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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/per_vertex_normals.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/draw_floor.h>
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+#include <igl/quat_to_mat.h>
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+#include <igl/report_gl_error.h>
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+#include <igl/read.h>
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+#include <igl/trackball.h>
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+#include <igl/material_colors.h>
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+#include <igl/barycenter.h>
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+#include <igl/matlab_format.h>
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+#include <igl/embree/EmbreeIntersector.h>
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+#include <igl/embree/ambient_occlusion.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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+
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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,C,mid;
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+// Faces
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+Eigen::MatrixXi F;
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+// Bounding box diagonal length
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+double bbd;
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+igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
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+// Running ambient occlusion
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+Eigen::VectorXd S;
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+int tot_num_samples = 0;
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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 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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+ glLoadIdentity();
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+ gluPerspective(45,(double)width/(double)height,1e-2,100);
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+ glMatrixMode(GL_MODELVIEW);
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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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+ 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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+const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
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+void display()
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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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+ if(!trackball_on && tot_num_samples < 10000)
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+ {
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+ if(S.size() == 0)
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+ {
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+ S.resize(V.rows());
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+ S.setZero();
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+ }
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+ VectorXd Si;
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+ const int num_samples = 20;
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+ ambient_occlusion(ei,V,N,num_samples,Si);
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+ S *= (double)tot_num_samples;
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+ S += Si*(double)num_samples;
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+ tot_num_samples += num_samples;
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+ S /= (double)tot_num_samples;
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+ // Convert to 1-intensity
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+ C.resize(S.rows(),3);
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+ C<<S,S,S;
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+ C.array() = (1.0-C.array());
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+ }
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+
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+ glClearColor(back[0],back[1],back[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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+ glDisable(GL_LIGHTING);
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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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+ glEnable(GL_COLOR_MATERIAL);
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+ glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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+ push_object();
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+
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+ // Draw the model
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+ // Set material properties
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+ glEnable(GL_COLOR_MATERIAL);
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+ draw_mesh(V,F,N,C);
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+
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+ pop_object();
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+
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+ // Draw a nice floor
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+ glPushMatrix();
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+ const double floor_scale = 2./bbd;
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+ const double floor_offset =
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+ -2./bbd*(V.col(1).minCoeff()+mid(1));
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+ glTranslated(0,floor_offset,0);
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+ const float GREY[4] = {0.5,0.5,0.6,1.0};
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+ const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
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+ draw_floor(GREY,DARK_GREY);
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+ glPopMatrix();
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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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+
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+ glutSwapBuffers();
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+ glutPostRedisplay();
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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_LEFT_ARROW);
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+ trackball_on = false;
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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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+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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+
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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 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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+ 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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+
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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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+ if(!read("../shared/beast.obj",V,F))
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+ {
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+ return 1;
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+ }
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+ // Compute normals, centroid, colors, bounding box diagonal
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+ per_vertex_normals(V,F,N);
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+ mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
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+ bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();
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+
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+ // Init embree
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+ ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,F);
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+
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+ // Init glut
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+ glutInit(&argc,argv);
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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("ambient-occlusion");
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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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+ glutMainLoop();
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+ return 0;
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+}
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