15 if (!_winged_edge || !_grid) {
19 vector<WShape *> wshapes = _winged_edge->
getWShapes();
20 vector<WVertex *> fvertices;
21 vector<Vec3r> vectors;
22 vector<WFace *>
faces;
24 for (vector<WShape *>::const_iterator it = wshapes.begin(); it != wshapes.end(); ++it) {
25 faces = (*it)->GetFaceList();
27 for (vector<WFace *>::const_iterator f =
faces.begin(); f !=
faces.end(); ++f) {
28 (*f)->RetrieveVertexList(fvertices);
30 for (vector<WVertex *>::const_iterator wv = fvertices.begin(); wv != fvertices.end(); ++wv) {
31 vectors.emplace_back((*wv)->GetVertex());
36 occluder->
setId(_polygon_id++);
Classes to define a Winged Edge data structure.
Class to fill in a grid from a SceneGraph (uses only the WingedEdge structures)
void insertOccluder(Polygon3r *occluder)
vector< WShape * > & getWShapes()