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/*
* MeshEdit is a small application which allows you to load and edit a mesh.
* The mesh will be stored in GEL's half edge based Manifold data structure.
* A number of editing operations are supported. Most of these are accessible from the
* console that pops up when you hit 'esc'.
*
* Created by J. Andreas Bærentzen on 15/08/08.
* Copyright 2008 __MyCompanyName__. All rights reserved.
*
*/
#include <string>
#include <iostream>
#include <CGLA/eigensolution.h>
#include <CGLA/Vec2d.h>
#include <CGLA/Vec3d.h>
#include <CGLA/Mat3x3d.h>
#include <CGLA/Mat2x2d.h>
#include <CGLA/Mat2x3d.h>
#include <LinAlg/Matrix.h>
#include <LinAlg/Vector.h>
#include <LinAlg/LapackFunc.h>
#include <Util/Timer.h>
#include <Util/ArgExtracter.h>
#include <GL/glew.h>
#include <GLGraphics/gel_glut.h>
#include <HMesh/Manifold.h>
#include <HMesh/VertexCirculator.h>
#include <HMesh/FaceCirculator.h>
#include <HMesh/build_manifold.h>
#include <HMesh/mesh_optimization.h>
#include <HMesh/triangulate.h>
#include <HMesh/load.h>
#include <HMesh/quadric_simplify.h>
#include <HMesh/smooth.h>
#include <HMesh/x3d_save.h>
#include <HMesh/obj_save.h>
#include <HMesh/mesh_optimization.h>
#include <HMesh/triangulate.h>
#include <HMesh/close_holes.h>
#include <HMesh/caps_and_needles.h>
#include <HMesh/refine_edges.h>
#include <HMesh/subdivision.h>
#include <GLConsole/GLConsole.h>
#include <Util/Timer.h>
#include "harmonics.h"
#include "Renderer.h"
#include "VisObj.h"
using namespace std;
using namespace HMesh;
using namespace Geometry;
using namespace GLGraphics;
using namespace CGLA;
using namespace Util;
using namespace LinAlg;
template<typename T>
T& get_CVar_ref(const std::string& s)
{
return *reinterpret_cast<T*> (GetCVarData(s));
}
inline VisObj& get_vis_obj(int i)
{
static VisObj vo[9];
return vo[i];
}
inline VisObj& avo()
{
static CVar<int> active("active_mesh",0);
return get_vis_obj(active);
}
inline Manifold& active_mesh()
{
return avo().mesh();
}
inline GLViewController& active_view_control()
{
return avo().view_control();
}
// Single global instance so glut can get access
GLConsole theConsole;
////////////////////////////////////////////////////////////////////////////////
char* ConsoleHelp(std::vector<std::string> &args)
{
theConsole.Printf("");
theConsole.Printf("----------------- HELP -----------------");
theConsole.Printf("Press ESC key to open and close console");
theConsole.Printf("Press TAB to see the available commands and functions");
theConsole.Printf("Functions are shown in green and variables in yellow");
theConsole.Printf("Setting a value: [command] = value");
theConsole.Printf("Getting a value: [command]");
theConsole.Printf("Functions: [function] [arg1] [arg2] ...");
theConsole.Printf("Entering arg1=? or arg1=help will give a description.");
theConsole.Printf("History: Up and Down arrow keys move through history.");
theConsole.Printf("Tab Completion: TAB does tab completion and makes suggestions.");
theConsole.Printf("");
theConsole.Printf("Keyboard commands (when console is not active):");
theConsole.Printf("w : switch to display.render_mode = wireframe");
theConsole.Printf("i : switch to display.render_mode = isophotes");
theConsole.Printf("r : switch to display.render_mode = reflection");
theConsole.Printf("m : switch to display.render_mode = metallic");
theConsole.Printf("g : switch to display.render_mode = glazed");
theConsole.Printf("n : switch to display.render_mode = normal");
theConsole.Printf("h : switch to display.render_mode = harmonics");
theConsole.Printf("f : toggle smooth/flat shading");
theConsole.Printf("1-9 : switch between active meshes.");
theConsole.Printf("d : (display.render_mode = harmonics) diffuse light on and off");
theConsole.Printf("h : (display.render_mode = harmonics) highlight on and off ");
theConsole.Printf("+/- : (display.render_mode = harmonics) which eigenvector to show");
theConsole.Printf("q : quit program");
theConsole.Printf("ESC : open console");
theConsole.Printf("");
theConsole.Printf("Mouse: Left button rotates, middle zooms, right pans");
theConsole.Printf("----------------- HELP -----------------");
theConsole.Printf("");
return "";
}
bool wantshelp(std::vector<std::string> &args)
{
if(args.size()==0) return false;
string str = args[0];
if(str=="help" || str=="HELP" || str=="Help" || str=="?") return true;
return false;
}
/// Function that aligns two meshes.
char* console_align(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: align <dest> <src>");
theConsole.Printf("This function aligns dest mesh with src");
theConsole.Printf("In practice the GLViewController of src is copied to dst.");
theConsole.Printf("both arguments are mandatory and must be numbers between 1 and 9.");
theConsole.Printf("Note that results might be unexpexted if the meshes are not on the same scale");
return "";
}
int dest = 0;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> dest;
--dest;
if(dest <0 || dest>8) return "dest mesh out of range (1-9)";
}
else return "neither source nor destination mesh?!";
int src = 0;
if(args.size()>1)
{
istringstream a1(args[1]);
a1 >> src;
--src;
if(src <0 || src>8) return "src mesh out of range (1-9)";
}
else return "no src mesh?";
get_vis_obj(dest).view_control() = get_vis_obj(src).view_control();
return "";
}
char* console_save(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: save <name.x3d|name.obj> ");
return "";
}
string& file_name = args[0];
if(args.size() == 1)
{
if(file_name.substr(file_name.length()-4,file_name.length())==".obj")
{
obj_save(file_name, active_mesh());
return "";
}
else if(file_name.substr(file_name.length()-4,file_name.length())==".x3d")
{
x3d_save(file_name, active_mesh());
return "";
}
return "unknown format";
}
return "usage: save <name.x3d|name.obj> ";
}
char* console_refine_edges(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: refine.split_edges <length>");
theConsole.Printf("splits edges longer than <length>; default is 0.5 times average length");
return "";
}
float thresh = 0.5;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> thresh;
}
float avg_length = average_edge_length(active_mesh());
refine_edges(active_mesh(), thresh * avg_length);
return "";
}
char* console_refine_faces(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: refine.split_faces ");
theConsole.Printf("usage: Takes no arguments. Inserts a vertex at the centre of each face.");
return "";
}
safe_triangulate(active_mesh());
return "";
}
char* console_cc_subdivide(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: refine.catmull_clark ");
theConsole.Printf("Splits each polygon into four (Catmull Clark style)");
return "";
}
cc_split(active_mesh(),active_mesh());
return "";
}
char* console_dual(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: dual ");
theConsole.Printf("Produces the dual by converting each face to a vertex placed at the barycenter.");
return "";
}
Manifold& m = active_mesh();
// make sure every face knows its number
m.enumerate_faces();
vector<Vec3f> vertices(m.no_faces());
vector<int> faces;
vector<int> indices;
// Create new vertices. Each face becomes a vertex whose position
// is the centre of the face
int i=0;
for(FaceIter f=m.faces_begin(); f!=m.faces_end(); ++f,++i)
vertices[i] = centre(f);
// Create new faces. Each vertex is a new face with N=valency of vertex
// edges.
i=0;
for(VertexIter v=m.vertices_begin(); v!= m.vertices_end(); ++v,++i)
if(!is_boundary(v))
{
VertexCirculator vc(v);
vector<int> index_tmp;
for(; !vc.end(); ++vc)
index_tmp.push_back(vc.get_face()->touched);
// Push vertex indices for this face onto indices vector.
// The circulator moves around the face in a clockwise fashion
// so we just reverse the ordering.
indices.insert(indices.end(), index_tmp.rbegin(), index_tmp.rend());
// Insert face valency in the face vector.
faces.push_back(vc.no_steps());
}
// Clear the manifold before new geometry is inserted.
m.clear();
// And build
build_manifold(m, vertices.size(), &vertices[0], faces.size(),
&faces[0],&indices[0]);
return "";
}
char* console_minimize_curvature(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: optimize.minimize_curvature <anneal>");
theConsole.Printf("Flip edges to minimize mean curvature.");
theConsole.Printf("If anneal is true, simulated annealing (slow) is used rather than a greedy scheme");
return "";
}
bool anneal=false;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> anneal;
}
minimize_curvature(active_mesh(), anneal);
avo().post_create_display_list();
return "";
}
char* console_minimize_dihedral(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: optimize.minimize_dihedral <iter> <anneal> <use_alpha> <gamma> ");
theConsole.Printf("Flip edges to minimize dihedral angles.");
theConsole.Printf("Iter is the max number of iterations. anneal tells us whether to use ");
theConsole.Printf("simulated annealing and not greedy optimization. use_alpha (default=true) ");
theConsole.Printf("means to use angle and not cosine of anglegamma (default=4) is the power ");
theConsole.Printf("to which we raise the dihedral angle");
return "";
}
int iter = 1000;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> iter;
}
bool anneal = false;
if(args.size()>1)
{
istringstream a0(args[0]);
a0 >> anneal;
}
bool use_alpha = true;
if(args.size()>2)
{
istringstream a0(args[0]);
a0 >> use_alpha;
}
float gamma = 4.0;
if(args.size()>3)
{
istringstream a0(args[0]);
a0 >> gamma;
}
minimize_dihedral_angle(active_mesh(), iter, anneal, use_alpha, gamma);
return "";
}
char* console_maximize_min_angle(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: optimize.maximize_min_angle <thresh> <anneal>");
theConsole.Printf("Flip edges to maximize min angle - to make mesh more Delaunay.");
theConsole.Printf("If the dot product of the normals between adjacent faces < thresh");
theConsole.Printf("no flip will be made. anneal selects simulated annealing rather ");
theConsole.Printf("nthan greedy optimization.");
return "";
}
float thresh=0.0;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> thresh;
}
bool anneal=false;
if(args.size()>1)
{
istringstream a0(args[0]);
a0 >> anneal;
}
maximize_min_angle(active_mesh(),thresh,anneal);
return "";
}
char* console_optimize_valency(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: optimize.valency <anneal> ");
theConsole.Printf("Optimizes valency for triangle meshes. Anneal selects simulated annealing rather than greedy optim.");
return "";
}
bool anneal=false;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> anneal;
}
optimize_valency(active_mesh(), anneal);
return "";
}
char* console_analyze(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: harmonics.analyze");
theConsole.Printf("Creates the Laplace Beltrami operator for the mesh and finds all eigensolutions.");
theConsole.Printf("It also projects the vertices onto the eigenvectors - thus transforming the mesh");
theConsole.Printf("to this basis.");
theConsole.Printf("Note that this will stall the computer for a large mesh - as long as we use Lapack.");
return "";
}
avo().harmonics_analyze_mesh();
return "";
}
char* console_partial_reconstruct(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: haramonics.partial_reconstruct <e0> <e1> <s>");
theConsole.Printf("Reconstruct from projections onto eigenvectors. The two first arguments indicate");
theConsole.Printf("the eigenvector interval that we reconstruct from. The last argument is the ");
theConsole.Printf("scaling factor. Thus, for a vertex, v, the formula for computing the position, p, is:");
theConsole.Printf("for (i=e0; i<=e1;++i) p += proj[i] * Q[i][v] * s;");
theConsole.Printf("where proj[i] is the 3D vector containing the x, y, and z projections of the mesh onto");
theConsole.Printf("eigenvector i. Q[i][v] is the v'th coordinate of the i'th eigenvector.");
theConsole.Printf("Note that if vertex coordinates are not first reset, the result is probably unexpected.");
return "";
}
int E0,E1;
float scale;
istringstream a0(args[0]);
a0 >> E0;
istringstream a1(args[1]);
a1 >> E1;
istringstream a2(args[2]);
a2 >> scale;
avo().harmonics_partial_reconstruct(E0,E1,scale);
return "";
}
char* console_reset_shape(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: harmonics.reset_shape ");
theConsole.Printf("Simply sets all vertices to 0,0,0. Call this before doing partial_reconstruct");
theConsole.Printf("unless you know what you are doing.");
return "";
}
avo().harmonics_reset_shape();
return "";
}
char* console_close_holes(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: cleanup.close_holes");
theConsole.Printf("This function closes holes. It simply follows the loop of halfvectors which");
theConsole.Printf("enclose the hole and add a face to which they all point.");
return "";
}
close_holes(active_mesh());
return "";
}
char* console_reload(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: reload <file>");
theConsole.Printf("Reloads the current file if no argument is given, but");
theConsole.Printf("if an argument is given, then that becomes the current file");
return "";
}
if(!avo().reload(args.size()>0 ? args[0]:""))
return "failed to load";
return "";
}
char* console_simplify(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: simplify <fraction> ");
theConsole.Printf("Performs Garland Heckbert (quadric based) mesh simplification.");
theConsole.Printf("The only argument is the fraction of vertices to keep.");
return "";
}
float keep_fraction;
if(args.size()==0) return "you must specify fraction of vertices to keep";
istringstream a0(args[0]);
a0 >> keep_fraction;
Vec3f p0, p7;
active_mesh().get_bbox(p0, p7);
Vec3f d = p7-p0;
float s = 1.0/d.max_coord();
Vec3f pcentre = (p7+p0)/2.0;
for(VertexIter vi = active_mesh().vertices_begin(); vi != active_mesh().vertices_end(); ++vi)
vi->pos = (vi->pos - pcentre) * s;
quadric_simplify(active_mesh(),keep_fraction,0.0001f,true);
for(VertexIter vi = active_mesh().vertices_begin(); vi != active_mesh().vertices_end(); ++vi)
vi->pos = vi->pos*d.max_coord() + pcentre;
return "";
}
char* console_vertex_noise(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: noise.perturb_vertices <amplitude>");
theConsole.Printf("adds a random vector to each vertex. To ensure uniformness, the vector must lie in the");
theConsole.Printf("unit sphere. The length of the vector is multiplied by the average edge length and then amplitude");
return "";
}
float avg_length = average_edge_length(active_mesh());
float noise_amplitude = 0.5;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> noise_amplitude;
}
srand(0);
for(VertexIter vi = active_mesh().vertices_begin(); vi != active_mesh().vertices_end(); ++vi)
{
Vec3f v;
do {
v = Vec3f(rand(),rand(),rand());
v /= RAND_MAX;
} while(sqr_length(v) > 1.0);
v -= Vec3f(0.5);
v *= 2.0;
v *= noise_amplitude;
v *= avg_length;
vi->pos += v;
}
return "";
}
char* console_noisy_flips(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: noise.perturb_topology <iter>");
theConsole.Printf("Perform random flips. iter (default=1) is the number of iterations.");
theConsole.Printf("mostly for making nasty synthetic test cases.");
return "";
}
int iter=1;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> iter;
}
randomize_mesh(active_mesh(), iter);
return "";
}
char* console_laplacian_smooth(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: smooth.laplacian <weight>");
theConsole.Printf("Perform Laplacian smoothing. weight is the scaling factor for the Laplacian.");
return "";
}
float t=1.0;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> t;
}
/// Simple laplacian smoothing with an optional weight.
laplacian_smooth(active_mesh(), t);
return "";
}
char* console_taubin_smooth(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: smooth.taubin <iter>");
theConsole.Printf("Perform Taubin smoothing. iter (default=1) is the number of iterations.");
return "";
}
int iter=1;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> iter;
}
/// Taubin smoothing is similar to laplacian smoothing but reduces shrinkage
taubin_smooth(active_mesh(), iter);
return "";
}
char* console_fvm_smooth(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: smooth.fuzzy_vector_median <iter>");
theConsole.Printf("Smooth normals using fuzzy vector median smoothing. iter (default=1) is the number of iterations");
theConsole.Printf("This function does a very good job of preserving sharp edges.");
return "";
}
int iter=1;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> iter;
}
/** Fuzzy vector median smoothing is effective when it comes to
preserving sharp edges. */
fvm_smooth(active_mesh(), iter);
return "";
}
char* console_triangulate(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: triangulate");
theConsole.Printf("This function triangulates all non triangular faces of the mesh.");
theConsole.Printf("you may want to call it after hole closing. For a polygon it simply connects");
theConsole.Printf("the two closest vertices in a recursive manner until only triangles remain");
return "";
}
shortest_edge_triangulate(active_mesh());
return "";
}
char* console_remove_caps(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: cleanup.remove_caps thresh");
theConsole.Printf("Remove caps (triangles with one very big angle). The thresh argument is the fraction of PI to");
theConsole.Printf("use as threshold for big angle. Default is 0.85. Caps are removed by flipping.");
return "";
}
float t=0.85;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> t;
}
remove_caps_from_trimesh(active_mesh(), static_cast<float>(M_PI) *t);
return "";
}
char* console_remove_needles(std::vector<std::string> &args)
{
if(wantshelp(args))
{
theConsole.Printf("usage: cleanup.remove_needles <thresh>");
theConsole.Printf("Removes very short edges by collapse. thresh is multiplied by the average edge length");
theConsole.Printf("to get the length shorter than which we collapse. Default = 0.1");
return "";
}
float thresh = 0.1;
if(args.size()>0)
{
istringstream a0(args[0]);
a0 >> thresh;
}
float avg_length = average_edge_length(active_mesh());
remove_needles_from_trimesh(active_mesh(), thresh * avg_length);
return "";
}
void reshape(int W, int H)
{
active_view_control().reshape(W,H);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static CVar<string> display_render_mode("display.render_mode","");
static CVar<int> display_smooth("display.smooth_shading",1);
glPushMatrix();
avo().display(display_render_mode, display_smooth);
glPopMatrix();
glUseProgram(0);
theConsole.RenderConsole();
glutSwapBuffers();
}
void animate()
{
//usleep( (int)1e4 );
active_view_control().try_spin();
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
Vec2i pos(x,y);
if (state==GLUT_DOWN)
{
if (button==GLUT_LEFT_BUTTON)
active_view_control().grab_ball(ROTATE_ACTION,pos);
else if (button==GLUT_MIDDLE_BUTTON)
active_view_control().grab_ball(ZOOM_ACTION,pos);
else if (button==GLUT_RIGHT_BUTTON)
active_view_control().grab_ball(PAN_ACTION,pos);
}
else if (state==GLUT_UP)
active_view_control().release_ball();
}
void motion(int x, int y) {
Vec2i pos(x,y);
active_view_control().roll_ball(Vec2i(x,y));
}
void keyboard_spec(int key, int x, int y)
{
int mod = glutGetModifiers();
if( theConsole.isOpen() ) {
// If shift held, scroll the console
if( mod == GLUT_ACTIVE_SHIFT ) {
switch (key){
case GLUT_KEY_UP:
theConsole.ScrollDownLine();
break;
case GLUT_KEY_DOWN:
theConsole.ScrollUpLine();
break;
}
} else {
theConsole.StandardKeyBindings( key );
}
}
}
void keyboard(unsigned char key, int x, int y)
{
if(theConsole.isOpen())
{
switch(key) {
case '\033':
theConsole.ToggleConsole();
default:
//send keystroke to console
if( theConsole.isOpen() ){
theConsole.EnterCommandCharacter(key);
}
break;
}
if(key == 13) avo().post_create_display_list();
}
else {
string& display_render_mode = get_CVar_ref<string>("display.render_mode");
int& display_smooth = get_CVar_ref<int>("display.smooth_shading");
int& active = get_CVar_ref<int>("active_mesh");
switch(key) {
case 'q': exit(0);
case '\033':
theConsole.ToggleConsole();
break;
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
active = key - '1'; break;
case 'f': display_smooth = !display_smooth; break;
case 'w':
display_render_mode = "wire"; break;
case 'n':
display_render_mode = "normal"; break;
case 'i':
display_render_mode = "isophotes"; break;
case 'r':
display_render_mode = "reflection"; break;
case 'h':
display_render_mode = "harmonics"; break;
case 'm':
display_render_mode = "metal"; break;
case 'g':
display_render_mode = "glazed"; break;
}
if(display_render_mode.substr(0,4) == "harm")
avo().harmonics_parse_key(key);
avo().post_create_display_list();
}
}
void init_glut(int argc, char** argv)
{
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH|GLUT_ALPHA);
glutInitWindowSize(WINX, WINY);
glutInit(&argc, argv);
glutCreateWindow("Shape Harmonics");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutSpecialFunc(keyboard_spec);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutIdleFunc(animate);
}
void init_gl()
{
glewInit();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
// Set the value of a uniform
//glUniform2f(glGetUniformLocation(prog_P0,"WIN_SCALE"), win_size_x/2.0, win_size_y/2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.50f, 0.50f, 0.50f, 0.f);
glColor4f(1.0f, 1.0f, 1.0f, 0.f);
glEnable(GL_DEPTH_TEST);
static CVar<ConsoleFunc> help( "help", ConsoleHelp );
static CVar<ConsoleFunc> rs("harmonics.reset_shape", console_reset_shape);
static CVar<ConsoleFunc> ha("harmonics.analyze", console_analyze);
static CVar<ConsoleFunc> pr("harmonics.partial_reconstruct", console_partial_reconstruct);
static CVar<ConsoleFunc> simpl("simplify", console_simplify);
static CVar<ConsoleFunc> lsmooth("smooth.laplacian", console_laplacian_smooth);
static CVar<ConsoleFunc> tsmooth("smooth.taubin", console_taubin_smooth);
static CVar<ConsoleFunc> fsmooth("smooth.fuzzy_vector_median", console_fvm_smooth);
static CVar<ConsoleFunc> opt_val("optimize.valency", console_optimize_valency);
static CVar<ConsoleFunc> min_dih("optimize.minimize_dihedral_angles", console_minimize_dihedral);
static CVar<ConsoleFunc> min_curv("optimize.minimize_curvature", console_minimize_curvature);
static CVar<ConsoleFunc> max_min_angle("optimize.maximize_min_angle", console_maximize_min_angle);
static CVar<ConsoleFunc> close_holes_fun("cleanup.close_holes", console_close_holes);
static CVar<ConsoleFunc> reload_fun("reload", console_reload);
static CVar<ConsoleFunc> rem_caps_fun("cleanup.remove_caps", console_remove_caps);
static CVar<ConsoleFunc> rem_needles_fun("cleanup.remove_needles", console_remove_needles);
static CVar<ConsoleFunc> triangulate_fun("triangulate", console_triangulate);
static CVar<ConsoleFunc> refine_fun("refine.split_edges", console_refine_edges);
static CVar<ConsoleFunc> refine_face_fun("refine.split_faces", console_refine_faces);
static CVar<ConsoleFunc> subd_fun("refine.catmull_clark", console_cc_subdivide);
static CVar<ConsoleFunc> save_fun("save", console_save);
static CVar<ConsoleFunc> noise_fun("noise.perturb_vertices", console_vertex_noise);
static CVar<ConsoleFunc> noise_fun2("noise.perturb_topology", console_noisy_flips);
static CVar<ConsoleFunc> dualize("dual", console_dual);
static CVar<ConsoleFunc> align_fun("align", console_align);
}
int main(int argc, char** argv)
{
ArgExtracter ae(argc, argv);
init_glut(argc,argv);
init_gl();
Harmonics::init();
if(argc>1)
{
string file = ae.get_last_arg();
avo().reload(file);
}
glutMainLoop();
}