- manually merged C4D importer code from acgessler branch
- manually merged IFC bugfixes and improvements from schrompf branch
This commit is contained in:
170
code/IFCUtil.cpp
170
code/IFCUtil.cpp
@@ -166,6 +166,23 @@ void TempMesh::RemoveDegenerates()
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}
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}
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// ------------------------------------------------------------------------------------------------
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IfcVector3 TempMesh::ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize)
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{
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std::vector<IfcFloat> temp((cnt+2)*3);
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for( size_t vofs = 0, i = 0; vofs < cnt; ++vofs )
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{
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const IfcVector3& v = vtcs[vofs];
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temp[i++] = v.x;
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temp[i++] = v.y;
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temp[i++] = v.z;
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}
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IfcVector3 nor;
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NewellNormal<3, 3, 3>(nor, cnt, &temp[0], &temp[1], &temp[2]);
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return normalize ? nor.Normalize() : nor;
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}
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// ------------------------------------------------------------------------------------------------
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void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
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bool normalize,
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@@ -214,37 +231,148 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
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// Compute the normal of the last polygon in the given mesh
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IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const
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{
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size_t total = vertcnt.back(), vidx = verts.size() - total;
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std::vector<IfcFloat> temp((total+2)*3);
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for(size_t vofs = 0, cnt = 0; vofs < total; ++vofs) {
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const IfcVector3& v = verts[vidx+vofs];
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temp[cnt++] = v.x;
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temp[cnt++] = v.y;
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temp[cnt++] = v.z;
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}
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IfcVector3 nor;
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NewellNormal<3,3,3>(nor,total,&temp[0],&temp[1],&temp[2]);
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return normalize ? nor.Normalize() : nor;
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return ComputePolygonNormal(&verts[verts.size() - vertcnt.back()], vertcnt.back(), normalize);
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}
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struct CompareVector
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{
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bool operator () (const IfcVector3& a, const IfcVector3& b)
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{
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IfcVector3 d = a - b;
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IfcFloat eps = 1e-6;
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return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps);
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}
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};
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struct FindVector
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{
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IfcVector3 v;
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FindVector(const IfcVector3& p) : v(p) { }
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bool operator () (const IfcVector3& p) { return FuzzyVectorCompare(1e-6)(p, v); }
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};
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// ------------------------------------------------------------------------------------------------
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void TempMesh::FixupFaceOrientation()
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{
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const IfcVector3 vavg = Center();
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std::vector<IfcVector3> normals;
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ComputePolygonNormals(normals);
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// create a list of start indices for all faces to allow random access to faces
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std::vector<size_t> faceStartIndices(vertcnt.size());
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for( size_t i = 0, a = 0; a < vertcnt.size(); i += vertcnt[a], ++a )
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faceStartIndices[a] = i;
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size_t c = 0, ofs = 0;
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BOOST_FOREACH(unsigned int cnt, vertcnt) {
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if (cnt>2){
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const IfcVector3& thisvert = verts[c];
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if (normals[ofs]*(thisvert-vavg) < 0) {
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std::reverse(verts.begin()+c,verts.begin()+cnt+c);
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// list all faces on a vertex
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std::map<IfcVector3, std::vector<size_t>, CompareVector> facesByVertex;
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for( size_t a = 0; a < vertcnt.size(); ++a )
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{
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for( size_t b = 0; b < vertcnt[a]; ++b )
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facesByVertex[verts[faceStartIndices[a] + b]].push_back(a);
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}
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// determine neighbourhood for all polys
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std::vector<size_t> neighbour(verts.size(), SIZE_MAX);
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std::vector<size_t> tempIntersect(10);
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for( size_t a = 0; a < vertcnt.size(); ++a )
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{
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for( size_t b = 0; b < vertcnt[a]; ++b )
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{
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size_t ib = faceStartIndices[a] + b, nib = faceStartIndices[a] + (b + 1) % vertcnt[a];
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const std::vector<size_t>& facesOnB = facesByVertex[verts[ib]];
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const std::vector<size_t>& facesOnNB = facesByVertex[verts[nib]];
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// there should be exactly one or two faces which appear in both lists. Our face and the other side
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std::vector<size_t>::iterator sectstart = tempIntersect.begin();
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std::vector<size_t>::iterator sectend = std::set_intersection(
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facesOnB.begin(), facesOnB.end(), facesOnNB.begin(), facesOnNB.end(), sectstart);
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if( std::distance(sectstart, sectend) != 2 )
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continue;
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if( *sectstart == a )
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++sectstart;
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neighbour[ib] = *sectstart;
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}
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}
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// now we're getting started. We take the face which is the farthest away from the center. This face is most probably
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// facing outwards. So we reverse this face to point outwards in relation to the center. Then we adapt neighbouring
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// faces to have the same winding until all faces have been tested.
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std::vector<bool> faceDone(vertcnt.size(), false);
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while( std::count(faceDone.begin(), faceDone.end(), false) != 0 )
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{
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// find the farthest of the remaining faces
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size_t farthestIndex = SIZE_MAX;
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IfcFloat farthestDistance = -1.0;
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for( size_t a = 0; a < vertcnt.size(); ++a )
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{
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if( faceDone[a] )
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continue;
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IfcVector3 faceCenter = std::accumulate(verts.begin() + faceStartIndices[a],
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verts.begin() + faceStartIndices[a] + vertcnt[a], IfcVector3(0.0)) / IfcFloat(vertcnt[a]);
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IfcFloat dst = (faceCenter - vavg).SquareLength();
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if( dst > farthestDistance ) { farthestDistance = dst; farthestIndex = a; }
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}
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// calculate its normal and reverse the poly if its facing towards the mesh center
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IfcVector3 farthestNormal = ComputePolygonNormal(verts.data() + faceStartIndices[farthestIndex], vertcnt[farthestIndex]);
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IfcVector3 farthestCenter = std::accumulate(verts.begin() + faceStartIndices[farthestIndex],
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verts.begin() + faceStartIndices[farthestIndex] + vertcnt[farthestIndex], IfcVector3(0.0))
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/ IfcFloat(vertcnt[farthestIndex]);
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// We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
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// the file.
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if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
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{
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size_t fsi = faceStartIndices[farthestIndex], fvc = vertcnt[farthestIndex];
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std::reverse(verts.begin() + fsi, verts.begin() + fsi + fvc);
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std::reverse(neighbour.begin() + fsi, neighbour.begin() + fsi + fvc);
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// because of the neighbour index belonging to the edge starting with the point at the same index, we need to
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// cycle the neighbours through to match the edges again.
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// Before: points A - B - C - D with edge neighbour p - q - r - s
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// After: points D - C - B - A, reversed neighbours are s - r - q - p, but the should be
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// r q p s
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for( size_t a = 0; a < fvc - 1; ++a )
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std::swap(neighbour[fsi + a], neighbour[fsi + a + 1]);
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}
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faceDone[farthestIndex] = true;
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std::vector<size_t> todo;
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todo.push_back(farthestIndex);
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// go over its neighbour faces recursively and adapt their winding order to match the farthest face
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while( !todo.empty() )
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{
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size_t tdf = todo.back();
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size_t vsi = faceStartIndices[tdf], vc = vertcnt[tdf];
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todo.pop_back();
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// check its neighbours
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for( size_t a = 0; a < vc; ++a )
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{
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// ignore neighbours if we already checked them
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size_t nbi = neighbour[vsi + a];
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if( nbi == SIZE_MAX || faceDone[nbi] )
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continue;
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const IfcVector3& vp = verts[vsi + a];
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size_t nbvsi = faceStartIndices[nbi], nbvc = vertcnt[nbi];
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std::vector<IfcVector3>::iterator it = std::find_if(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc, FindVector(vp));
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ai_assert(it != verts.begin() + nbvsi + nbvc);
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size_t nb_vidx = std::distance(verts.begin() + nbvsi, it);
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// two faces winded in the same direction should have a crossed edge, where one face has p0->p1 and the other
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// has p1'->p0'. If the next point on the neighbouring face is also the next on the current face, we need
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// to reverse the neighbour
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nb_vidx = (nb_vidx + 1) % nbvc;
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size_t oursideidx = (a + 1) % vc;
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if( FuzzyVectorCompare(1e-6)(verts[vsi + oursideidx], verts[nbvsi + nb_vidx]) )
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{
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std::reverse(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc);
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std::reverse(neighbour.begin() + nbvsi, neighbour.begin() + nbvsi + nbvc);
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for( size_t a = 0; a < nbvc - 1; ++a )
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std::swap(neighbour[nbvsi + a], neighbour[nbvsi + a + 1]);
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}
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// either way we're done with the neighbour. Mark it as done and continue checking from there recursively
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faceDone[nbi] = true;
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todo.push_back(nbi);
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}
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}
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c += cnt;
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++ofs;
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// no more faces reachable from this part of the surface, start over with a disjunct part and its farthest face
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}
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}
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