269 lines
5.8 KiB
C++
269 lines
5.8 KiB
C++
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// This code is in the public domain -- castanyo@yahoo.es
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#include "nvmesh.h" // pch
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#include "Face.h"
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#include "Vertex.h"
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#include "nvmath/Fitting.h"
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#include "nvmath/Plane.h"
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#include "nvmath/Vector.inl"
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#include "nvcore/Array.h"
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using namespace nv;
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using namespace HalfEdge;
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/// Get face area.
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float Face::area() const
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{
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float area = 0;
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const Vector3 & v0 = edge->from()->pos;
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for (ConstEdgeIterator it(edges(edge->next)); it.current() != edge->prev; it.advance())
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{
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const Edge * e = it.current();
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const Vector3 & v1 = e->vertex->pos;
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const Vector3 & v2 = e->next->vertex->pos;
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area += length(cross(v1-v0, v2-v0));
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}
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return area * 0.5f;
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}
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float Face::parametricArea() const
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{
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float area = 0;
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const Vector2 & v0 = edge->from()->tex;
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for (ConstEdgeIterator it(edges(edge->next)); it.current() != edge->prev; it.advance())
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{
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const Edge * e = it.current();
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const Vector2 & v1 = e->vertex->tex;
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const Vector2 & v2 = e->next->vertex->tex;
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area += triangleArea(v0, v1, v2);
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}
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return area * 0.5f;
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}
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/// Get boundary length.
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float Face::boundaryLength() const
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{
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float bl = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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bl += edge->length();
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}
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return bl;
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}
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/// Get face normal.
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Vector3 Face::normal() const
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{
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Vector3 n(0);
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const Vertex * vertex0 = NULL;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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nvCheck(edge != NULL);
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if (vertex0 == NULL)
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{
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vertex0 = edge->vertex;
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}
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else if (edge->next->vertex != vertex0)
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{
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const HalfEdge::Vertex * vertex1 = edge->from();
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const HalfEdge::Vertex * vertex2 = edge->to();
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const Vector3 & p0 = vertex0->pos;
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const Vector3 & p1 = vertex1->pos;
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const Vector3 & p2 = vertex2->pos;
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Vector3 v10 = p1 - p0;
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Vector3 v20 = p2 - p0;
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n += cross(v10, v20);
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}
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}
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return normalizeSafe(n, Vector3(0, 0, 1), 0.0f);
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// Get face points eliminating duplicates.
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/*Array<Vector3> points(4);
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points.append(m_edge->prev()->from()->pos);
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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nvDebugCheck(edge != NULL);
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const Vector3 & p = edge->from()->pos;
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if (points.back() != p)
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{
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points.append(edge->from()->pos);
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}
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}
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points.popBack();
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if (points.count() < 3)
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{
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// Invalid normal.
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return Vector3(0.0f);
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}
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else
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{
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// Compute regular normal.
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Vector3 normal = normalizeSafe(cross(points[1] - points[0], points[2] - points[0]), Vector3(0.0f), 0.0f);
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#pragma NV_MESSAGE("TODO: make sure these three points are not colinear")
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if (points.count() > 3)
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{
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// Compute best fitting plane to the points.
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Plane plane = Fit::bestPlane(points.count(), points.buffer());
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// Adjust normal orientation.
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if (dot(normal, plane.vector()) > 0) {
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normal = plane.vector();
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}
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else {
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normal = -plane.vector();
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}
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}
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nvDebugCheck(isNormalized(normal));
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return normal;
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}*/
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}
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Vector3 Face::centroid() const
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{
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Vector3 sum(0.0f);
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uint count = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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sum += edge->from()->pos;
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count++;
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}
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return sum / float(count);
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}
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bool Face::isValid() const
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{
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uint count = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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if (edge->face != this) return false;
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if (!edge->isValid()) return false;
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if (!edge->pair->isValid()) return false;
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count++;
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}
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if (count < 3) return false;
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return true;
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}
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// Determine if this face contains the given edge.
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bool Face::contains(const Edge * e) const
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{
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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if(it.current() == e) return true;
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}
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return false;
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}
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// Returns index in this face of the given edge.
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uint Face::edgeIndex(const Edge * e) const
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{
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int i = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance(), i++)
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{
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if(it.current() == e) return i;
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}
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return NIL;
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}
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Edge * Face::edgeAt(uint idx)
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{
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int i = 0;
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for(EdgeIterator it(edges()); !it.isDone(); it.advance(), i++) {
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if (i == idx) return it.current();
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}
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return NULL;
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}
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const Edge * Face::edgeAt(uint idx) const
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{
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int i = 0;
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for(ConstEdgeIterator it(edges()); !it.isDone(); it.advance(), i++) {
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if (i == idx) return it.current();
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}
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return NULL;
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}
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// Count the number of edges in this face.
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uint Face::edgeCount() const
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{
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uint count = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance()) { ++count; }
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return count;
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}
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// Determine if this is a boundary face.
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bool Face::isBoundary() const
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{
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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nvDebugCheck(edge->pair != NULL);
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if (edge->pair->face == NULL) {
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return true;
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}
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}
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return false;
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}
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// Count the number of boundary edges in the face.
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uint Face::boundaryCount() const
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{
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uint count = 0;
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for (ConstEdgeIterator it(edges()); !it.isDone(); it.advance())
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{
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const Edge * edge = it.current();
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nvDebugCheck(edge->pair != NULL);
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if (edge->pair->face == NULL) {
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count++;
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}
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}
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return count;
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}
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