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+#include <igl/OpenGL_convenience.h>
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+#include <igl/per_face_normals.h>
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+#include <igl/read.h>
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+#include <igl/normalize_row_lengths.h>
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+#include <igl/draw_mesh.h>
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+#include <igl/jet.h>
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+#include <igl/material_colors.h>
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+#include <igl/draw_floor.h>
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+#include <igl/unproject.h>
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+#include <igl/quat_to_mat.h>
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+#include <igl/trackball.h>
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+#include <igl/report_gl_error.h>
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+#include <igl/matlab_format.h>
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+#include <igl/sort_triangles.h>
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+#include <igl/colon.h>
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+#include <igl/slice.h>
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+#include <igl/report_gl_error.h>
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+#include <igl/ReAntTweakBar.h>
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+#include <igl/EPS.h>
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+
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+#ifdef __APPLE__
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+# include <GLUT/glut.h>
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+#else
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+# include <GL/glut.h>
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+#endif
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+#include <Eigen/Core>
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+
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+#include <vector>
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+#include <iostream>
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+
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+// Width and height of window
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+int width,height;
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+// Rotation of scene
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+float scene_rot[4] = {0,0,0,1};
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+// information at mouse down
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+float down_scene_rot[4] = {0,0,0,1};
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+bool trackball_on = false;
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+int down_mouse_x,down_mouse_y;
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+// Position of light
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+float light_pos[4] = {0.1,0.1,-0.9,0};
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+// Vertex positions, normals, colors and centroid
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+Eigen::MatrixXd V,N,sorted_N,C,mid;
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+Eigen::VectorXi I;
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+// Bounding box diagonal length
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+double bbd;
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+// Faces
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+Eigen::MatrixXi F,sorted_F;
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+// alpha
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+double alpha = 0.2;
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+
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+#define REBAR_NAME "temp.rbr"
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+igl::ReTwBar rebar; // Pointer to the tweak bar
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+
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+void reshape(int width,int height)
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+{
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+ using namespace std;
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+ // Save width and height
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+ ::width = width;
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+ ::height = height;
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+ glMatrixMode(GL_PROJECTION);
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+ glLoadIdentity();
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+ glViewport(0,0,width,height);
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+}
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+
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+// Set up double-sided lights
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+void lights()
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+{
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+ using namespace std;
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+ glEnable(GL_LIGHTING);
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+ glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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+ glEnable(GL_LIGHT0);
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+ glEnable(GL_LIGHT1);
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+ float ones[4] = {1.0,1.0,1.0,1.0};
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+ float zeros[4] = {0.0,0.0,0.0,0.0};
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+ float pos[4];
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+ copy(light_pos,light_pos+4,pos);
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+ glLightfv(GL_LIGHT0,GL_AMBIENT,zeros);
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+ glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
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+ glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
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+ glLightfv(GL_LIGHT0,GL_POSITION,pos);
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+ pos[0] *= -1;
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+ pos[1] *= -1;
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+ pos[2] *= -1;
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+ glLightfv(GL_LIGHT1,GL_AMBIENT,zeros);
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+ glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
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+ glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
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+ glLightfv(GL_LIGHT1,GL_POSITION,pos);
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+}
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+
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+// Set up projection and model view of scene
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+void push_scene()
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+{
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+ using namespace igl;
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+ glMatrixMode(GL_PROJECTION);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ gluPerspective(45,(double)width/(double)height,1e-2,20);
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+ glMatrixMode(GL_MODELVIEW);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ gluLookAt(0,0,3,0,0,0,0,1,0);
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+ glPushMatrix();
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+ float mat[4*4];
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+ quat_to_mat(scene_rot,mat);
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+ glMultMatrixf(mat);
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+}
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+
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+void pop_scene()
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+{
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+ glMatrixMode(GL_PROJECTION);
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+ glPopMatrix();
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+ glMatrixMode(GL_MODELVIEW);
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+ glPopMatrix();
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+ glPopMatrix();
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+}
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+
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+// Scale and shift for object
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+void push_object()
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+{
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+ glPushMatrix();
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+ glScaled(2./bbd,2./bbd,2./bbd);
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+ glTranslated(-mid(0,0),-mid(0,1),-mid(0,2));
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+}
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+
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+void pop_object()
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+{
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+ glPopMatrix();
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+}
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+
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+void init_C(const Eigen::MatrixXi & F)
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+{
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+ using namespace Eigen;
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+ using namespace igl;
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+ using namespace std;
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+ C.resize(F.rows(),3);
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+ for(int c = 0;c<F.rows();c++)
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+ {
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+ C(c,0) = C(c,1) = C(c,2) = (double)c/F.rows();
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+ //jet((double)c/F.rows(),C(c,0),C(c,1),C(c,2));
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+ }
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+}
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+
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+void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
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+{
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+ using namespace std;
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+ using namespace Eigen;
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+ using namespace igl;
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+ switch(glutState)
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+ {
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+ case 1:
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+ // up
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+ glutSetCursor(GLUT_CURSOR_INHERIT);
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+ trackball_on = false;
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+ // sort!
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+ push_scene();
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+ push_object();
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+ sort_triangles(V,F,sorted_F,I);
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+ slice(N,I,1,sorted_N);
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+ init_C(I);
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+ pop_object();
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+ pop_scene();
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+ break;
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+ case 0:
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+ // down
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+ glutSetCursor(GLUT_CURSOR_CYCLE);
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+ // collect information for trackball
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+ trackball_on = true;
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+ copy(scene_rot,scene_rot+4,down_scene_rot);
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+ down_mouse_x = mouse_x;
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+ down_mouse_y = mouse_y;
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+ break;
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+ }
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+}
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+
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+const float BG[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
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+void display()
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+{
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+ if(sorted_F.size() != F.size())
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+ {
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+ mouse(0,1,-1,-1);
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+ }
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+ //using namespace Eigen;
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+ using namespace igl;
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+ using namespace std;
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+ glClearColor(BG[0],BG[1],BG[2],0);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+ // All smooth points
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+ glEnable( GL_POINT_SMOOTH );
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+
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+ lights();
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+ push_scene();
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+ glEnable(GL_DEPTH_TEST);
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+ glDepthFunc(GL_LEQUAL);
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+ glEnable(GL_NORMALIZE);
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+
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+ glEnable(GL_BLEND);
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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+ //glEnable(GL_CULL_FACE);
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+ //glCullFace(GL_BACK);
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+
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+ // Draw a nice floor
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+ push_object();
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+ glEnable(GL_LIGHTING);
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+ glTranslated(0,V.col(1).minCoeff(),0);
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+ glScaled(2*bbd,2*bbd,2*bbd);
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+ glTranslated(0,-1000*FLOAT_EPS,0);
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+ glEnable(GL_CULL_FACE);
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+ glCullFace(GL_BACK);
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+ draw_floor();
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+ pop_object();
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+
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+ glDisable(GL_CULL_FACE);
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+ if(trackball_on)
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+ {
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+ glEnable(GL_COLOR_MATERIAL);
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+ glDisable(GL_LIGHTING);
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+ }else
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+ {
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+ float front[4];
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+ copy(GOLD_DIFFUSE,GOLD_DIFFUSE+3,front);
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+ float back[4];
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+ //copy(FAST_GREEN_DIFFUSE,FAST_GREEN_DIFFUSE+3,back);
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+ copy(GOLD_DIFFUSE,GOLD_DIFFUSE+3,back);
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+ float amb[4];
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+ copy(SILVER_AMBIENT,SILVER_AMBIENT+3,amb);
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+ float spec[4];
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+ copy(SILVER_SPECULAR,SILVER_SPECULAR+3,spec);
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+ front[3] = back[3] = amb[3] = spec[3] = alpha;
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+ // Set material properties
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+ glDisable(GL_COLOR_MATERIAL);
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+ glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
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+ glMaterialfv(GL_FRONT, GL_DIFFUSE, front);
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+ glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
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+ glMaterialf (GL_FRONT, GL_SHININESS, 128);
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+ glMaterialfv(GL_BACK, GL_AMBIENT, amb);
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+ glMaterialfv(GL_BACK, GL_DIFFUSE, back);
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+ glMaterialfv(GL_BACK, GL_SPECULAR, spec);
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+ glMaterialf (GL_BACK, GL_SHININESS, 128);
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+ glEnable(GL_LIGHTING);
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+ }
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+
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+ push_object();
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+ // Draw the model
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+ draw_mesh(V,sorted_F,sorted_N,C);
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+ pop_object();
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+
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+ pop_scene();
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+
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+ report_gl_error();
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+ glutSwapBuffers();
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+ glutPostRedisplay();
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+}
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+
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+
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+void mouse_drag(int mouse_x, int mouse_y)
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+{
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+ using namespace igl;
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+
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+ if(trackball_on)
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+ {
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+ // Rotate according to trackball
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+ trackball<float>(
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+ width,
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+ height,
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+ 2,
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+ down_scene_rot,
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+ down_mouse_x,
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+ down_mouse_y,
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+ mouse_x,
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+ mouse_y,
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+ scene_rot);
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+ }
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+}
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+
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+void key(unsigned char key, int mouse_x, int mouse_y)
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+{
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+ using namespace Eigen;
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+ using namespace igl;
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+ using namespace std;
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+ switch(key)
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+ {
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+ // Ctrl-c and esc exit
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+ case char(3):
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+ case char(27):
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+ rebar.save(REBAR_NAME);
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+ exit(0);
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+ default:
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+ cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
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+ }
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+
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+}
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+
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+int main(int argc, char * argv[])
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+{
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+ using namespace Eigen;
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+ using namespace igl;
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+ using namespace std;
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+
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+ // init mesh
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+ string filename = "/usr/local/igl/libigl/examples/shared/decimated-knight.obj" ;
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+ if(argc > 1)
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+ {
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+ filename = argv[1];
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+ }
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+ if(!read(filename,V,F))
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+ {
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+ return 1;
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+ }
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+
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+ // Compute normals, centroid, colors, bounding box diagonal
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+ per_face_normals(V,F,N);
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+ normalize_row_lengths(N,N);
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+ mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
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+ bbd =
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+ (V.colwise().maxCoeff() -
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+ V.colwise().minCoeff()).maxCoeff();
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+
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+ // Init glut
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+ glutInit(&argc,argv);
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+
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+ if( !TwInit(TW_OPENGL, NULL) )
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+ {
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+ // A fatal error occured
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+ fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
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+ return 1;
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+ }
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+ // Create a tweak bar
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+ rebar.TwNewBar("TweakBar");
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+ rebar.TwAddVarRW("scene_rot", TW_TYPE_QUAT4F, &scene_rot, "");
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+ rebar.load(REBAR_NAME);
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+
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+ glutInitDisplayString( "rgba depth double samples>=8 ");
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+ glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
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+ glutCreateWindow("sorted primitives transparency");
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+ glutDisplayFunc(display);
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+ glutReshapeFunc(reshape);
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+ glutKeyboardFunc(key);
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+ glutMouseFunc(mouse);
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+ glutMotionFunc(mouse_drag);
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+
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+ glutMainLoop();
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+
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+ return 0;
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+}
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