first working release
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#ifndef __VCGLIB__UNIFY
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#define __VCGLIB__UNIFY
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#include <vcg/space/index/grid_static_ptr.h>
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#include <vcg/space/box3.h>
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#include <vcg/complex/edgemesh/update/bounding.h>
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#include <vector>
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namespace vcg
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{
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/** \addtogroup edgemesh */
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/*@{*/
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/**
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Class for computing unification of the vertices or of the edges
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*/
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template <class EdgeMeshType>
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struct Unify{
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typedef typename EdgeMeshType::VertexPointer VertexPointer;
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typedef typename EdgeMeshType::EdgePointer EdgePointer;
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typedef typename EdgeMeshType::ScalarType ScalarType;
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struct PVertex
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{
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typedef typename EdgeMeshType::ScalarType ScalarType;
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VertexPointer v; // the two Vertex pointer are ordered!
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EdgePointer e; // the edge where this vertex belong
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int z; // index in [0..2] of the edge of the face
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PVertex(EdgePointer pe, const int nz ):e(pe),z(nz),v(pe->V(nz)){}
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bool Dist(Point3<ScalarType> p,ScalarType & d,Point3<ScalarType>& res)
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{
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res = p;
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ScalarType _d =vcg::Distance(p,v->P());
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if(d > _d)
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{
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d = _d;
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return true;
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}
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return false;
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}
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void GetBBox(vcg::Box3<ScalarType> & bb){
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bb.Add(v->P());
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}
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bool IsD(){
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return v->IsD();
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}
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};
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typedef typename GridStaticPtr< std::vector<PVertex> > GridType;
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static void Join(PVertex pv0,PVertex & pv1){
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pv1.e->V(pv1.z) = pv0.v;
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pv1.e = NULL;
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}
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static GridType & Grid(){static GridType grid; return grid; }
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static void Vertices(EdgeMeshType & em, ScalarType epsilon){
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EdgeMeshType::EdgeIterator ei;
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bool lastRound ;
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if(em.vn){
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vcg::edge::UpdateBounding<EdgeMeshType>::Box(em);
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Grid().SetBBox(em.bbox);
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vector<PVertex> pv;
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for(ei = em.edges.begin(); ei != em.edges.end();++ei){
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pv.push_back(PVertex(&*ei,0));
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pv.push_back(PVertex(&*ei,1));
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}
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Grid().Set(pv);
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vector<PVertex>::iterator pvi;
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Point3<ScalarType> p;
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PVertex * closest;
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do{
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lastRound = true;
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for(pvi = pv.begin(); pvi != pv.end(); ++pvi)
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if((*pvi).e)
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{
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float eps = epsilon;
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Point3<ScalarType> vpos =(*pvi).v->P() ;
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(*pvi).v->SetD();
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closest = Grid().GetClosest(vpos,eps,p);
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(*pvi).v->ClearD();
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if(closest){
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if(closest->e)
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{
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Join(*pvi,*closest);
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lastRound = false;
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}
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}
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}
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}while(!lastRound);
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}
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} // end Vertices
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}; // end class
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} // end namespace
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#endif
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#include<vector>
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#include<vcg/space/point3.h>
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#include<vcg/space/plane3.h>
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#include<vcg/space/segment3.h>
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#include<vcg/space/intersection3.h>
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#include<vcg/space/index/grid_static_ptr.h>
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namespace vcg{
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a grid and a plane. It returns all the cells intersected
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*/
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template < typename GridType,typename ScalarType>
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bool Intersect( GridType & grid,Plane3<ScalarType> plane, vector<typename GridType::Cell *> &cells){
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Point3d p,_d;
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Plane3d pl;
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_d.Import(plane.Direction());
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pl.SetDirection(_d);
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pl.SetOffset(plane.Offset());
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for( int ax = 0; ax <3; ++ax)
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{ int axis = ax;
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int axis0 = (axis+1)%3;
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int axis1 = (axis+2)%3;
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int i,j;
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Point3i pi;
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Segment3<double> seg;
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seg.P0().Import(grid.bbox.min);
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seg.P1().Import(grid.bbox.min);
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seg.P1()[axis] = grid.bbox.max[axis];
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for(i = 0 ; i <= grid.siz[axis0]; ++i){
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for(j = 0 ; j <= grid.siz[axis1]; ++j)
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{
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seg.P0()[axis0] = grid.bbox.min[axis0]+ (i+0.1) * grid.voxel[axis0] ;
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seg.P1()[axis0] = grid.bbox.min[axis0]+ (i+0.1) * grid.voxel[axis0];
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seg.P0()[axis1] = grid.bbox.min[axis1]+ (j+0.1) * grid.voxel[axis1];
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seg.P1()[axis1] = grid.bbox.min[axis1]+ (j+0.1) * grid.voxel[axis1];
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if ( Intersection(pl,seg,p))
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{
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pi[axis] = min(max(0,floor((p[axis ]-grid.bbox.min[axis])/grid.voxel[axis])),grid.siz[axis]);
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pi[axis0] = i;
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pi[axis1] = j;
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grid.Grid(pi,axis,cells);
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}
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}
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}
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}
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sort(cells.begin(),cells.end());
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cells.erase(unique(cells.begin(),cells.end()),cells.end());
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return false;
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}
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/*@}*/
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a trimesh and a plane. It returns an EdgeMesh.
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Note: This version always returns a segment for each triangle of the mesh which intersects with the plane. In other
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words there are 2*n vertices where n is the number of segments fo the mesh. You can run vcg::edge::Unify to unify
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the vertices closer that a given value epsilon. Note that, due to subtraction error during triangle plane intersection,
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it is not safe to put epsilon to 0.
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*/
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// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType>
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bool Intersection( TriMeshType & m, Plane3<ScalarType> pl,EdgeMeshType & em,double& ave_length,
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typename GridStaticPtr<typename TriMeshType::FaceContainer> *grid,
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typename vector< typename GridStaticPtr<typename TriMeshType::FaceContainer>::Cell* >& cells){
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typedef typename TriMeshType::FaceContainer FaceContainer;
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typedef GridStaticPtr<FaceContainer> GridType;
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EdgeMeshType::VertexIterator vi;
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TriMeshType::FaceIterator fi;
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Intersect(*grid,pl,cells);
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Segment3<ScalarType> seg;
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ave_length = 0.0;
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vector<GridType::Cell*>::iterator ic;
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GridType::Cell fs,ls;
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for(ic = cells.begin(); ic != cells.end();++ic)
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{
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grid->Grid(*ic,fs,ls);
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GridType::Link * lk = fs;
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while(lk != ls){
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TriMeshType::FaceType & face = *(lk->Elem());
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if(!face.IsS())
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{
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face.SetS();
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if(vcg::Intersection(pl,face,seg))// intersezione piano triangolo
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{
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// add to em
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ave_length+=seg.Length();
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vcg::edge::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::edge::Allocator<EdgeMeshType>::AddVertices(em,2);
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(*vi).P() = seg.P0();
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em.edges.back().V(0) = &(*vi);
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vi++;
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(*vi).P() = seg.P1();
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em.edges.back().V(1) = &(*vi);
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}
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}//endif
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lk++;
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}//end while
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}
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ave_length/=em.en;
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return true;
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}
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/*@}*/
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} // end namespace vcg
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