added several functions...
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@ -44,19 +44,19 @@ namespace vcg {
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///fird a tranformation matrix to transform
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///the 3D space to 2D tangent space specified
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///by the cross field (where Z=0)
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static vcg::Matrix33<ScalarType> TransformationMatrix(FaceType &f)
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static vcg::Matrix33<ScalarType> TransformationMatrix(MeshType &mesh,const FaceType &f)
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{
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typedef typename FaceType::CoordType CoordType;
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typedef typename FaceType::ScalarType ScalarType;
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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assert(CrossDir0);
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Fh0= vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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PerFaceAttributeHandle Fh0= vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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///transform to 3d
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CoordType axis0=Fh0[&f];
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CoordType axis1=axis0^axis2;
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CoordType axis2=f.N();
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CoordType axis1=axis0^f.cN();
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CoordType axis2=f.cN();
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vcg::Matrix33<ScalarType> Trans;
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@ -72,6 +72,7 @@ namespace vcg {
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Trans[2][2]=axis2[2];
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/////then find the inverse
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return (Trans);
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//f.InvTrans=Inverse(f.Trans);
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}
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@ -90,10 +91,9 @@ namespace vcg {
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///find an angle with respect to a given face by a given vector
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///in 3D space, it must be projected and normalized with respect to face's normal
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static ScalarType VectToAngle(const FaceType &f,
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const CoordType &vect3D)
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static ScalarType VectToAngle(MeshType &mesh,const FaceType &f,const CoordType &vect3D)
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{
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vcg::Matrix33<ScalarType> Trans=TransformationMatrix(f);
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vcg::Matrix33<ScalarType> Trans=TransformationMatrix(mesh,f);
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///trensform the vector to the reference frame by rotating it
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CoordType vect_transf=Trans*vect3D;
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@ -147,9 +147,27 @@ namespace vcg {
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return axis[index];
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}
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///return the direction of the cross field in 3D
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static void SetCrossVector(MeshType &mesh,
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const FaceType &f,
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CoordType dir0,
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CoordType dir1)
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{
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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assert(CrossDir0);
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bool CrossDir1 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir1");
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assert(CrossDir1);
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MeshType::PerFaceAttributeHandle<CoordType> Fh0=
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vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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MeshType::PerFaceAttributeHandle<CoordType> Fh1=
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vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir1"));
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Fh0[f]=dir0;
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Fh1[f]=dir1;
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}
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///rotate a given vector from a face to another
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///vector is expressend in 3d coordinates
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CoordType Rotate(const FaceType &f0,const FaceType &f1,const CoordType &dir3D)
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static CoordType Rotate(const FaceType &f0,const FaceType &f1,const CoordType &dir3D)
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{
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CoordType N0=f0.cN();
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CoordType N1=f1.cN();
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@ -235,18 +253,21 @@ namespace vcg {
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}
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///compute the mismatch between 2 faces
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int MissMatch(const FaceType &f0,const FaceType &f1)
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static int MissMatch(MeshType &mesh,
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const FaceType &f0,
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const FaceType &f1)
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{
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CoordType dir0=CrossVector(f0,0);
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CoordType dir1=CrossVector(f1,0);
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CoordType dir0=CrossVector(mesh,f0,0);
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CoordType dir1=CrossVector(mesh,f1,0);
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CoordType dir1Rot=Rotate(f1,f0,dir1);
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dir1Rot.Normalize();
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ScalarType angle_diff=VectToAngle(f0,dir1Rot);
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ScalarType angle_diff=VectToAngle(mesh,f0,dir1Rot);
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ScalarType step=M_PI/2.0;
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int i=(int)floor((angle_diff/step)+0.5);
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int k=0;
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if (i>=0)
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k=i%4;
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else
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@ -254,37 +275,34 @@ namespace vcg {
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return k;
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}
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///this function return true if a
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///given vertex is a singular vertex by
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///moving around i n a roder wai and accounting for
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///missmatches.. it requires VF topology
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template <class VertexType>
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bool IsSingular(VertexType &v)
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static void SortedFaces(MeshType &mesh,
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VertexType &v,
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std::vector<FaceType*> &faces)
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{
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typedef typename VertexType::FaceType FaceType;
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///check that is on border..
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if (v.IsB())
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return false;
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///check that is not on border..
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assert (!v.IsB());
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///get first face sharing the edge
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FaceType *f_init=v.VFp();
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int edge_init=v.VFi();
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int missmatch=0;
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///and initialize the pos
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vcg::face::Pos<FaceType> VFI(f_init,edge_init);
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bool complete_turn=false;
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do
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{
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FaceType *curr_f=VFI.F();
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faces.push_back(curr_f);
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int curr_edge=VFI.E();
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///assert that is not a border edge
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assert(curr_f->FFp(curr_edge)!=curr_f);
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///find the current missmatch
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FaceType *next_f=curr_f->FFp(curr_edge);
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missmatch+=MissMatch(next_f);
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/*///find the current missmatch
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missmatch+=(curr_f,const FaceType &f1);*/
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///continue moving
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VFI.FlipF();
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@ -296,7 +314,168 @@ namespace vcg {
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complete_turn=(next_f==f_init);
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/// or if I've just crossed a mismatch
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}while (!complete_turn);
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return((missmatch%4)!=0);
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}
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/////this function return true if a
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/////given vertex is a singular vertex by
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/////moving around i n a roder wai and accounting for
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/////missmatches.. it requires VF topology
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/////this function return true if a
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/////given vertex is a singular vertex by
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/////moving around i n a roder wai and accounting for
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/////missmatches
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//static bool IsSingular(MeshType &mesh,
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// VertexType &v,
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// int &missmatch)
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//{
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// typedef typename VertexType::FaceType FaceType;
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// ///check that is on border..
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// if (v.IsB())
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// return false;
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// ///get first face sharing the edge
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// FaceType *f_init=v.VFp();
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// int edge_init=v.VFi();
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// //int missmatch=0;
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// missmatch=0;
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// ///and initialize the pos
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// vcg::face::Pos<FaceType> VFI(f_init,edge_init);
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// bool complete_turn=false;
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// do
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// {
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// FaceType *curr_f=VFI.F();
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// int curr_edge=VFI.E();
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// ///assert that is not a border edge
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// assert(curr_f->FFp(curr_edge)!=curr_f);
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// /*///find the current missmatch
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// missmatch+=(curr_f,const FaceType &f1);*/
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// ///continue moving
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// VFI.FlipF();
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// VFI.FlipE();
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// FaceType *next_f=VFI.F();
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//
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// ///find the current missmatch
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// missmatch+=MissMatch(mesh,*curr_f,*next_f);
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// ///test if I've finiseh with the face exploration
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// complete_turn=(next_f==f_init);
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// /// or if I've just crossed a mismatch
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// }while (!complete_turn);
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// missmatch=missmatch%4;
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// return(missmatch!=0);
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//}
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static int SimilarDir(CoordType dir[4],
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CoordType TestD)
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{
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int ret=-1;
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ScalarType maxAcc=-1;
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for (int i=0;i<4;i++)
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{
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ScalarType testAcc=fabs(dir[i]*TestD);
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if (testAcc>maxAcc)
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{
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maxAcc=testAcc;
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ret=i;
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}
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}
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assert(ret!=-1);
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return ret;
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}
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static bool IsSingular(MeshType &mesh,
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VertexType &v,
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int &missmatch)
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{
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typedef typename VertexType::FaceType FaceType;
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///check that is on border..
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if (v.IsB())
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return false;
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std::vector<FaceType*> faces;
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SortedFaces(mesh,v,faces);
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for (int i=0;i<faces.size();i++)
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{
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FaceType *curr_f=faces[i];
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FaceType *next_f=faces[(i+1)%faces.size()];
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///find the current missmatch
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missmatch+=MissMatch(mesh,*curr_f,*next_f);
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}
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missmatch=missmatch%4;
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return(missmatch!=0);
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}
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static bool LoadFIELD(MeshType *mesh,
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const char *path_vfield,
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bool per_vertex=false)
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{
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FILE *f = fopen(path_vfield,"rt");
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if (!f) {
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//if (errorMsg) sprintf(errorMsg,"Cannot Open File :(");
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return false;
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}
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{
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char word[512]; word[0]=0;
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fscanf(f,"%s",word);
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char c=0;
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if (word[0]=='#') {
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// skip comment line
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while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break;
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} else {
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//if (errorMsg) sprintf(errorMsg,"The VField file should start with a comment");
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return false;
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}
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int nnv = -1;
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if (fscanf(f,"%d",&nnv)!=1) {
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// number of vertices not read. Skip another line (ffield file?) and try again.
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while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break; // skip
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fscanf(f,"%d",&nnv);
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}
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int targetnum=mesh->fn;
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if (per_vertex)
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targetnum=mesh->vn;
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if (nnv != (int)targetnum)
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{
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//if (errorMsg) sprintf(errorMsg,"Wrong element number. Found: %d. Expected: %d.",nnv,mesh->vn);
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return false;
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}
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while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break; // skip
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// skip strange string line
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while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break;
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for (int i=0; i<nnv; i++){
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vcg::Point3d u,v;
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int a,b;
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if (fscanf(f,
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"%d %d %lf %lf %lf %lf %lf %lf",
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&a,&b,
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&(v.X()),&(v.Y()),&(v.Z()),
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&(u.X()),&(u.Y()),&(u.Z())
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)!=8) {
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//if (errorMsg) sprintf(errorMsg,"Format error reading vertex n. %d",i);
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return false;
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}
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//node[i]->TF().Import(u);
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if (per_vertex)
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{
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mesh->vert[i].PD1()=u;
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mesh->vert[i].PD2()=v;
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}
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else
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{
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FaceType *f=&mesh->face[i];
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SetCrossVector(*mesh,*f,u,v);
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}
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}
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}
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fclose(f);
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return true;
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}
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/*void GetWeights(TriMeshType *mesh,
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