And another one
git-svn-id: http://www.openmesh.org/svnrepo/OpenMesh/trunk@909 fdac6126-5c0c-442c-9429-916003d36597
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@@ -134,12 +134,12 @@ MeshViewerWidgetT<M>::open_mesh(const char* _filename, IO::Options _opt)
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Vec3f bbMin, bbMax;
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bbMin = bbMax = OpenMesh::vector_cast<Vec3f>(mesh_.point(vIt));
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bbMin = bbMax = OpenMesh::vector_cast<Vec3f>(mesh_.point(*vIt));
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for (size_t count=0; vIt!=vEnd; ++vIt, ++count)
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{
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bbMin.minimize( OpenMesh::vector_cast<Vec3f>(mesh_.point(vIt)));
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bbMax.maximize( OpenMesh::vector_cast<Vec3f>(mesh_.point(vIt)));
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bbMin.minimize( OpenMesh::vector_cast<Vec3f>(mesh_.point(*vIt)));
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bbMax.maximize( OpenMesh::vector_cast<Vec3f>(mesh_.point(*vIt)));
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}
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@@ -164,10 +164,10 @@ MeshViewerWidgetT<M>::open_mesh(const char* _filename, IO::Options _opt)
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for (;f_it != mesh_.faces_end(); ++f_it)
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{
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typename Mesh::Point v(0,0,0);
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for( fv_it=mesh_.fv_iter(f_it); fv_it.is_valid(); ++fv_it)
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for( fv_it=mesh_.fv_iter(*f_it); fv_it.is_valid(); ++fv_it)
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v += OpenMesh::vector_cast<typename Mesh::Normal>(mesh_.point(*fv_it));
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v *= 1.0f/3.0f;
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mesh_.property( fp_normal_base_, f_it ) = v;
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mesh_.property( fp_normal_base_, *f_it ) = v;
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}
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t.stop();
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std::clog << "Computed base point for displaying face normals ["
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@@ -337,7 +337,7 @@ MeshViewerWidgetT<M>::draw_openmesh(const std::string& _draw_mode)
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glBegin(GL_TRIANGLES);
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for (; fIt!=fEnd; ++fIt)
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{
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glNormal3fv( &mesh_.normal(fIt)[0] );
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glNormal3fv( &mesh_.normal(*fIt)[0] );
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fvIt = mesh_.cfv_iter(*fIt);
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glVertex3fv( &mesh_.point(*fvIt)[0] );
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@@ -665,8 +665,8 @@ MeshViewerWidgetT<M>::draw_scene(const std::string& _draw_mode)
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glColor3f(1.000f, 0.803f, 0.027f); // orange
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for(vit=mesh_.vertices_begin(); vit!=mesh_.vertices_end(); ++vit)
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{
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glVertex( vit );
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glVertex( mesh_.point( vit ) + normal_scale_*mesh_.normal( vit ) );
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glVertex( *vit );
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glVertex( mesh_.point( *vit ) + normal_scale_*mesh_.normal( *vit ) );
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}
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glEnd();
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}
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@@ -679,9 +679,9 @@ MeshViewerWidgetT<M>::draw_scene(const std::string& _draw_mode)
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glColor3f(0.705f, 0.976f, 0.270f); // greenish
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for(fit=mesh_.faces_begin(); fit!=mesh_.faces_end(); ++fit)
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{
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glVertex( mesh_.property(fp_normal_base_, fit) );
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glVertex( mesh_.property(fp_normal_base_, fit) +
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normal_scale_*mesh_.normal( fit ) );
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glVertex( mesh_.property(fp_normal_base_, *fit) );
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glVertex( mesh_.property(fp_normal_base_, *fit) +
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normal_scale_*mesh_.normal( *fit ) );
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}
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glEnd();
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}
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