refactor local isosurfacing for performance
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@@ -76,6 +76,8 @@ int Halfedge::size(){
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DECL::DECL(){
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cellvertices=DTMutableList<Point>(20);
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Triangles.resize(3,20);
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}
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DECL::~DECL(){
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@@ -95,17 +97,7 @@ void DECL::LocalIsosurface(const DoubleArray A, double value, const int i, const
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int CubeIndex;
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int nTris = 0;
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int nVert =0;
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Point VertexList[12];
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Point NewVertexList[12];
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int LocalRemap[12];
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DTMutableList<Point> cellvertices = DTMutableList<Point>(20);
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IntArray Triangles = IntArray(3,20);
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// Values from array 'A' at the cube corners
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double CubeValues[8];
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int nVert = 0;
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// Points corresponding to cube corners
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C0.x = 0.0; C0.y = 0.0; C0.z = 0.0;
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@@ -60,4 +60,13 @@ public:
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private:
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Array <int> FaceData;
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Point VertexList[12];
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Point NewVertexList[12];
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int LocalRemap[12];
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double CubeValues[8];
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DTMutableList<Point> cellvertices;// = DTMutableList<Point>(20);
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IntArray Triangles;// = IntArray(3,20);
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};
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