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