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/*
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* VisObj.cpp
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* GEL
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*
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* Created by J. Andreas Bærentzen on 20/09/08.
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* Copyright 2008 __MyCompanyName__. All rights reserved.
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*
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*/
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#include "VisObj.h"
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#include <GLGraphics/Console.h>
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#include <HMesh/Manifold.h>
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#include <HMesh/AttributeVector.h>
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#include <HMesh/load.h>
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#include <HMesh/curvature.h>
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#include <CGLA/Mat3x3d.h>
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#include <CGLA/Vec3d.h>
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#include <CGLA/Vec4d.h>
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using namespace std;
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using namespace CGLA;
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using namespace HMesh;
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using namespace GLGraphics;
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int WINX=800, WINY=800;
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namespace GLGraphics {
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void VisObj::refit()
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{
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bsphere(mani, bsphere_center, bsphere_radius);
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view_ctrl.set_centre(Vec3f(bsphere_center));
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view_ctrl.set_eye_dist(2*bsphere_radius);
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}
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bool VisObj::reload(string _file)
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{
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if(_file != "") file = _file;
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mani.clear();
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if(!load(file, mani))
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return false;
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refit();
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return true;
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}
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bool VisObj::add_mesh(string file)
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{
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if(!load(file, mani))
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return false;
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refit();
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return true;
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}
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bool VisObj::select_vertex(const CGLA::Vec2i& pos)
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{
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float d;
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if(depth_pick(pos[0], pos[1], d))
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{
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Vec3d c;
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float r;
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bsphere(mani, c, r);
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VertexID closest = InvalidVertexID;
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double min_dist = DBL_MAX;
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for(auto vid : mani.vertices())
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{
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Vec3d wp = world2screen(mani.pos(vid));
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if(sqr_length(Vec2d(wp[0],wp[1])-Vec2d(pos))<100)
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{
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double dist = sqr_length(screen2world(pos[0], pos[1], d)-mani.pos(vid));
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if(dist < min_dist)
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{
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min_dist = dist;
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closest = vid;
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}
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}
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}
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if(closest != InvalidVertexID) {
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vertex_selection.resize(mani.allocated_vertices(),0);
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vertex_selection[closest] = 1;
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active_selection = true;
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post_create_display_list();
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return true;
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}
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}
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return false;
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}
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void VisObj::produce_renderer(const std::string& display_method , Console& cs, bool smooth, float gamma)
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{
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delete renderer;
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string short_name = display_method.substr(0,3);
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if(short_name== "wir")
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renderer = new WireframeRenderer(mani, smooth);
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else if(short_name == "har")
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renderer = new HarmonicsRenderer(mani, harm, cs);
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else if(short_name == "iso") {
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renderer = new IsophoteLineRenderer();
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renderer->compile_display_list(mani,smooth);
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}
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else if(short_name == "ref") {
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renderer = new ReflectionLineRenderer();
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renderer->compile_display_list(mani,smooth);
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}
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else if(short_name == "gla") {
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renderer = new GlazedRenderer();
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dynamic_cast<GlazedRenderer*>(renderer)->compile_display_list(mani,smooth);
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}
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else if(short_name == "too") {
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renderer = new ToonRenderer();
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renderer->compile_display_list(mani,smooth);
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}
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else if(short_name == "cur"){
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static Console::variable<string> line_direction("min");
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static Console::variable<string> method("tensors");
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static Console::variable<int> smoothing_iter(1);
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line_direction.reg(cs,"display.curvature_lines.direction", "");
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method.reg(cs, "display.curvature_lines.method", "");
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smoothing_iter.reg(cs, "display.curvature_lines.smoothing_iter", "");
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VertexAttributeVector<Mat3x3d> curvature_tensors(mani.allocated_vertices());
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VertexAttributeVector<Vec3d> min_curv_direction(mani.allocated_vertices());
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VertexAttributeVector<Vec3d> max_curv_direction(mani.allocated_vertices());
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string _line_direction = line_direction;
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VertexAttributeVector<Vec3d>& lines = (_line_direction == "min") ? min_curv_direction : max_curv_direction;
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VertexAttributeVector<Vec2d> curvature(mani.allocated_vertices());
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if(string(method) == "tensors")
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{
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curvature_tensors_from_edges(mani, curvature_tensors);
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for(int i=0;i<smoothing_iter; ++i)
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smooth_curvature_tensors(mani,curvature_tensors);
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curvature_from_tensors(mani, curvature_tensors,
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min_curv_direction,
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max_curv_direction,
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curvature);
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}
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else
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curvature_paraboloids(mani,
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min_curv_direction,
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max_curv_direction,
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curvature);
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renderer = new LineFieldRenderer();
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dynamic_cast<LineFieldRenderer*>(renderer)->compile_display_list(mani, lines);
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}
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else if(short_name == "gau"){
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static Console::variable<float> smoothing(2.0f);
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smoothing.reg(cs, "display.gaussian_curvature_renderer.smoothing", "");
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VertexAttributeVector<double> scalars(mani.allocated_vertices());
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gaussian_curvature_angle_defects(mani, scalars, smoothing);
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double max_G = 0;
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for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
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max_G = max(abs(scalars[*v]), max_G);
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renderer = new ScalarFieldRenderer();
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dynamic_cast<ScalarFieldRenderer*>(renderer)->compile_display_list(mani, smooth, scalars, max_G, gamma);
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}
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else if(short_name == "mea"){
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static Console::variable<int> smoothing(2);
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smoothing.reg(cs, "display.mean_curvature_renderer.smoothing", "");
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VertexAttributeVector<double> scalars(mani.allocated_vertices());
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mean_curvatures(mani, scalars, smoothing);
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double max_G = 0;
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double mean = 0;
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for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v){
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max_G = max(abs(scalars[*v]), max_G);
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mean += scalars[*v];
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}
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renderer = new ScalarFieldRenderer();
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dynamic_cast<ScalarFieldRenderer*>(renderer)->compile_display_list(mani, smooth, scalars, max_G, gamma);
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}
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else if(short_name == "amb"){
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static Console::variable<int> smoothing(2);
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smoothing.reg(cs, "display.ambient_occlusion_renderer.smoothing", "");
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VertexAttributeVector<double> scalars(mani.allocated_vertices());
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mean_curvatures(mani, scalars, smoothing);
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double max_G = 0;
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for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
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max_G = max(abs(scalars[*v]), max_G);
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renderer = new AmbientOcclusionRenderer();
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dynamic_cast<AmbientOcclusionRenderer*>(renderer)->compile_display_list(mani, scalars, max_G);
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}
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else if(short_name == "deb")
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{
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renderer = new DebugRenderer;
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renderer->compile_display_list(mani, smooth);
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}
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else {
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renderer = new NormalRenderer();
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renderer->compile_display_list(mani, smooth);
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}
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}
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void VisObj::draw_selection()
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{
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Vec3d c;
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float r;
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bsphere(mani, c, r);
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r *= 0.003;
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glDisable(GL_LIGHTING);
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for(auto vid : mani.vertices())
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{
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Vec3d p = mani.pos(vid);
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if(vertex_selection[vid])
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glColor3f(1,1,0);
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else
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glColor3f(0, 0, 0.3);
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glPushMatrix();
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glTranslated(p[0], p[1], p[2]);
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glScalef(r, r, r);
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draw_ball();
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glPopMatrix();
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}
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glEnable(GL_LIGHTING);
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}
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void VisObj::display(const std::string& display_method , Console& cs, bool smooth, float gamma)
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{
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if(create_display_list){
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create_display_list = false;
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produce_renderer(display_method, cs, smooth, gamma);
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}
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view_ctrl.set_gl_modelview();
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renderer->draw();
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if(active_selection)
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draw_selection();
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}
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}
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