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View Code? Open in Web Editor NEWA Toy for Visualizing Coxeter Polytopes
Home Page: jenn3d.org
License: Other
A Toy for Visualizing Coxeter Polytopes
Home Page: jenn3d.org
License: Other
i commented out linux compile and had it compile for mac instead, but i got an error i wasnt sure how to resolve. took it to my friend who codes (i dont really) and he couldnt figure it out either...
ANY Suggestions you have are appreciated (i'm stuck)
Thanks in Advance!
here's a copy/paste of the End of what the terminal spat out:
todd_coxeter.C:563:35: warning: empty parentheses interpreted as a function
declaration [-Wvexing-parse]
Logging::IndentBlock block();
^~
todd_coxeter.C:563:35: note: remove parentheses to declare a variable
Logging::IndentBlock block();
^~
In file included from todd_coxeter.C:20:
In file included from ./todd_coxeter.h:23:
./definitions.h:74:33: error: call to function 'operator<<' that is neither
visible in the template definition nor found by argument-dependent lookup
if (m_live) { std::cout << message; }
^
todd_coxeter.C:562:48: note: in instantiation of function template
specialization 'Logging::fake_ostream::operator<<<std::__1::vector<int,
std::__1::allocator > >' requested here
logger.debug() << "defining faces on " << face |0;
^
./linalg.h:36:15: note: 'operator<<' should be declared prior to the call site
std::ostream& operator<< (std::ostream& os, const std::vector& v);
^
1 warning and 1 error generated.
make: *** [todd_coxeter.o] Error 1
Julian-Picazas-MacBook-Pro-3:jenn3d-master photosynth$
I ask just for curiosity.
Is there a clean mathematical way to solve the following problem?
There is a Mathematical weakness if a edge line points directly in the center.
So if the two points of a edge are in a straight line to the center (0,0,0).
I speculate, it is the reason for the noise used in Animate::Animate(), to prevent that edge lines point directly in to the center.
Animate::Animate () {
...
noise0 = 0.005f;
noise1 = 0.0005f;
For example:
In this code part the resolut for n b is infinite/NaN, because r3_norm(N) and r3_norm(B) result is 0, if the edge line points to center.
inline float stereo_project (const Vect& x, const Vect& dx, Vect& y, Vect& N, Vect& B) {//projects a tangent vector : R^3 >--> S^3 --> R^3 to normal vectors
...
float n = scale / r3_norm(N);
float b = scale / r3_norm(B);
Or the Edge tube of such edges gets wobbly because it misses the adjustment.
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