restructured a bit the code
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f5795556ba
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03f41fd117
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@ -18,59 +18,86 @@ class GLField
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public:
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public:
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static void GLDrawField(CoordType dir[4],
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static void GLDrawField(CoordType dir[4],
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CoordType center,
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const CoordType ¢er,
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ScalarType &size,
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const ScalarType &size,
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bool onlyPD1=false,
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const ScalarType &Width0,
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bool oneside=false)
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const ScalarType &Width1,
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{
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const vcg::Color4b &Color0,
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ScalarType size1=size;
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const vcg::Color4b &Color1,
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ScalarType size2=size;
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bool oneside,
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if (oneside)size2=0;
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bool onlyPD1)
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{
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CoordType dirN[4];
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for (size_t i=0;i<4;i++)
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{
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dirN[i]=dir[i];
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dirN[i].Normalize();
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}
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glLineWidth(2);
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ScalarType size1=size;
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//vcg::glColor(vcg::Color4b(0,0,255,255));
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if (oneside)size1=0;
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vcg::glColor(vcg::Color4b(0,0,0,255));
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glLineWidth(Width0);
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vcg::glColor(Color0);
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glBegin(GL_LINES);
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glBegin(GL_LINES);
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glVertex(center+dir[0]*size1);
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glVertex(center+dirN[0]*size);
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glVertex(center-dir[0]*size2);
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glVertex(center+dirN[2]*size1);
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glEnd();
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glEnd();
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if (onlyPD1)return;
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if (onlyPD1)return;
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glLineWidth(2);
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//vcg::glColor(vcg::Color4b(0,255,0,255));
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glLineWidth(Width1);
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vcg::glColor(vcg::Color4b(0,0,0,255));
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vcg::glColor(Color1);
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glBegin(GL_LINES);
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glBegin(GL_LINES);
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glVertex(center+dir[1]*size1);
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glVertex(center+dirN[1]*size);
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glVertex(center-dir[1]*size2);
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glVertex(center+dirN[3]*size1);
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glEnd();
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glEnd();
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}
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}
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///draw the cross field of a given face in a given position
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// ///draw the cross field of a given face in a given position
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static void GLDrawSingleFaceField(const FaceType &f,
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// static void GLDrawSingleFaceField(const FaceType &f,
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CoordType pos,
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// CoordType pos,
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ScalarType &size,
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// ScalarType &size,
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bool onlyPD1=false,
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// bool onlyPD1,
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bool oneside=false)
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// bool oneside)
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{
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// {
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CoordType center=pos;
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// CoordType center=pos;
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CoordType normal=f.cN();
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// CoordType normal=f.cN();
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CoordType dir[4];
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// CoordType dir[4];
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vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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// vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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GLDrawField(dir,center,size,onlyPD1,oneside);
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// GLDrawField(dir,center,size,onlyPD1,oneside);
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}
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// }
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///draw the cross field of a given face
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///draw the cross field of a given face
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static void GLDrawSingleFaceField(const FaceType &f,
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static void GLDrawSingleFaceField(const FaceType &f,
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ScalarType &size,
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const ScalarType &size,
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bool onlyPD1=false,
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const bool oneside,
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bool oneside=false)
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const bool onlyPD1,
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const ScalarType maxN)
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{
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{
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CoordType center=(f.cP(0)+f.cP(1)+f.cP(2))/3;
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CoordType center=(f.cP(0)+f.cP(1)+f.cP(2))/3;
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CoordType normal=f.cN();
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CoordType normal=f.cN();
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CoordType dir[4];
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CoordType dir[4];
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vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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GLDrawField(dir,center,size,onlyPD1,oneside);
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if (maxN<=0)
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GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),oneside,onlyPD1);
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else
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{
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ScalarType Norm0=dir[0].Norm();
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ScalarType Norm1=dir[1].Norm();
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ScalarType MaxW=6;
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ScalarType MinW=0.5;
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ScalarType IntervW=MaxW-MinW;
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if (Norm0>maxN)Norm0=maxN;
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if (Norm1>maxN)Norm1=maxN;
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vcg::Color4b Col0=vcg::Color4b::ColorRamp(0,maxN,Norm0);
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vcg::Color4b Col1=vcg::Color4b::ColorRamp(0,maxN,Norm1);
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ScalarType W0=(Norm0/maxN)*IntervW+MinW;
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ScalarType W1=(Norm1/maxN)*IntervW+MinW;
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GLDrawField(dir,center,size,W0,W1,Col0,Col1,oneside,onlyPD1);
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}
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}
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}
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// static void GLDrawFaceSeams(const FaceType &f,
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// static void GLDrawFaceSeams(const FaceType &f,
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@ -97,14 +124,15 @@ public:
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CoordType normal=v.cN();
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CoordType normal=v.cN();
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CoordType dir[4];
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CoordType dir[4];
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vcg::tri::CrossField<MeshType>::CrossVector(v,dir);
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vcg::tri::CrossField<MeshType>::CrossVector(v,dir);
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GLDrawField(dir,center,size);
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GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),false,false);
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}
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}
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static void GLDrawFaceField(const MeshType &mesh,
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static void GLDrawFaceField(const MeshType &mesh,
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bool onlyPD1=false,
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bool onlyPD1,
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bool oneside=false,
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bool oneside,
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ScalarType scale=0.002)
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ScalarType GlobalScale=0.002,
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const ScalarType maxN=0)
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{
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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@ -112,11 +140,11 @@ public:
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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ScalarType size=mesh.bbox.Diag()*scale;
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ScalarType size=mesh.bbox.Diag()*GlobalScale;
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for (unsigned int i=0;i<mesh.face.size();i++)
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for (unsigned int i=0;i<mesh.face.size();i++)
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{
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{
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if (mesh.face[i].IsD())continue;
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if (mesh.face[i].IsD())continue;
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GLDrawSingleFaceField(mesh.face[i],size,onlyPD1,oneside);
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GLDrawSingleFaceField(mesh.face[i],size,oneside,onlyPD1,maxN);
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}
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}
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glPopAttrib();
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glPopAttrib();
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}
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}
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