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@ -9,8 +9,7 @@ struct component_header_t; |
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struct face_with_orient_t; |
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// topological ray shooting for implicit arrangement
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void topo_ray_shooting(const scene_bg_mesh_info_t &scene_bg_mesh_info, |
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const std::vector<std::array<uint32_t, 4>> &tetrahedrons, |
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void topo_ray_shooting(const std::vector<std::array<uint32_t, 4>> &tetrahedrons, |
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const flat_hash_map<uint32_t, uint32_t> &vertex_lexigraphical_adjacency, |
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const std::vector<arrangement_t> &tetrahedron_arrangements, |
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const std::vector<iso_vertex_t> &iso_verts, |
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@ -24,8 +23,7 @@ void topo_ray_shooting(const scene_bg_mesh_info_t &scene_bg_mesh |
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std::vector<std::pair<uint32_t, uint32_t>> &shell_links); |
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// find extremal edge for each component
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void find_extremal_edges(const scene_bg_mesh_info_t &scene_bg_mesh_info, |
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const std::vector<iso_vertex_t> &iso_verts, |
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void find_extremal_edges(const std::vector<iso_vertex_t> &iso_verts, |
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const std::vector<polygon_face_t> &iso_faces, |
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const std::vector<std::vector<uint32_t>> &patches, |
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const std::vector<std::vector<uint32_t>> &components, |
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