Include header cleaning and reordering.
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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) 2004-2012 \/)\/ *
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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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#ifndef VCG_TRI_ATTRIBUTE_SEAM_H
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#define VCG_TRI_ATTRIBUTE_SEAM_H
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#include <vector>
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#include <vcg/complex/allocate.h>
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/*
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// sample extract functor
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#include <vcg/complex/algorithms/bitquad_support.h>
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#include <vcg/complex/allocate.h>
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/** BIT-QUAD creation support:
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a collection of methods that,
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#ifndef VCG_BITQUAD_SUPPORT
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#define VCG_BITQUAD_SUPPORT
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#include <vector>
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#include <set>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/space/planar_polygon_tessellation.h>
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@ -24,12 +24,6 @@
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#ifndef __VCGLIB_CLEAN
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#define __VCGLIB_CLEAN
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// Standard headers
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#include <map>
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#include <algorithm>
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#include <utility>
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#include <stack>
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// VCG headers
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#include <vcg/complex/complex.h>
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#include <vcg/simplex/face/pos.h>
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@ -37,7 +31,6 @@
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#include <vcg/complex/algorithms/closest.h>
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#include <vcg/space/index/grid_static_ptr.h>
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#include <vcg/space/index/spatial_hashing.h>
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#include <vcg/complex/allocate.h>
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#include <vcg/complex/algorithms/update/selection.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/complex/algorithms/update/normal.h>
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@ -202,8 +202,8 @@ public:
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assert(v2 != v0 && v2 != v1);
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if ((touch.first == FRONT) && (touch.second != front.end()) ||
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(touch.first == DEADS) && (touch.second != deads.end()))
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if ( ( (touch.first == FRONT) && (touch.second != front.end()) ) ||
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( (touch.first == DEADS) && (touch.second != deads.end()) ) )
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{
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//check for orientation and manifoldness
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}
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else if ((touch.first == FRONT) && (touch.second == front.end()) ||
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(touch.first == DEADS) && (touch.second == deads.end()))
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else if (((touch.first == FRONT) && (touch.second == front.end())) ||
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((touch.first == DEADS) && (touch.second == deads.end())) )
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{
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// assert(CheckEdge(v0, v2));
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// assert(CheckEdge(v2, v1));
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_MESH
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#error "This file should not be included alone. It is automatically included by complex.h"
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#endif
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#ifndef __VCGLIB_TRIALLOCATOR
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#define __VCGLIB_TRIALLOCATOR
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#include <map>
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#include <set>
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#include <vcg/container/simple_temporary_data.h>
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#include <vcg/space/color4.h>
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namespace vcg {
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namespace tri {
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#ifndef __VCGLIB_APPEND
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#define __VCGLIB_APPEND
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/complex/algorithms/update/selection.h>
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#include <set>
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namespace vcg {
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namespace tri {
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/** \ingroup trimesh */
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@ -21,21 +21,30 @@
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* *
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****************************************************************************/
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#ifndef __VCG_MESH
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#ifndef __VCG_MESH_H
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#define __VCG_MESH_H
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#define __VCG_MESH
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#include <assert.h>
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#include <string>
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#include <vector>
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#include <set>
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#include <exception>
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#include <stack>
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#include <algorithm>
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#include <map>
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#include <iostream>
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#include <stdexcept>
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#include <limits>
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#include <set>
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#include <vcg/complex/exception.h>
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#include <vcg/container/simple_temporary_data.h>
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#include <vcg/complex/used_types.h>
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#include <vcg/complex/base.h>
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#include <vcg/complex/allocate.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/complex/algorithms/update/selection.h>
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#include <vcg/complex/append.h>
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#undef __VCG_MESH
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#endif
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