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using namespace HMesh;
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using namespace HMesh;
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using namespace std;
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using namespace std;
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namespace 
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namespace 
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{
12
{
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void set_material(const Geometry::Material& material)
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	void set_material(const Geometry::Material& material)
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{
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{
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    		if(material.tex_id >=0)
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		if(material.tex_id >=0)
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    			{
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		{
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    				glEnable(GL_TEXTURE_2D);
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			glEnable(GL_TEXTURE_2D);
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    				glBindTexture(GL_TEXTURE_2D, material.tex_id);
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			glBindTexture(GL_TEXTURE_2D, material.tex_id);
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    				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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    			}
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		}
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    		else
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		else
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    			glDisable(GL_TEXTURE_2D);
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			glDisable(GL_TEXTURE_2D);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
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		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
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		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
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		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
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    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
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		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
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}
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}
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}
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}
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namespace GLGraphics
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namespace GLGraphics
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{
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{
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void draw(Manifold& m, bool per_vertex_norms)
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	void draw(Manifold& m, bool per_vertex_norms)
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{
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	{
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		for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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		for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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		{
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		{
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				FaceCirculator fc(f);
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			FaceCirculator fc(f);
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				if(!per_vertex_norms) 
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			if(!per_vertex_norms) 
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						glNormal3fv(normal(f).get());
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				glNormal3fv(normal(f).get());
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				glBegin(GL_POLYGON);
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			glBegin(GL_POLYGON);
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				while(!fc.end())
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			while(!fc.end())
-
 
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			{
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				Vec3f n = normal(fc.get_vertex());
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				glNormal3fv(n.get());
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				glVertex3fv(fc.get_vertex()->pos.get());
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				++fc;
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			}
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			glEnd();
-
 
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		}
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	}
-
 
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-
 
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-
 
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	void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
-
 
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	{
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		int old_mat_idx = -1;
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		glBegin(GL_TRIANGLES);
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		for(int i=0;i<tm.geometry.no_faces();i++)
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		{
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			if(tm.mat_idx[i] != old_mat_idx)
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			{
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				glEnd();
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				set_material(tm.materials[tm.mat_idx[i]]);
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				glBegin(GL_TRIANGLES);
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				old_mat_idx = tm.mat_idx[i];
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			}
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			Vec3i n_face = tm.normals.face(i);
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			Vec3i g_face = tm.geometry.face(i);
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			Vec3i t_face = tm.texcoords.face(i);
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			if(!per_vertex_norms)
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			{
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				Vec3f vert0 = tm.geometry.vertex(g_face[0]);
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				Vec3f vert1 = tm.geometry.vertex(g_face[1]);
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				Vec3f vert2 = tm.geometry.vertex(g_face[2]);
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				Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
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				glNormal3fv(norm.get());
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			}
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			for(int j=0;j<3;j++)
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			{
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				if(per_vertex_norms && n_face != Geometry::NULL_FACE)
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				{
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				{
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						Vec3f n = normal(fc.get_vertex());
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					Vec3f norm = tm.normals.vertex(n_face[j]);
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						glNormal3fv(n.get());
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					glNormal3fv(norm.get());
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						glVertex3fv(fc.get_vertex()->pos.get());
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						++fc;
-
 
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				}
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				}
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				glEnd();
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		}
-
 
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}
-
 
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-
 
54
 
-
 
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void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
-
 
56
{
-
 
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    int old_mat_idx = -1;
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    glBegin(GL_TRIANGLES);
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    for(int i=0;i<tm.geometry.no_faces();i++)
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    {
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        if(tm.mat_idx[i] != old_mat_idx)
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        {
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            glEnd();
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            set_material(tm.materials[tm.mat_idx[i]]);
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            glBegin(GL_TRIANGLES);
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            old_mat_idx = tm.mat_idx[i];
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        }
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        Vec3i n_face = tm.normals.face(i);
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        Vec3i g_face = tm.geometry.face(i);
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				if(t_face != Geometry::NULL_FACE)
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        Vec3i t_face = tm.texcoords.face(i);
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-
 
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				if(!per_vertex_norms)
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				{
88
				{
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            Vec3f vert0 = tm.geometry.vertex(g_face[0]);
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            Vec3f vert1 = tm.geometry.vertex(g_face[1]);
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            Vec3f vert2 = tm.geometry.vertex(g_face[2]);
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					Vec3f texc = tm.texcoords.vertex(t_face[j]);
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						Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
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						glNormal3fv(norm.get());
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					glTexCoord2fv(texc.get());
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				}
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				}
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        for(int j=0;j<3;j++)
-
 
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        {
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						if(per_vertex_norms && n_face != Geometry::NULL_FACE)
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								{
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										Vec3f norm = tm.normals.vertex(n_face[j]);
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				Vec3f vert = tm.geometry.vertex(g_face[j]);
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										glNormal3fv(norm.get());
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				glVertex3fv(vert.get());
86
								}
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			}
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            if(t_face != Geometry::NULL_FACE)
-
 
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            {
-
 
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                Vec3f texc = tm.texcoords.vertex(t_face[j]);
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                glTexCoord2fv(texc.get());
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            }
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            Vec3f vert = tm.geometry.vertex(g_face[j]);
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            glVertex3fv(vert.get());
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        }
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    }
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		}
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    glEnd();
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		glEnd();
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    glDisable(GL_TEXTURE_2D);
97
		glDisable(GL_TEXTURE_2D);
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}
98
	}
99
 
99
	
100
void draw(const Geometry::AABox& box)
100
	void draw(const Geometry::AABox& box)
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{
101
	{
102
	glBegin(GL_QUADS);
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		glBegin(GL_QUADS);
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	Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
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		Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
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	Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
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		Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
105
	for(int j=0;j<3;++j)
105
		for(int j=0;j<3;++j)
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		{
106
		{
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			glNormal3fv(norm_neg[j].get());
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			glNormal3fv(norm_neg[j].get());
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			Vec3f p = box.get_pmin();
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			Vec3f p = box.get_pmin();
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
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			p[(j+1)%3] = box.get_pmax()[(j+1)%3];
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			p[(j+1)%3] = box.get_pmax()[(j+1)%3];
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			p[j] = box.get_pmax()[j];
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			p[j] = box.get_pmax()[j];
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
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			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
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			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
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		}
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		}
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	glEnd();
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		glEnd();
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	glBegin(GL_QUADS);
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		glBegin(GL_QUADS);
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	for(int j=0;j<3;++j)
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		for(int j=0;j<3;++j)
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		{
120
		{
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			glNormal3fv(norm_pos[j].get());
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			glNormal3fv(norm_pos[j].get());
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			Vec3f p = box.get_pmax();
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			Vec3f p = box.get_pmax();
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
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			p[j] = box.get_pmin()[j];
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			p[j] = box.get_pmin()[j];
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			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
126
			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
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			p[j] = box.get_pmax()[j];
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			p[j] = box.get_pmax()[j];
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			glVertex3f(p[0], p[1], p[2]);
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			glVertex3f(p[0], p[1], p[2]);
130
		}
130
		}
131
	glEnd();
131
		glEnd();
132
}
132
	}
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134
void draw(const Geometry::OBox& box)
134
	void draw(const Geometry::OBox& box)
135
{
135
	{
136
	Mat4x4f m = identity_Mat4x4f();
136
		Mat4x4f m = identity_Mat4x4f();
137
	copy_matrix(box.get_rotation(), m);
137
		copy_matrix(box.get_rotation(), m);
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	glPushMatrix();
138
		glPushMatrix();
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	glMultMatrixf(m.get());
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		glMultMatrixf(m.get());
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	draw(box.get_aabox());
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		draw(box.get_aabox());
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	glPopMatrix();
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		glPopMatrix();
142
}
142
	}
143
 
143
	
144
/** Draw the tree. The first argument is the level counter, the second
144
	/** Draw the tree. The first argument is the level counter, the second
145
	argument is the level at which to stop drawing. */
145
	argument is the level at which to stop drawing. */
146
template <class BoxType>
146
	template <class BoxType>
147
void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
147
	void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
148
{
148
	{
149
  if(level == max_level)
149
		if(level == max_level)
150
  {
150
		{
151
	draw(node); 
151
			draw(node); 
152
	return;
152
			return;
153
  }
153
		}
154
  node->left->draw(level + 1, max_level);
154
		node->left->draw(level + 1, max_level);
155
  node->right->draw(level + 1, max_level);  
155
		node->right->draw(level + 1, max_level);  
156
}
156
	}
157
 
157
	
158
template <class BoxType>
158
	template <class BoxType>
159
void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
159
	void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
160
{
160
	{
161
#if USE_LEAF_BOXES
161
#if USE_LEAF_BOXES
162
	draw(node); 
162
		draw(node); 
163
#endif
163
#endif
164
}
164
	}
165
 
165
	
166
template <class BoxType>
166
	template <class BoxType>
167
void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
167
	void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
168
{
168
	{
169
  draw(*tree.root, 0, max_level);
169
		draw(*tree.root, 0, max_level);
170
}
170
	}
171
 
171
	
172
}
172
}