unified use of float in drawing methods
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@ -39,7 +39,6 @@ namespace vcg
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/** Class Add_Ons.
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This is class draw 3d icons on the screen
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*/
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class Add_Ons
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{
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public:
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@ -47,12 +46,12 @@ namespace vcg
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private:
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///used to find right trasformation in case of rotation
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static void XAxis( Point3d zero, Point3d uno, Matrix44d & tr){
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static void XAxis( vcg::Point3f zero, vcg::Point3f uno, Matrix44f & tr){
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tr.SetZero();
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*((Point3d*)&tr[0][0]) = uno-zero;
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GetUV(*((Point3d*)tr[0]),*((Point3d*)tr[1]),*((Point3d*)tr[2]));
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*((vcg::Point3f*)&tr[0][0]) = uno-zero;
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GetUV(*((vcg::Point3f*)tr[0]),*((vcg::Point3f*)tr[1]),*((vcg::Point3f*)tr[2]));
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tr[3][3] = 1.0;
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*((Point3d*)&tr[3][0]) = zero;
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*((vcg::Point3f*)&tr[3][0]) = zero;
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}
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//set drawingmode parameters
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@ -78,7 +77,7 @@ namespace vcg
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}
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///draw a cylinder
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static void Cylinder(int slices,double lenght,double width,bool useDisplList)
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static void Cylinder(int slices,float lenght,float width,bool useDisplList)
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{
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static std::map<int,GLint> Disp_listMap;
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GLint cyl_List=-1;
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@ -102,19 +101,14 @@ namespace vcg
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glNewList(cyl_List, GL_COMPILE);
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}
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int b;
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vcg::Point3d p0;
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vcg::Point3d p1;
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vcg::Point3f p0;
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vcg::Point3f p1;
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double step=6.28/(double)slices;
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double angle=0;
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float step=6.28/(float)slices;
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float angle=0;
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glBegin(GL_TRIANGLE_STRIP);
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for(b = 0; b <= slices-1; ++b){
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//double angle = 6.28*b/(double)lenght;
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//double angle = 6.28*(double)b;
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//angle+=step;
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//p0 = Point3d( 0, width * sin(angle),width * cos(angle));
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p0 = Point3d( 0, sin(angle),cos(angle));
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//p1 = p0; p1[0] = lenght;
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p0 = vcg::Point3f( 0, sin(angle),cos(angle));
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p1 = p0; p1[0] = 1.f;
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glNormal3f(p0[0],p0[1],p0[2]);
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glVertex3d(p0[0],p0[1],p0[2]);
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@ -130,13 +124,13 @@ namespace vcg
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///fill the cylinder down
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angle=0;
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p0=vcg::Point3d(0,0,0);
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p0=vcg::Point3f(0,0,0);
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(-1,0,0);
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glVertex3d(p0[0],p0[1],p0[2]);
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for(b = 0; b <= slices-1; ++b){
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glNormal3f(-1,0,0);
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p1 = Point3d( 0, sin(angle),cos(angle));
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p1 = Point3f( 0, sin(angle),cos(angle));
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glVertex3d(p1[0],p1[1],p1[2]);
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angle+=step;
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}
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@ -145,13 +139,13 @@ namespace vcg
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glEnd();
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angle=0;
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p0=vcg::Point3d(1,0,0);
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p0=vcg::Point3f(1,0,0);
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(1,0,0);
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glVertex3d(p0[0],p0[1],p0[2]);
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for(b = 0; b <= slices-1; ++b){
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glNormal3f(1,0,0);
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p1 = Point3d( 1, sin(angle),cos(angle));
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p1 = Point3f( 1, sin(angle),cos(angle));
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glVertex3d(p1[0],p1[1],p1[2]);
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angle+=step;
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}
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@ -172,7 +166,7 @@ namespace vcg
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}
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}
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public:
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static void Diamond (double radius,bool useDisplList)
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static void Diamond (float radius,bool useDisplList)
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{
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static GLint diam_List=-1;
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@ -233,7 +227,7 @@ public:
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}
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///draw a cone
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static void Cone(int slices,double lenght,double width,bool useDisplList)
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static void Cone(int slices,float lenght,float width,bool useDisplList)
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{
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assert(!glGetError());
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static std::map<int,GLint> Disp_listMap;
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@ -277,7 +271,7 @@ public:
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int b;
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for(b = 1; b <= slices; ++b)
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{
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double angle = -6.28*b/(double)slices;
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float angle = -6.28*b/(float)slices;
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if (b==slices) angle=0;
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N[1] = Point3f( 1.f, sinf(angle), cosf(angle) );
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P[1] = Point3f( 0, sinf(angle), cosf(angle));
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@ -318,25 +312,25 @@ public:
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/// body_slice = number of slices on the body
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/// head_slice = number of slices on the head
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template <DrawMode dm>
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static void glArrow(Point3d tail, Point3d head,double body_width,double head_lenght,
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double head_width,int body_slice=10,int head_slice=10,bool useDisplList=true)
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static void glArrow(Point3f tail, Point3f head,float body_width,float head_lenght,
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float head_width,int body_slice=10,int head_slice=10,bool useDisplList=true)
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{
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if (tail!=head)
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{
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//assert(!glGetError());
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Matrix44d tr;
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Matrix44f tr;
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XAxis(tail,head,tr);
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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SetGLParameters(dm);
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glPushMatrix();
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glMultMatrixd(&tr[0][0]);
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vcg::Point3d Direct=(head-tail);
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double l_body=Direct.Norm()-head_lenght;
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glMultMatrixf(&tr[0][0]);
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vcg::Point3f Direct=(head-tail);
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float l_body=Direct.Norm()-head_lenght;
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glPushMatrix();
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glTranslate(vcg::Point3d(tail.Norm(),0,0));
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glTranslate(vcg::Point3f(tail.Norm(),0,0));
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Cylinder(body_slice,l_body,body_width,useDisplList);
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glPopMatrix();
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glTranslate(vcg::Point3d(l_body,0,0));
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glTranslate(vcg::Point3f(l_body,0,0));
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Cone(head_slice,head_lenght,head_width,useDisplList);
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glPopMatrix();
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//assert(!glGetError());
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@ -349,7 +343,7 @@ public:
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/// width = width of the base of the cone
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/// slice = number of slices on the cone
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template <DrawMode dm>
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static void glCone(Point3d tail, Point3d head,double width,int slice=10,bool useDisplList=true)
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static void glCone(Point3f tail, Point3f head,float width,int slice=10,bool useDisplList=true)
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{
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if (tail!=head)
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{
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@ -358,10 +352,10 @@ public:
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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SetGLParameters(dm);
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glPushMatrix();
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glMultMatrixd(&tr[0][0]);
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vcg::Point3d Direct=(head-tail);
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double l_body=Direct.Norm();
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glTranslate(vcg::Point3d(tail.Norm(),0,0));
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glMultMatrixf(&tr[0][0]);
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vcg::Point3f Direct=(head-tail);
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float l_body=Direct.Norm();
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glTranslate(vcg::Point3f(tail.Norm(),0,0));
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Cone(slice,l_body,width,useDisplList);
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glPopMatrix();
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glPopAttrib();
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@ -372,19 +366,19 @@ public:
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/// width = width of the base of the cylinder
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/// slice = number of slices on the cylinder
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template <DrawMode dm>
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static void glCylinder(Point3d tail, Point3d head,double width,int slice=10,bool useDisplList=true)
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static void glCylinder(Point3f tail, Point3f head,float width,int slice=10,bool useDisplList=true)
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{
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if (tail!=head)
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{
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Matrix44d tr;
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Matrix44f tr;
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XAxis(tail,head,tr);
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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SetGLParameters(dm);
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glPushMatrix();
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glMultMatrixd(&tr[0][0]);
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vcg::Point3d Direct=(head-tail);
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double l_body=Direct.Norm();
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glTranslate(vcg::Point3d(tail.Norm(),0,0));
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glMultMatrixf(&tr[0][0]);
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vcg::Point3f Direct=(head-tail);
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float l_body=Direct.Norm();
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glTranslate(vcg::Point3f(tail.Norm(),0,0));
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Cylinder(slice,l_body,width,useDisplList);
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glPopMatrix();
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glPopAttrib();
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@ -418,7 +412,7 @@ public:
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/// slices = The number of subdivisions around the Z axis (similar to lines of longitude).
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/// stacks = The number of subdivisions along the Z axis (similar to lines of latitude).
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template <DrawMode dm>
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static void glDiamond (Point3f Center, double size,bool useDisplList=true)
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static void glDiamond (Point3f Center, float size,bool useDisplList=true)
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{
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if (size!=0){
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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