Example #1
0
// call vertex, facet, and edge drop methods on input Triangle t
bool MillingCutter::dropCutter(CLPoint &cl, const Triangle &t) const {
    bool facet, vertex, edge;
    /* // alternative ordering of the tests:
    if (cl.below(t))
        vertexDrop(cl,t);
        
    // optimisation: if we are now above the triangle we don't need facet and edge
    if ( cl.below(t) ) {
        facetDrop(cl,t); 
        edgeDrop(cl,t);
    }*/
    
    if (cl.below(t)) {
        facet = facetDrop(cl,t); // if we make contact with the facet...
        if (!facet) {            // ...then we will not hit an edge/vertex, so don't check for that
            vertex = vertexDrop(cl,t);
            if ( cl.below(t) ) {
                edge = edgeDrop(cl,t); 
            }
        }
    }
    
    return ( facet || vertex || edge ); 
}
// call vertex, facet, and edge drop methods on input Triangle t
bool MillingCutter::dropCutter(CLPoint &cl, const Triangle &t) const {
    bool facet, vertex, edge;
    /* // alternative ordering of the tests:
    if (cl.below(t))
        vertexDrop(cl,t);
        
    // optimisation: if we are now above the triangle we don't need facet and edge
    if ( cl.below(t) ) {
        facetDrop(cl,t); 
        edgeDrop(cl,t);
    }*/
    
    if (cl.below(t)) {
        facet = facetDrop(cl,t);
        if (!facet) {
            vertex = vertexDrop(cl,t);
            if ( cl.below(t) ) {
                edge = edgeDrop(cl,t);
            }
        }
    }
    
    return ( facet || vertex || edge ); 
}