warning cleanup
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7939a54f1c
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ba91309937
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@ -585,7 +585,7 @@ public:
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firstVp++;
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}
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return ToSplitVec.size();
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return int(ToSplitVec.size());
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}
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@ -99,7 +99,7 @@ template <class MESH> class AdvancingFront {
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void BuildMesh(CallBackPos call = NULL, int interval = 512)
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{
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float finalfacesext = mesh.vert.size() * 2.0f;
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if(call) call(0, "Advancing front");
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if (call) (*call)(0, "Advancing front");
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while(1) {
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for(int i = 0; i < interval; i++) {
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@ -120,7 +120,7 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
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targets.push_back(vp);
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}
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int n = targets.size();
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int n = int(targets.size());
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if(n<3) continue;
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bool success = true;
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@ -205,10 +205,10 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
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Mark(vv1);
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Mark(vv2);
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v0 = tri::Index(this->mesh,vv0);
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v1 = tri::Index(this->mesh,vv1);
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v2 = tri::Index(this->mesh,vv2);
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return true;
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v0 = int(tri::Index(this->mesh, vv0));
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v1 = int(tri::Index(this->mesh, vv1));
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v2 = int(tri::Index(this->mesh, vv2));
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return true;
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}
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return false;
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}
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@ -252,7 +252,7 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
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if(nn==0) return -1;
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VertexType *candidate = NULL;
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ScalarType min_angle = M_PI;
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ScalarType min_angle = ScalarType(M_PI);
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//
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// Loop over all the nearest vertexes and choose the best one according the ball pivoting strategy.
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//
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@ -312,7 +312,7 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
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assert((candidate->P() - v1).Norm() > min_edge);
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}
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int candidateIndex = tri::Index(this->mesh,candidate);
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int candidateIndex = int(tri::Index(this->mesh,candidate));
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assert(candidateIndex != edge.v0 && candidateIndex != edge.v1);
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Point3x newnormal = ((candidate->P() - v0)^(v1 - v0)).Normalize();
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@ -283,7 +283,7 @@ public:
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template<class MESH> class MinimumWeightEar : public TrivialEar<MESH>
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{
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public:
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static float &DiedralWeight() { static float _dw=0.1; return _dw;}
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static float &DiedralWeight() { static float _dw=0.1f; return _dw;}
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typedef TrivialEar<MESH> TE;
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typename MESH::ScalarType dihedralRad;
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typename MESH::ScalarType aspectRatio;
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@ -162,7 +162,7 @@ public:
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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if (!(*vi).IsD())
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{
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ScalarType weight = useQualityAsWeight ? (*vi).Q() : 1.0;
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ScalarType weight = useQualityAsWeight ? (*vi).Q() : 1.0f;
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accumulator[0] += (double)((*vi).P()[0] * weight);
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accumulator[1] += (double)((*vi).P()[1] * weight);
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accumulator[2] += (double)((*vi).P()[2] * weight);
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@ -790,6 +790,7 @@ static Color4b ColorDesaturate(Color4b c, int method)
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}
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default: assert(0);
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}
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return Color4b(255, 255, 255, 255);
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}
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//ausiliary function to compute average lightness. value = (R+G+B)/3
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@ -206,7 +206,7 @@ protected:
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inSphVec.push_back(hi);
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}
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}
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return inSphVec.size();
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return int(inSphVec.size());
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}
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size_t RemoveInSphere(const Point3<ScalarType> &p, const ScalarType radius)
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