A few consistency tweaks
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@ -127,7 +127,7 @@ namespace PolyVox
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matrix[rows][1] = normal.getY();
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matrix[rows][2] = normal.getZ();
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Vector3DFloat p = vertices[i] - massPoint;
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const Vector3DFloat p = vertices[i] - massPoint;
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const Vector3DFloat product = normal * p;
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vector[rows] = product.getX() + product.getY() + product.getZ();
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@ -137,7 +137,7 @@ namespace PolyVox
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++rows;
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}
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const auto vertexPosition = evaluateQEF(matrix, vector, rows) + massPoint;
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const auto& vertexPosition = evaluateQEF(matrix, vector, rows) + massPoint;
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if(cellVertexNormal.lengthSquared() > 0.000001f)
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{
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@ -35,7 +35,7 @@ Vector3DFloat evaluateQEF(
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double x[3];
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solveSVD(u, v, d, vec, x, rows);
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return Vector3DFloat((float)x[0], (float)x[1], (float)x[2]);
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return {(float)x[0], (float)x[1], (float)x[2]};
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}
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//----------------------------------------------------------------------------
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