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Merge pull request #3670 from afabri/Periodic_T3-initialize_Point_3-GF
Periodic_3_triangulation_3 demo: Initialize Point_3
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@ -1410,11 +1410,10 @@ void Scene::gl_draw_location() {
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ch, off0, off1, off2, off3, offs);
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for(int i=0; i < 4; i++){
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Point p = tet_to_draw.vertex((i+1)&3);
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Point q = tet_to_draw.vertex((i+2)&3);
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Point r = tet_to_draw.vertex((i+3)&3);
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Vector c= (Vector(Point(),p)+Vector(Point(),q)+Vector(Point(),r))/3.;
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Point cp = Point(c.x(),c.y(),c.z());
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const Point& p = tet_to_draw.vertex((i+1)&3);
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const Point& q = tet_to_draw.vertex((i+2)&3);
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const Point& r = tet_to_draw.vertex((i+3)&3);
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Point cp = CGAL::centroid(p,q,r);
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// project facet center
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double px,py,pz;
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project(cp.x(),cp.y(),cp.z(),
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@ -1521,11 +1520,10 @@ void Scene::gl_draw_conflict() {
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for (int offs=0 ; offs<=diff_off ; offs++) {
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if ((((~offs)|diff_off)&7)!=7) continue;
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Triangle tri_to_draw = construct_triangle(ch,j,off0,off1,off2,offs);
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Point p = tri_to_draw.vertex(0);
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Point q = tri_to_draw.vertex(1);
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Point r = tri_to_draw.vertex(2);
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Vector c= (Vector(Point(),p)+Vector(Point(),q)+Vector(Point(),r))/3.;
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Point cp = Point(c.x(),c.y(),c.z());
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const Point& p = tri_to_draw.vertex(0);
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const Point& q = tri_to_draw.vertex(1);
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const Point& r = tri_to_draw.vertex(2);
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Point cp = CGAL::centroid(p,q,r);
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// project facet center
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double px,py,pz;
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project(cp.x(),cp.y(),cp.z(),
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