src/vertexmap.cpp

Wed, 22 Jun 2022 23:51:06 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Wed, 22 Jun 2022 23:51:06 +0300
changeset 258
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parent 250
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child 259
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permissions
-rw-r--r--

Add widgets to object editor

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1 #include "vertexmap.h"
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2 #include "gl/common.h"
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3
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4 unsigned int hashVertex(const glm::vec3& vec)
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5 {
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6 return qHash(glm::ivec3{
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7 int(vec.x * 10000),
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8 int(vec.y * 10000),
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9 int(vec.z * 10000),
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10 });
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11 }
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12
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13 VertexMap::VertexMap(const Model *model) :
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14 model{model}
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15 {
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16 connect(
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17 model,
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18 &Model::dataChanged,
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19 this,
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20 &VertexMap::build
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21 );
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22 connect(
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23 model,
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24 &Model::rowsInserted,
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25 this,
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26 &VertexMap::build
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27 );
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28 connect(
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29 model,
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30 &Model::rowsRemoved,
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31 this,
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32 &VertexMap::build
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33 );
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34 this->build();
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35 }
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36
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37 struct Edge
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38 {
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39 const glm::vec3& a;
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40 const glm::vec3& b;
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41 };
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42
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43 inline void edges(const ModelElement& element, std::function<void(Edge&&)> fn)
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44 {
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45 std::visit<void>(overloaded{
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46 [fn](const Colored<LineSegment>& edge) {
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47 fn(Edge{edge.p1, edge.p2});
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48 },
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49 [fn](const Colored<Triangle>& triangle) {
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50 fn(Edge{triangle.p1, triangle.p2});
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51 fn(Edge{triangle.p2, triangle.p3});
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52 fn(Edge{triangle.p3, triangle.p1});
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53 },
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54 [fn](const Colored<Quadrilateral>& quad) {
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55 fn(Edge{quad.p1, quad.p2});
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56 fn(Edge{quad.p2, quad.p3});
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57 fn(Edge{quad.p3, quad.p4});
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58 fn(Edge{quad.p4, quad.p1});
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59 },
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60 [fn](const Colored<ConditionalEdge>& cedge) {
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61 fn(Edge{cedge.p1, cedge.p2});
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62 },
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63 [](const ModelElement&&){}
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64 }, element);
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65 }
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66
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67 inline void points(
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68 const ModelElement& element,
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69 std::function<void(const glm::vec3&)> fn)
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70 {
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71 std::visit<void>(overloaded{
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72 [fn](const Colored<LineSegment>& edge) {
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73 fn(edge.p1);
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74 fn(edge.p2);
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75 },
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76 [fn](const Colored<Triangle>& triangle) {
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77 fn(triangle.p1);
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78 fn(triangle.p2);
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79 fn(triangle.p3);
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80 },
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81 [fn](const Colored<Quadrilateral>& quad) {
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82 fn(quad.p1);
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83 fn(quad.p2);
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84 fn(quad.p3);
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85 fn(quad.p4);
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86 },
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87 [fn](const Colored<ConditionalEdge>& cedge) {
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88 fn(cedge.p1);
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89 fn(cedge.p2);
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90 fn(cedge.c1);
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91 fn(cedge.c2);
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92 },
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93 [](const ModelElement&&){}
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94 }, element);
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95 }
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96
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97 template<typename R>
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98 auto ifplanar(
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99 const ModelElement& element,
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100 std::function<R(const glm::vec3&, const glm::vec3&, const glm::vec3&)> fn
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101 )
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102 {
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103 return std::visit(overloaded{
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104 [fn](const Triangle& triangle) -> std::optional<R> {
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105 return fn(triangle.p1, triangle.p2, triangle.p3);
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106 },
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107 [fn](const Quadrilateral quad) -> std::optional<R> {
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108 return fn(quad.p1, quad.p2, quad.p3);
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109 },
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110 [](const ModelElement&&) -> std::optional<R> {return {};}
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111 }, element);
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112 }
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113
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114 void VertexMap::build()
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115 {
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116 this->map.clear();
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117 this->vertices.clear();
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118 this->vertexHashes.clear();
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119 for (std::size_t i = 0; i < this->model->size(); ++i)
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120 {
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121 const ModelElement& element = this->model->at(i);
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122 std::optional<glm::mat4> matrix = ifplanar<glm::mat4>(
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123 element,
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124 [](const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3)
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125 {
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126 const glm::vec3 a = glm::normalize(p2 - p1);
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127 const glm::vec3 b = glm::normalize(p3 - p1);
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128 const glm::vec3 c = glm::normalize(glm::cross(a, b));
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129 const glm::vec3 d = glm::normalize(glm::cross(a, c));
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130 return glm::mat4{{a, 0}, {-c, 0}, {d, 0}, {}};
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131 });
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132 points(element, [&](const glm::vec3 point) {
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133 const unsigned int hash = hashVertex(point);
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134 VertexInfo& info = this->map[hash];
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135 info.point = point;
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136 info.objects.insert(this->model->idAt(i));
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137 if (matrix.has_value() and not info.transformSet)
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138 {
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139 info.transform = matrix.value();
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140 info.transform[3] = {point, 1};
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141 info.transformSet = true;
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142 }
119
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143 if (not this->vertexHashes.contains(hash))
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144 {
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145 this->vertexHashes.insert(hash);
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146 this->vertices.push_back(point);
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147 }
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148 });
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149 }
120
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150 for (auto& pair : this->map)
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151 {
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152 auto& info = pair.second;
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153 // If there's no transformation calculated yet, make up a simple one that at least
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154 // contains translation.
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155 if (not info.transformSet)
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156 {
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157 info.transform = glm::translate(glm::identity<glm::mat4>(), info.point);
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158 info.transformSet = true;
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159 }
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160 float scale = 1.0f;
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161 for (const ModelId objectId : info.objects)
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162 {
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163 const std::optional<int> index = model->find(objectId);
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164 if (index.has_value()) {
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165 edges(this->model->at(unsigned_cast(index.value())), [&](Edge&& edge)
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166 {
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167 if (hashVertex(edge.a) == pair.first or hashVertex(edge.b) == pair.first)
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168 {
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169 scale = std::min(scale, glm::length(edge.b - edge.a) / 3);
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170 }
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171 });
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172 }
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173 }
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174 info.transform = glm::scale(info.transform, glm::vec3{scale, scale, scale});
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175 }
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176 Q_EMIT this->verticesChanged();
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177 }
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178
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179 /**
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180 * @brief Apply \c fn for all vertices in the map.
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181 * @param fn
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182 */
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183 void VertexMap::apply(ApplyFunction fn) const
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184 {
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185 for (unsigned int i = 0; i < this->vertices.size(); i += 1)
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186 {
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187 const glm::vec3& point = this->vertices[i];
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188 fn(point, this->map.at(hashVertex(point)));
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189 }
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190 }

mercurial