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2d Maps: Remove unnecessary prototype code
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@ -87,38 +87,7 @@ cvf::ref<cvf::Vec2fArray> Riv2dGridProjectionPartMgr::createTextureCoords() cons
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}
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}
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else
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else
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{
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{
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// Perform weighted averaging of the valid neighbors
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(*textureCoords)[i + j * patchSize.x()] = cvf::Vec2f(1.0, 1.0);
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RiaWeightedMeanCalculator<double> calc;
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for (int dj = -1; dj <= 1; ++dj)
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{
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int fullJ = static_cast<int>(j) + dj;
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if (fullJ >= 0 && fullJ < static_cast<int>(patchSize.y()))
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{
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for (int di = -1; di <= 1; ++di)
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{
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if (di == 0 && dj == 0) continue;
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int fullI = static_cast<int>(i) + di;
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if (fullI >= 0 && fullI < static_cast<int>(patchSize.x()))
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{
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if (m_2dGridProjection->hasResultAt(fullI, fullJ))
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{
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double value = m_2dGridProjection->value(fullI, fullJ);
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calc.addValueAndWeight(value, 1.0 / std::sqrt(di*di + dj * dj));
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}
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}
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}
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}
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}
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if (calc.validAggregatedWeight())
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{
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(*textureCoords)[i + j * patchSize.x()] =
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m_2dGridProjection->legendConfig()->scalarMapper()->mapToTextureCoord(calc.weightedMean());
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}
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else
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{
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(*textureCoords)[i + j * patchSize.x()] = cvf::Vec2f(1.0, 1.0);
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}
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}
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}
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}
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}
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}
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}
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@ -134,17 +103,17 @@ void Riv2dGridProjectionPartMgr::removeTrianglesWithNoResult(cvf::UIntArray* ver
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for (size_t n = 0; n < vertices->size(); n += 3)
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for (size_t n = 0; n < vertices->size(); n += 3)
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{
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{
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bool anyValid = false;
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bool anyInvalid = false;
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for (size_t t = 0; !anyValid && t < 3; ++t)
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for (size_t t = 0; !anyInvalid && t < 3; ++t)
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{
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{
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cvf::uint vertexNumber = (*vertices)[n + t];
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cvf::uint vertexNumber = (*vertices)[n + t];
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cvf::Vec2ui ij = m_2dGridProjection->ijFromGridIndex(vertexNumber);
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cvf::Vec2ui ij = m_2dGridProjection->ijFromGridIndex(vertexNumber);
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if (m_2dGridProjection->hasResultAt(ij.x(), ij.y()))
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if (!m_2dGridProjection->hasResultAt(ij.x(), ij.y()))
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{
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{
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anyValid = true;
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anyInvalid = true;
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}
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}
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}
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}
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for (size_t t = 0; anyValid && t < 3; ++t)
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for (size_t t = 0; !anyInvalid && t < 3; ++t)
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{
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{
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cvf::uint vertexNumber = (*vertices)[n + t];
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cvf::uint vertexNumber = (*vertices)[n + t];
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trianglesWithResult.push_back(vertexNumber);
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trianglesWithResult.push_back(vertexNumber);
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