237 lines
4.9 KiB
C++
237 lines
4.9 KiB
C++
#include <igl/OpenGL_convenience.h>
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#include <igl/per_face_normals.h>
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#include <igl/read.h>
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#include <igl/normalize_row_lengths.h>
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#include <igl/draw_mesh.h>
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#include <igl/draw_floor.h>
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#include <igl/unproject.h>
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#include <igl/quat_to_mat.h>
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#include <igl/embree/EmbreeIntersector.h>
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#ifdef __APPLE__
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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#include <Eigen/Core>
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#include <iostream>
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int width,height;
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float scene_rot[4] = {0,0,0,1};
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float light_pos[4] = {0.1,0.1,-0.9,0};
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Eigen::MatrixXd V,N,C,mean;
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double bbd;
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Eigen::MatrixXi F;
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igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
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// Ray
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Eigen::Vector3d s,d,dir;
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void reshape(int width,int height)
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{
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using namespace std;
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::width = width;
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::height = height;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0,0,width,height);
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}
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void lights()
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{
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using namespace std;
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glEnable(GL_LIGHTING);
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glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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float ones[4] = {1.0,1.0,1.0,1.0};
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float zeros[4] = {0.0,0.0,0.0,0.0};
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float pos[4];
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copy(light_pos,light_pos+4,pos);
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glLightfv(GL_LIGHT0,GL_AMBIENT,zeros);
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glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
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glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
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glLightfv(GL_LIGHT0,GL_POSITION,pos);
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pos[0] *= -1;
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pos[1] *= -1;
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pos[2] *= -1;
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glLightfv(GL_LIGHT1,GL_AMBIENT,zeros);
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glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
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glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
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glLightfv(GL_LIGHT1,GL_POSITION,pos);
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}
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void push_scene()
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{
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using namespace igl;
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//gluOrtho2D(0,width,0,height);
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gluPerspective(45,(double)width/(double)height,1e-2,100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0,0,3,0,0,0,0,1,0);
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glPushMatrix();
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float mat[4*4];
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quat_to_mat(scene_rot,mat);
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glMultMatrixf(mat);
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}
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void push_object()
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{
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glPushMatrix();
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glScaled(2./bbd,2./bbd,2./bbd);
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glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
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}
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void pop_scene()
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{
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glPopMatrix();
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}
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void pop_object()
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{
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glPopMatrix();
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}
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const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
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void display()
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{
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using namespace Eigen;
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using namespace igl;
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glClearColor(back[0],back[1],back[2],0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lights();
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push_scene();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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//glColorMaterial(GL_FRONT, GL_DIFFUSE);
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//glColorMaterial(GL_FRONT, GL_AMBIENT);
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//glColorMaterial(GL_FRONT, GL_SPECULAR);
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push_object();
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draw_mesh(V,F,N,C);
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glDisable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glBegin(GL_POINTS);
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glColor3f(1,0,0);
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glVertex3dv(s.data());
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glColor3f(0,0,1);
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glVertex3dv(d.data());
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glEnd();
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Vector3d n,f;
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n = s+1000.0*dir;
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f = d-1000.0*dir;
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glBegin(GL_LINE);
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glColor3f(1,0,0);
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glVertex3dv(n.data());
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glColor3f(1,0,0);
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glVertex3dv(f.data());
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glEnd();
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pop_object();
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glPushMatrix();
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glEnable(GL_LIGHTING);
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glTranslated(0,-1,0);
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draw_floor();
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glPopMatrix();
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pop_scene();
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glutSwapBuffers();
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glutPostRedisplay();
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}
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void init_C()
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{
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C.col(0).setConstant(0.4);
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C.col(1).setConstant(0.8);
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C.col(2).setConstant(0.3);
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}
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void mouse_move(int mouse_x, int mouse_y)
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{
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using namespace std;
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using namespace Eigen;
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using namespace igl;
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init_C();
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push_scene();
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push_object();
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Vector3d win_s(mouse_x,height-mouse_y,0);
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Vector3d win_d(mouse_x,height-mouse_y,1);
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unproject(win_s,s);
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unproject(win_d,d);
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dir = d-s;
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embree::Hit hit;
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if(ei.intersectRay(s,d,hit))
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{
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cout<<"hit!"<<endl;
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C(hit.id0 % F.rows(),0) = 1;
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C(hit.id0 % F.rows(),1) = 0.4;
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C(hit.id0 % F.rows(),2) = 0.4;
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}
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pop_object();
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pop_scene();
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}
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void key(unsigned char key, int mouse_x, int mouse_y)
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{
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using namespace std;
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switch(key)
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{
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case char(27):
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exit(0);
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default:
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cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
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}
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}
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int main(int argc, char * argv[])
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{
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using namespace Eigen;
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using namespace igl;
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using namespace std;
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// init mesh
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if(!read("../shared/cheburashka.obj",V,F))
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{
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return 1;
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}
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per_face_normals(V,F,N);
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mean = V.colwise().mean();
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C.resize(F.rows(),3);
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init_C();
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bbd =
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(V.colwise().maxCoeff() -
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V.colwise().minCoeff()).maxCoeff();
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normalize_row_lengths(N,N);
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// Init embree
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cout<<"Flipping faces..."<<endl;
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MatrixXi FF;
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FF.resize(F.rows()*2,F.cols());
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FF << F, F.rowwise().reverse().eval();
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cout<<"Initializing Embree..."<<endl;
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ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,FF);
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// Init glut
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glutInit(&argc,argv);
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glutInitDisplayString( "rgba depth double samples>=8 ");
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glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH),glutGet(GLUT_SCREEN_HEIGHT));
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glutInitWindowSize(450,300);
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glutCreateWindow("embree");
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(key);
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glutPassiveMotionFunc(mouse_move);
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glutMainLoop();
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return 0;
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}
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