Mesh: modernize C++: use range-based for loop
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@@ -149,10 +149,9 @@ void ViewProviderMeshOrientation::showDefects(const std::vector<Mesh::ElementInd
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MeshCore::MeshFacetIterator cF(rMesh);
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int i=0;
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int j=0;
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for (std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it) {
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cF.Set(*it);
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for (int k=0; k<3; k++) {
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Base::Vector3f cP = cF->_aclPoints[k];
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for (Mesh::ElementIndex ind : inds) {
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cF.Set(ind);
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for (auto cP : cF->_aclPoints) {
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// move a bit in opposite normal direction to overlay the original faces
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cP -= 0.001f * cF->GetNormal();
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pcCoords->point.set1Value(i++,cP.x,cP.y,cP.z);
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@@ -277,8 +276,8 @@ void ViewProviderMeshNonManifoldPoints::showDefects(const std::vector<Mesh::Elem
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pcCoords->point.setNum(inds.size());
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MeshCore::MeshPointIterator cP(rMesh);
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int i = 0;
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for ( std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it ) {
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cP.Set(*it);
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for (Mesh::ElementIndex ind : inds) {
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cP.Set(ind);
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pcCoords->point.set1Value(i++,cP->x,cP->y,cP->z);
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}
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@@ -343,10 +342,9 @@ void ViewProviderMeshDuplicatedFaces::showDefects(const std::vector<Mesh::Elemen
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MeshCore::MeshFacetIterator cF(rMesh);
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int i=0;
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int j=0;
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for (std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it) {
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cF.Set(*it);
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for (int k=0; k<3; k++) {
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Base::Vector3f cP = cF->_aclPoints[k];
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for (Mesh::ElementIndex ind : inds) {
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cF.Set(ind);
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for (auto cP : cF->_aclPoints) {
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// move a bit in normal direction to overlay the original faces
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cP += 0.001f * cF->GetNormal();
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pcCoords->point.set1Value(i++,cP.x,cP.y,cP.z);
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@@ -406,8 +404,8 @@ void ViewProviderMeshDuplicatedPoints::showDefects(const std::vector<Mesh::Eleme
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pcCoords->point.setNum(inds.size());
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MeshCore::MeshPointIterator cP(rMesh);
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int i = 0;
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for ( std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it ) {
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cP.Set(*it);
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for (Mesh::ElementIndex ind : inds) {
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cP.Set(ind);
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pcCoords->point.set1Value(i++,cP->x,cP->y,cP->z);
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}
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@@ -465,8 +463,8 @@ void ViewProviderMeshDegenerations::showDefects(const std::vector<Mesh::ElementI
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MeshCore::MeshFacetIterator cF(rMesh);
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int i=0;
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int j=0;
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for (std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it) {
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cF.Set(*it);
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for (Mesh::ElementIndex ind : inds) {
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cF.Set(ind);
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const MeshCore::MeshPoint& rE0 = cF->_aclPoints[0];
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const MeshCore::MeshPoint& rE1 = cF->_aclPoints[1];
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const MeshCore::MeshPoint& rE2 = cF->_aclPoints[2];
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@@ -572,10 +570,9 @@ void ViewProviderMeshIndices::showDefects(const std::vector<Mesh::ElementIndex>&
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MeshCore::MeshFacetIterator cF(rMesh);
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int i=0;
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int j=0;
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for (std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it) {
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cF.Set(*it);
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for (int k=0; k<3; k++) {
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Base::Vector3f cP = cF->_aclPoints[k];
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for (Mesh::ElementIndex ind : inds) {
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cF.Set(ind);
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for (auto cP : cF->_aclPoints) {
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// move a bit in opposite normal direction to overlay the original faces
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cP -= 0.001f * cF->GetNormal();
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pcCoords->point.set1Value(i++,cP.x,cP.y,cP.z);
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@@ -651,9 +648,9 @@ void ViewProviderMeshSelfIntersections::showDefects(const std::vector<Mesh::Elem
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pcCoords->point.setNum(2*lines.size());
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int i=0;
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int j=0;
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for (std::vector<std::pair<Base::Vector3f, Base::Vector3f> >::const_iterator it = lines.begin(); it != lines.end(); ++it) {
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pcCoords->point.set1Value(i++,it->first.x,it->first.y,it->first.z);
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pcCoords->point.set1Value(i++,it->second.x,it->second.y,it->second.z);
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for (const auto & line : lines) {
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pcCoords->point.set1Value(i++,line.first.x,line.first.y,line.first.z);
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pcCoords->point.set1Value(i++,line.second.x,line.second.y,line.second.z);
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pcLines->numVertices.set1Value(j++, 2);
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}
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@@ -718,10 +715,9 @@ void ViewProviderMeshFolds::showDefects(const std::vector<Mesh::ElementIndex>& i
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MeshCore::MeshFacetIterator cF(rMesh);
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int i=0;
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int j=0;
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for (std::vector<Mesh::ElementIndex>::const_iterator it = inds.begin(); it != inds.end(); ++it) {
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cF.Set(*it);
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for (int k=0; k<3; k++) {
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Base::Vector3f cP = cF->_aclPoints[k];
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for (Mesh::ElementIndex ind : inds) {
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cF.Set(ind);
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for (auto cP : cF->_aclPoints) {
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// move a bit in normal direction to overlay the original faces
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cP += 0.001f * cF->GetNormal();
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pcCoords->point.set1Value(i++,cP.x,cP.y,cP.z);
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