Mesh: Fix source typo
Modified so it wouldn't show up in codespell results.
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@@ -952,7 +952,7 @@ void MeshObject::offsetSpecial2(float fSize)
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Base::Builder3D builder;
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std::vector<Base::Vector3f> PointNormals = _kernel.CalcVertexNormals();
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std::vector<Base::Vector3f> FaceNormals;
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std::set<FacetIndex> fliped;
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std::set<FacetIndex> flipped;
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MeshCore::MeshFacetIterator it(_kernel);
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for (it.Init(); it.More(); it.Next()) {
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@@ -988,20 +988,20 @@ void MeshObject::offsetSpecial2(float fSize)
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drawStyle,
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Base::ColorRGB {1.0F, 0.0F, 0.0F}};
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builder.addNode(item);
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fliped.insert(it.Position());
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flipped.insert(it.Position());
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}
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}
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// if there are no flipped triangles -> stop
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// int f =fliped.size();
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if (fliped.empty()) {
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// int f =flipped.size();
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if (flipped.empty()) {
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break;
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}
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for (FacetIndex It : fliped) {
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for (FacetIndex It : flipped) {
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alg.CollapseFacet(It);
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}
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fliped.clear();
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flipped.clear();
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}
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alg.Cleanup();
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@@ -61,7 +61,7 @@ void MeshAlgos::offsetSpecial2(MeshCore::MeshKernel* Mesh, float fSize)
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Base::Builder3D builder;
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std::vector<Base::Vector3f> PointNormals = Mesh->CalcVertexNormals();
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std::vector<Base::Vector3f> FaceNormals;
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std::set<MeshCore::FacetIndex> fliped;
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std::set<MeshCore::FacetIndex> flipped;
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MeshFacetIterator it(*Mesh);
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for (it.Init(); it.More(); it.Next()) {
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@@ -98,18 +98,18 @@ void MeshAlgos::offsetSpecial2(MeshCore::MeshKernel* Mesh, float fSize)
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drawStyle,
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Base::ColorRGB {1.0F, 0.0F, 0.0F}};
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builder.addNode(item);
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fliped.insert(it.Position());
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flipped.insert(it.Position());
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}
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}
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if (fliped.empty()) {
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if (flipped.empty()) {
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break;
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}
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for (MeshCore::FacetIndex It : fliped) {
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for (MeshCore::FacetIndex It : flipped) {
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alg.CollapseFacet(It);
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}
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fliped.clear();
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flipped.clear();
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}
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alg.Cleanup();
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