void dual(Manifold& m) { // Create new vertices. Each face becomes a vertex whose position // is the centre of the face int i = 0; FaceAttributeVector<int> ftouched; vector<Vec3d> vertices; vertices.resize(m.no_faces()); for(auto f : m.faces()) vertices[ftouched[f] = i++] = centre(m, f); // Create new faces. Each vertex is a new face with N=valency of vertex // edges. vector<int> faces; vector<int> indices; for(auto v : m.vertices()) if(valency(m, v) > 2 && !(boundary(m, v))) { // int N = circulate_vertex_ccw(m, v, (std::function<void(FaceID)>)[&](FaceID fid) { // indices.push_back(ftouched[fid]); // }); Walker w = m.walker(v); for(; !w.full_circle(); w = w.circulate_vertex_ccw()){ indices.push_back(ftouched[w.face()]); } int N = w.no_steps(); // Insert face valency in the face vector. faces.push_back(N); } // Clear the manifold before new geometry is inserted. m.clear(); // And build m.build( vertices.size(), reinterpret_cast<double*>(&vertices[0]), faces.size(), &faces[0], &indices[0]); }