Replace tabs by spaces

This commit is contained in:
Thomas FORGIONE 2015-06-26 11:36:44 +02:00
parent 9fd39d803a
commit 83f1b71240
1 changed files with 45 additions and 45 deletions

View File

@ -53,7 +53,7 @@ namespace pae
///////////////////////////////////////////////////////////
class AnimatedMesh
{
public:
public:
///////////////////////////////////////////////////////////
/// \brief Usual constructor
/// \param skeleton Skeleton to animate
@ -62,7 +62,7 @@ class AnimatedMesh
/// a GUI to create patellas with the left clic, and choose a root for
/// the trees. The right click must be on an extremity of the mesh.
///////////////////////////////////////////////////////////
AnimatedMesh(Skeleton3D const& skeleton);
AnimatedMesh(Skeleton3D const& skeleton);
///////////////////////////////////////////////////////////
/// \brief OpenGL render function
@ -76,55 +76,55 @@ class AnimatedMesh
std::vector<geo::Path> paths; ///< Vector of paths to access elements in the order
private:
/////////////////////////////////////////////////////////////////////
///
/// \brief find the nearest segment of each point
///
/// \param segments takes a vector for the different splines, containing vectors corresponding to the different segments
/// \param mesh the mesh
///
/// \return the associated segment for each point
///
/////////////////////////////////////////////////////////////////////
void associateBranches(std::vector<geo::Segment<float,3>> const& segments, geo::Mesh& mesh);
/////////////////////////////////////////////////////////////////////
///
/// \brief find the nearest segment of each point
///
/// \param segments takes a vector for the different splines, containing vectors corresponding to the different segments
/// \param mesh the mesh
///
/// \return the associated segment for each point
///
/////////////////////////////////////////////////////////////////////
void associateBranches(std::vector<geo::Segment<float,3>> const& segments, geo::Mesh& mesh);
//////////////////////////////////////////////////////////////////////
///
/// \brief find a point nearest segment
///
/// \param segments list of skeleton's segments
/// \param p point to project
///
/// \return nearest segment index
///
//////////////////////////////////////////////////////////////////////
unsigned int findNearestSegment(std::vector<geo::Segment<float,3>> const& segments, geo::Point<float> const& p);
//////////////////////////////////////////////////////////////////////
///
/// \brief find a point nearest segment
///
/// \param segments list of skeleton's segments
/// \param p point to project
///
/// \return nearest segment index
///
//////////////////////////////////////////////////////////////////////
unsigned int findNearestSegment(std::vector<geo::Segment<float,3>> const& segments, geo::Point<float> const& p);
//////////////////////////////////////////////////////////////////////
///
/// \brief find the faces associated to each segment
///
/// \param associatedSegments the associated segment for each point
/// \param mesh the mesh
/// \param nbSegments number of segments
///
/// \return faces associated to each segment
///
//////////////////////////////////////////////////////////////////////
void findFaces(std::vector<unsigned int> const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments);
//////////////////////////////////////////////////////////////////////
///
/// \brief find the faces associated to each segment
///
/// \param associatedSegments the associated segment for each point
/// \param mesh the mesh
/// \param nbSegments number of segments
///
/// \return faces associated to each segment
///
//////////////////////////////////////////////////////////////////////
void findFaces(std::vector<unsigned int> const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments);
std::vector<geo::Segment<float,3>> segments; ///< segments of the skeleton
std::vector<geo::Vector3<float>> vertices; ///< Vertices of the mesh
std::vector<unsigned int> associatedSegment; ///< Each element of this vector is the indexes of the associated segment
std::vector<std::vector<geo::Vector3<unsigned int>>> facesPerSegment; ///< Each vector contains the faces of one segment
std::vector<geo::Segment<float,3>> segments; ///< segments of the skeleton
std::vector<geo::Vector3<float>> vertices; ///< Vertices of the mesh
std::vector<unsigned int> associatedSegment; ///< Each element of this vector is the indexes of the associated segment
std::vector<std::vector<geo::Vector3<unsigned int>>> facesPerSegment; ///< Each vector contains the faces of one segment
geo::Tree<int> structure; ///< Tree containing the indices of the vertices. The root is -1
geo::Tree<geo::Vector3<float>> roots; ///< Tree containing the vertices corresponding to the centers of the rotations
geo::Tree<int> structure; ///< Tree containing the indices of the vertices. The root is -1
geo::Tree<geo::Vector3<float>> roots; ///< Tree containing the vertices corresponding to the centers of the rotations
geo::Tree<std::vector<geo::Vector3<unsigned int>>> structuredFaces; ///< Faces structured as a tree
std::unordered_map<unsigned int, geo::Path> otherVertices; ///< map providing path to access to vertices in the trees (usefull to find the rotations)
geo::Tree<std::array<float,3>> colors; ///< Tree containg the colors of vertices
geo::Tree<std::vector<geo::Vector3<unsigned int>>> structuredFaces; ///< Faces structured as a tree
std::unordered_map<unsigned int, geo::Path> otherVertices; ///< map providing path to access to vertices in the trees (usefull to find the rotations)
geo::Tree<std::array<float,3>> colors; ///< Tree containg the colors of vertices
};