first release version
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namespace vcg{
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template <class MeshType>
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class GLField
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{
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::ScalarType ScalarType;
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///draw the cross field of a given face
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static void GLDrawField(MeshType &mesh,
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const FaceType &f,
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ScalarType &size)
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{
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CoordType center=(f.P0(0)+f.P0(1)+f.P0(2))/3;
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CoordType normal=f.cN();
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CoordType dir[4];
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vcg::tri::CrossField<MeshType>::CrossVector(mesh,f,dir);
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/*ScalarType ImportVal=ImportanceField(f);
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glLineWidth(20.f*ImportVal);*/
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glLineWidth(1);
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vcg::Color4b c;
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/*c.ColorRamp(0,1,float (ImportVal) );*/
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vcg::glColor(vcg::Color4b(0,0,0,255));
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glBegin(GL_LINES);
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for (int i=0;i<4;i++)
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{
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glVertex(center);
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glVertex(center+dir[i]*size);
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}
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glEnd();
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}
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//void GLDrawField(const VertexType &v,
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// ScalarType &size)
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//{
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// //if ((rand()%5)!=0)return;
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// CoordType center=v.cP();
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// CoordType normal=v.cN();
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// CoordType dir[4];
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// CoordType dir0=v.cPD1();
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// ScalarType w0=v.cK1();
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// ScalarType w1=v.cK2();
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// vcg::tri::CrossField<MeshType>::CrossVector(dir0,normal,dir);
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// ScalarType ImportVal=ImportanceField(v);
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// //glLineWidth(10.f*ImportVal);
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// vcg::Color4b c;
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// //c.ColorRamp(0,1,float (ImportVal) );
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// //vcg::glColor(c);
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// //vcg::glColor(vcg::Color4b(100,100,100,255));
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// if (rand()%2==0) std::swap(w0, w1);
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// float s;
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// if (w0>w1)
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// {
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// vcg::glColor(vcg::Color4b(50,50,50,255));
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// glLineWidth(2.0);
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// s=2;
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// }
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// else
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// {
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// vcg::glColor(vcg::Color4b(150,150,150,255));
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// glLineWidth(1);
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// s=1;
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// }
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// glBegin(GL_LINES);
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// glVertex(center);
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// glVertex(center+dir[0]*size*s);
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// glVertex(center);
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// glVertex(center+dir[2]*size*s);
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// glEnd();
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// if (w0<=w1)
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// {
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// vcg::glColor(vcg::Color4b(50,50,50,255));
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// glLineWidth(2.0);
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// s=2;
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// }
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// else
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// {
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// vcg::glColor(vcg::Color4b(150,150,150,255));
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// glLineWidth(1);
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// s=1;
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// }
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// glBegin(GL_LINES);
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// glVertex(center);
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// glVertex(center+dir[1]*size*s);
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// glVertex(center);
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// glVertex(center+dir[3]*size*s);
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// glEnd();
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//}
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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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{
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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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glDepthRange(0,0.999);
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MyScalarType size=10;
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glPointSize(size);
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glBegin(GL_POINTS);
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for (int i=0;i<mymesh.vert.size();i++)
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{
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if (mymesh.vert[i].IsD())continue;
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if (!mymesh.vert[i].IsS())continue;
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int mmatch;
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bool IsSing=vcg::tri::CrossField<MeshType>::IsSingular(mymesh,mymesh.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(mymesh.vert[i].P());
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}
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glEnd();
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glPopAttrib();
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}
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static void GLDrawFaceField(const MeshType &mesh)
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{
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srand(12345);
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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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MyScalarType size=mymesh.bbox.Diag()/100.0;
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vcg::Color4b c=vcg::Color4b(255,0,0,255);
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for (int i=0;i<mymesh.face.size();i++)
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{
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if (mymesh.face[i].IsD())continue;
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GLDrawField(mymesh,mymesh.face[i],size);
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}
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glPopAttrib();
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}
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};
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}
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