removed three no more useful files of the old edgemesh. Ported useful sutff in the right places (topology.h and clean.h)
This commit is contained in:
parent
0c606a5cf5
commit
1a92eddf4c
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@ -1,191 +0,0 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.8 2005/10/03 16:16:54 spinelli
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used new version of grid query
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Revision 1.7 2005/09/19 13:10:12 spinelli
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fixed bugs
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Revision 1.6 2005/09/14 14:34:41 spinelli
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used new version of Grid_ptr
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Revision 1.5 2005/05/30 09:42:05 spinelli
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std::std::vector<PVertex> sostituito con std::vector<PVertex>
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Revision 1.4 2005/05/30 09:13:08 ganovelli
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error in include
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Revision 1.3 2005/05/17 21:19:37 ganovelli
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some std::and typename missing (CRS4)
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Revision 1.2 2005/03/08 14:42:22 ganovelli
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added vcg header
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****************************************************************************/
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#ifndef __VCGLIB__UNIFY
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#define __VCGLIB__UNIFY
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#include <vcg/space/index/grid_static_ptr.h>
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#include <vcg/space/box3.h>
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#include <vcg/complex/edgemesh/update/bounding.h>
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#include <vector>
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namespace vcg
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{
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/** \addtogroup edgemesh */
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/*@{*/
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/**
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Class for computing unification of the vertices or of the edges
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*/
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template <class EdgeMeshType>
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struct Unify{
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template <class MESH_TYPE,class OBJ_TYPE>
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class Tmark
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{
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MESH_TYPE m;
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public:
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Tmark(MESH_TYPE &_m):m(_m){}
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void UnMarkAll(){m.UnMarkAll();}
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bool IsMarked(OBJ_TYPE* obj){return (m.IsMarked(obj->v));}
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void Mark(OBJ_TYPE* obj){m.Mark(obj->v);}
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};
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typedef typename EdgeMeshType::VertexPointer VertexPointer;
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typedef typename EdgeMeshType::EdgePointer EdgePointer;
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typedef typename EdgeMeshType::ScalarType ScalarType;
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typedef typename EdgeMeshType::CoordType CoordType;
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struct PVertex:EdgeMeshType::VertexType
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{
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typedef typename EdgeMeshType::ScalarType ScalarType;
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VertexPointer v; // the two Vertex pointer are ordered!
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EdgePointer e; // the edge where this vertex belong
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int z; // index in [0..2] of the edge of the face
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PVertex(EdgePointer pe, const int nz ):e(pe),z(nz),v(pe->V(nz)){}
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/*bool Dist(Point3<ScalarType> p,ScalarType & d,Point3<ScalarType>& res)
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{
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res = p;
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ScalarType _d =vcg::Distance(p,v->P());
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if(d > _d)
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{
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d = _d;
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return true;
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}
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return false;
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}*/
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void GetBBox(vcg::Box3<ScalarType> & bb){
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bb.Add(v->P());
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}
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bool IsD(){
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return v->IsD();
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}
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};
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typedef GridStaticPtr< PVertex > GridType;
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static void Join(PVertex pv0,PVertex & pv1){
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pv1.e->V(pv1.z) = pv0.v;
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pv1.e = NULL;
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}
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class BackCompDist {
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public:
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inline bool operator () (const PVertex & obj, const CoordType & pt, ScalarType & mindist, CoordType & result) {
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result = pt;
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ScalarType _d =vcg::Distance(result,obj.v->P());
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if(mindist < _d)
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{
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mindist = _d;
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return true;
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}
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return false;
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}
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};
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static GridType & Grid(){static GridType grid; return grid; }
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static void Vertices(EdgeMeshType & em, ScalarType epsilon){
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typename EdgeMeshType::EdgeIterator ei;
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typedef Tmark<EdgeMeshType,PVertex> Marker;
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Marker tm=Marker(em);
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bool lastRound ;
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if(em.vn){
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vcg::edg::UpdateBounding<EdgeMeshType>::Box(em);
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//Grid().SetBBox(em.bbox);
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std::vector<PVertex> pv;
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for(ei = em.edges.begin(); ei != em.edges.end();++ei){
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pv.push_back(PVertex(&*ei,0));
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pv.push_back(PVertex(&*ei,1));
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}
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Grid().Set(pv.begin(), pv.end() );
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typename std::vector<PVertex>::iterator pvi;
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Point3<ScalarType> p;
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PVertex * closest;
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do{
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lastRound = true;
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for(pvi = pv.begin(); pvi != pv.end(); ++pvi)
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if((*pvi).e)
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{
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float eps = epsilon;
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Point3<ScalarType> vpos =(*pvi).v->P() ;
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(*pvi).v->SetD();
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ScalarType max_dist=em.bbox.Diag();
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ScalarType min_dist = 0;
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p = (vcg::tri::GetClosestVertex<EdgeMeshType, GridType>( em, Grid(), vpos,
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max_dist, min_dist))->P();
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//closest = Grid().GetClosest<BackCompDist,Marker>(vpos, max_dist, BackCompDist(), eps, p,tm);
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//closest = Grid().GetClosest(vpos,eps,p);
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(*pvi).v->ClearD();
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if(closest){
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if(closest->e)
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{
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Join(*pvi,*closest);
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lastRound = false;
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}
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}
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}
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}while(!lastRound);
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}
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} // end Vertices
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}; // end class
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} // end namespace
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#endif
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@ -1,70 +0,0 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#ifndef __VCG_EDGE_UPDATE_BOUNDING
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#define __VCG_EDGE_UPDATE_BOUNDING
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namespace vcg {
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namespace edg {
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/** \addtogroup edgemesh */
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/*@{*/
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/// Management, updating and computation of per-vertex and per-face normals.
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/// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh.
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template <class ComputeMeshType>
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class UpdateBounding
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{
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public:
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typedef ComputeMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::EdgeType EdgeType;
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typedef typename MeshType::EdgePointer EdgePointer;
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typedef typename MeshType::EdgeIterator EdgeIterator;
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/// Calculates the vertex normal (if stored in the current face type)
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static void Box(ComputeMeshType &m)
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{
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m.bbox.SetNull();
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if( !(*vi).IsD() ) m.bbox.Add((*vi).P());
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}
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}; // end class
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} // End namespace
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} // End namespace
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#endif
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@ -1,199 +0,0 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.3 2004/10/28 00:47:51 cignoni
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Better Doxygen documentation
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Revision 1.2 2004/05/10 14:42:17 ganovelli
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nimor changes
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****************************************************************************/
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#ifndef __VCG_EDGE_UPDATE_TOPOLOGY
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#define __VCG_EDGE_UPDATE_TOPOLOGY
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#include <algorithm>
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namespace vcg {
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namespace edge {
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/** \addtogroup edgemesh */
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/*@{*/
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template <class UpdateMeshType>
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class UpdateTopology
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{
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public:
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typedef UpdateMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::EdgeType EdgeType;
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typedef typename MeshType::EdgePointer EdgePointer;
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typedef typename MeshType::EdgeIterator EdgeIterator;
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/// Auxiliairy data structure for computing face face adjacency information.
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// It identifies and edge storing two vertex pointer and a face pointer where it belong.
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class PVertex
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{
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public:
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VertexPointer v; // the two Vertex pointer are ordered!
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EdgePointer e; // the edge where this vertex belong
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int z; // index in [0..2] of the edge of the face
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PVertex() {}
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void Set( EdgePointer pe, const int nz )
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{
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assert(pe!=0);
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assert(nz>=0);
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assert(nz<2);
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v= pe->V(nz);
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e = pe;
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z = nz;
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}
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inline bool operator < ( const PVertex & pe ) const
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{
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return ( v<pe.v );
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}
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inline bool operator <= ( const PVertex & pe ) const
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{
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return ( v<=pe.v );
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}
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inline bool operator > ( const PVertex & pe ) const
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{
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return ( v>pe.v );
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}
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inline bool operator >= ( const PVertex & pe ) const
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{
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return( v>pe.v );
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}
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inline bool operator == ( const PVertex & pe ) const
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{
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return (v==pe.v);
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}
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inline bool operator != ( const PVertex & pe ) const
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{
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return (v!=pe.v || v!=pe.v);
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}
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};
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static void EdgeEdge(MeshType &m)
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{
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if(!HasEEAdjacency(m)) return;
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std::vector<PVertex> v;
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EdgeIterator pf;
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typename vector<PVertex>::iterator p;
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if( m.en == 0 ) return;
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v.resize(m.en*2); // Alloco il vettore ausiliario
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p = v.begin();
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for(pf=m.edge.begin();pf!=m.edge.end();++pf) // Lo riempio con i dati delle facce
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if( ! (*pf).IsD() )
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for(int j=0;j<2;++j)
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{
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(*p).Set(&(*pf),j);
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++p;
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}
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assert(p==v.end());
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sort(v.begin(), v.end()); // Lo ordino per vertici
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int ne = 0; // Numero di edge reali
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typename vector<PVertex>::iterator pe,ps;
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for(ps = v.begin(),pe=v.begin();pe<=v.end();++pe) // Scansione vettore ausiliario
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{
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if( pe==v.end() || *pe != *ps ) // Trovo blocco di edge uguali
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{
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typename vector<PVertex>::iterator q,q_next;
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for (q=ps;q<pe-1;++q) // Scansione edge associati
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{
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assert((*q).z>=0);
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assert((*q).z< 2);
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q_next = q;
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++q_next;
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assert((*q_next).z>=0);
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assert((*q_next).z< 2);
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(*q).e->EEp(q->z) = (*q_next).e; // Collegamento in lista delle facce
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(*q).e->EEi(q->z) = (*q_next).z;
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}
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assert((*q).z>=0);
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assert((*q).z< 3);
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(*q).e->EEp((*q).z) = ps->e;
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(*q).e->EEi((*q).z) = ps->z;
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ps = pe;
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++ne; // Aggiorno il numero di edge
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}
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}
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}
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static void VertexEdge(MeshType &m)
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{
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if(!m.HasVETopology()) return;
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VertexIterator vi;
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EdgeIterator ei;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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{
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(*vi).Ep() = 0;
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(*vi).Ei() = 0;
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}
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for(ei=m.edges.begin();ei!=m.edges.end();++ei)
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if( ! (*ei).IsD() )
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{
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for(int j=0;j<2;++j)
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{
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(*ei).Ev(j) = (*ei).V(j)->Ep();
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(*ei).Zv(j) = (*ei).V(j)->Ei();
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(*ei).V(j)->Ep() = &(*ei);
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(*ei).V(j)->Ei() = j;
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}
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}
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}
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}; // end class
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/*@}*/
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} // End namespace
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} // End namespace
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#endif
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