Tiny cosmetics
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@ -205,9 +205,11 @@ template<class Vec> double distance(const Vec& pp1, const Vec& pp2) {
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return std::sqrt(p.transpose() * p);
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return std::sqrt(p.transpose() * p);
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}
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}
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PointSet normals(const PointSet& points, const EigenMesh3D& mesh,
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PointSet normals(const PointSet& points,
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const EigenMesh3D& mesh,
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double eps,
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double eps,
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std::function<void()> throw_on_cancel) {
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std::function<void()> throw_on_cancel)
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{
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if(points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
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if(points.rows() == 0 || mesh.V().rows() == 0 || mesh.F().rows() == 0)
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return {};
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return {};
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@ -228,7 +230,7 @@ PointSet normals(const PointSet& points, const EigenMesh3D& mesh,
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const Vec3d& p3 = mesh.V().row(trindex(2));
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const Vec3d& p3 = mesh.V().row(trindex(2));
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// We should check if the point lies on an edge of the hosting triangle.
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// We should check if the point lies on an edge of the hosting triangle.
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// If it does than all the other triangles using the same two points
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// If it does then all the other triangles using the same two points
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// have to be searched and the final normal should be some kind of
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// have to be searched and the final normal should be some kind of
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// aggregation of the participating triangle normals. We should also
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// aggregation of the participating triangle normals. We should also
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// consider the cases where the support point lies right on a vertex
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// consider the cases where the support point lies right on a vertex
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