used per vertex and per face optional attributes
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@ -54,14 +54,15 @@ class GLField
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GLDrawField(dir,center,size);
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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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vcg::Point3<bool> seams)
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{
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glLineWidth(3);
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glBegin(GL_LINES);
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for (int i=0;i<3;i++)
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{
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if (!f.IsSeam(i))continue;
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if (!seams[i])continue;
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glVertex(f.V0(i)->P());
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glVertex(f.V1(i)->P());
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@ -83,8 +84,20 @@ class GLField
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public:
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///singular vertices should be selected
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static void GLDrawSingularities(const MeshType &mesh)
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static void GLDrawSingularities(MeshType &mesh)
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{
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bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
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bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree"));
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if (!hasSingular)return;
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typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
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typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularDegree;
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Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
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Handle_SingularDegree=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularityDegree"));
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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@ -95,20 +108,19 @@ public:
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for (unsigned int i=0;i<mesh.vert.size();i++)
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{
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if (mesh.vert[i].IsD())continue;
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if (!mesh.vert[i].IsSingular())continue;
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int mmatch=mesh.vert[i].missmatch;
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//bool IsSing=vcg::tri::CrossField<MeshType>::IsSingular(mesh.vert[i],mmatch);
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//if (!IsSing)continue;
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//assert(IsSing);
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assert(mmatch!=0);
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/*vcg::glColor(vcg::Color4b(255,0,0,255));*/
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if (mmatch==1)vcg::glColor(vcg::Color4b(0,0,255,255));
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else
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if (mmatch==2)vcg::glColor(vcg::Color4b(255,0,0,255));
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else
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if (mmatch==3)vcg::glColor(vcg::Color4b(0,255,255,255));
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vcg::glVertex(mesh.vert[i].P());
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if (!Handle_Singular[i])continue;
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int mmatch=3;
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if (hasSingularDegree)
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mmatch=Handle_SingularDegree[i];
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if (mmatch==1)vcg::glColor(vcg::Color4b(0,0,255,255));
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else
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if (mmatch==2)vcg::glColor(vcg::Color4b(255,0,0,255));
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else
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if (mmatch==3)vcg::glColor(vcg::Color4b(0,255,255,255));
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vcg::glVertex(mesh.vert[i].P());
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}
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glEnd();
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@ -145,8 +157,16 @@ public:
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glPopAttrib();
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}
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static void GLDrawSeams(const MeshType &mesh)
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static void GLDrawSeams(MeshType &mesh)
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{
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bool hasSeam = vcg::tri::HasPerFaceAttribute(mesh,std::string("Seams"));
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if(!hasSeam)return;
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typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3<bool> > SeamsHandleType;
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typedef typename vcg::tri::Allocator<MeshType> SeamsAllocator;
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SeamsHandleType Handle_Seam;
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Handle_Seam=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3<bool> >(mesh,std::string("Seams"));
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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@ -155,7 +175,8 @@ public:
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for (unsigned int i=0;i<mesh.face.size();i++)
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{
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if (mesh.face[i].IsD())continue;
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GLDrawFaceSeams(mesh.face[i]);
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vcg::Point3<bool> seams=Handle_Seam[i];
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GLDrawFaceSeams(mesh.face[i],seams);
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}
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glPopAttrib();
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}
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