Moved initialization to definition.
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@ -45,59 +45,43 @@ struct VoronoiProcessingParameter
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RegionArea=3
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RegionArea=3
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};
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};
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VoronoiProcessingParameter()
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VoronoiProcessingParameter() {}
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{
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colorStrategy = DistanceFromSeed;
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int colorStrategy=DistanceFromSeed;
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areaThresholdPerc=0;
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deleteUnreachedRegionFlag=false;
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constrainSelectedSeed=false;
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preserveFixedSeed=false;
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collapseShortEdge=false;
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collapseShortEdgePerc = 0.01f;
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triangulateRegion=false;
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unbiasedSeedFlag = true;
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geodesicRelaxFlag = true;
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relaxOnlyConstrainedFlag=false;
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refinementRatio = 5.0f;
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seedPerturbationProbability=0;
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seedPerturbationAmount = 0.001f;
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}
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float areaThresholdPerc=0;
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int colorStrategy;
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bool deleteUnreachedRegionFlag=false;
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float areaThresholdPerc;
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bool unbiasedSeedFlag= true;
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bool deleteUnreachedRegionFlag;
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bool constrainSelectedSeed=false; /// If true the selected vertexes define a constraining domain:
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bool unbiasedSeedFlag;
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bool constrainSelectedSeed; /// If true the selected vertexes define a constraining domain:
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/// During relaxation all selected seeds are constrained to move
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/// During relaxation all selected seeds are constrained to move
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/// only on other selected vertices.
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/// only on other selected vertices.
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/// In this way you can constrain some seed to move only on certain
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/// In this way you can constrain some seed to move only on certain
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/// domains, for example moving only along some linear features
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/// domains, for example moving only along some linear features
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/// like border of creases.
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/// like border of creases.
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bool relaxOnlyConstrainedFlag;
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bool relaxOnlyConstrainedFlag=false;
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bool preserveFixedSeed; /// If true the 'fixed' seeds are not moved during relaxation.
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bool preserveFixedSeed=false; /// If true the 'fixed' seeds are not moved during relaxation.
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/// \see MarkVertexVectorAsFixed function to see how to fix a set of seeds.
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/// \see MarkVertexVectorAsFixed function to see how to fix a set of seeds.
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float refinementRatio; /// It defines how much the input mesh has to be refined in order to have a supporting
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float refinementRatio = 5.0f; /// It defines how much the input mesh has to be refined in order to have a supporting
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/// triangulation that is dense enough to well approximate the voronoi diagram.
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/// triangulation that is dense enough to well approximate the voronoi diagram.
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/// reasonable values are in the range 4..10. It is used by PreprocessForVoronoi and this value
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/// reasonable values are in the range 4..10. It is used by PreprocessForVoronoi and this value
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/// says how many triangles you should expect in a voronoi region of a given radius.
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/// says how many triangles you should expect in a voronoi region of a given radius.
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float seedPerturbationProbability; /// if true at each iteration step each seed has the given probability to be perturbed a little.
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float seedPerturbationProbability=0; /// if true at each iteration step each seed has the given probability to be perturbed a little.
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float seedPerturbationAmount; /// As a bbox diag fraction (e.g. in the 0..1 range).
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float seedPerturbationAmount = 0.001f; /// As a bbox diag fraction (e.g. in the 0..1 range).
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// Convertion to Voronoi Diagram Parameters
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// Convertion to Voronoi Diagram Parameters
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bool triangulateRegion; /// If true when building the voronoi diagram mesh each region is a
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bool triangulateRegion=false; /// If true when building the voronoi diagram mesh each region is a
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/// triangulated polygon. Otherwise it each voronoi region is a star
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/// triangulated polygon. Otherwise it each voronoi region is a star
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/// triangulation with the original seed in the center.
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/// triangulation with the original seed in the center.
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bool collapseShortEdge;
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bool collapseShortEdge=false;
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float collapseShortEdgePerc;
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float collapseShortEdgePerc = 0.01f;
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bool geodesicRelaxFlag;
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bool geodesicRelaxFlag= true;
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};
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};
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template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
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template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
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