Refactor code in prevision of hints support
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d1d2811978
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cf0d7af712
4 changed files with 122 additions and 58 deletions
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@ -18,66 +18,22 @@ void MarchingCubes::add_hint(const Cuboid& hint) {
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Mesh MarchingCubes::operator()() {
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Mesh output;
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for(double x = box.low(0); x < box.high(0) + resolution; x += resolution)
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{
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without_hints(output);
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return output;
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}
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void MarchingCubes::without_hints(Mesh& output) {
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for(double x = box.low(0); x < box.high(0) + resolution;
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x += resolution) {
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for(double y = box.low(1); y < box.high(1) + resolution;
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y += resolution)
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{
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y += resolution) {
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for(double z = box.low(2); z < box.high(2) + resolution;
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z += resolution)
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{
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Intersections intersections;
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/* =====
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* NOTE: this code currently computes 8 times the surface value
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* at each corner point of the inspected space. This is okay
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* for now, because such computations are ultra light and
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* actually better than storing values.
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* If a time comes when this computation is heavier, because we
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* are looking at more complex implicit surfaces,
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* IT WILL BE NECESSARY TO ENHANCE THIS CODE!
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* ==== */
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for(int dx=0; dx <= 1; dx++) {
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for(int dy=0; dy <= 1; dy++) {
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for(int dz=0; dz <= 1; dz++) {
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double cx = x + resolution * dx;
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double cy = y + resolution * dy;
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double cz = z + resolution * dz;
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intersections.set_corner(dx, dy, dz,
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surface(cx, cy, cz) > 0);
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}
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}
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}
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const std::vector<CubeTri>& cur_triangles =
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edges_of_intersection[intersections.value()];
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for(const CubeTri& cube_tri: cur_triangles) {
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Point verts[3] = {
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intersect_location(cube_tri.edge[0],
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x, y, z),
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intersect_location(cube_tri.edge[1],
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x, y, z),
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intersect_location(cube_tri.edge[2],
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x, y, z),
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};
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size_t vert_ids[3];
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for(int i=0; i < 3; ++i)
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vert_ids[i] = output.add_vertice(verts[i]);
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for(int i=0; i < 3; ++i) {
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output.add_face(
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vert_ids[i],
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vert_ids[(i+1) % 3],
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vert_ids[(i+2) % 3]);
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}
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}
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z += resolution) {
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march_at(x, y, z, output);
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}
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}
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}
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return output;
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}
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Point MarchingCubes::CubeEdge::at(double pos,
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@ -102,6 +58,66 @@ Point MarchingCubes::CubeEdge::at(double pos,
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bary(p1.z, p2.z));
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}
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bool MarchingCubes::march_at(double x, double y, double z, Mesh& output) {
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/* =====
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* NOTE: this code currently computes 8 times the surface value
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* at each corner point of the inspected space. This is okay
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* for now, because such computations are ultra light and
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* actually better than storing values.
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* If a time comes when this computation is heavier, because we
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* are looking at more complex implicit surfaces,
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* IT WILL BE NECESSARY TO ENHANCE THIS CODE!
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* ==== */
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Intersections intersections = mk_intersection_cube(x, y, z, resolution);
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const std::vector<CubeTri>& cur_triangles =
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edges_of_intersection[intersections.value()];
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for(const CubeTri& cube_tri: cur_triangles) {
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Point verts[3] = {
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intersect_location(cube_tri.edge[0],
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x, y, z),
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intersect_location(cube_tri.edge[1],
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x, y, z),
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intersect_location(cube_tri.edge[2],
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x, y, z),
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};
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size_t vert_ids[3];
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for(int i=0; i < 3; ++i)
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vert_ids[i] = output.add_vertice(verts[i]);
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for(int i=0; i < 3; ++i) {
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output.add_face(
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vert_ids[i],
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vert_ids[(i+1) % 3],
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vert_ids[(i+2) % 3]);
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}
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}
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return !cur_triangles.empty();
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}
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MarchingCubes::Intersections MarchingCubes::mk_intersection_cube(
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double bx, double by, double bz, double side_len) const
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{
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Intersections intersections;
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for(int dx=0; dx <= 1; dx++) {
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for(int dy=0; dy <= 1; dy++) {
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for(int dz=0; dz <= 1; dz++) {
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double cx = bx + side_len * dx;
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double cy = by + side_len * dy;
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double cz = bz + side_len * dz;
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intersections.set_corner(dx, dy, dz,
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surface(cx, cy, cz) > 0);
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}
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}
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}
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return intersections;
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}
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Point MarchingCubes::intersect_location(const CubeEdge& edge,
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double bx, double by, double bz) const
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{
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@ -9,12 +9,15 @@
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*/
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#include <vector>
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#include <set>
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#include "Mesh.hpp"
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#include "Implicit.hpp"
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#include "common_structures.hpp"
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class MarchingCubes {
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private:
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typedef std::set<PointLoc> LocSet;
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class Intersections {
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public:
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typedef unsigned char intersect_t;
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@ -112,6 +115,15 @@ class MarchingCubes {
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};
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private: //methods
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bool march_at(double x, double y, double z, Mesh& output);
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/// ^ Adds triangles for the given location. Returns true if any
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/// triangle was added.
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void without_hints(Mesh& output);
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Intersections mk_intersection_cube(double bx, double by, double bz,
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double side_len) const;
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Point intersect_location(const CubeEdge& edge,
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double bx, double by, double bz) const;
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@ -23,10 +23,13 @@ double Cuboid::high(unsigned dim) const {
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return highBound[dim];
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}
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double Cuboid::length(unsigned dim) const {
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assert(dim < 3);
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return high(dim) - low(dim);
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}
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double Cuboid::volume() const {
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return (high(0) - low(0))
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* (high(1) - low(1))
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* (high(2) - low(2));
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return length(0) * length(1) * length(2);
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}
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bool Cuboid::is_empty() const {
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@ -7,6 +7,7 @@
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#include <functional> // Hash
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#include <vector>
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#include <cassert>
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#include <cmath>
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struct Point {
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Point(double x, double y, double z) : x(x), y(y), z(z) {}
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@ -22,6 +23,12 @@ struct Point {
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}
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}
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bool operator==(const Point& pt) const {
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return fabs(x - pt.x) < 1e-9
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&& fabs(y - pt.y) < 1e-9
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&& fabs(z - pt.z) < 1e-9;
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}
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Point operator+(const Point& pt) const {
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return Point(
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x + pt.x,
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@ -57,6 +64,31 @@ struct Point {
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}
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};
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struct PointLoc {
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/// Point location: a point with integer coordinates, used to index Points
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PointLoc(int x, int y, int z): x(x), y(y), z(z) {}
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int x, y, z;
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bool operator<(const PointLoc& pt) const {
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if(x == pt.x) {
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if(y == pt.y)
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return z < pt.z;
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return y < pt.y;
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}
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return x < pt.x;
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}
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bool operator==(const PointLoc& pt) const {
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return x == pt.x && y == pt.y && z == pt.z;
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}
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PointLoc operator+(const PointLoc& pt) const {
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return PointLoc(x + pt.x, y + pt.y, z + pt.z);
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}
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};
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struct Face {
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Face(int v0, int v1, int v2) {
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vert[0] = v0;
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@ -87,6 +119,7 @@ class Cuboid {
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double low(unsigned dim) const; ///< Lower bound for a dimension
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double high(unsigned dim) const; ///< Higher bound for a dimension
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double length(unsigned dim) const;
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double volume() const;
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bool is_empty() const;
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