OctahedronPolygon.cpp   OctahedronPolygon.cpp 
skipping to change at line 244 skipping to change at line 244
double area = 0.; double area = 0.;
Vec3d v1, v2, v3; Vec3d v1, v2, v3;
const QVector<Vec3d>& trianglesArray = fillVertices(); const QVector<Vec3d>& trianglesArray = fillVertices();
for (int i=0;i<trianglesArray.size()/3;++i) for (int i=0;i<trianglesArray.size()/3;++i)
{ {
area += OctahedronPolygon::sphericalTriangleArea(trianglesAr ray.at(i*3), trianglesArray.at(i*3+1), trianglesArray.at(i*3+2)); area += OctahedronPolygon::sphericalTriangleArea(trianglesAr ray.at(i*3), trianglesArray.at(i*3+1), trianglesArray.at(i*3+2));
} }
return area; return area;
} }
// Return a point located inside the polygon. // Return a point located inside the polygon. Actually, inside the first tr iangle in this case.
Vec3d OctahedronPolygon::getPointInside() const Vec3d OctahedronPolygon::getPointInside() const
{ {
const QVector<Vec3d>& trianglesArray = fillVertices(); const QVector<Vec3d>& trianglesArray = fillVertices();
Q_ASSERT(!trianglesArray.isEmpty()); Q_ASSERT(!trianglesArray.isEmpty());
Vec3d res(trianglesArray[0]); Vec3d res(trianglesArray[0]);
res+=trianglesArray[1]; res+=trianglesArray[1];
res+=trianglesArray[2]; res+=trianglesArray[2];
res.normalize(); res.normalize();
return res; return res;
} }
 End of changes. 1 change blocks. 
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