPlane(m,pl);
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for(size_t i=0;i<m.face.size();i++)
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if(!m.face[i].IsD())
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{
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ptVec.clear();
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nmVec.clear();
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for(int j=0;j<3;++j)
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{
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if((m.face[i].V0(j)->Q() * m.face[i].V1(j)->Q())<0)
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{
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const Point3f &p0 = m.face[i].V0(j)->cP();
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const Point3f &p1 = m.face[i].V1(j)->cP();
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const Point3f &n0 = m.face[i].V0(j)->cN();
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const Point3f &n1 = m.face[i].V1(j)->cN();
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float q0 = m.face[i].V0(j)->Q();
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float q1 = m.face[i].V1(j)->Q();
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// printf("Intersection ( %3.2f %3.2f %3.2f )-( %3.2f %3.2f %3.2f )\n",p0[0],p0[1],p0[2],p1[0],p1[1],p1[2]);
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Point3f pp;
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Segment3f seg(p0,p1);
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IntersectionPlaneSegment(pl,seg,pp);
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ptVec.push_back(pp);
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Point3f nn =(n0*fabs(q1) + n1*fabs(q0))/fabs(q0-q1);
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nmVec.push_back(nn);
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}
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if(m.face[i].V(j)->Q()==0) ptVec.push_back(m.face[i].V(j)->cP());
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}
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@ -173,9 +181,11 @@ bool IntersectionPlaneMeshQuality(TriMeshType & m,
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vcg::tri::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::tri::Allocator<EdgeMeshType>::AddVertices(em,2);
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(*vi).P() = ptVec[0];
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(*vi).N() = nmVec[0];
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em.edge.back().V(0) = &(*vi);
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vi++;
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(*vi).P() = ptVec[1];
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(*vi).N() = nmVec[1];
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em.edge.back().V(1) = &(*vi);
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}
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}
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