2017-01-16 14:04:31 +01:00
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#include "CgalKernel.h"
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#include "CgalConversionResult.h"
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void IfcGeom::CgalShape::Triangulate(const IfcGeom::IteratorSettings & settings, const IfcGeom::ConversionResultPlacement * place, IfcGeom::Representation::Triangulation<double>* t, int surface_style_id) const {
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2017-02-08 16:12:19 -06:00
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cgal_shape_t s = shape_;
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const cgal_placement_t& trsf = dynamic_cast<const CgalPlacement*>(place)->trsf();
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// Triangulate the shape and compute the normals
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std::map<cgal_vertex_descriptor_t, Kernel::Vector_3> vertex_normals;
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boost::associative_property_map<std::map<cgal_vertex_descriptor_t, Kernel::Vector_3>> vertex_normals_map(vertex_normals);
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std::map<cgal_face_descriptor_t, Kernel::Vector_3> face_normals;
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boost::associative_property_map<std::map<cgal_face_descriptor_t, Kernel::Vector_3>> face_normals_map(face_normals);
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try {
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CGAL::Polygon_mesh_processing::triangulate_faces(s);
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CGAL::Polygon_mesh_processing::compute_normals(s, vertex_normals_map, face_normals_map);
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} catch (...) {
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// TODO: Catch outside
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// Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape:",ifc_file->entityById(_id)->entity);
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Logger::Message(Logger::LOG_ERROR, "Failed to triangulate shape");
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return;
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}
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// Iterates over the faces of the shape
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int num_faces = 0, num_vertices = 0;
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// TopExp_Explorer exp;
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for (auto &face: faces(s)) {
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CGAL::Polyhedron_3<Kernel>::Halfedge_around_facet_const_circulator current_halfedge = face->facet_begin();
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do {
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t->addVertex(surface_style_id,
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CGAL::to_double(current_halfedge->vertex()->point().cartesian(0)),
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CGAL::to_double(current_halfedge->vertex()->point().cartesian(1)),
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CGAL::to_double(current_halfedge->vertex()->point().cartesian(2)));
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for (int i = 0; i < 3; ++i) t->normals().push_back(CGAL::to_double(face_normals_map[face].cartesian(i)));
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t->faces().push_back(num_vertices);
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++num_vertices;
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++current_halfedge;
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} while (current_halfedge != face->facet_begin());
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t->material_ids().push_back(surface_style_id);
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++num_faces;
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// TopLoc_Location loc;
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// Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face, loc);
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//
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// if (!tri.IsNull()) {
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//
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// // A 3x3 matrix to rotate the vertex normals
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// const gp_Mat rotation_matrix = trsf.VectorialPart();
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//
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// // Keep track of the number of times an edge is used
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// // Manifold edges (i.e. edges used twice) are deemed invisible
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// std::map<std::pair<int, int>, int> edgecount;
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// std::vector<std::pair<int, int> > edges_temp;
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//
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// const TColgp_Array1OfPnt& nodes = tri->Nodes();
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// const TColgp_Array1OfPnt2d& uvs = tri->UVNodes();
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// std::vector<cgal_point_t> coords;
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// BRepGProp_Face prop(face);
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// std::map<int, int> dict;
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//
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// // Vertex normals are only calculated if vertices are not welded and calculation is not disable explicitly.
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// const bool calculate_normals = !settings.get(IteratorSettings::WELD_VERTICES) &&
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// !settings.get(IteratorSettings::NO_NORMALS);
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//
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// for (int i = 1; i <= nodes.Length(); ++i) {
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// coords.push_back(nodes(i).Transformed(loc).XYZ());
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// trsf.Transforms(*coords.rbegin());
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// const gp_XYZ& last = *coords.rbegin();
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// dict[i] = t->addVertex(surface_style_id, last.X(), last.Y(), last.Z());
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//
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// if (calculate_normals) {
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// const gp_Pnt2d& uv = uvs(i);
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// gp_Pnt p;
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// gp_Vec normal_direction;
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// prop.Normal(uv.X(), uv.Y(), p, normal_direction);
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// gp_Vec normal(0., 0., 0.);
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// if (normal_direction.Magnitude() > ALMOST_ZERO) {
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// normal = gp_Dir(normal_direction.XYZ() * rotation_matrix);
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// }
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// t->normals().push_back(static_cast<double>(normal.X()));
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// t->normals().push_back(static_cast<double>(normal.Y()));
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// t->normals().push_back(static_cast<double>(normal.Z()));
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// }
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// }
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//
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// const Poly_Array1OfTriangle& triangles = tri->Triangles();
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// for (int i = 1; i <= triangles.Length(); ++i) {
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// int n1, n2, n3;
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// if (face.Orientation() == TopAbs_REVERSED)
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// triangles(i).Get(n3, n2, n1);
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// else triangles(i).Get(n1, n2, n3);
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//
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// t->faces().push_back(dict[n1]);
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// t->faces().push_back(dict[n2]);
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// t->faces().push_back(dict[n3]);
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//
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// t->material_ids().push_back(surface_style_id);
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//
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// t->addEdge(dict[n1], dict[n2], edgecount, edges_temp);
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// t->addEdge(dict[n2], dict[n3], edgecount, edges_temp);
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// t->addEdge(dict[n3], dict[n1], edgecount, edges_temp);
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// }
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// for (std::vector<std::pair<int, int> >::const_iterator jt = edges_temp.begin(); jt != edges_temp.end(); ++jt) {
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// if (edgecount[*jt] == 1) {
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// // non manifold edge, face boundary
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// t->edges().push_back(jt->first);
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// t->edges().push_back(jt->second);
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// }
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// }
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// }
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}
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//
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// if (num_faces == 0) {
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// // Edges are only emitted if there are no faces. A mixed representation of faces
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// // and loose edges is discouraged by the standard. An alternative would be to use
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// // TopExp_Explorer texp(s, TopAbs_EDGE, TopAbs_FACE) to find edges that do not
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// // belong to any face.
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// for (TopExp_Explorer texp(s, TopAbs_EDGE); texp.More(); texp.Next()) {
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// BRepAdaptor_Curve crv(TopoDS::Edge(texp.Current()));
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// GCPnts_QuasiUniformDeflection tessellater(crv, settings.deflection_tolerance());
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// int n = tessellater.NbPoints();
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// int start = (int)t->verts().size() / 3;
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// for (int i = 1; i <= n; ++i) {
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// gp_XYZ p = tessellater.Value(i).XYZ();
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//
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// /*
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// // In case you want direction arrows on your edges
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// double u = tessellater.Parameter(i);
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// gp_XYZ p2, p3;
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// gp_Pnt tmp;
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// gp_Vec tmp2;
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// crv.D1(u, tmp, tmp2);
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// gp_Dir d1, d2, d3, d4;
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// d1 = tmp2;
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// if (texp.Current().Orientation() == TopAbs_REVERSED) {
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// d1 = -d1;
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// }
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// if (fabs(d1.Z()) < 0.5) {
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// d2 = d1.Crossed(gp::DZ());
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// } else {
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// d2 = d1.Crossed(gp::DY());
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// }
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// d3 = d1.XYZ() + d2.XYZ();
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// d4 = d1.XYZ() - d2.XYZ();
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// p2 = p - d3.XYZ() / 10.;
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// p3 = p - d4.XYZ() / 10.;
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// trsf.Transforms(p2);
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// trsf.Transforms(p3);
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// _material_ids.push_back(surface_style_id);
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// _material_ids.push_back(surface_style_id);
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// _verts.push_back(static_cast<P>(p2.X()));
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// _verts.push_back(static_cast<P>(p2.Y()));
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// _verts.push_back(static_cast<P>(p2.Z()));
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// _verts.push_back(static_cast<P>(p3.X()));
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// _verts.push_back(static_cast<P>(p3.Y()));
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// _verts.push_back(static_cast<P>(p3.Z()));
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// */
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//
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// trsf.Transforms(p);
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//
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// t->material_ids().push_back(surface_style_id);
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//
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// t->verts().push_back(static_cast<double>(p.X()));
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// t->verts().push_back(static_cast<double>(p.Y()));
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// t->verts().push_back(static_cast<double>(p.Z()));
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//
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// if (i > 1) {
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// t->edges().push_back(start + i - 2);
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// t->edges().push_back(start + i - 1);
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// // _edges.push_back(start + 3 * (i - 2) + 2);
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// // _edges.push_back(start + 3 * (i - 1) + 2);
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// }
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//
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// // _edges.push_back(start + 3 * (i - 1) + 0);
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// // _edges.push_back(start + 3 * (i - 1) + 2);
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// // _edges.push_back(start + 3 * (i - 1) + 1);
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// // _edges.push_back(start + 3 * (i - 1) + 2);
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// }
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// }
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// }
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//
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// BRepTools::Clean(s);
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2017-01-16 14:04:31 +01:00
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}
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