OctahedronPolygon.hpp   OctahedronPolygon.hpp 
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{ {
WindingPositive=0, //!< Positive winding rule (used for union) WindingPositive=0, //!< Positive winding rule (used for union)
WindingAbsGeqTwo=1 //!< Abs greater or equal 2 winding rule (used for intersection) WindingAbsGeqTwo=1 //!< Abs greater or equal 2 winding rule (used for intersection)
}; };
bool sideContains2D(const Vec3d& p, int sideNb) const; bool sideContains2D(const Vec3d& p, int sideNb) const;
//! Tesselate the contours per side, producing a list of triangles s ubcontours according to the given rule. //! Tesselate the contours per side, producing a list of triangles s ubcontours according to the given rule.
void tesselate(TessWindingRule rule); void tesselate(TessWindingRule rule);
QVector<SubContour> tesselateOneSideLineLoop(class GLUEStesselator* QVector<SubContour> tesselateOneSideLineLoop(struct GLUEStesselator*
tess, int sidenb) const; tess, int sidenb) const;
QVector<Vec3d> tesselateOneSideTriangles(class GLUEStesselator* tess QVector<Vec3d> tesselateOneSideTriangles(struct GLUEStesselator* tes
, int sidenb) const; s, int sidenb) const;
QVarLengthArray<QVector<SubContour>,8 > sides; QVarLengthArray<QVector<SubContour>,8 > sides;
//! Update the content of both cached vertex arrays. //! Update the content of both cached vertex arrays.
void updateVertexArray(); void updateVertexArray();
StelVertexArray fillCachedVertexArray; StelVertexArray fillCachedVertexArray;
StelVertexArray outlineCachedVertexArray; StelVertexArray outlineCachedVertexArray;
void computeBoundingCap(); void computeBoundingCap();
Vec3d capN; Vec3d capN;
double capD; double capD;
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