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cartesian-theatrics committed Apr 17, 2024
1 parent a993b69 commit 6dafafe
Showing 1 changed file with 6 additions and 10 deletions.
16 changes: 6 additions & 10 deletions src/manifold/src/manifold.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -446,11 +446,13 @@ std::vector<glm::mat4x3> Manifold::surfaceMap(const std::vector<glm::mat4x3>& tr

glm::vec3 startVert = vertPos[startHalfedge.startVert];
glm::vec3 endVert = vertPos[startHalfedge.endVert];
glm::vec3 dir = glm::normalize(endVert - startVert);

cout << "startVert: " << startVert.x << " " << startVert.y << " " << startVert.z << endl;
cout << "endVert: " << endVert.x << " " << endVert.y << " " << endVert.z << endl;
cout << "Direction: " << dir.x << " " << dir.y << " " << dir.z << endl;

int currHalfedge = 6;
int nextHalfedge = (3 * (currHalfedge / 3)) + ((currHalfedge + 1) % 3);
int nnextHalfedge = (3 * (nextHalfedge / 3)) + ((nextHalfedge + 1) % 3);

cout << "edges:" << currHalfedge << " " << nextHalfedge << " " << nnextHalfedge << endl;

// How about we start with edge hopping. We calculate the angle betweeen the "desired heading"
// the the max and min angle that intersect that edge. If so, we find the intersection point.
Expand All @@ -459,12 +461,6 @@ std::vector<glm::mat4x3> Manifold::surfaceMap(const std::vector<glm::mat4x3>& tr

// 1. Iterate around half edges from any starting point

int startIndex = 4;
for (int i = startIndex; i < startIndex+3; i++) {
int idx = (i % 3) + startIndex;

}

// int face = startHalfedge.face;
// glm::vec3 faceNormal = impl->faceNormal_[face];

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