adapted some functions to polygonal meshes
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49251952c1
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f2b92b6484
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@ -520,7 +520,7 @@ public:
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UpdateFlags<MeshType>::VertexClearV(m);
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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for(int i=0;i<3;i++)
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for (int i=0; i<fi->VN(); i++)
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if ((*fi).V(i)->IsS() && !(*fi).V(i)->IsV())
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{
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(*fi).V(i)->SetV();
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@ -922,9 +922,10 @@ public:
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FaceIterator fi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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TD[(*fi).V(0)]++;
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TD[(*fi).V(1)]++;
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TD[(*fi).V(2)]++;
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for (int k=0; k<fi->VN(); k++)
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{
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TD[(*fi).V(k)]++;
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}
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}
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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@ -932,8 +933,9 @@ public:
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// mark out of the game the vertexes that are incident on non manifold edges.
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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for(int i=0;i<3;++i)
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if (!IsManifold(*fi,i)) {
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for(int i=0; i<fi->VN(); ++i)
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if (!IsManifold(*fi,i))
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{
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(*fi).V0(i)->SetV();
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(*fi).V1(i)->SetV();
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}
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@ -942,7 +944,8 @@ public:
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// from it and using FF is the same of the previously counted.
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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for(int i=0;i<3;i++) if(!(*fi).V(i)->IsV()){
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for(int i=0; i<fi->VN(); i++) if (!(*fi).V(i)->IsV())
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{
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(*fi).V(i)->SetV();
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face::Pos<FaceType> pos(&(*fi),i);
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@ -950,7 +953,8 @@ public:
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if (starSizeFF != TD[(*fi).V(i)])
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{
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if(selectVert) (*fi).V(i)->SetS();
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if (selectVert)
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(*fi).V(i)->SetS();
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nonManifoldCnt++;
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}
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}
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