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