First version.
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/*
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This extends the example in sample/trimesh_sdl.h.
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It loads the mesh specified in the command line and shows it.
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Navigate around the object with WASD (doom-like) or arrow modes.
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(wheel, or PGUP, PGDOWN, moves vertically)
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[F1] changes rendering style.
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[SPACE] toggles trackball modes.
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This example shows:
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- the use of a trackball in
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a time-syncronized application like a game.
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(exactly FPS times every seconds, the trackball is animated,
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but rendering can occurs fewer times).
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- how to set a trackball
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with NavigatorAwsd mode, i.e. to NAVIGATE around or inside
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the object rather than rotate it in front of the camera.
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*/
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#include <SDL/SDL.h>
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#include <gl/glew.h>
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#include <vector>
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/*include the base definition for the vertex, face, and meshes */
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#include <vcg/simplex/vertexplus/base.h>
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#include <vcg/simplex/faceplus/base.h>
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#include <vcg/complex/trimesh/base.h>
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/*include the algorihm that update bounding box and normals*/
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#include <vcg/complex/trimesh/update/bounding.h>
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#include <vcg/complex/trimesh/update/normal.h>
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/*include the importer from disk*/
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#include <wrap/io_trimesh/import.h>
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/*include wrapping of the trimesh towards opengl*/
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#include <wrap/gl/trimesh.h>
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/*include the trackball: NOTE, you the implementation of the trackball is found in the files:
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wrap/gui/trackball.cpp and wrap/gui/trackmode.cpp. You should include these files in your solution
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otherwise you'll get linking errors */
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#include <wrap/gui/trackball.h>
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/* we define our own SDL_TIMER event */
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#define SDL_TIMER SDL_USEREVENT
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// How many FPS?
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const int FPS = 30;
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using namespace vcg;
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using namespace std;
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/* Definition of our own types for Vertices, Faces, Meshes*/
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class CEdge; // dummy prototype never used
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class CFace;
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class CVertex : public VertexSimp2< CVertex, CEdge, CFace, vertex::Coord3f, vertex::Normal3f >{};
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class CFace : public FaceSimp2< CVertex, CEdge, CFace, face::VertexRef, face::Normal3f > {};
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class CMesh : public vcg::tri::TriMesh< vector<CVertex>, vector<CFace> > {};
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////////////////////////////////////////////////////////////////////////////
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// Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball.
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CMesh mesh;
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vcg::GlTrimesh<CMesh> glWrap;
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vcg::Trackball track;
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/* Internal state of the application */
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int drawMode=2;
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int trackballMode=1;
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int width =800;
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int height = 600;
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vcg::Point3f observerPos(0,0.2,3); // (initial) point of view (object is in 0,0,0)
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vcg::Point3f objectPos(0,0,0); // (initial) point of view (object is in 0,0,0)
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/* Simple function that renders a floor */
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void RenderFloor(){
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glHint(GL_FOG_HINT, GL_NICEST);
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glDisable(GL_LIGHTING);
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double K = 500, c=0.7;
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glBegin(GL_QUADS);
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glColor3f(c,c,c);
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glNormal3f(0,1,0);
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glVertex3d(+K,0,+K);
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glVertex3d(+K,0,-K);
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glVertex3d(-K,0,-K);
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glVertex3d(-K,0,+K);
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glEnd();
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glHint(GL_FOG_HINT, GL_FASTEST);
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glEnable(GL_LIGHTING);
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}
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/* Sets the trackball in a new mode:
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standard mode (rotate object in front of camera)
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or Navigation mode (navigate around/inside object)
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*/
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void SetTrackball(int mode){
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// we define all possible trackModes that we could be using (static)
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static vcg::PolarMode polarMode;
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static vcg::SphereMode sphereMode;
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static vcg::NavigatorWasdMode navigatorMode;
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static vcg::InactiveMode inactiveMode;
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static vcg::ScaleMode scaleMode;
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static vcg::PanMode panMode;
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static vcg::ZMode zMode;
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// customize navigation mode...
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navigatorMode.SetTopSpeedsAndAcc(1.2f,0.6f,6);
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// this adds a neat human stepping effect
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navigatorMode.SetStepOnWalk(0.5f,0.015f);
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track.modes.clear();
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track.Reset();
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switch (mode) {
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case 1:
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// switch to navigator mode
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track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
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track.modes[vcg::Trackball::WHEEL] =
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track.modes[vcg::Trackball::BUTTON_LEFT] =
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track.idle_and_keys_mode = &navigatorMode;
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track.inactive_mode = NULL; // nothing to draw when inactive
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track.SetPosition( observerPos );
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break;
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default:
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// sweitch to default trackmode -- this is equivalent to a call to track->SetDefault()
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track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
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track.modes[vcg::Trackball::BUTTON_LEFT] = &sphereMode;
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track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_CTRL] =
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track.modes[vcg::Trackball::BUTTON_MIDDLE] = &panMode;
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track.modes[vcg::Trackball::WHEEL] =
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track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_SHIFT] = &scaleMode;
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track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_ALT] = &zMode;
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track.modes[vcg::Trackball::BUTTON_MIDDLE | vcg::Trackball::KEY_ALT] =
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track.idle_and_keys_mode = &sphereMode;
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track.inactive_mode = &inactiveMode; // draw a sphere when inactive
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track.SetPosition( objectPos );
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}
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}
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/* Sets up OpenGL state */
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void initGL()
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{
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glClearColor(0, 0, 0, 0);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_FOG);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT);
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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}
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/* Response to a window resize event. */
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void myReshapeFunc(GLsizei w, GLsizei h)
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{
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SDL_SetVideoMode(w, h, 0, SDL_OPENGL|SDL_RESIZABLE|SDL_DOUBLEBUF);
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width=w;
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height=h;
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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initGL();
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}
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/* sends a SDL_TIMER event to self (timer callback) */
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Uint32 timerCallback(Uint32 interval, void *param){
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static SDL_Event e; // the msg
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e.type = SDL_TIMER; // its content
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SDL_PushEvent(&e);
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return interval;
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}
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/* sends a redraw event to self */
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void sendRedraw() {
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static SDL_Event e; // the msg
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e.type = SDL_VIDEOEXPOSE; // its content
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SDL_PushEvent(&e);
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}
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/* clears any "redraw" even still in the event queue */
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void drainRedrawEvents(){
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static SDL_Event tmp[200];
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int eventRemoved = SDL_PeepEvents(tmp,200,SDL_GETEVENT, SDL_EVENTMASK(SDL_VIDEOEXPOSE));
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}
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/* Response to a redraw event: renders the scene */
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void display(){
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(40, width/(float)height, 0.01, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslate( -observerPos );
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track.GetView();
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track.Apply(false);
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glPushMatrix();
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float d=mesh.bbox.Diag();
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glScale(1.5f/d);
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Point3f p = glWrap.m->bbox.Center();
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p[1] = glWrap.m->bbox.min[1];
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glTranslate(-p);
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// the trimesh drawing calls
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switch(drawMode)
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{
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case 0: glWrap.Draw<vcg::GLW::DMSmooth, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
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case 1: glWrap.Draw<vcg::GLW::DMWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
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case 2: glWrap.Draw<vcg::GLW::DMFlatWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
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case 3: glWrap.Draw<vcg::GLW::DMHidden, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
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case 4: glWrap.Draw<vcg::GLW::DMFlat, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
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default: break;
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}
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glPopMatrix();
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RenderFloor();
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track.DrawPostApply();
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SDL_GL_SwapBuffers();
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}
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/* Response to a timer event: animates the status of the game (and the trackball) */
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// - retunrs true if anything changed.
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bool onTimer(){
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int res = false;
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if ( track.IsAnimating() ) {
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track.Animate(1000/FPS);
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res = true;
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}
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// insert any other animation processing here
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return res;
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}
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/* Helper function: translates SDL codes into VCG codes */
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vcg::Trackball::Button SDL2VCG(int code){
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switch (code) {
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case SDL_BUTTON_LEFT: return vcg::Trackball::BUTTON_LEFT;
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case SDL_BUTTON_MIDDLE: return vcg::Trackball::BUTTON_MIDDLE;
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case SDL_BUTTON_RIGHT: return vcg::Trackball::BUTTON_RIGHT;
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case SDLK_RCTRL:
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case SDLK_LCTRL: return vcg::Trackball::KEY_CTRL;
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case SDLK_RALT:
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case SDLK_LALT: return vcg::Trackball::KEY_ALT;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT: return vcg::Trackball::KEY_SHIFT;
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case SDLK_LEFT:
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case SDLK_a: return vcg::Trackball::KEY_LEFT;
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case SDLK_RIGHT:
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case SDLK_d: return vcg::Trackball::KEY_RIGHT;
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case SDLK_UP:
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case SDLK_w: return vcg::Trackball::KEY_UP;
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case SDLK_DOWN:
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case SDLK_s: return vcg::Trackball::KEY_DOWN;
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case SDLK_PAGEUP:
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case SDLK_r: return vcg::Trackball::KEY_PGUP;
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case SDLK_PAGEDOWN:
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case SDLK_f: return vcg::Trackball::KEY_PGDOWN;
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return vcg::Trackball::BUTTON_NONE;
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}
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}
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/* initializes SDL */
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bool initSDL(const std::string &str) {
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if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) < 0 ) {
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fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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if ( SDL_SetVideoMode(width, height, 0, SDL_OPENGL|SDL_RESIZABLE) == NULL ) {
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fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
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SDL_Quit();
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exit(2);
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}
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SDL_AddTimer(1000/FPS, timerCallback, NULL);
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SDL_WM_SetCaption(str.c_str(), str.c_str());
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myReshapeFunc(width, height);
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return true;
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}
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/* The main event Loop */
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int sdlLoop() {
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bool quit=false;
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bool redraw_needed = false; // true whan a scene needs a redraw
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SDL_Event event;
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while( !quit ) {
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SDL_WaitEvent(&event);
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switch( event.type ) {
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case SDL_QUIT: quit = true; break;
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case SDL_VIDEORESIZE : myReshapeFunc(event.resize.w,event.resize.h); break;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_ESCAPE: exit(0); break;
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case SDLK_F1: drawMode= (drawMode+1)%5; printf("Current Mode %i\n",drawMode); break;
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case SDLK_HOME: track.Reset(); break;
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case SDLK_SPACE:
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trackballMode= (trackballMode+1)%2; printf("Trackball Mode %i\n",drawMode);
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SetTrackball(trackballMode);
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break;
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default: track.ButtonDown( SDL2VCG( event.key.keysym.sym) );
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}
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redraw_needed = true;
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break;
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case SDL_KEYUP:
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track.ButtonUp( SDL2VCG( event.key.keysym.sym) ); break;
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case SDL_MOUSEBUTTONDOWN:
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switch(event.button.button) {
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case SDL_BUTTON_WHEELUP: track.MouseWheel( 1); redraw_needed = true; break;
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case SDL_BUTTON_WHEELDOWN: track.MouseWheel(-1); redraw_needed = true; break;
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default: track.MouseDown(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
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} break;
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case SDL_MOUSEBUTTONUP:
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track.MouseUp(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
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break;
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case SDL_MOUSEMOTION:
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while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
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track.MouseMove(event.button.x, (height - event.button.y));
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redraw_needed = true;
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break;
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case SDL_TIMER:
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if (onTimer()) redraw_needed = true;
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if (redraw_needed) sendRedraw(); // justs sends a redraw event!
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redraw_needed = false;
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break;
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case SDL_VIDEOEXPOSE:
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// any rendering is done ONLY here.
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display();
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drainRedrawEvents();
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break;
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default: break;
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}
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}
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SDL_Quit();
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return -1;
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}
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int main(int argc, char *argv[]) {
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// Generic loading of the mesh from disk
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if(vcg::tri::io::Importer<CMesh>::Open(mesh,argv[1])!=0) {
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fprintf(stderr,"Error reading file %s\n",argv[1]);
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exit(0);
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}
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// Initialize the mesh itself
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vcg::tri::UpdateBounding<CMesh>::Box(mesh); // update bounding box
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//vcg::tri::UpdateNormals<CMesh>::PerVertexNormalizePerFaceNormalized(mesh); // update Normals
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vcg::tri::UpdateNormals<CMesh>::PerVertexPerFace(mesh); // update Normals
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// Initialize the wrapper
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glWrap.m = &mesh;
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glWrap.Update();
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SetTrackball(trackballMode);
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// we will do exaclty an animation step every 1000/FPS msecs.
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track.SetFixedTimesteps(true);
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initSDL("SDL_minimal_viewer");
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initGL();
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sdlLoop();
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exit(0);
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}
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