484 lines
13 KiB
C++
484 lines
13 KiB
C++
//#define IGL_HEADER_ONLY
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//#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/trackball.h>
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//#include <igl/report_gl_error.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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//
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//#include <vector>
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#include <iostream>
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//// Width and height of window
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//int width,height;
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//// Rotation of scene
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//float scene_rot[4] = {0,0,0,1};
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//// information at mouse down
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//float down_scene_rot[4] = {0,0,0,1};
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//bool trackball_on = false;
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//int down_mouse_x,down_mouse_y;
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//// Position of light
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//float light_pos[4] = {0.1,0.1,-0.9,0};
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//// Vertex positions, normals, colors and centroid
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//Eigen::MatrixXd V,N,C,mean;
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//// Bounding box diagonal length
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//double bbd;
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//// Faces
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//Eigen::MatrixXi F;
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// Embree intersection structure
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igl::EmbreeIntersector<double,int> ei;
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//// Hits collected
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//std::vector<igl::Hit > hits;
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//// Ray information, "projection screen" corners
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//Eigen::Vector3d win_s,s,d,dir,NW,NE,SE,SW;
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//// Textures and framebuffers for "projection screen"
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//GLuint tex_id = 0, fbo_id = 0, dfbo_id = 0;
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//
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//// Initialize textures and framebuffers. Must be called if window changes
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//// dimension
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//void init_texture()
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//{
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// using namespace igl;
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// using namespace std;
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// // Set up a "render-to-texture" frame buffer and texture combo
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// glDeleteTextures(1,&tex_id);
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// glDeleteFramebuffersEXT(1,&fbo_id);
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// glDeleteFramebuffersEXT(1,&dfbo_id);
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// // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
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// glGenTextures(1, &tex_id);
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// glBindTexture(GL_TEXTURE_2D, tex_id);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// //NULL means reserve texture memory, but texels are undefined
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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// glBindTexture(GL_TEXTURE_2D, 0);
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// //-------------------------
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// glGenFramebuffersEXT(1, &fbo_id);
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// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
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// //Attach 2D texture to this FBO
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// glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
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// glGenRenderbuffersEXT(1, &dfbo_id);
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// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
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// glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
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// //-------------------------
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// //Attach depth buffer to FBO
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// glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
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// //-------------------------
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// //Does the GPU support current FBO configuration?
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// GLenum status;
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// status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// switch(status)
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// {
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// case GL_FRAMEBUFFER_COMPLETE_EXT:
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// break;
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// default:
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// cout<<"error"<<endl;
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// }
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// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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//}
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//
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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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// // Save width and height
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// ::width = width;
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// ::height = height;
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// // Re-initialize textures and frame bufferes
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// init_texture();
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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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//
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//// Set up double-sided lights
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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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//
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//// Set up projection and model view of scene
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//void push_scene()
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//{
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// using namespace igl;
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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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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//
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//void pop_scene()
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//{
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// glPopMatrix();
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//}
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//
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//// Scale and shift for object
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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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//
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//void pop_object()
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//{
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// glPopMatrix();
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//}
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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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// using namespace std;
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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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// // All smooth points
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// glEnable( GL_POINT_SMOOTH );
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//
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// lights();
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// push_scene();
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// glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_LEQUAL);
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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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// push_object();
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//
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// if(trackball_on)
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// {
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// // Draw a "laser" line
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// glLineWidth(3.0);
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// glDisable(GL_LIGHTING);
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// glEnable(GL_DEPTH_TEST);
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// glBegin(GL_LINES);
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// glColor3f(1,0,0);
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// glVertex3dv(s.data());
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// glColor3f(1,0,0);
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// glVertex3dv(d.data());
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// glEnd();
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//
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// // Draw the start and end points used for ray
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// glPointSize(10.0);
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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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// }
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//
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// // Draw the model
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// glEnable(GL_LIGHTING);
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// draw_mesh(V,F,N,C);
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//
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// // Draw all hits
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// glBegin(GL_POINTS);
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// glColor3f(0,0.2,0.2);
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// for(vector<igl::Hit>::iterator hit = hits.begin();
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// hit != hits.end();
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// hit++)
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// {
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// const double w0 = (1.0-hit->u-hit->v);
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// const double w1 = hit->u;
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// const double w2 = hit->v;
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// VectorXd hitP =
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// w0 * V.row(F(hit->id,0)) +
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// w1 * V.row(F(hit->id,1)) +
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// w2 * V.row(F(hit->id,2));
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// glVertex3dv(hitP.data());
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// }
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// glEnd();
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//
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// pop_object();
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//
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// // Draw a nice floor
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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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//
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// // draw a transparent "projection screen" show model at time of hit (aka
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// // mouse down)
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// push_object();
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// if(trackball_on)
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// {
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// glColor4f(0,0,0,1.0);
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// glPointSize(10.0);
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// glBegin(GL_POINTS);
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// glVertex3dv(SW.data());
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// glVertex3dv(SE.data());
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// glVertex3dv(NE.data());
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// glVertex3dv(NW.data());
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// glEnd();
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//
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// glDisable(GL_LIGHTING);
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// glEnable(GL_TEXTURE_2D);
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// glBindTexture(GL_TEXTURE_2D, tex_id);
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// glColor4f(1,1,1,0.7);
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// glBegin(GL_QUADS);
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// glTexCoord2d(0,0);
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// glVertex3dv(SW.data());
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// glTexCoord2d(1,0);
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// glVertex3dv(SE.data());
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// glTexCoord2d(1,1);
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// glVertex3dv(NE.data());
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// glTexCoord2d(0,1);
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// glVertex3dv(NW.data());
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// glEnd();
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// glBindTexture(GL_TEXTURE_2D, 0);
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// glDisable(GL_TEXTURE_2D);
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// }
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// pop_object();
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// pop_scene();
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//
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// // Draw a faint point over mouse
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// if(!trackball_on)
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// {
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// glDisable(GL_LIGHTING);
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// glDisable(GL_COLOR_MATERIAL);
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// glDisable(GL_DEPTH_TEST);
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glColor4f(1.0,0.3,0.3,0.6);
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// gluOrtho2D(0,width,0,height);
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glPointSize(20.0);
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// glBegin(GL_POINTS);
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// glVertex2dv(win_s.data());
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// glEnd();
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// }
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// report_gl_error();
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//
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// glutSwapBuffers();
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// glutPostRedisplay();
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//}
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//
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//// Initialize colors to a boring green
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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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//
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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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// using namespace std;
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// init_C();
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// glutSetCursor(GLUT_CURSOR_CROSSHAIR);
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// // Push scene and object
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// push_scene();
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// push_object();
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// // Unproject mouse at 0 depth and some positive depth
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// win_s = Vector3d(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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// pop_object();
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// pop_scene();
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// report_gl_error();
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// // Shoot ray at unprojected mouse in view direction
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// dir = d-s;
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// int num_rays_shot;
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// ei.intersectRay(s,dir,hits,num_rays_shot);
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// for(vector<igl::Hit>::iterator hit = hits.begin();
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// hit != hits.end();
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// hit++)
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// {
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// // Change color of hit faces
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// C(hit->id,0) = 1;
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// C(hit->id,1) = 0.4;
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// C(hit->id,2) = 0.4;
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// }
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//}
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//
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//void mouse(int glutButton, int glutState, 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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// switch(glutState)
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// {
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// case 1:
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// // up
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// glutSetCursor(GLUT_CURSOR_CROSSHAIR);
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// trackball_on = false;
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// hits.clear();
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// init_C();
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// break;
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// case 0:
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// // be sure this has been called recently
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// mouse_move(mouse_x,mouse_y);
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// // down
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// glutSetCursor(GLUT_CURSOR_CYCLE);
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// // collect information for trackball
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// trackball_on = true;
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// copy(scene_rot,scene_rot+4,down_scene_rot);
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// down_mouse_x = mouse_x;
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// down_mouse_y = mouse_y;
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// // Collect "projection screen" locations
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// push_scene();
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// push_object();
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// // unproject corners of window
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// const double depth = 0.999;
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// Vector3d win_NW( 0,height,depth);
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// Vector3d win_NE(width,height,depth);
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// Vector3d win_SE(width,0,depth);
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// Vector3d win_SW(0,0,depth);
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// unproject(win_NW,NW);
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// unproject(win_NE,NE);
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// unproject(win_SE,SE);
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// unproject(win_SW,SW);
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// // render to framebuffer
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// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
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// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
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// glClearColor(0,0,0,1);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// // Render the model ---> to the framebuffer attached to the "projection
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// // screen" texture
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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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// glEnable(GL_LIGHTING);
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// glEnable(GL_DEPTH_TEST);
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// draw_mesh(V,F,N,C);
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// pop_object();
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// pop_scene();
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// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// break;
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// }
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//}
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//
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//void mouse_drag(int mouse_x, int mouse_y)
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//{
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// using namespace igl;
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//
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// if(trackball_on)
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// {
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// // Rotate according to trackball
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// trackball<float>(
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// width,
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// height,
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// 2,
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// down_scene_rot,
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// down_mouse_x,
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// down_mouse_y,
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// mouse_x,
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// mouse_y,
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// scene_rot);
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// }
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//}
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//
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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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// // Ctrl-c and esc exit
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// case char(3):
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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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//}
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//
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//int main(int argc, char * argv[])
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int main()
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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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// string filename = "../shared/decimated-knight.obj";
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// if(argc < 2)
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// {
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// cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
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// cout<<endl<<"Opening default mesh..."<<endl;
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// }else
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// {
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// // Read and prepare mesh
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// filename = argv[1];
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// }
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// if(!read(filename,V,F))
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// {
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// return 1;
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// }
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// // Compute normals, centroid, colors, bounding box diagonal
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// per_face_normals(V,F,N);
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// normalize_row_lengths(N,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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//
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// // Init embree
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// ei = EmbreeIntersector<double,int>(V,F);
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//
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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)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
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// glutCreateWindow("embree");
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// glutDisplayFunc(display);
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// glutReshapeFunc(reshape);
|
|
// glutKeyboardFunc(key);
|
|
// glutMouseFunc(mouse);
|
|
// glutMotionFunc(mouse_drag);
|
|
// glutPassiveMotionFunc(mouse_move);
|
|
// glutMainLoop();
|
|
return 0;
|
|
}
|