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ENH: consistent member access for triFace / triangle etc.
- can access the vertices/points as a(), b(), c()
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@ -86,9 +86,9 @@ public:
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inline STLtriangle
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(
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const STLpoint& normal,
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const STLpoint& a,
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const STLpoint& b,
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const STLpoint& c,
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const STLpoint& p0,
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const STLpoint& p1,
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const STLpoint& p2,
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uint16_t attrib
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);
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@ -127,18 +127,18 @@ public:
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(
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Ostream& os,
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const vector& norm,
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const point& pt0,
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const point& pt1,
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const point& pt2
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const point& p0,
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const point& p1,
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const point& p2
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);
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//- Write components to Ostream (ASCII), calculating the normal
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inline static void write
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(
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Ostream& os,
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const point& pt0,
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const point& pt1,
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const point& pt2
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const point& p0,
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const point& p1,
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const point& p2
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);
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@ -33,16 +33,16 @@ License
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inline Foam::STLtriangle::STLtriangle
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(
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const STLpoint& normal,
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const STLpoint& a,
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const STLpoint& b,
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const STLpoint& c,
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const STLpoint& p0,
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const STLpoint& p1,
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const STLpoint& p2,
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uint16_t attrib
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)
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:
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normal_(normal),
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a_(a),
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b_(b),
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c_(c),
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a_(p0),
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b_(p1),
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c_(p2),
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attrib_(attrib)
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{}
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@ -88,17 +88,17 @@ inline void Foam::STLtriangle::write
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(
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Ostream& os,
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const vector& norm,
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const point& pt0,
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const point& pt1,
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const point& pt2
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const point& p0,
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const point& p1,
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const point& p2
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)
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{
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os << " facet normal "
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<< norm.x() << ' ' << norm.y() << ' ' << norm.z() << nl
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<< " outer loop" << nl
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<< " vertex " << pt0.x() << ' ' << pt0.y() << ' ' << pt0.z() << nl
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<< " vertex " << pt1.x() << ' ' << pt1.y() << ' ' << pt1.z() << nl
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<< " vertex " << pt2.x() << ' ' << pt2.y() << ' ' << pt2.z() << nl
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<< " vertex " << p0.x() << ' ' << p0.y() << ' ' << p0.z() << nl
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<< " vertex " << p1.x() << ' ' << p1.y() << ' ' << p1.z() << nl
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<< " vertex " << p2.x() << ' ' << p2.y() << ' ' << p2.z() << nl
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<< " endloop" << nl
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<< " endfacet" << nl;
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}
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@ -107,15 +107,15 @@ inline void Foam::STLtriangle::write
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inline void Foam::STLtriangle::write
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(
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Ostream& os,
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const point& pt0,
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const point& pt1,
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const point& pt2
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const point& p0,
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const point& p1,
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const point& p2
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)
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{
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// Calculate the normal ourselves
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const vector norm = triPointRef(pt0, pt1, pt2).unitNormal();
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const vector norm = triPointRef(p0, p1, p2).unitNormal();
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write(os, norm, pt0, pt1, pt2);
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write(os, norm, p0, p1, p2);
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}
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@ -123,11 +123,11 @@ inline void Foam::STLtriangle::write
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inline Foam::Ostream& Foam::operator<<(Ostream& os, const STLtriangle& tri)
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{
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os << tri.normal_ << token::SPACE
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<< tri.a_ << token::SPACE
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<< tri.b_ << token::SPACE
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<< tri.c_ << token::SPACE
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<< tri.attrib_;
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os << tri.normal() << token::SPACE
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<< tri.a() << token::SPACE
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<< tri.b() << token::SPACE
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<< tri.c() << token::SPACE
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<< tri.attrib();
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return os;
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}
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