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39 bj 1
#include <iostream>
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#include "Vertex.h"
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#include "Manifold.h"
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#include "VertexCirculator.h"
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namespace HMesh
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{
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		using namespace std;
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		using namespace CGLA;
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		template<class R>
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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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				pos(_pos),
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				touched(0)
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		{}
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		bool is_boundary(VertexIter v)
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		{
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				return is_boundary(v->he);
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		}
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		void check_boundary_consistency(VertexIter v)
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		{
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				HalfEdgeIter h = v->he;
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				HalfEdgeIter h0 = h;
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				while(h->face != NULL_FACE_ITER)
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				{
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						h = h->prev->opp;
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						if(h==h0) return;
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				}
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				v->he = h;
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				HalfEdgeIter h_opp = h->opp;
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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->vert = v;
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				link(h_opp,h);
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		}
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		int valency(VertexIter v) 
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		{
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				VertexCirculator vc(v);
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				for(;!vc.end();++vc);
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				return vc.no_steps();
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		}
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		const Vec3f normal(VertexIter v)
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		{
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				Vec3f p0 = v->pos;
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				vector<Vec3f> one_ring;						
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				for(VertexCirculator vc(v);!vc.end();++vc)
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				{
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						Vec3f p = vc.get_vertex()->pos;
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						Vec3f edge = p-p0;
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						float len = length(edge);
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						if(len>0.0f)
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								one_ring.push_back(edge/len);
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				}
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				Vec3f norm(0);
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				int N= one_ring.size();
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				for(int i=0;i<N;++i)
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				{
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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 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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				}
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				float l = sqr_length(norm);
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				if(l>0.0f)
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						return norm/sqrt(l);
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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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}