270 lines
8.9 KiB
C++
270 lines
8.9 KiB
C++
#ifndef GL_FIELD
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#define GL_FIELD
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#include <wrap/gl/space.h>
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#include <wrap/gl/math.h>
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#include <vcg/complex/algorithms/parametrization/tangent_field_operators.h>
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#include <vcg/complex/allocate.h>
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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::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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public:
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static void GLDrawField(CoordType dir[4],
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const CoordType ¢er,
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const ScalarType &size,
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const ScalarType &Width0,
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const ScalarType &Width1,
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const vcg::Color4b &Color0,
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const vcg::Color4b &Color1,
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bool oneside,
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bool onlyPD1)
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{
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CoordType dirN[4];
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for (size_t i=0;i<4;i++)
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{
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dirN[i]=dir[i];
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dirN[i].Normalize();
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}
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ScalarType size1=size;
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if (oneside)size1=0;
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glLineWidth(Width0);
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vcg::glColor(Color0);
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glBegin(GL_LINES);
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glVertex(center+dirN[0]*size);
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glVertex(center+dirN[2]*size1);
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glEnd();
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if (onlyPD1)return;
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glLineWidth(Width1);
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vcg::glColor(Color1);
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glBegin(GL_LINES);
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glVertex(center+dirN[1]*size);
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glVertex(center+dirN[3]*size1);
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glEnd();
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}
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// ///draw the cross field of a given face in a given position
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// static void GLDrawSingleFaceField(const FaceType &f,
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// CoordType pos,
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// ScalarType &size,
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// bool onlyPD1,
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// bool oneside)
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// {
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// CoordType center=pos;
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// CoordType normal=f.cN();
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// CoordType dir[4];
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// vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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// GLDrawField(dir,center,size,onlyPD1,oneside);
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// }
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///draw the cross field of a given face
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static void GLDrawSingleFaceField(const FaceType &f,
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const ScalarType &size,
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const bool oneside,
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const bool onlyPD1,
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const ScalarType maxN,
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const ScalarType minN,
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const bool UseK)
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{
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assert(maxN>=minN);
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CoordType center=(f.cP(0)+f.cP(1)+f.cP(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(f,dir);
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if (maxN<=0)
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GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),oneside,onlyPD1);
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else
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{
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ScalarType Norm0=dir[0].Norm();
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ScalarType Norm1=dir[1].Norm();
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if (UseK)
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{
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Norm0=f.cK1();
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Norm1=f.cK2();
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}
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ScalarType MaxW=6;
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ScalarType MinW=0.5;
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ScalarType IntervW=MaxW-MinW;
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if (Norm0>maxN)Norm0=maxN;
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if (Norm1>maxN)Norm1=maxN;
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if (Norm0<minN)Norm0=minN;
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if (Norm1<minN)Norm1=minN;
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vcg::Color4b Col0,Col1;
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ScalarType W0,W1;
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if (!UseK)
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{
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Col0=vcg::Color4b::ColorRamp(minN,maxN,Norm0);
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Col1=vcg::Color4b::ColorRamp(minN,maxN,Norm1);
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W0=(Norm0/(maxN-minN))*IntervW+MinW;
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W1=(Norm1/(maxN-minN))*IntervW+MinW;
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}
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else
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{
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ScalarType MaxAbs=std::max(fabs(minN),fabs(maxN));
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Col0=vcg::Color4b::ColorRamp(-MaxAbs,MaxAbs,Norm0);
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Col1=vcg::Color4b::ColorRamp(-MaxAbs,MaxAbs,Norm1);
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// if (Norm0<0)
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// {
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// assert(minN<0);
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// //PUT green on ZERO
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// Col0=vcg::Color4b::ColorRamp(minN,fabs(minN),Norm0);
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// }else
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// {
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// //PUT green on ZERO
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// Col0=vcg::Color4b::ColorRamp(-maxN,maxN,Norm0);
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// }
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// if (Norm1<0)
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// {
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// assert(minN<0);
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// //PUT green on ZERO
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// Col1=vcg::Color4b::ColorRamp(minN,fabs(minN),Norm1);
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// }else
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// {
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// //PUT green on ZERO
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// Col1=vcg::Color4b::ColorRamp(-maxN,maxN,Norm1);
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// }
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W0=(fabs(Norm0)/std::max(fabs(maxN),fabs(minN)))*IntervW+MinW;
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W1=(fabs(Norm1)/std::max(fabs(maxN),fabs(minN)))*IntervW+MinW;
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}
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GLDrawField(dir,center,size,W0,W1,Col0,Col1,oneside,onlyPD1);
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}
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}
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// static void GLDrawFaceSeams(const FaceType &f,
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// vcg::Point3<bool> seams,
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// vcg::Color4b seamCol[3])
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// {
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// glLineWidth(2);
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// glBegin(GL_LINES);
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// for (int i=0;i<3;i++)
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// {
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// if (!seams[i])continue;
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// vcg::glColor(seamCol[i]);
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// glVertex(f.V0(i)->P());
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// glVertex(f.V1(i)->P());
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// }
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// glEnd();
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// }
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static void GLDrawVertField(const VertexType &v,
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ScalarType &size)
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{
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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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vcg::tri::CrossField<MeshType>::CrossVector(v,dir);
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GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),false,false);
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}
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static void GLDrawFaceField(const MeshType &mesh,
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bool onlyPD1,
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bool oneside,
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ScalarType GlobalScale=0.002,
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const ScalarType maxN=0,
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const ScalarType minN=0,
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bool UseK=false)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDepthRange(0.0,0.999);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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ScalarType size=mesh.bbox.Diag()*GlobalScale;
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for (unsigned int i=0;i<mesh.face.size();i++)
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{
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if (mesh.face[i].IsD())continue;
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GLDrawSingleFaceField(mesh.face[i],size,oneside,onlyPD1,maxN,minN,UseK);
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}
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glPopAttrib();
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}
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static void GLDrawVertField(const MeshType &mesh,ScalarType sizeF=0.01)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDepthRange(0.0,0.9999);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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ScalarType size=mesh.bbox.Diag()*sizeF;
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for (int i=0;i<mesh.vert.size();i++)
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{
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if (mesh.vert[i].IsD())continue;
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GLDrawVertField(mesh.vert[i],size);
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}
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glPopAttrib();
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}
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static void GLDrawSingularity(MeshType &mesh)
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{
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// query if an attribute is present or not
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bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
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bool hasSingularIndex = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularIndex"));
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if (!hasSingular)return;
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if(!hasSingularIndex)return;
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typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
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Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
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typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularIndex;
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Handle_SingularIndex =vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularIndex"));
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDepthRange(0.0,0.9999);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glPointSize(20);
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glBegin(GL_POINTS);
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for (size_t i=0;i<mesh.vert.size();i++)
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{
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if (mesh.vert[i].IsD())continue;
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if (!Handle_Singular[i])continue;
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int SingIndex=Handle_SingularIndex[i];
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vcg::Color4b colSing;
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switch (SingIndex)
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{
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case 1:colSing=vcg::Color4b(0,0,255,255); break;
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case 2:colSing=vcg::Color4b(0,255,0,255); break;
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case 3:colSing=vcg::Color4b(255,0,0,255); break;
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case 4:colSing=vcg::Color4b(255,255,0,255); break;
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default:colSing=vcg::Color4b(255,0,255,255);
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}
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vcg::glColor(colSing);
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vcg::glVertex(mesh.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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};
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}
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#endif
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