Coupure prévue mardi 3 Août au matin pour maintenance du serveur. Nous faisons au mieux pour que celle-ci soit la plus brève possible.

Commit 6a02780f authored by Thery Sylvain's avatar Thery Sylvain
Browse files

namespace pb in SCHNApps

parent 3e757ee2
...@@ -46,7 +46,7 @@ void DifferentialPropertiesPlugin::cb_computeNormals() ...@@ -46,7 +46,7 @@ void DifferentialPropertiesPlugin::cb_computeNormals()
if(!normal.isValid()) if(!normal.isValid())
normal = map->addAttribute<VEC3, VERTEX>(normalName); normal = map->addAttribute<VEC3, VERTEX>(normalName);
Algo::Geometry::computeNormalVertices<PFP>(*map, position, normal); Algo::Surface::Geometry::computeNormalVertices<PFP>(*map, position, normal);
if(m_computeNormalsDialog->check_createVBO->checkState() == Qt::Checked) if(m_computeNormalsDialog->check_createVBO->checkState() == Qt::Checked)
mh->createVBO(normal); mh->createVBO(normal);
......
...@@ -26,7 +26,7 @@ void ImportSurfacePlugin::cb_import() ...@@ -26,7 +26,7 @@ void ImportSurfacePlugin::cb_import()
MapHandler<PFP>* h = new MapHandler<PFP>(fi.baseName(), m_window, m); MapHandler<PFP>* h = new MapHandler<PFP>(fi.baseName(), m_window, m);
std::vector<std::string> attrNames ; std::vector<std::string> attrNames ;
Algo::Import::importMesh<PFP>(*m, fileName.toUtf8().constData(), attrNames); Algo::Surface::Import::importMesh<PFP>(*m, fileName.toUtf8().constData(), attrNames);
// get vertex position attribute // get vertex position attribute
VertexAttribute<VEC3> position = m->getAttribute<VEC3, CGoGN::VERTEX>(attrNames[0]); VertexAttribute<VEC3> position = m->getAttribute<VEC3, CGoGN::VERTEX>(attrNames[0]);
......
...@@ -82,7 +82,7 @@ void SubdivideSurfacePlugin::cb_loopSubdivision() ...@@ -82,7 +82,7 @@ void SubdivideSurfacePlugin::cb_loopSubdivision()
std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData(); std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData();
VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName); VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName);
Algo::Modelisation::LoopSubdivision<PFP>(*map, position); Algo::Surface::Modelisation::LoopSubdivision<PFP>(*map, position);
mh->updatePrimitives(Algo::Render::GL2::POINTS); mh->updatePrimitives(Algo::Render::GL2::POINTS);
mh->updatePrimitives(Algo::Render::GL2::LINES); mh->updatePrimitives(Algo::Render::GL2::LINES);
...@@ -109,7 +109,7 @@ void SubdivideSurfacePlugin::cb_CCSubdivision() ...@@ -109,7 +109,7 @@ void SubdivideSurfacePlugin::cb_CCSubdivision()
std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData(); std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData();
VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName); VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName);
Algo::Modelisation::CatmullClarkSubdivision<PFP>(*map, position); Algo::Surface::Modelisation::CatmullClarkSubdivision<PFP>(*map, position);
mh->updatePrimitives(Algo::Render::GL2::POINTS); mh->updatePrimitives(Algo::Render::GL2::POINTS);
mh->updatePrimitives(Algo::Render::GL2::LINES); mh->updatePrimitives(Algo::Render::GL2::LINES);
...@@ -136,7 +136,7 @@ void SubdivideSurfacePlugin::cb_trianguleFaces() ...@@ -136,7 +136,7 @@ void SubdivideSurfacePlugin::cb_trianguleFaces()
std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData(); std::string positionName = m_dockTab->combo_positionAttribute->currentText().toUtf8().constData();
VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName); VertexAttribute<VEC3> position = map->getAttribute<VEC3, VERTEX>(positionName);
Algo::Modelisation::trianguleFaces<PFP>(*map, position); Algo::Surface::Modelisation::trianguleFaces<PFP>(*map, position);
mh->updatePrimitives(Algo::Render::GL2::POINTS); mh->updatePrimitives(Algo::Render::GL2::POINTS);
mh->updatePrimitives(Algo::Render::GL2::LINES); mh->updatePrimitives(Algo::Render::GL2::LINES);
......
...@@ -290,10 +290,10 @@ void GenericMap::removeLevelFront() ...@@ -290,10 +290,10 @@ void GenericMap::removeLevelFront()
if(maxL > 0) //must have at min 2 levels (0 and 1) to remove the front one if(maxL > 0) //must have at min 2 levels (0 and 1) to remove the front one
{ {
AttributeMultiVector<unsigned int>* minMR = m_mrDarts[0] ; AttributeMultiVector<unsigned int>* minMR = m_mrDarts[0] ;
AttributeMultiVector<unsigned int>* firstMR = m_mrDarts[1] ; // AttributeMultiVector<unsigned int>* firstMR = m_mrDarts[1] ;
for(unsigned int i = m_mrattribs.begin(); i != m_mrattribs.end(); m_mrattribs.next(i)) for(unsigned int i = m_mrattribs.begin(); i != m_mrattribs.end(); m_mrattribs.next(i))
{ {
unsigned int idx = (*minMR)[i] ; // unsigned int idx = (*minMR)[i] ;
if((*m_mrLevels)[i] != 0) // if the MRdart was introduced after the level we're removing if((*m_mrLevels)[i] != 0) // if the MRdart was introduced after the level we're removing
{ {
--(*m_mrLevels)[i]; //decrement his level of insertion --(*m_mrLevels)[i]; //decrement his level of insertion
......
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