Mesh: remove trailing whitespace

This commit is contained in:
luz paz
2022-11-10 06:41:42 -05:00
committed by Chris Hennes
parent 356faf94da
commit c174e063f3
102 changed files with 632 additions and 633 deletions

View File

@@ -109,7 +109,7 @@ MeshSameOrientationCollector::MeshSameOrientationCollector(std::vector<FacetInde
{
}
bool MeshSameOrientationCollector::Visit (const MeshFacet &rclFacet, const MeshFacet &rclFrom,
bool MeshSameOrientationCollector::Visit (const MeshFacet &rclFacet, const MeshFacet &rclFrom,
FacetIndex ulFInd, unsigned long ulLevel)
{
// different orientation of rclFacet and rclFrom
@@ -146,7 +146,7 @@ bool MeshEvalOrientation::Evaluate ()
if ((it->_aulPoints[(i+1)%3] == rclFacet._aulPoints[(j+1)%3]) ||
(it->_aulPoints[(i+2)%3] == rclFacet._aulPoints[(j+2)%3])) {
return false; // adjacent face with wrong orientation
}
}
}
}
}
@@ -159,7 +159,7 @@ bool MeshEvalOrientation::Evaluate ()
unsigned long MeshEvalOrientation::HasFalsePositives(const std::vector<FacetIndex>& inds) const
{
// All faces with wrong orientation (i.e. adjacent faces with a normal flip and their neighbours)
// build a segment and are marked as TMP0. Now we check all border faces of the segments with
// build a segment and are marked as TMP0. Now we check all border faces of the segments with
// their correct neighbours if there was really a normal flip. If there is no normal flip we have
// a false positive.
// False-positives can occur if the mesh structure has some defects which let the region-grow
@@ -519,7 +519,7 @@ bool MeshEvalSingleFacet::Evaluate ()
(void)MeshEvalTopology::Evaluate();
/*
// for each (multiple) single linked facet there should
// exist two valid facets sharing the same edge
// exist two valid facets sharing the same edge
// so make facet 1 neighbour of facet 2 and vice versa
const std::vector<MeshFacet>& rclFAry = _rclMesh.GetFacets();
std::vector<MeshFacet>::const_iterator pI;
@@ -557,7 +557,7 @@ bool MeshEvalSingleFacet::Evaluate ()
{
unsigned long ulPt0 = std::min<unsigned long>(rclF._aulPoints[i], rclF._aulPoints[(i+1)%3]);
unsigned long ulPt1 = std::max<unsigned long>(rclF._aulPoints[i], rclF._aulPoints[(i+1)%3]);
std::pair<unsigned long, unsigned long> clEdge(ulPt0, ulPt1);
std::pair<unsigned long, unsigned long> clEdge(ulPt0, ulPt1);
// number of facets sharing this edge
ulCtNeighbours += aclHits[clEdge].size();
@@ -587,7 +587,7 @@ bool MeshFixSingleFacet::Fixup ()
// MeshFacet& rF = raFacets[*it2];
}
}
_rclMesh.DeleteFacets(aulInvalids);
return true;
}
@@ -596,7 +596,7 @@ bool MeshFixSingleFacet::Fixup ()
bool MeshEvalSelfIntersection::Evaluate ()
{
// Contains bounding boxes for every facet
// Contains bounding boxes for every facet
std::vector<Base::BoundBox3f> boxes;
// Splits the mesh using grid for speeding up the calculation
@@ -632,19 +632,19 @@ bool MeshEvalSelfIntersection::Evaluate ()
for (std::vector<FacetIndex>::iterator jt = it; jt != aulGridElements.end(); ++jt) {
if (jt == it) // the identical facet
continue;
// If the facets share a common vertex we do not check for self-intersections because they
// If the facets share a common vertex we do not check for self-intersections because they
// could but usually do not intersect each other and the algorithm below would detect false-positives,
// otherwise
const MeshFacet& rface2 = rFaces[*jt];
if (rface1._aulPoints[0] == rface2._aulPoints[0] ||
if (rface1._aulPoints[0] == rface2._aulPoints[0] ||
rface1._aulPoints[0] == rface2._aulPoints[1] ||
rface1._aulPoints[0] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
if (rface1._aulPoints[1] == rface2._aulPoints[0] ||
if (rface1._aulPoints[1] == rface2._aulPoints[0] ||
rface1._aulPoints[1] == rface2._aulPoints[1] ||
rface1._aulPoints[1] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
if (rface1._aulPoints[2] == rface2._aulPoints[0] ||
if (rface1._aulPoints[2] == rface2._aulPoints[0] ||
rface1._aulPoints[2] == rface2._aulPoints[1] ||
rface1._aulPoints[2] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
@@ -692,7 +692,7 @@ void MeshEvalSelfIntersection::GetIntersections(const std::vector<std::pair<Face
void MeshEvalSelfIntersection::GetIntersections(std::vector<std::pair<FacetIndex, FacetIndex> >& intersection) const
{
// Contains bounding boxes for every facet
// Contains bounding boxes for every facet
std::vector<Base::BoundBox3f> boxes;
//intersection.clear();
@@ -729,19 +729,19 @@ void MeshEvalSelfIntersection::GetIntersections(std::vector<std::pair<FacetIndex
for (std::vector<FacetIndex>::iterator jt = it; jt != aulGridElements.end(); ++jt) {
if (jt == it) // the identical facet
continue;
// If the facets share a common vertex we do not check for self-intersections because they
// If the facets share a common vertex we do not check for self-intersections because they
// could but usually do not intersect each other and the algorithm below would detect false-positives,
// otherwise
const MeshFacet& rface2 = rFaces[*jt];
if (rface1._aulPoints[0] == rface2._aulPoints[0] ||
if (rface1._aulPoints[0] == rface2._aulPoints[0] ||
rface1._aulPoints[0] == rface2._aulPoints[1] ||
rface1._aulPoints[0] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
if (rface1._aulPoints[1] == rface2._aulPoints[0] ||
if (rface1._aulPoints[1] == rface2._aulPoints[0] ||
rface1._aulPoints[1] == rface2._aulPoints[1] ||
rface1._aulPoints[1] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
if (rface1._aulPoints[2] == rface2._aulPoints[0] ||
if (rface1._aulPoints[2] == rface2._aulPoints[0] ||
rface1._aulPoints[2] == rface2._aulPoints[1] ||
rface1._aulPoints[2] == rface2._aulPoints[2])
continue; // ignore facets sharing a common vertex
@@ -800,8 +800,8 @@ bool MeshFixSelfIntersection::Fixup()
bool MeshEvalNeighbourhood::Evaluate ()
{
// Note: If more than two facets are attached to the edge then we have a
// non-manifold edge here.
// Note: If more than two facets are attached to the edge then we have a
// non-manifold edge here.
// This means that the neighbourhood cannot be valid, for sure. But we just
// want to check whether the neighbourhood is valid for topologic correctly
// edges and thus we ignore this case.
@@ -1049,7 +1049,7 @@ Base::Matrix4D MeshEigensystem::Transform() const
//
// from local (x) to world (y,c) coordinates we have the equation
// y = R * x + c
// <==>
// <==>
// x = Q * y - Q * c
Base::Matrix4D clTMat;
// rotation part
@@ -1083,7 +1083,7 @@ bool MeshEigensystem::Evaluate()
clProj.ProjectToLine(clVect, _cU);
clVect = clVect + clProj;
fH = clVect.Length();
// point vectors in the same direction ?
if ((clVect * _cU) < 0.0f)
fH = -fH;
@@ -1096,7 +1096,7 @@ bool MeshEigensystem::Evaluate()
clProj.ProjectToLine(clVect, _cV);
clVect = clVect + clProj;
fH = clVect.Length();
// point vectors in the same direction ?
if ((clVect * _cV) < 0.0f)
fH = -fH;
@@ -1109,7 +1109,7 @@ bool MeshEigensystem::Evaluate()
clProj.ProjectToLine(clVect, _cW);
clVect = clVect + clProj;
fH = clVect.Length();
// point vectors in the same direction ?
if ((clVect * _cW) < 0.0f)
fH = -fH;