From Mike Wittman, C# build fixes

This commit is contained in:
Robert Osfield
2007-04-04 08:05:23 +00:00
parent 307a9a9a78
commit 9b5bbe862d
2 changed files with 10 additions and 10 deletions

View File

@@ -52,7 +52,7 @@ public:
* The delaunay triangles inside the DelaunayConstraint area can be used to fill
* the area or generate geometry that terrain follows the area in some way.
* These triangles can form a canopy or a field. */
void addtriangle(const int i1,const int i2, const int i3);
void addtriangle(int i1, int i2, int i3);
/** Get the filling primitive. One:
* triangulate must have bneen called and
@@ -83,11 +83,11 @@ public:
/** return winding number as a float of loop around testpoint; may use multiple loops
* does not reject points on the edge or very very close to the edge */
float windingNumber(const osg::Vec3 testpoint) const ;
float windingNumber(const osg::Vec3 &testpoint) const ;
/** true if testpoint is internal (or external) to constraint. */
virtual bool contains(const osg::Vec3 testpoint) const;
virtual bool outside(const osg::Vec3 testpoint) const;
virtual bool contains(const osg::Vec3 &testpoint) const;
virtual bool outside(const osg::Vec3 &testpoint) const;
/** Tessellate the constraint loops so that the crossing points are interpolated
* and added to the contraints for the triangulation. */
@@ -158,7 +158,7 @@ public:
protected:
virtual ~DelaunayTriangulator();
DelaunayTriangulator &operator=(const DelaunayTriangulator &) { return *this; }
int getindex(const osg::Vec3 pt,const osg::Vec3Array *points);
int getindex(const osg::Vec3 &pt,const osg::Vec3Array *points);
private:
osg::ref_ptr<osg::Vec3Array> points_;