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//
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//
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//  Created by J. Andreas Bærentzen on 09/10/13.
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//  Created by J. Andreas Bærentzen on 09/10/13.
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//
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//
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//
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//
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#include <thread>
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#include <thread>
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#if !defined (WIN32)
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#include <unistd.h>
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  #include <unistd.h>
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#endif
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <functional>
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#include <functional>
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#include "MeshEditor.h"
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#include "MeshEditor.h"
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#include <string>
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#include <string>
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#include <iostream>
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#include <iostream>
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                int val = valency(m,v);
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                int val = valency(m,v);
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                DebugRenderer::vertex_colors[v] = get_color(val);
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                DebugRenderer::vertex_colors[v] = get_color(val);
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                ++val_hist[val];
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                ++val_hist[val];
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                if(val != 4)
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                if(val != 4)
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                    circulate_vertex_ccw(m, v, [&](HalfEdgeID h){
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                    circulate_vertex_ccw(m, v, (std::function<void(HalfEdgeID)>)[&](HalfEdgeID h){
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                        Walker w = m.walker(h);
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                        Walker w = m.walker(h);
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                        DebugRenderer::edge_colors[h] = Vec3f(1);
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                        DebugRenderer::edge_colors[h] = Vec3f(1);
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                        DebugRenderer::edge_colors[w.opp().halfedge()] = Vec3f(1);
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                        DebugRenderer::edge_colors[w.opp().halfedge()] = Vec3f(1);
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                        while(valency(m, w.vertex())==4) {
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                        while(valency(m, w.vertex())==4) {
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                            w = w.next().opp().next();
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                            w = w.next().opp().next();