Refactoring smoothing and normal generation code.
This commit is contained in:
@ -8,7 +8,6 @@ SET(CORE_SRC_FILES
|
||||
source/IndexedSurfacePatch.cpp
|
||||
source/Log.cpp
|
||||
source/Region.cpp
|
||||
source/SurfaceAdjusters.cpp
|
||||
source/SurfaceExtractor.cpp
|
||||
source/SurfaceExtractors.cpp
|
||||
source/SurfaceVertex.cpp
|
||||
@ -22,7 +21,6 @@ SET(CORE_INC_FILES
|
||||
include/Log.h
|
||||
include/PolyVoxForwardDeclarations.h
|
||||
include/Region.h
|
||||
include/SurfaceAdjusters.h
|
||||
include/SurfaceExtractor.h
|
||||
include/SurfaceExtractors.h
|
||||
include/SurfaceVertex.h
|
||||
|
@ -51,6 +51,10 @@ namespace PolyVox
|
||||
void clear(void);
|
||||
const bool isEmpty(void) const;
|
||||
|
||||
void smooth(float fAmount, bool bIncludeEdgeVertices = false);
|
||||
|
||||
void generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices = false);
|
||||
|
||||
Vector3DInt32 m_v3dRegionPosition; //FIXME - remove this?
|
||||
|
||||
int32_t m_iTimeStamp;
|
||||
|
@ -1,39 +0,0 @@
|
||||
#pragma region License
|
||||
/******************************************************************************
|
||||
This file is part of the PolyVox library
|
||||
Copyright (C) 2006 David Williams
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
******************************************************************************/
|
||||
#pragma endregion
|
||||
|
||||
#ifndef __PolyVox_SurfaceAdjusters_H__
|
||||
#define __PolyVox_SurfaceAdjusters_H__
|
||||
|
||||
#pragma region Headers
|
||||
#include "PolyVoxForwardDeclarations.h"
|
||||
#include "PolyVoxImpl/TypeDef.h"
|
||||
|
||||
#include "PolyVoxImpl/CPlusPlusZeroXSupport.h"
|
||||
#pragma endregion
|
||||
|
||||
namespace PolyVox
|
||||
{
|
||||
POLYVOXCORE_API void smoothRegionGeometry(Volume<uint8_t>* volumeData, IndexedSurfacePatch& isp);
|
||||
POLYVOXCORE_API void adjustDecimatedGeometry(Volume<uint8_t>* volumeData, IndexedSurfacePatch& isp, uint8_t val);
|
||||
POLYVOXCORE_API IndexedSurfacePatch getSmoothedSurface(IndexedSurfacePatch ispInput);
|
||||
}
|
||||
|
||||
#endif
|
@ -1,50 +0,0 @@
|
||||
/******************************************************************************
|
||||
This file is part of a voxel plugin for OGRE
|
||||
Copyright (C) 2006 David Williams
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
******************************************************************************/
|
||||
|
||||
#ifndef __PolyVox_SurfaceTriangle_H__
|
||||
#define __PolyVox_SurfaceTriangle_H__
|
||||
|
||||
#include "SurfaceTypes.h"
|
||||
|
||||
namespace PolyVox
|
||||
{
|
||||
class SurfaceTriangle
|
||||
{
|
||||
public:
|
||||
SurfaceTriangle();
|
||||
|
||||
friend bool operator == (const SurfaceTriangle& lhs, const SurfaceTriangle& rhs);
|
||||
friend bool operator < (const SurfaceTriangle& lhs, const SurfaceTriangle& rhs);
|
||||
|
||||
const SurfaceEdgeIterator& getEdge(void) const;
|
||||
|
||||
void setEdge(const SurfaceEdgeIterator& edgeToSet);
|
||||
|
||||
//std::string tostring(void);
|
||||
|
||||
private:
|
||||
SurfaceEdgeIterator edge;
|
||||
};
|
||||
|
||||
|
||||
|
||||
//bool operator < (const SurfaceTriangleIterator& lhs, const SurfaceTriangleIterator& rhs);
|
||||
}
|
||||
|
||||
#endif
|
@ -114,5 +114,78 @@ namespace PolyVox
|
||||
return (getNoOfVertices() == 0) || (getNoOfIndices() == 0);
|
||||
}
|
||||
|
||||
|
||||
void IndexedSurfacePatch::smooth(float fAmount, bool bIncludeEdgeVertices)
|
||||
{
|
||||
std::vector<SurfaceVertex> vecOriginalVertices = m_vecVertices;
|
||||
|
||||
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
|
||||
{
|
||||
SurfaceVertex& v0 = vecOriginalVertices[*iterIndex];
|
||||
SurfaceVertex& v0New = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v1 = vecOriginalVertices[*iterIndex];
|
||||
SurfaceVertex& v1New = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v2 = vecOriginalVertices[*iterIndex];
|
||||
SurfaceVertex& v2New = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
|
||||
//FIXME - instead of finding these opposite points (Opp) we could just use the midpoint?
|
||||
Vector3DFloat v0Opp = (v1.position + v2.position) / 2.0f;
|
||||
Vector3DFloat v1Opp = (v0.position + v2.position) / 2.0f;
|
||||
Vector3DFloat v2Opp = (v0.position + v1.position) / 2.0f;
|
||||
|
||||
Vector3DFloat v0ToOpp = v0Opp - v0.position;
|
||||
v0ToOpp.normalise();
|
||||
Vector3DFloat v1ToOpp = v1Opp - v1.position;
|
||||
v1ToOpp.normalise();
|
||||
Vector3DFloat v2ToOpp = v2Opp - v2.position;
|
||||
v2ToOpp.normalise();
|
||||
|
||||
Vector3DFloat n0 = v0.getNormal();
|
||||
n0.normalise();
|
||||
Vector3DFloat n1 = v1.getNormal();
|
||||
n1.normalise();
|
||||
Vector3DFloat n2 = v2.getNormal();
|
||||
n2.normalise();
|
||||
|
||||
v0New.position += (n0 * (n0.dot(v0ToOpp)) * fAmount);
|
||||
v1New.position += (n1 * (n1.dot(v1ToOpp)) * fAmount);
|
||||
v2New.position += (n2 * (n2.dot(v2ToOpp)) * fAmount);
|
||||
}
|
||||
}
|
||||
|
||||
void IndexedSurfacePatch::generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices)
|
||||
{
|
||||
for(vector<SurfaceVertex>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
|
||||
{
|
||||
iterVertex->setNormal(Vector3DFloat(0.0f,0.0f,0.0f));
|
||||
}
|
||||
|
||||
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
|
||||
{
|
||||
SurfaceVertex& v0 = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v1 = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v2 = m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
|
||||
Vector3DFloat triangleNormal = (v1.getPosition()-v0.getPosition()).cross(v2.getPosition()-v0.getPosition());
|
||||
|
||||
v0.setNormal(v0.getNormal() + triangleNormal);
|
||||
v1.setNormal(v1.getNormal() + triangleNormal);
|
||||
v2.setNormal(v2.getNormal() + triangleNormal);
|
||||
}
|
||||
|
||||
if(bNormalise)
|
||||
{
|
||||
for(vector<SurfaceVertex>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
|
||||
{
|
||||
Vector3DFloat normal = iterVertex->getNormal();
|
||||
normal.normalise();
|
||||
iterVertex->setNormal(normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,197 +0,0 @@
|
||||
#include "SurfaceAdjusters.h"
|
||||
|
||||
#include "VolumeSampler.h"
|
||||
#include "GradientEstimators.h"
|
||||
#include "IndexedSurfacePatch.h"
|
||||
#include "PolyVoxImpl/Utility.h"
|
||||
#include "VoxelFilters.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace PolyVox
|
||||
{
|
||||
void smoothRegionGeometry(Volume<uint8_t>* volumeData, IndexedSurfacePatch& isp)
|
||||
{
|
||||
const uint8_t uSmoothingFactor = 2;
|
||||
const float fThreshold = 0.5f;
|
||||
|
||||
VolumeSampler<uint8_t> volIter(*volumeData);
|
||||
|
||||
std::vector<SurfaceVertex>& vecVertices = isp.getRawVertexData();
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = vecVertices.begin();
|
||||
while(iterSurfaceVertex != vecVertices.end())
|
||||
{
|
||||
for(int ct = 0; ct < uSmoothingFactor; ++ct)
|
||||
{
|
||||
const Vector3DFloat& v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
|
||||
const Vector3DInt32 v3dFloor = static_cast<Vector3DInt32>(v3dPos);
|
||||
const Vector3DFloat& v3dRem = v3dPos - static_cast<Vector3DFloat>(v3dFloor);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->getEnclosingRegion().containsPoint(v3dFloor,2);
|
||||
bool upperCornerInside = volumeData->getEnclosingRegion().containsPoint(v3dFloor+Vector3DInt32(1,1,1),2);
|
||||
|
||||
if(lowerCornerInside && upperCornerInside) //If this test fails the vertex will be left as it was
|
||||
{
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,0,0)));
|
||||
const float v000 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad000 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,0,0)));
|
||||
const float v100 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad100 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,1,0)));
|
||||
const float v010 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad010 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,1,0)));
|
||||
const float v110 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad110 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,0,1)));
|
||||
const float v001 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad001 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,0,1)));
|
||||
const float v101 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad101 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,1,1)));
|
||||
const float v011 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad011 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,1,1)));
|
||||
const float v111 = computeSmoothedVoxel(volIter);
|
||||
Vector3DFloat grad111 = computeSmoothCentralDifferenceGradient(volIter);
|
||||
|
||||
float fInterVal = trilinearlyInterpolate(v000,v100,v010,v110,v001,v101,v011,v111,v3dRem.getX(),v3dRem.getY(),v3dRem.getZ());
|
||||
Vector3DFloat fInterGrad = trilinearlyInterpolate(grad000,grad100,grad010,grad110,grad001,grad101,grad011,grad111,v3dRem.getX(),v3dRem.getY(),v3dRem.getZ());
|
||||
|
||||
fInterGrad.normalise();
|
||||
float fDiff = fInterVal - fThreshold;
|
||||
iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() + (fInterGrad * fDiff));
|
||||
iterSurfaceVertex->setNormal(fInterGrad); //This is actually the gradient for the previous position, but it won't have moved much.
|
||||
} //if(lowerCornerInside && upperCornerInside)
|
||||
} //for(int ct = 0; ct < uSmoothingFactor; ++ct)
|
||||
++iterSurfaceVertex;
|
||||
} //while(iterSurfaceVertex != vecVertices.end())
|
||||
}
|
||||
|
||||
void adjustDecimatedGeometry(Volume<uint8_t>* volumeData, IndexedSurfacePatch& isp, uint8_t val)
|
||||
{
|
||||
VolumeSampler<uint8_t> volIter(*volumeData);
|
||||
|
||||
std::vector<SurfaceVertex>& vecVertices = isp.getRawVertexData();
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = vecVertices.begin();
|
||||
while(iterSurfaceVertex != vecVertices.end())
|
||||
{
|
||||
Vector3DFloat v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
|
||||
Vector3DInt32 v3dFloor = static_cast<Vector3DInt32>(v3dPos);
|
||||
|
||||
VolumeSampler<uint8_t> volIter(*volumeData);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->getEnclosingRegion().containsPoint(v3dFloor,1);
|
||||
bool upperCornerInside = volumeData->getEnclosingRegion().containsPoint(v3dFloor+Vector3DInt32(1,1,1),1);
|
||||
|
||||
if(lowerCornerInside && upperCornerInside) //If this test fails the vertex will be left as it was
|
||||
{
|
||||
//volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor));
|
||||
//const uint8_t uFloor = volIter.getVoxel();
|
||||
if(((v3dPos.getX() - v3dFloor.getX()) < 0.001) && ((v3dPos.getY() - v3dFloor.getY()) < 0.001) && ((v3dPos.getZ() - v3dFloor.getZ()) < 0.001))
|
||||
//int x = v3dPos.getX();
|
||||
//if(x % 2 != 0)
|
||||
//if((iterSurfaceVertex->getNormal().getX() > 0.5f) || (iterSurfaceVertex->getNormal().getX() < -0.5f))
|
||||
{
|
||||
//exit(0);
|
||||
//volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(1,0,0)));
|
||||
//const uint8_t uCeil = volIter.getVoxel();
|
||||
//if(uFloor == uCeil) //In this case they must both be zero
|
||||
{
|
||||
//if(iterSurfaceVertex->getNormal().getX() > 0)
|
||||
{
|
||||
iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() - iterSurfaceVertex->getNormal() * 0.5f);
|
||||
v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
|
||||
v3dFloor = static_cast<Vector3DInt32>(v3dPos);
|
||||
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor));
|
||||
const uint8_t uFloor = volIter.getVoxel();
|
||||
|
||||
uint8_t uCeil;
|
||||
if((iterSurfaceVertex->getNormal().getX() > 0.5f) || (iterSurfaceVertex->getNormal().getX() < -0.5f))
|
||||
{
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(1,0,0)));
|
||||
uCeil = volIter.getVoxel();
|
||||
}
|
||||
if((iterSurfaceVertex->getNormal().getY() > 0.5f) || (iterSurfaceVertex->getNormal().getY() < -0.5f))
|
||||
{
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(0,1,0)));
|
||||
uCeil = volIter.getVoxel();
|
||||
}
|
||||
if((iterSurfaceVertex->getNormal().getZ() > 0.5f) || (iterSurfaceVertex->getNormal().getZ() < -0.5f))
|
||||
{
|
||||
volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(0,0,1)));
|
||||
uCeil = volIter.getVoxel();
|
||||
}
|
||||
|
||||
if(uFloor == uCeil)
|
||||
{
|
||||
//NOTE: The normal should actually be multiplied by 1.0f. This works
|
||||
//for the simple cube but causes depth fighting on more complex shapes.
|
||||
iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() - iterSurfaceVertex->getNormal() * 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
++iterSurfaceVertex;
|
||||
} //while(iterSurfaceVertex != vecVertices.end())
|
||||
}
|
||||
|
||||
IndexedSurfacePatch getSmoothedSurface(IndexedSurfacePatch ispInput)
|
||||
{
|
||||
IndexedSurfacePatch ispOutput = ispInput;
|
||||
|
||||
for(vector<uint32_t>::iterator iterIndex = ispInput.m_vecTriangleIndices.begin(); iterIndex != ispInput.m_vecTriangleIndices.end();)
|
||||
{
|
||||
SurfaceVertex& v0 = ispOutput.m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v1 = ispOutput.m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
SurfaceVertex& v2 = ispOutput.m_vecVertices[*iterIndex];
|
||||
iterIndex++;
|
||||
|
||||
//FIXME - instead of finding these opposite points (Opp) we could just use the midpoint?
|
||||
Vector3DFloat v0Opp = (v1.position + v2.position) / 2.0f;
|
||||
Vector3DFloat v1Opp = (v0.position + v2.position) / 2.0f;
|
||||
Vector3DFloat v2Opp = (v0.position + v1.position) / 2.0f;
|
||||
|
||||
Vector3DFloat v0ToOpp = v0Opp - v0.position;
|
||||
v0ToOpp.normalise();
|
||||
Vector3DFloat v1ToOpp = v1Opp - v1.position;
|
||||
v1ToOpp.normalise();
|
||||
Vector3DFloat v2ToOpp = v2Opp - v2.position;
|
||||
v2ToOpp.normalise();
|
||||
|
||||
Vector3DFloat n0 = v0.getNormal();
|
||||
n0.normalise();
|
||||
Vector3DFloat n1 = v1.getNormal();
|
||||
n1.normalise();
|
||||
Vector3DFloat n2 = v2.getNormal();
|
||||
n2.normalise();
|
||||
|
||||
v0.position += (n0 * (n0.dot(v0ToOpp)) * 0.1f);
|
||||
v1.position += (n1 * (n1.dot(v1ToOpp)) * 0.1f);
|
||||
v2.position += (n2 * (n2.dot(v2ToOpp)) * 0.1f);
|
||||
|
||||
/*Vector3DFloat triNormal = (v0.getPosition() - v1.getPosition()).cross(v2.getPosition() - v1.getPosition());
|
||||
triNormal.normalise();
|
||||
|
||||
v0.position += (n0 * (triNormal.dot(n0)) * -0.01f);
|
||||
v1.position += (n1 * (triNormal.dot(n1)) * -0.01f);
|
||||
v2.position += (n2 * (triNormal.dot(n2)) * -0.01f);*/
|
||||
}
|
||||
|
||||
return ispOutput;
|
||||
}
|
||||
}
|
@ -5,7 +5,6 @@
|
||||
#include "IndexedSurfacePatch.h"
|
||||
#include "PolyVoxImpl/MarchingCubesTables.h"
|
||||
#include "Region.h"
|
||||
#include "SurfaceAdjusters.h"
|
||||
#include "VolumeSampler.h"
|
||||
|
||||
#include "PolyVoxImpl/DecimatedSurfaceExtractor.h"
|
||||
|
@ -1,59 +0,0 @@
|
||||
#include "SurfaceTriangle.h"
|
||||
#include "SurfaceVertex.h"
|
||||
#include "SurfaceEdge.h"
|
||||
|
||||
namespace PolyVox
|
||||
{
|
||||
SurfaceTriangle::SurfaceTriangle()
|
||||
{
|
||||
}
|
||||
|
||||
const SurfaceEdgeIterator& SurfaceTriangle::getEdge(void) const
|
||||
{
|
||||
return edge;
|
||||
}
|
||||
|
||||
void SurfaceTriangle::setEdge(const SurfaceEdgeIterator& edgeToSet)
|
||||
{
|
||||
edge = edgeToSet;
|
||||
}
|
||||
|
||||
/*std::string SurfaceTriangle::tostring(void)
|
||||
{
|
||||
std::stringstream ss;
|
||||
|
||||
uint16_t ct = 0;
|
||||
SurfaceEdgeIterator edgeIter = edge;
|
||||
ss << "SurfaceTriangle:";
|
||||
do
|
||||
{
|
||||
ss << "\n Edge " << ct << " = " << edgeIter->tostring();
|
||||
if(edgeIter->hasOtherHalfEdge)
|
||||
{
|
||||
ss << "\n Opp Edge " << ct << " = " << edgeIter->otherHalfEdge->tostring();
|
||||
}
|
||||
else
|
||||
{
|
||||
ss << "\n No Other Half";
|
||||
}
|
||||
edgeIter = edgeIter->nextHalfEdge;
|
||||
++ct;
|
||||
}
|
||||
while(edgeIter != edge);
|
||||
return ss.str();
|
||||
}*/
|
||||
|
||||
bool operator == (const SurfaceTriangle& lhs, const SurfaceTriangle& rhs)
|
||||
{
|
||||
//Edges are unique in the set, so if the two positions are the same the
|
||||
//two iterators must also be the same. So we just check the iterators.
|
||||
return (lhs.edge == rhs.edge);
|
||||
}
|
||||
|
||||
bool operator < (const SurfaceTriangle& lhs, const SurfaceTriangle& rhs)
|
||||
{
|
||||
//Unlike the equality operator, we can't compare iterators.
|
||||
//So dereference and compare the results.
|
||||
return (*lhs.edge < *rhs.edge);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user