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063346e3b1
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@ -21,6 +21,16 @@
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* *
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* *
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****************************************************************************/
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****************************************************************************/
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/*! \file trimesh_optional.cpp
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\ingroup code_sample
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\brief the minimal example of using the \ref optional_component "Optional Components".
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This file shows how to dynamically allocate component that you do not need most of the time.
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*/
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#include<vcg/complex/complex.h>
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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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@ -29,33 +39,49 @@
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#include<vcg/complex/algorithms/update/normal.h>
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#include<vcg/complex/algorithms/update/normal.h>
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#include<vcg/complex/algorithms/update/bounding.h>
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#include<vcg/complex/algorithms/update/bounding.h>
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#include<vcg/complex/algorithms/update/curvature.h>
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#include<vcg/complex/algorithms/update/curvature.h>
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#include <vcg/complex/algorithms/refine.h>
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#include <vcg/complex/algorithms/refine_loop.h>
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#include <vcg/complex/algorithms/refine_loop.h>
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#include <wrap/io_trimesh/export_off.h>
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#include <wrap/io_trimesh/export_off.h>
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#include <wrap/io_trimesh/export_off.h>
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class CFace;
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class CFaceOcf;
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class CVertex;
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class MyFace;
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class CVertexOcf;
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class MyVertex;
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struct MyUsedTypes: public vcg::UsedTypes<vcg::Use<CVertex>::AsVertexType,vcg::Use<CFace>::AsFaceType>{};
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struct MyUsedTypes: public vcg::UsedTypes<
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struct MyUsedTypesOcf: public vcg::UsedTypes<vcg::Use<CVertexOcf>::AsVertexType,vcg::Use<CFaceOcf>::AsFaceType>{};
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vcg::Use<MyVertex>::AsVertexType,
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vcg::Use<MyFace >::AsFaceType>{};
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// Optional stuff has two suffixes:
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class MyVertex : public vcg::Vertex< MyUsedTypes,
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// OCF Optional Component Fast
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vcg::vertex::Coord3f, vcg::vertex::Qualityf,
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// OCC Optional Component Compact
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vcg::vertex::Color4b, vcg::vertex::BitFlags,
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vcg::vertex::Normal3f, vcg::vertex::VFAdj >{};
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class CVertex : public vcg::Vertex< MyUsedTypes,
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class MyFace : public vcg::Face< MyUsedTypes,
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vcg::vertex::Coord3f, vcg::vertex::BitFlags,vcg::vertex::Normal3f >{};
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vcg::face::FFAdj, vcg::face::VFAdj,
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class CVertexOcf : public vcg::Vertex< MyUsedTypesOcf,
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vcg::face::Color4b, vcg::face::VertexRef,
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vcg::vertex::InfoOcf, vcg::vertex::Coord3f, vcg::vertex::QualityfOcf,vcg::vertex::Color4b,
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vcg::face::BitFlags, vcg::face::Normal3f > {};
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vcg::vertex::BitFlags, vcg::vertex::Normal3f,vcg::vertex::RadiusfOcf, vcg::vertex::CurvatureDirfOcf, vcg::vertex::CurvaturefOcf >{};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex >, std::vector<MyFace > > {};
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class CFace : public vcg::Face< MyUsedTypes, vcg::face::FFAdj, vcg::face::VertexRef, vcg::face::BitFlags, vcg::face::Normal3f > {};
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class CFaceOcf : public vcg::Face< MyUsedTypesOcf, vcg::face::InfoOcf, vcg::face::FFAdjOcf, vcg::face::VertexRef, vcg::face::BitFlags, vcg::face::Normal3fOcf > {};
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class CMesh : public vcg::tri::TriMesh< std::vector<CVertex >, std::vector<CFace > > {};
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class CMeshOcf : public vcg::tri::TriMesh< vcg::vertex::vector_ocf<CVertexOcf>, vcg::face::vector_ocf<CFaceOcf> > {};
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class MyVertexOcf;
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class MyFaceOcf;
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struct MyUsedTypesOcf: public vcg::UsedTypes<
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vcg::Use<MyVertexOcf>::AsVertexType,
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vcg::Use<MyFaceOcf>::AsFaceType>{};
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class MyVertexOcf : public vcg::Vertex< MyUsedTypesOcf,
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vcg::vertex::InfoOcf, // <--- Note the use of the 'special' InfoOcf component
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vcg::vertex::Coord3f, vcg::vertex::QualityfOcf,
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vcg::vertex::Color4b, vcg::vertex::BitFlags,
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vcg::vertex::Normal3f, vcg::vertex::VFAdjOcf >{};
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class MyFaceOcf : public vcg::Face< MyUsedTypesOcf,
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vcg::face::InfoOcf, // <--- Note the use of the 'special' InfoOcf component
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vcg::face::FFAdjOcf, vcg::face::VFAdjOcf,
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vcg::face::Color4bOcf, vcg::face::VertexRef,
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vcg::face::BitFlags, vcg::face::Normal3fOcf > {};
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// the mesh class must make use of the 'vector_ocf' containers instead of the classical std::vector
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class MyMeshOcf : public vcg::tri::TriMesh< vcg::vertex::vector_ocf<MyVertexOcf>, vcg::face::vector_ocf<MyFaceOcf> > {};
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using namespace vcg;
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using namespace vcg;
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@ -63,8 +89,8 @@ using namespace std;
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int main(int , char **)
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int main(int , char **)
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{
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{
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CMesh cm;
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MyMesh cm;
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CMeshOcf cmof;
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MyMeshOcf cmof;
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tri::Tetrahedron(cm);
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tri::Tetrahedron(cm);
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tri::Tetrahedron(cmof);
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tri::Tetrahedron(cmof);
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cmof.face.EnableFFAdjacency();
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cmof.face.EnableFFAdjacency();
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assert(tri::HasFFAdjacency(cmof) == true);
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assert(tri::HasFFAdjacency(cmof) == true);
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tri::UpdateTopology<CMesh >::FaceFace(cm);
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assert(tri::HasVFAdjacency(cmof) == false);
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tri::UpdateTopology<CMeshOcf>::FaceFace(cmof);
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cmof.vert.EnableVFAdjacency();
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cmof.face.EnableVFAdjacency();
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assert(tri::HasVFAdjacency(cmof) == true);
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tri::UpdateFlags<CMesh >::FaceBorderFromFF(cm);
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tri::UpdateTopology<MyMesh >::FaceFace(cm);
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tri::UpdateFlags<CMeshOcf>::FaceBorderFromFF(cmof);
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tri::UpdateTopology<MyMeshOcf>::FaceFace(cmof);
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tri::UpdateNormal<CMesh >::PerVertexPerFace(cm);
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tri::UpdateFlags<MyMesh >::FaceBorderFromFF(cm);
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cmof.face.EnableNormal(); // if you remove this the next line will throw an exception for a missing 'normal' component
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tri::UpdateFlags<MyMeshOcf>::FaceBorderFromFF(cmof);
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tri::UpdateNormal<CMeshOcf>::PerVertexPerFace(cmof);
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tri::UpdateNormal<MyMesh >::PerVertexPerFace(cm);
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cmof.face.EnableNormal(); // remove this line and you will throw an exception for a missing 'normal' component
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tri::UpdateNormal<MyMeshOcf>::PerVertexPerFace(cmof);
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cmof.vert.EnableCurvature();
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cmof.vert.EnableCurvatureDir();
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cmof.vert.EnableQuality();
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cmof.vert.EnableQuality();
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tri::UpdateColor<CMeshOcf>::PerVertexConstant(cmof,Color4b::LightGray);
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tri::UpdateColor<MyMeshOcf>::PerVertexConstant(cmof,Color4b::LightGray);
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printf("cmof IsColorEnabled() %s\n",cmof.face.back().IsColorEnabled()?"Yes":"No");
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cmof.face.EnableColor();
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tri::UpdateColor<MyMeshOcf>::PerFaceConstant(cmof,Color4b::LightGray);
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cmof.vert[0].C()=Color4b::Red;
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cmof.vert[0].C()=Color4b::Red;
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printf("cmof IsColorEnabled() %s\n",cmof.face.back().IsColorEnabled()?"Yes":"No");
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printf("cm IsColorEnabled() %s\n",cm.face.back().IsColorEnabled()?"Yes":"No");
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printf("cm IsColorEnabled() %s\n",cm.face.back().HasColor()?"Yes":"No");
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printf("Normal of face 0 is %f %f %f\n\n",cm.face[0].N()[0],cm.face[0].N()[1],cm.face[0].N()[2]);
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printf("Normal of face 0 is %f %f %f\n\n",cm.face[0].N()[0],cm.face[0].N()[1],cm.face[0].N()[2]);
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int t0=0,t1=0,t2=0;
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int t0=0,t1=0,t2=0;
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while(float(t1-t0)/CLOCKS_PER_SEC < 0.0025)
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while(float(t1-t0)/CLOCKS_PER_SEC < 0.1f)
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{
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{
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t0=clock();
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t0=clock();
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// tri::Refine(cm,tri::MidPointButterfly<CMesh>(cm),0);
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tri::RefineOddEven<MyMesh> (cm, tri::OddPointLoop<MyMesh>(cm), tri::EvenPointLoop<MyMesh>(), 0);
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// tri::UpdateCurvature<CMeshOcf>::MeanAndGaussian(cmof);
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// tri::UpdateQuality<CMeshOcf>::VertexFromGaussianCurvature(cmof);
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tri::RefineOddEven<CMesh> (cm, tri::OddPointLoop<CMesh>(cm), tri::EvenPointLoop<CMesh>(), 0);
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tri::Refine(cmof,tri::MidPoint<CMeshOcf>(&cmof),0);
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t1=clock();
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t1=clock();
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tri::RefineOddEven<CMesh> (cm, tri::OddPointLoop<CMesh>(cm), tri::EvenPointLoop<CMesh>(), 0);
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tri::RefineOddEven<MyMeshOcf> (cmof, tri::OddPointLoop<MyMeshOcf>(cmof), tri::EvenPointLoop<MyMeshOcf>(), 0);
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t2=clock();
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t2=clock();
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}
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}
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printf("Last Iteration: Refined a tetra up to a mesh of %i faces in %5.2f %5.2f sec\n",cm.FN(),float(t1-t0)/CLOCKS_PER_SEC,float(t2-t1)/CLOCKS_PER_SEC);
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printf("Last Iteration: Refined a tetra up to a mesh of %i faces in:\n"
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tri::io::ExporterOFF<CMeshOcf>::Save(cmof,"test.off",tri::io::Mask::IOM_VERTCOLOR);
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"Standard Component %5.2f sec\n"
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unsigned int hh = 0;
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"OCF Component %5.2f sec\n",cm.FN(),float(t1-t0)/CLOCKS_PER_SEC,float(t2-t1)/CLOCKS_PER_SEC);
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for(CMeshOcf::VertexIterator vi = cmof.vert.begin(); vi!=cmof.vert.end();++vi,++hh){
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tri::io::ExporterOFF<MyMeshOcf>::Save(cmof,"test.off",tri::io::Mask::IOM_VERTCOLOR);
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if(hh%3==0)
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vcg::tri::Allocator<CMeshOcf>::DeleteVertex(cmof,*vi);
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}
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cmof.vert.EnableRadius();
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// return 0;
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for(CMeshOcf::VertexIterator vi = cmof.vert.begin(); vi!=cmof.vert.end();++vi)
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if(!(*vi).IsD())
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{
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vi->Q() = tri::Index(cmof,*vi);
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vi->R() = vi->P()[0];
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}
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tri::Allocator<CMeshOcf>::CompactVertexVector(cmof);
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tri::UpdateBounding<CMeshOcf>::Box(cmof);
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for(CMeshOcf::VertexIterator vi = cmof.vert.begin(); vi!=cmof.vert.end();++vi)
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{
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if(!(*vi).IsD())
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{
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float q =vi->Q();
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float r =vi->R();
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}
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}
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return 0;
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return 0;
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}
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}
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