corrected some simple warning and avoided collapse of edges of triangular faces for polygons
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parent
bd05cf0932
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4e3f08e134
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@ -624,7 +624,7 @@ public:
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do
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{
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std::vector<int> new_queue;
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for (int i=0; i<queue.size(); i++)
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for (size_t i=0; i<queue.size(); i++)
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{
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FaceType *f0=&(mesh.face[queue[i]]);
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assert(!f0->IsD());
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@ -1181,6 +1181,14 @@ public:
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for (int j=0;j<poly_m.face[i].VN();j++)
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valenceVertH[poly_m.face[i].V(j)]++;
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//cannot collapse triangular vertices otherwise will collapse to a segment
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for (size_t i=0;i<poly_m.face.size();i++)
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{
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if (poly_m.face[i].VN()>3)continue;
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for (int j=0;j<poly_m.face[i].VN();j++)
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valenceVertH[poly_m.face[i].V(j)]=3;
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}
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//then re-elaborate the faces
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for (size_t i=0;i<poly_m.face.size();i++)
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{
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@ -82,7 +82,7 @@ public:
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void resize(size_t sz)
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{
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int oldDatasize = datasize;
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if (sz <= oldDatasize)
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if ((int)sz <= oldDatasize)
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return;
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if (sz > datareserve)
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reserve(sz);
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