Mesh: Fix linter warnings
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@@ -109,7 +109,7 @@ unsigned long MeshObject::countSubElements(const char* Type) const
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if (element == "Mesh") {
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return 1;
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}
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else if (element == "Segment") {
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if (element == "Segment") {
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return countSegments();
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}
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return 0;
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@@ -123,7 +123,7 @@ Data::Segment* MeshObject::getSubElement(const char* Type, unsigned long n) cons
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segm->mesh = new MeshObject(*this);
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return segm;
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}
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else if (element == "Segment" && n < countSegments()) {
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if (element == "Segment" && n < countSegments()) {
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MeshSegment* segm = new MeshSegment();
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segm->mesh = new MeshObject(*this);
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const Segment& faces = getSegment(n);
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@@ -703,10 +703,9 @@ void MeshObject::deletedFacets(const std::vector<FacetIndex>& remFacets)
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// remove the invalid indices
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std::sort(segm.begin(), segm.end());
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std::vector<FacetIndex>::iterator ft =
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std::find_if(segm.begin(), segm.end(), [](FacetIndex v) {
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return v == MeshCore::FACET_INDEX_MAX;
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});
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auto ft = std::find_if(segm.begin(), segm.end(), [](FacetIndex v) {
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return v == MeshCore::FACET_INDEX_MAX;
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});
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if (ft != segm.end()) {
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segm.erase(ft, segm.end());
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}
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@@ -941,8 +940,7 @@ void MeshObject::offset(float fSize)
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unsigned int i = 0;
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// go through all the vertex normals
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for (std::vector<Base::Vector3f>::iterator It = normals.begin(); It != normals.end();
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++It, i++) {
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for (auto It = normals.begin(); It != normals.end(); ++It, i++) {
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// and move each mesh point in the normal direction
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_kernel.MovePoint(i, It->Normalize() * fSize);
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}
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@@ -964,8 +962,7 @@ void MeshObject::offsetSpecial2(float fSize)
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unsigned int i = 0;
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// go through all the vertex normals
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for (std::vector<Base::Vector3f>::iterator It = PointNormals.begin(); It != PointNormals.end();
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++It, i++) {
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for (auto It = PointNormals.begin(); It != PointNormals.end(); ++It, i++) {
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Base::Line3f line {_kernel.GetPoint(i), _kernel.GetPoint(i) + It->Normalize() * fSize};
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Base::DrawStyle drawStyle;
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builder.addNode(Base::LineItem {line, drawStyle});
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@@ -1022,8 +1019,7 @@ void MeshObject::offsetSpecial(float fSize, float zmax, float zmin)
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unsigned int i = 0;
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// go through all the vertex normals
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for (std::vector<Base::Vector3f>::iterator It = normals.begin(); It != normals.end();
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++It, i++) {
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for (auto It = normals.begin(); It != normals.end(); ++It, i++) {
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auto Pnt = _kernel.GetPoint(i);
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if (Pnt.z < zmax && Pnt.z > zmin) {
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Pnt.z = 0;
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@@ -1349,8 +1345,8 @@ void MeshObject::refine()
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// x < 30 deg => cos(x) > sqrt(3)/2 or x > 120 deg => cos(x) < -0.5
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for (unsigned long i = 0; i < cnt; i++) {
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cF.Set(i);
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if (!cF->IsDeformed(0.86f, -0.5f)) {
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topalg.InsertVertexAndSwapEdge(i, cF->GetGravityPoint(), 0.1f);
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if (!cF->IsDeformed(0.86F, -0.5F)) {
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topalg.InsertVertexAndSwapEdge(i, cF->GetGravityPoint(), 0.1F);
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}
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}
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@@ -1378,7 +1374,7 @@ void MeshObject::validateCaps(float fMaxAngle, float fSplitFactor)
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void MeshObject::optimizeTopology(float fMaxAngle)
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{
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MeshCore::MeshTopoAlgorithm topalg(_kernel);
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if (fMaxAngle > 0.0f) {
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if (fMaxAngle > 0.0F) {
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topalg.OptimizeTopology(fMaxAngle);
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}
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else {
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@@ -1402,8 +1398,7 @@ void MeshObject::splitEdges()
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MeshCore::MeshAlgorithm alg(_kernel);
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alg.ResetFacetFlag(MeshCore::MeshFacet::VISIT);
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const MeshCore::MeshFacetArray& rFacets = _kernel.GetFacets();
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for (MeshCore::MeshFacetArray::_TConstIterator pF = rFacets.begin(); pF != rFacets.end();
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++pF) {
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for (auto pF = rFacets.begin(); pF != rFacets.end(); ++pF) {
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int id = 2;
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if (pF->_aulNeighbours[id] != MeshCore::FACET_INDEX_MAX) {
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const MeshCore::MeshFacet& rFace = rFacets[pF->_aulNeighbours[id]];
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@@ -1420,7 +1415,7 @@ void MeshObject::splitEdges()
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MeshCore::MeshTopoAlgorithm topalg(_kernel);
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for (const auto& it : adjacentFacet) {
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cIter.Set(it.first);
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Base::Vector3f mid = 0.5f * (cIter->_aclPoints[0] + cIter->_aclPoints[2]);
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Base::Vector3f mid = 0.5F * (cIter->_aclPoints[0] + cIter->_aclPoints[2]);
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topalg.SplitEdge(it.first, it.second, mid);
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}
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@@ -1751,8 +1746,8 @@ void MeshObject::validateDeformations(float fMaxAngle, float fEps)
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{
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unsigned long count = _kernel.CountFacets();
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MeshCore::MeshFixDeformedFacets eval(_kernel,
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Base::toRadians(15.0f),
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Base::toRadians(150.0f),
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Base::toRadians(15.0F),
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Base::toRadians(150.0F),
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fMaxAngle,
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fEps);
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eval.Fixup();
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@@ -2143,10 +2138,10 @@ MeshObject::const_point_iterator::const_point_iterator(const MeshObject* mesh, P
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this->_point.Mesh = _mesh;
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}
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MeshObject::const_point_iterator::const_point_iterator(const MeshObject::const_point_iterator& fi) =
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MeshObject::const_point_iterator::const_point_iterator(const MeshObject::const_point_iterator& pi) =
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default;
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MeshObject::const_point_iterator::const_point_iterator(MeshObject::const_point_iterator&& fi) =
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MeshObject::const_point_iterator::const_point_iterator(MeshObject::const_point_iterator&& pi) =
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default;
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MeshObject::const_point_iterator::~const_point_iterator() = default;
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