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#ifndef RECURSE_H
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#define RECURSE_H
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#include <vcg/space/point3.h>
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class Empty{};
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/*------------------------------------------------------------------*/
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template <class T> class EmptyCoord: public T {
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public:
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typedef vcg::Point3f CoordType;
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CoordType &P() { static CoordType coord(0, 0, 0); return coord; }
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};
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template <class A, class T> class Coord: public T {
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public:
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typedef A CoordType;
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CoordType &P() { return coord; }
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private:
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CoordType coord;
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};
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template <class T> class Coord3f: public Coord<vcg::Point3f, T> {};
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template <class T> class Coord3d: public Coord<vcg::Point3d, T> {};
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/*------------------------------------------------------------------*/
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template <class T> class EmptyNormal: public T {
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public:
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typedef vcg::Point3s NormalType;
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NormalType &N() { static NormalType normal(0, 0, 0); return normal; }
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};
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template <class A, class T> class NormalX: public T {
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public:
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typedef A NormalType;
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NormalType &N() { return norm; }
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private:
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NormalType norm;
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};
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template <class T> class Normal3s: public NormalX<vcg::Point3s, T> {};
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template <class T> class Normal3f: public NormalX<vcg::Point3f, T> {};
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template <class T> class Normal3d: public NormalX<vcg::Point3d, T> {};
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/*------------------------------------------------------------------*/
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template <class T> class EmptyColor: public T {
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public:
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typedef vcg::Point3s ColorType;
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ColorType &C() { static ColorType color(0, 0, 0); return color; }
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};
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template <class A, class T> class Color: public T {
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public:
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typedef A ColorType;
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ColorType &C() { return color; }
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private:
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ColorType color;
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};
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template <class T> class Color3c: public Color<vcg::Point3<char>, T> {};
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/*------------------------------------------------------------------*/
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template <class T> class EmptyVFAdj: public T {
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public:
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//typedef vcg::Point3s ColorType;
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typename T::FacePointer &Fp() { static typename T::FacePointer fp=0; return fp; }
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int &Zp(){static int z=0; return z;};
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};
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template <class T> class VFAdj: public T {
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public:
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//typedef A ColorType;
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typename T::FacePointer &Fp() {return fp; }
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typename T::FacePointer &Zp() {return Zp; }
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private:
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typename T::FacePointer fp ;
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int zp ;
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};
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/*------------------------------------------------------------------*/
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template <class BVT, typename BFT>
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class FVEmpty{
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public:
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typedef BVT *VertPointer;
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typedef BFT *FacePointer;
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};
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template <class BVT, typename BFT>
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class Vertex: public EmptyVFAdj<EmptyColor<EmptyNormal<EmptyCoord<FVEmpty <BVT,BFT> > > > >{
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public:
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};
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template <class BVT, typename BFT,
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template <typename> class A> class Vertex1: public A<Vertex<BVT,BFT> > {};
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template <class BVT, typename BFT,
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template <typename> class A,
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template <typename> class B> class Vertex2: public B<Vertex1<BVT,BFT, A> > {};
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template <class BVT, typename BFT,
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template <typename> class A,
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template <typename> class B,
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template <typename> class C > class Vertex3: public C<Vertex2<BVT,BFT, A, B> > {};
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template <class BVT, typename BFT,
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template <typename> class A,
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template <typename> class B,
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template <typename> class C,
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template <typename> class D > class Vertex4: public D<Vertex3<BVT,BFT, A, B, C> > {};
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template < typename T>
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class Default : public T {};
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template <typename BVT, typename BFT,
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template <typename> class A,
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template <typename> class B = Default,
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template <typename> class C = Default,
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template <typename> class D = Default> class VertexK: public Default<Vertex4<BVT,BFT, A, B, C, D> > {};
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template < typename T=int>
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class DefaultQ : public T {};
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template <typename BVT, typename BFT,
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template <typename> class A,
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template <typename> class B = DefaultQ,
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template <typename> class C = DefaultQ,
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template <typename> class D = DefaultQ > class VertexQ: public Vertex4<BVT,BFT, A, B, C, D> {};
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template <typename BVT, typename BFT,
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template <typename> class A
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> class VertexQ<BVT, BFT, A, DefaultQ, DefaultQ, DefaultQ>: public Vertex1<BVT,BFT, A> {};
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template <typename BVT, typename BFT,
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template <typename> class A,
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template <typename> class B
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> class VertexQ<BVT, BFT, A, B, DefaultQ, DefaultQ>: public Vertex2<BVT,BFT, A,B> {};
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template <typename BVT, typename BFT,
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template <typename> class A,
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template <typename> class B,
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template <typename> class C
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> class VertexQ<BVT, BFT, A, B, C, DefaultQ>: public Vertex3<BVT,BFT, A,B,C> {};
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//template <typename BFT,
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// template <typename> class A,
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// template <typename> class B = Default,
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// template <typename> class C = Default,
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// template <typename> class D = Default > class VertexZ: public Default<Vertex3< VertexZ, BFT, A, B, C> > {};
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/* un vertice si definisce cosi':
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Vertex2<Coord3f, Normal3f> myvertex;
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*/
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#endif
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