/// <summary> /// according to distance to plane /// </summary> /// <param name="myPlane"></param> private void SetVertexConditions(Plane3 <double> myPlane) { for (int i = 0; i < Vertices.Count; i++) { double db = myPlane.DistanceTo(Vertices[i].Vector); if (Math.Abs(db) < GeneralSettings.AbsoluteTolerance) { Vertices[i].Condition = 1; } else if (db > 0) { Vertices[i].Condition = 2; } else if (db < 0) { Vertices[i].Condition = 0; } } }
/// <summary> /// according to distance to plane /// </summary> /// <param name="myPlane"></param> private void SetVertexConditions(Plane3 <float> myPlane) { for (int i = 0; i < Vertices.Count; i++) { float db = myPlane.DistanceTo(Vertices[i].Vector); if (Math.Abs(db) < GlobalVariables.AbsoluteTolerance) { Vertices[i].Condition = 1; } else if (db > 0) { Vertices[i].Condition = 2; } else if (db < 0) { Vertices[i].Condition = 0; } } }