still debugging Euler characteristic bug
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+14
-4
@@ -87,13 +87,23 @@ void Minkowski::ComputeScalar(const DoubleArray& Field, const double isovalue)
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// printf(" (%i,%i,%i) QR(%i,%i)={%f,%f,%f} {%f,%f,%f} a=%f l=%f \n",i,j,k,e2,object.halfedge.twin(e2),P2.x,P2.y,P2.z,P3.x,P3.y,P3.z,a2,s2);
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// printf(" (%i,%i,%i) RP(%i,%i)={%f,%f,%f} {%f,%f,%f} a=%f l=%f \n",i,j,k,e3,object.halfedge.twin(e3),P3.x,P3.y,P3.z,P1.x,P1.y,P1.z,a3,s3);
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//}
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// Euler characteristic (half edge rule: one face - 0.5*(three edges))
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Xi -= 0.5;
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}
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// Euler characteristic -- each vertex shared by four cubes
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double nside_extern = double(object.VertexCount);
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double nside_intern = double(object.VertexCount)-3.0;
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/*EulerChar=0.0;
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//Xi += 0.25*double(object.VertexCount);
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// check if vertices are at corners
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for (int idx=0; idx<object.VertexCount; idx++){
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auto P1 = object.vertex.coords(idx);
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if ( P1.x%1.0==0.0 && P1.y%1.0==0.0 && P1.z%1.0==0.0 ){
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Xi += 0.125
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}
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else Xi += 0.25
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}
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/*double nside_extern = double(npts);
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double nside_intern = double(npts)-3.0;
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EulerChar=0.0;
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if (npts > 0) EulerChar = (0.25*nvert - nside_intern - 0.5*nside_extern + nface); */
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Xi += 0.25*double(object.VertexCount) - nside_intern - 0.5*nside_extern + double(object.TriangleCount);
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}
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}
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}
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