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#include "VertexCirculator.h"
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#include "VertexCirculator.h"
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namespace HMesh
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namespace HMesh
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{
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{
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	using namespace std;
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		using namespace std;
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	using namespace CGLA;
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		using namespace CGLA;
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	template<class R>
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		template<class R>
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	Vertex_template<R>::Vertex_template(const CGLA::Vec3f& _pos): 
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		Vertex_template<R>::Vertex_template(const CGLA::Vec3f& _pos): 
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		he(NULL_HALFEDGE_ITER),
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				he(NULL_HALFEDGE_ITER),
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		pos(_pos),
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				pos(_pos),
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		touched(0)
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				touched(0)
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	{}
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		{}
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	bool is_boundary(VertexIter v)
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		bool is_boundary(VertexIter v)
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	{
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		{
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		return is_boundary(v->he);
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				return is_boundary(v->he);
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	}
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		}
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	void check_boundary_consistency(VertexIter v)
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		void check_boundary_consistency(VertexIter v)
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	{
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		{
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		HalfEdgeIter h = v->he;
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				HalfEdgeIter h = v->he;
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		HalfEdgeIter h0 = h;
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				HalfEdgeIter h0 = h;
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#ifndef NDEBUG
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#ifndef NDEBUG
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		int k=0;
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				int k=0;
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#endif
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#endif
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		while(h->face != NULL_FACE_ITER)
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				while(h->face != NULL_FACE_ITER)
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			{
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				{
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				assert(h->prev != NULL_HALFEDGE_ITER);
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						assert(h->prev != NULL_HALFEDGE_ITER);
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				assert(h->prev->opp != NULL_HALFEDGE_ITER);
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						assert(h->prev->opp != NULL_HALFEDGE_ITER);
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#ifndef NDEBUG
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#ifndef NDEBUG
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				if(++k == 1e6) 
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						if(++k == 1e6) 
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					{
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						{
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						cout << __FILE__ << __LINE__ 
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								cout << __FILE__ << __LINE__ 
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								 << " : Oops infinite loop around vertex" << endl;
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										 << " : Oops infinite loop around vertex" << endl;
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						return;
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								return;
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					}
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						}
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#endif
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#endif
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				h = h->prev->opp;
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						h = h->prev->opp;
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				if(h==h0) return;
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						if(h==h0) return;
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			}
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				}
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		v->he = h;
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				v->he = h;
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		HalfEdgeIter h_opp = v->he->opp;
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				HalfEdgeIter h_opp = v->he->opp;
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		while(h_opp->face != NULL_FACE_ITER)
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				while(h_opp->face != NULL_FACE_ITER)
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			h_opp = h_opp->next->opp;
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						h_opp = h_opp->next->opp;
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		h_opp->next = h;
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				h_opp->next = h;
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		h->prev = h_opp;
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				h->prev = h_opp;
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	}
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		}
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	int valency(VertexIter v) 
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		int valency(VertexIter v) 
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	{
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		{
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		VertexCirculator vc(v);
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				VertexCirculator vc(v);
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		for(;!vc.end();++vc);
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				for(;!vc.end();++vc);
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		return vc.no_steps();
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				return vc.no_steps();
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	}
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		}
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	const Vec3f normal(VertexIter v)
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		const Vec3f normal(VertexIter v)
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	{
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		{
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		Vec3f p0 = v->pos;
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				Vec3f p0 = v->pos;
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		vector<Vec3f> one_ring;						
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				vector<Vec3f> one_ring;						
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		for(VertexCirculator vc(v);!vc.end();++vc)
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				for(VertexCirculator vc(v);!vc.end();++vc)
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			{
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				{
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				Vec3f p = vc.get_vertex()->pos;
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						Vec3f p = vc.get_vertex()->pos;
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				Vec3f edge = p-p0;
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						Vec3f edge = p-p0;
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				float len = length(edge);
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						float len = length(edge);
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				if(len>0.0f)
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						if(len>0.0f)
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					one_ring.push_back(edge/len);
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								one_ring.push_back(edge/len);
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			}
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				}
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		Vec3f norm(0);
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				Vec3f norm(0);
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		int N= one_ring.size();
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				int N= one_ring.size();
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		for(int i=0;i<N;++i)
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				for(int i=0;i<N;++i)
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			{
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				{
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				Vec3f e1 = one_ring[i];
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						Vec3f e1 = one_ring[i];
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				Vec3f e0 = one_ring[(i+1)%N];
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						Vec3f e0 = one_ring[(i+1)%N];
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				Vec3f n = normalize(cross(e0,e1));
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						Vec3f n = normalize(cross(e0,e1));
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				norm += n*acos(max(-1.0f,min(1.0f,dot(e0,e1))));
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						norm += n*acos(max(-1.0f,min(1.0f,dot(e0,e1))));
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			}
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				}
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		float l = sqr_length(norm);
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				float l = sqr_length(norm);
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		if(l>0.0f)
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				if(l>0.0f)
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			return norm/sqrt(l);
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						return norm/sqrt(l);
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		return norm;
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				return norm;
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		}
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		bool is_connected(VertexIter v1, VertexIter v2)
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		{
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				vector<VertexIter> vertices;
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				VertexCirculator vc(v1);
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				for(;!vc.end();++vc)
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						vertices.push_back(vc.get_vertex());
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				if(find(vertices.begin(),vertices.end(),v2) != vertices.end())
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						return true;
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				return false;
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		}
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		template struct Vertex_template<Iters>;	
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		VertexIter get_null_vertex_iter()
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		{
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				static VertexList l;
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				return l.end();
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	}
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		}
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	bool is_connected(VertexIter v1, VertexIter v2)
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	{
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		vector<VertexIter> vertices;
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		VertexCirculator vc(v1);
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		for(;!vc.end();++vc)
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			vertices.push_back(vc.get_vertex());
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		if(find(vertices.begin(),vertices.end(),v2) != vertices.end())
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			return true;
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		return false;
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	}
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}
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}