Added updating of the bbox for generic mesh build
Added build for point clouds Added Clear at the beginning of the Build(m)
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@ -558,6 +558,7 @@ void Torus(MeshType &m, float hRingRadius, float vRingRadius, int hRingDiv=24, i
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}
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// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
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// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
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// and a vector of faces (objects having a triple of ints at theri beginning).
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// and a vector of faces (objects having a triple of ints at theri beginning).
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template <class MeshType,class V, class F >
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template <class MeshType,class V, class F >
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@ -569,6 +570,7 @@ void Build( MeshType & in, const V & v, const F & f)
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceIterator FaceIterator;
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typedef typename MeshType::FaceIterator FaceIterator;
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in.Clear();
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Allocator<MeshType>::AddVertices(in,v.size());
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Allocator<MeshType>::AddVertices(in,v.size());
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Allocator<MeshType>::AddFaces(in,f.size());
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Allocator<MeshType>::AddFaces(in,f.size());
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@ -604,8 +606,17 @@ void Build( MeshType & in, const V & v, const F & f)
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in.face[i].V(0) = &in.vert[ ff[0] ];
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in.face[i].V(0) = &in.vert[ ff[0] ];
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in.face[i].V(1) = &in.vert[ ff[0] ];
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in.face[i].V(1) = &in.vert[ ff[0] ];
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in.face[i].V(2) = &in.vert[ ff[0] ];
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in.face[i].V(2) = &in.vert[ ff[0] ];
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}
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}
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tri::UpdateBounding<MeshType>::Box(in);
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}
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template <class MeshType,class V>
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void Build( MeshType & in, const V & v)
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{
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std::vector<int[3]> dummyfaceVec;
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Build(in,v,dummyfaceVec);
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}
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}
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// Build a regular grid mesh as a typical height field mesh
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// Build a regular grid mesh as a typical height field mesh
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