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https://github.com/Relintai/fast_quadratic_mesh_simplifier.git
synced 2024-11-12 08:35:03 +01:00
Fix warnings.
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parent
742da82c60
commit
eefe767369
40
simplify.h
40
simplify.h
@ -843,17 +843,17 @@ public:
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for (unsigned int j = 0; j < vcount.size(); ++j) {
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if (vcount[j] == 1) {
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Vertex &v = vertices[vids[j]];
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Vertex &vv = vertices[vids[j]];
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v.border = 1;
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vv.border = 1;
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++border_vertex_count;
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if (_enable_smart_link) {
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if (v.p.x < border_min_x)
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border_min_x = v.p.x;
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if (vv.p.x < border_min_x)
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border_min_x = vv.p.x;
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if (v.p.x < border_max_x)
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border_max_x = v.p.x;
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if (vv.p.x < border_max_x)
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border_max_x = vv.p.x;
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}
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}
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}
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@ -863,13 +863,13 @@ public:
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double border_area_width = border_max_x - border_min_x;
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for (int i = 0; i < vertices.size(); i++) {
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Vertex &v = vertices[i];
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for (unsigned int j = 0; j < vertices.size(); j++) {
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Vertex &vj = vertices[i];
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if (v.border) {
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BorderVertex bv;
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bv.hash = static_cast<int>(((((v.p.x - border_min_x) / border_area_width) * 2.0) - 1.0) * INT_MAX);
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bv.index = i;
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bv.hash = static_cast<int>(((((vj.p.x - border_min_x) / border_area_width) * 2.0) - 1.0) * INT_MAX);
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bv.index = j;
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border_vertices.push_back(bv);
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}
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@ -882,15 +882,15 @@ public:
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int hash_max_distance = MAX(tdst, 1);
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// Then find identical border vertices and bind them together as one
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for (int i = 0; i < border_vertices.size(); ++i) {
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BorderVertex &bv = border_vertices[i];
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for (unsigned int j = 0; j < border_vertices.size(); ++j) {
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BorderVertex &bv = border_vertices[j];
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if (bv.index == -1)
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continue;
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//var myPoint = vertices[myIndex].p;
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for (int j = i + 1; j < border_vertices.size(); ++j) {
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BorderVertex &obv = border_vertices[j];
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for (unsigned int k = i + 1; k < border_vertices.size(); ++k) {
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BorderVertex &obv = border_vertices[k];
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//int otherIndex = obv.index;
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//var otherPoint = vertices[otherIndex].p;
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@ -900,17 +900,17 @@ public:
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else if ((obv.hash - bv.hash) > hash_max_distance) // There is no point to continue beyond this point
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break;
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Vertex &v = vertices[i];
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Vertex &ov = vertices[j];
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Vertex &vj = vertices[j];
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Vertex &ov = vertices[k];
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double sqr_x = ((v.p.x - ov.p.x) * (v.p.x - ov.p.x));
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double sqr_y = ((v.p.y - ov.p.y) * (v.p.y - ov.p.y));
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double sqr_z = ((v.p.z - ov.p.z) * (v.p.z - ov.p.z));
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double sqr_x = ((vj.p.x - ov.p.x) * (vj.p.x - ov.p.x));
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double sqr_y = ((vj.p.y - ov.p.y) * (vj.p.y - ov.p.y));
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double sqr_z = ((vj.p.z - ov.p.z) * (vj.p.z - ov.p.z));
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double sqr_magnitude = sqr_x + sqr_y + sqr_z;
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if (sqr_magnitude <= _vertex_link_distance) {
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obv.index = -1; // NOTE: This makes sure that the "other" vertex is not processed again
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v.border = false;
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vj.border = false;
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ov.border = false;
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/*
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if (AreUVsTheSame(0, myIndex, otherIndex)) {
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