From 3ee36c9282557ef3d628ed369f1389ff779161fa Mon Sep 17 00:00:00 2001 From: Thomas FORGIONE Date: Fri, 26 Jun 2015 11:44:36 +0200 Subject: [PATCH] Replaced other tabs by spaces... should be clear now --- src/Animation/AnimatedMesh.cpp | 70 +++++++++++++++--------------- src/Meshing/Skeleton3D.cpp | 78 +++++++++++++++++----------------- 2 files changed, 74 insertions(+), 74 deletions(-) diff --git a/src/Animation/AnimatedMesh.cpp b/src/Animation/AnimatedMesh.cpp index 7a1105f..5c935c2 100644 --- a/src/Animation/AnimatedMesh.cpp +++ b/src/Animation/AnimatedMesh.cpp @@ -218,51 +218,51 @@ genPaths( void AnimatedMesh::associateBranches(std::vector> const& segments, geo::Mesh& mesh) { // stock each point at the index corresponding to the nearest segment - for(unsigned int i=0;i p = geo::Point{i,mesh.vertices[i]}; - associatedSegment.push_back(findNearestSegment(segments, p)); - } + for(unsigned int i=0;i p = geo::Point{i,mesh.vertices[i]}; + associatedSegment.push_back(findNearestSegment(segments, p)); + } } //finds the nearest segment to a point unsigned int AnimatedMesh::findNearestSegment(std::vector> const& segments, geo::Point const& p) { - unsigned int nearestSegment = 0; - float shortest_distance = std::numeric_limits::max(); - for(unsigned int i=0;i distance) - { - shortest_distance = distance; - nearestSegment = i; - } - } - return nearestSegment; + unsigned int nearestSegment = 0; + float shortest_distance = std::numeric_limits::max(); + for(unsigned int i=0;i distance) + { + shortest_distance = distance; + nearestSegment = i; + } + } + return nearestSegment; } void AnimatedMesh::findFaces(std::vector const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments) { - for (unsigned int i=0;i>{}); - } + for (unsigned int i=0;i>{}); + } - unsigned int segment; - for(unsigned int i=0;i> arcs; for (unsigned int i=0;i arc; - arc.push_back(intersection); - arcSubdivise(intersection, extremCircle.points[i].second, profondeur, arc, center, radius); - arc.push_back(extremCircle.points[i].second); - arcs.push_back(arc); + arc.push_back(intersection); + arcSubdivise(intersection, extremCircle.points[i].second, profondeur, arc, center, radius); + arc.push_back(extremCircle.points[i].second); + arcs.push_back(arc); } // Compute the mesh @@ -670,39 +670,39 @@ void Skeleton3D::subdivision(geo::Mesh& mesh, unsigned int profondeur, geo::Circ // push all the new vertices for (unsigned int i=0;i