Points: modernize C++: use range-based for loop
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@@ -74,8 +74,8 @@ PointsGrid::PointsGrid (const PointKernel &rclM, double fGridLen)
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_fMinX(0.0f), _fMinY(0.0f), _fMinZ(0.0f)
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{
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPts.Add(*it);
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for (const auto & pnt : *_pclPoints)
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clBBPts.Add(pnt);
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Rebuild(std::max<unsigned long>((unsigned long)(clBBPts.LengthX() / fGridLen), 1),
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std::max<unsigned long>((unsigned long)(clBBPts.LengthY() / fGridLen), 1),
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std::max<unsigned long>((unsigned long)(clBBPts.LengthZ() / fGridLen), 1));
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@@ -131,8 +131,8 @@ void PointsGrid::InitGrid ()
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//
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{
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPts.Add(*it);
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for (const auto & pnt : *_pclPoints)
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clBBPts.Add(pnt);
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double fLengthX = clBBPts.LengthX();
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double fLengthY = clBBPts.LengthY();
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@@ -289,8 +289,8 @@ void PointsGrid::CalculateGridLength (unsigned long ulCtGrid, unsigned long ulMa
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// There should be about 10 (?!?!) facets per grid
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// or max grids should not exceed 10000
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Base::BoundBox3d clBBPtsEnlarged;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPtsEnlarged.Add(*it);
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for (const auto & pnt : *_pclPoints)
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clBBPtsEnlarged.Add(pnt);
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double fVolElem;
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if (_ulCtElements > (ulMaxGrids * ulCtGrid))
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@@ -326,8 +326,8 @@ void PointsGrid::CalculateGridLength (int iCtGridPerAxis)
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// There should be about 10 (?!?!) facets per grid
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// or max grids should not exceed 10000
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Base::BoundBox3d clBBPts;// = _pclPoints->GetBoundBox();
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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clBBPts.Add(*it);
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for (const auto & pnt : *_pclPoints)
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clBBPts.Add(pnt);
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double fLenghtX = clBBPts.LengthX();
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double fLenghtY = clBBPts.LengthY();
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@@ -669,9 +669,9 @@ bool PointsGrid::Verify() const
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{
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std::vector<unsigned long> aulElements;
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it.GetElements( aulElements );
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for ( std::vector<unsigned long>::iterator itP = aulElements.begin(); itP != aulElements.end(); ++itP )
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for (unsigned long element : aulElements)
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{
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const Base::Vector3d& cP = _pclPoints->getPoint(*itP);
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const Base::Vector3d& cP = _pclPoints->getPoint(element);
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if (!it.GetBoundBox().IsInBox(cP))
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return false; // point doesn't lie inside the grid element
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}
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@@ -689,9 +689,9 @@ void PointsGrid::RebuildGrid ()
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// Fill data structure
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unsigned long i = 0;
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for (PointKernel::const_iterator it = _pclPoints->begin(); it != _pclPoints->end(); ++it )
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for (const auto & pnt : *_pclPoints)
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{
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AddPoint(*it, i++);
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AddPoint(pnt, i++);
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}
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}
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