From 6dafafe3c4b6531f5dd7a43d5d88fa721ddd3085 Mon Sep 17 00:00:00 2001 From: John Collins Date: Tue, 16 Apr 2024 20:47:58 -0700 Subject: [PATCH] save --- src/manifold/src/manifold.cpp | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) diff --git a/src/manifold/src/manifold.cpp b/src/manifold/src/manifold.cpp index ec8eb235c..4663f856c 100644 --- a/src/manifold/src/manifold.cpp +++ b/src/manifold/src/manifold.cpp @@ -446,11 +446,13 @@ std::vector Manifold::surfaceMap(const std::vector& 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. @@ -459,12 +461,6 @@ std::vector Manifold::surfaceMap(const std::vector& 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];