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virtual Point3D* getPoint( unsignedint i ) const OVERRIDE;
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/**Returns the number of the point opposite to the triangle points p1, p2 (which have to be on a halfedge)*/
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intgetOppositePoint( int p1, int p2 );
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intgetOppositePoint( int p1, int p2 ) OVERRIDE;
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/**Finds out, in which triangle the point with coordinates x and y is and assigns the numbers of the vertices to 'n1', 'n2' and 'n3' and the vertices to 'p1', 'p2' and 'p3'*/
/**Returns a pointer to a value list with the information of the triangles surrounding (counterclockwise) a point. Four integer values describe a triangle, the first three are the number of the half edges of the triangle and the fourth is -10, if the third (and most counterclockwise) edge is a breakline, and -20 otherwise. The value list has to be deleted by the code which called the method*/
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QList<int>* getSurroundingTriangles( int pointno );
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QList<int>* getSurroundingTriangles( int pointno ) OVERRIDE;
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/**Returns the largest x-coordinate value of the bounding box*/
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virtualdoublegetXMax() const;
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virtualdoublegetXMax() const OVERRIDE;
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/**Returns the smallest x-coordinate value of the bounding box*/
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virtualdoublegetXMin() const;
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virtualdoublegetXMin() const OVERRIDE;
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/**Returns the largest y-coordinate value of the bounding box*/
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virtualdoublegetYMax() const;
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virtualdoublegetYMax() const OVERRIDE;
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/**Returns the smallest x-coordinate value of the bounding box*/
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virtualdoublegetYMin() const;
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virtualdoublegetYMin() const OVERRIDE;
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/**Returns the number of points*/
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virtualintgetNumberOfPoints() const;
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virtualintgetNumberOfPoints() const OVERRIDE;
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/**Removes the line with number i from the triangulation*/
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voidremoveLine( int i );
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/**Removes the point with the number i from the triangulation*/
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voidremovePoint( int i );
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/**Sets the behaviour of the triangulation in case of crossing forced lines*/
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virtualvoidsetForcedCrossBehaviour( Triangulation::forcedCrossBehaviour b );
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virtualvoidsetForcedCrossBehaviour( Triangulation::forcedCrossBehaviour b ) OVERRIDE;
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/**Sets the color of the normal edges*/
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virtualvoidsetEdgeColor( int r, int g, int b );
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virtualvoidsetEdgeColor( int r, int g, int b ) OVERRIDE;
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/**Sets the color of the forced edges*/
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virtualvoidsetForcedEdgeColor( int r, int g, int b );
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virtualvoidsetForcedEdgeColor( int r, int g, int b ) OVERRIDE;
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/**Sets the color of the breaklines*/
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virtualvoidsetBreakEdgeColor( int r, int g, int b );
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virtualvoidsetBreakEdgeColor( int r, int g, int b ) OVERRIDE;
/**Eliminates the horizontal triangles by swapping or by insertion of new points*/
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voideliminateHorizontalTriangles();
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voideliminateHorizontalTriangles() OVERRIDE;
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/**Adds points to make the triangles better shaped (algorithm of ruppert)*/
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virtualvoidruppertRefinement();
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virtualvoidruppertRefinement() OVERRIDE;
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/**Returns true, if the point with coordinates x and y is inside the convex hull and false otherwise*/
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boolpointInside( double x, double y );
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boolpointInside( double x, double y ) OVERRIDE;
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/**Reads the dual edge structure of a taff file*/
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//bool readFromTAFF(QString fileName);
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/**Saves the dual edge structure to a taff file*/
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//bool saveToTAFF(QString fileName) const;
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/**Swaps the edge which is closest to the point with x and y coordinates (if this is possible)*/
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virtualboolswapEdge( double x, double y );
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virtualboolswapEdge( double x, double y ) OVERRIDE;
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/**Returns a value list with the numbers of the four points, which would be affected by an edge swap. This function is e.g. needed by NormVecDecorator to know the points, for which the normals have to be recalculated. The returned ValueList has to be deleted by the code which calls the method*/
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virtual QList<int>* getPointsAroundEdge( double x, double y );
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virtual QList<int>* getPointsAroundEdge( double x, double y ) OVERRIDE;
Copy file name to clipboardExpand all lines: src/analysis/interpolation/NormVecDecorator.h
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@@ -33,15 +33,15 @@ class ANALYSIS_EXPORT NormVecDecorator: public TriDecorator
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NormVecDecorator( Triangulation* tin );
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virtual~NormVecDecorator();
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/**Adds a point to the triangulation*/
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intaddPoint( Point3D* p );
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intaddPoint( Point3D* p ) OVERRIDE;
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/**Calculates the normal at a point on the surface and assigns it to 'result'. Returns true in case of success and false in case of failure*/
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boolcalcNormal( double x, double y, Vector3D* result );
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boolcalcNormal( double x, double y, Vector3D* result ) OVERRIDE;
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/**Calculates the normal of a triangle-point for the point with coordinates x and y. This is needed, if a point is on a break line and there is no unique normal stored in 'mNormVec'. Returns false, it something went wrong and true otherwise*/
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boolcalcNormalForPoint( double x, double y, int point, Vector3D* result );
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/**Calculates x-, y and z-value of the point on the surface and assigns it to 'result'. Returns true in case of success and flase in case of failure*/
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boolcalcPoint( double x, double y, Point3D* result );
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boolcalcPoint( double x, double y, Point3D* result ) OVERRIDE;
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/**Eliminates the horizontal triangles by swapping or by insertion of new points. If alreadyestimated is true, a re-estimation of the normals will be done*/
/**Estimates the first derivative a point. Return true in case of succes and false otherwise*/
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boolestimateFirstDerivative( int pointno );
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/**This method adds the functionality of estimating normals at the data points. Return true in the case of success and false otherwise*/
@@ -56,12 +56,12 @@ class ANALYSIS_EXPORT NormVecDecorator: public TriDecorator
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/**Returns the state of the point with the number 'pointno'*/
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pointState getState( int pointno ) const;
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/**Sets an interpolator*/
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voidsetTriangleInterpolator( TriangleInterpolator* inter );
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voidsetTriangleInterpolator( TriangleInterpolator* inter ) OVERRIDE;
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/**Swaps the edge which is closest to the point with x and y coordinates (if this is possible) and forces recalculation of the concerned normals (if alreadyestimated is true)*/
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virtualboolswapEdge( double x, double y );
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virtualboolswapEdge( double x, double y ) OVERRIDE;
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