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Scotty3D
Commits
8ddfb4bf
Commit
8ddfb4bf
authored
4 years ago
by
TheNumbat
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render edges within a single boundary face
parent
9f1961d7
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src/gui/model.cpp
+10
-1
10 additions, 1 deletion
src/gui/model.cpp
with
10 additions
and
1 deletion
src/gui/model.cpp
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10
−
1
View file @
8ddfb4bf
...
@@ -381,8 +381,17 @@ void Model::rebuild() {
...
@@ -381,8 +381,17 @@ void Model::rebuild() {
// Create cylinder for each edge
// Create cylinder for each edge
cylinders
.
clear
();
cylinders
.
clear
();
for
(
auto
e
=
mesh
.
edges_begin
();
e
!=
mesh
.
edges_end
();
e
++
)
{
for
(
auto
e
=
mesh
.
edges_begin
();
e
!=
mesh
.
edges_end
();
e
++
)
{
// We don't want to render edges between two boundary faces, since the boundaries
// should look contiguous
if
(
e
->
halfedge
()
->
is_boundary
()
&&
e
->
halfedge
()
->
twin
()
->
is_boundary
())
{
// Unless both surrounding boundaries are the same face, in which case we should
// render this edge to show that the next vertex is connected
if
(
e
->
halfedge
()
->
face
()
!=
e
->
halfedge
()
->
twin
()
->
face
())
continue
;
}
if
(
e
->
halfedge
()
->
is_boundary
()
&&
e
->
halfedge
()
->
twin
()
->
is_boundary
())
continue
;
Mat4
transform
;
Mat4
transform
;
edge_viz
(
e
,
transform
);
edge_viz
(
e
,
transform
);
id_to_info
[
e
->
id
()]
=
{
e
,
cylinders
.
add
(
transform
,
e
->
id
())};
id_to_info
[
e
->
id
()]
=
{
e
,
cylinders
.
add
(
transform
,
e
->
id
())};
...
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