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halfedge.cpp
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#include "halfedge.h"
//edges
HalfEdge::HalfEdge(Vertex* start, Vertex* stop){
this->start=start;
this->stop=stop;
this->hash=computeHash();
this->twin=NULL;
if(start->z()>stop->z()){
this->zMax=start;
this->zMin=stop;
}
else{
this->zMax=stop;
this->zMin=start;
}
}
HalfEdge::HalfEdge(): start(NULL), stop(NULL){
}
QString HalfEdge::computeHash(){
QString first;
QString second;
first=QString::number((size_t)start);
second=QString::number((size_t)stop);
first.append(second);
return first;
}
QString HalfEdge::getHash(){
return this->hash;
}
void HalfEdge::addFace(Face *face){
if(!this->faces.contains(face)){
this->faces.append(face);
}
}
QList<Face*> HalfEdge::getFaces(){
return this->faces;
}
void HalfEdge::setTwin(HalfEdge *twin){
this->twin=twin;
}
void HalfEdge::removeFace(Face* face){
this->faces.removeAt(this->faces.indexOf(face));
}
bool HalfEdge::crosesZPLane(double z){
return (zMax->z()>=z && zMin->z()<=z) && (zMin->z()!=zMax->z());
}
double HalfEdge::angleBeetwen(HalfEdge *second){
QVector3D vertex1=this->start->toVector3D()*100;
QVector3D vertex2=this->stop->toVector3D()*100;;
QVector3D point1;
QVector3D vertex3=second->start->toVector3D()*100;;
QVector3D vertex4=second->stop->toVector3D()*100;;
QVector3D point2;
//move verteces to point 0,0
qDebug() << "Vertex1" << vertex1.x() << vertex1.y() << vertex1.z();
qDebug() << "Vertex2" << vertex2.x() << vertex2.y() << vertex2.z();
qDebug() << "Vertex3" << vertex3.x() << vertex3.y() << vertex3.z();
qDebug() << "Vertex4" << vertex4.x() << vertex4.y() << vertex4.z();
if(vertex1.length()>vertex2.length()){
point1=vertex1-vertex2;
}
else{
point1=vertex2-vertex1;
}
qDebug() << vertex1.length() << vertex2.length();
qDebug() << point1.x() << point1.y() << point1.z();
if(vertex3.length()>vertex4.length()){
point2=vertex3-vertex4;
}
else{
point2=vertex4-vertex3;
}
qDebug() << vertex3.length() << vertex4.length();
qDebug() << point2.x() << point2.y() << point2.z();
double dotProduct=QVector3D::dotProduct(point1.normalized(),point2.normalized());
double angle=(acos(dotProduct)*(double)180)/3.14159;
return angle;
}