void MeshBuilder::checkIsolatedVertices(const Mesh& mesh) { for (VertexCIter v = mesh.vertices.begin(); v != mesh.vertices.end(); v++) { if (v->isIsolated()) { std::cerr << "Warning: vertex " << v->index << " is isolated (not contained in any face)." << std::endl; } } }
void MeshIO :: checkIsolatedVertices( const Mesh& mesh ) { // print a warning if the mesh has any isolated vertices int vertexIndex = 0; for( VertexCIter v = mesh.vertices.begin(); v != mesh.vertices.end(); v ++ ) { if( v->isIsolated() ) { cerr << "Warning: vertex " << vertexIndex << " is isolated (not contained in any face)." << endl; } vertexIndex++; } }
void Viewer :: drawIsolatedVertices( void ) { glPushAttrib( GL_ALL_ATTRIB_BITS ); glPointSize( 5 ); glHint( GL_POINT_SMOOTH_HINT, GL_NICEST ); glEnable( GL_POINT_SMOOTH ); glColor3f( 1., 0., 0. ); glBegin( GL_POINTS ); for( VertexCIter v = mesh.vertices.begin(); v != mesh.vertices.end(); v ++ ) { if( v->isIsolated() ) { glVertex3dv( &v->position[0] ); } } glEnd(); glPopAttrib(); }