Cleaned up the inline methods
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@@ -60,8 +60,9 @@ public:
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* DelaunayTriangulator::removeInternalTriangles is called.
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* These return the triangles removed from the delaunay triangulation by
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* DelaunayTriangulator::removeInternalTriangles. */
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inline const osg::DrawElementsUInt *getTriangles() const;
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inline osg::DrawElementsUInt *getTriangles();
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inline const osg::DrawElementsUInt *getTriangles() const { return prim_tris_.get(); }
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inline osg::DrawElementsUInt *getTriangles() { return prim_tris_.get(); }
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/** Call BEFORE makeDrawable to reorder points to make optimised set
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*/
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@@ -113,48 +114,48 @@ public:
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typedef std::vector< osg::ref_ptr<DelaunayConstraint> > linelist;
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/** Set the input point array. */
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inline void setInputPointArray(osg::Vec3Array* points) { points_ = points; }
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/** Get the const input point array. */
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inline const osg::Vec3Array *getInputPointArray() const;
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inline const osg::Vec3Array* getInputPointArray() const { return points_.get(); }
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/** Get the input point array. */
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inline osg::Vec3Array *getInputPointArray();
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inline osg::Vec3Array* getInputPointArray() { return points_.get(); }
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/** Set the output normal array (optional). */
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inline void setOutputNormalArray(osg::Vec3Array* normals) { normals_ = normals; }
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/** Get the const output normal array (optional). */
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inline const osg::Vec3Array *getOutputNormalArray() const { return normals_.get(); }
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/** Get the output normal array (optional). */
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inline osg::Vec3Array *getOutputNormalArray() { return normals_.get(); }
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/** Set the input point array. */
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inline void setInputPointArray(osg::Vec3Array *points);
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/** Add an input constraint loop.
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** the edges of the loop will constrain the triangulation.
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** if remove!=0, the internal triangles of the constraint will be removed;
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** the user may the replace the constraint line with an equivalent geometry.
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** GWM July 2005 */
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void addInputConstraint(DelaunayConstraint *dc) {
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constraint_lines.push_back(dc);
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return;
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}
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void addInputConstraint(DelaunayConstraint *dc) { constraint_lines.push_back(dc); }
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/** Get the const output normal array (optional). */
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inline const osg::Vec3Array *getOutputNormalArray() const;
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/** Get the output normal array (optional). */
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inline osg::Vec3Array *getOutputNormalArray();
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/** Set the output normal array (optional). */
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inline void setOutputNormalArray(osg::Vec3Array *normals);
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/** Start triangulation. */
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bool triangulate();
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/** Get the generated primitive (call triangulate() first). */
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inline const osg::DrawElementsUInt *getTriangles() const;
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inline const osg::DrawElementsUInt *getTriangles() const { return prim_tris_.get(); }
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/** Get the generated primitive (call triangulate() first). */
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inline osg::DrawElementsUInt *getTriangles();
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inline osg::DrawElementsUInt *getTriangles() { return prim_tris_.get(); }
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/** remove the triangles internal to the constraint loops.
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* (Line strips cannot remove any internal triangles). */
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void removeInternalTriangles(DelaunayConstraint *constraint);
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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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@@ -169,60 +170,10 @@ private:
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linelist constraint_lines;
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void _uniqueifyPoints();
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};
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// INLINE METHODS
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inline const osg::Vec3Array *DelaunayTriangulator::getInputPointArray() const
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{
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return points_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getInputPointArray()
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{
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return points_.get();
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}
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inline void DelaunayTriangulator::setInputPointArray(osg::Vec3Array *points)
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{
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points_ = points;
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}
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inline const osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray() const
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{
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return normals_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray()
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{
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return normals_.get();
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}
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inline void DelaunayTriangulator::setOutputNormalArray(osg::Vec3Array *normals)
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{
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normals_ = normals;
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}
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inline const osg::DrawElementsUInt *DelaunayTriangulator::getTriangles() const
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{
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return prim_tris_.get();
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}
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inline osg::DrawElementsUInt *DelaunayTriangulator::getTriangles()
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{
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return prim_tris_.get();
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}
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inline const osg::DrawElementsUInt *DelaunayConstraint::getTriangles() const
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{
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return prim_tris_.get();
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}
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inline osg::DrawElementsUInt *DelaunayConstraint::getTriangles()
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{
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return prim_tris_.get();
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}
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}
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