refactor(Hi.Sample)!: Vec3d and Vec2d are named vec3d_t and vec2d_t -- the C++ typedef names, following HiGeom 43fccaf (a word-boundary identifier rename over the 14 demo files the 09-24 rename batch left behind; the repo builds against the HiGeom project reference, so it had stopped compiling)
BREAKING CHANGE: source that names Hi.Geom.Vec3d or Hi.Geom.Vec2d as the vector type must say vec3d_t / vec2d_t. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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+9
-9
@@ -40,14 +40,14 @@ namespace Sample.Disp
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/// </summary>
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public static void DrawLines()
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{
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List<Vec3d> ps;
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List<vec3d_t> ps;
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double[] vs;
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int n = 10; //vertex num
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////create drawPoints
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ps = new List<Vec3d>(n);
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ps = new List<vec3d_t>(n);
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for (int i = 0; i < n; i++)
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ps.Add(new Vec3d(i, 0, 0));
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ps.Add(new vec3d_t(i, 0, 0));
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vs = new double[ps.Count * 3];
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for (int i = 0; i < ps.Count; i++)
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{
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@@ -125,8 +125,8 @@ namespace Sample.Disp
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for (int i = 0, k = 0; i < n; i++)
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{
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//the rgb values set as casual.
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Vec3d rgb = ColorUtil.GetDiscreteRgb(i);
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Tri3d tri = new Tri3d(new Vec3d(i, 0, 0), new Vec3d(i + 1, 0, 0), new Vec3d(i + 0.5, 0, 1));
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vec3d_t rgb = ColorUtil.GetDiscreteRgb(i);
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Tri3d tri = new Tri3d(new vec3d_t(i, 0, 0), new vec3d_t(i + 1, 0, 0), new vec3d_t(i + 0.5, 0, 1));
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for (int j = 0; j < 3; j++)
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{
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vs[k++] = rgb.x;
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@@ -146,9 +146,9 @@ namespace Sample.Disp
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for (int i = 0, k = 0; i < n; i++)
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{
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//the rgb values set as casual.
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Vec3d rgb = ColorUtil.GetDiscreteRgb(i);
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Tri3d tri = new Tri3d(new Vec3d(i, 0, 3), new Vec3d(i + 1, 0, 3), new Vec3d(i + 0.5, 0, 4));
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Vec3d nn = tri.GetNormal();
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vec3d_t rgb = ColorUtil.GetDiscreteRgb(i);
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Tri3d tri = new Tri3d(new vec3d_t(i, 0, 3), new vec3d_t(i + 1, 0, 3), new vec3d_t(i + 0.5, 0, 4));
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vec3d_t nn = tri.GetNormal();
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for (int j = 0; j < 3; j++)
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{
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vs[k++] = rgb.x;
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@@ -180,7 +180,7 @@ namespace Sample.Disp
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int n = 10;
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List<Tri3d> tris = new List<Tri3d>(n);
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for (int i = 0; i < n; i++)
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tris.Add(new Tri3d(new Vec3d(i, 0, 0), new Vec3d(i + 1, 0, 0), new Vec3d(i + 0.5, 0, 1)));
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tris.Add(new Tri3d(new vec3d_t(i, 0, 0), new vec3d_t(i + 1, 0, 0), new vec3d_t(i + 0.5, 0, 1)));
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Drawing faceDraw = tris.GetFaceDrawing();
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Drawing linesDraw = tris.ToLineDrawing();
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