added "only to selection" for depth smoothing
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0fb50ae0a7
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2d0e455712
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@ -912,7 +912,7 @@ So if
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static void VertexCoordViewDepth(MeshType &m,
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static void VertexCoordViewDepth(MeshType &m,
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const CoordType &viewpoint,
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const CoordType &viewpoint,
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const ScalarType alpha,
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const ScalarType alpha,
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int step, bool SmoothBorder = false)
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int step, bool SmoothSelected, bool SmoothBorder = false)
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{
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{
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LaplacianInfo lpz;
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LaplacianInfo lpz;
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lpz.sum = CoordType(0, 0, 0);
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lpz.sum = CoordType(0, 0, 0);
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@ -961,13 +961,14 @@ So if
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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if (!(*vi).IsD() && TD[*vi].cnt > 0)
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if (!(*vi).IsD() && TD[*vi].cnt > 0)
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{
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if (!SmoothSelected || (*vi).IsS())
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CoordType np = TD[*vi].sum / TD[*vi].cnt;
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{
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CoordType d = (*vi).cP() - viewpoint;
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CoordType np = TD[*vi].sum / TD[*vi].cnt;
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d.Normalize();
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CoordType d = (*vi).cP() - viewpoint;
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ScalarType s = d.dot(np - (*vi).cP());
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d.Normalize();
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(*vi).P() += d * (s * alpha);
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ScalarType s = d.dot(np - (*vi).cP());
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}
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(*vi).P() += d * (s * alpha);
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}
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}
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}
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}
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}
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