mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-09-19 14:41:25 +00:00
221 lines
8.9 KiB
C++
221 lines
8.9 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef IFCGEOMREPRESENTATION_H
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#define IFCGEOMREPRESENTATION_H
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#include "../ifcgeom/IfcGeomIteratorSettings.h"
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#include "../ifcgeom/IfcGeomMaterial.h"
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#include "../ifcgeom/ConversionResult.h"
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namespace IfcGeom {
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namespace Representation {
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class IFC_GEOM_API Representation {
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Representation(const Representation&); //N/A
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Representation& operator =(const Representation&); //N/A
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protected:
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const ElementSettings _settings;
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public:
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explicit Representation(const ElementSettings& settings)
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: _settings(settings)
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{}
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const ElementSettings& settings() const { return _settings; }
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virtual ~Representation() {}
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};
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class IFC_GEOM_API Native : public Representation {
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private:
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unsigned int id;
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const IfcGeom::ConversionResults _shapes;
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Native(const Native& other);
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Native& operator=(const Native& other);
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public:
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Native(const ElementSettings& settings, unsigned int id, const IfcGeom::ConversionResults& shapes)
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: Representation(settings)
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, id(id)
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, _shapes(shapes)
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{}
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virtual ~Native() {}
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IfcGeom::ConversionResults::const_iterator begin() const { return _shapes.begin(); }
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IfcGeom::ConversionResults::const_iterator end() const { return _shapes.end(); }
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const IfcGeom::ConversionResults& shapes() const { return _shapes; }
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const unsigned int& getId() const { return id; }
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};
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class IFC_GEOM_API Serialization : public Representation {
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private:
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int _id;
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std::string _brep_data;
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std::vector<double> _surface_styles;
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public:
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int id() const { return _id; }
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const std::string& brep_data() const { return _brep_data; }
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const std::vector<double>& surface_styles() const { return _surface_styles; }
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Serialization(const Native& brep);
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virtual ~Serialization() {}
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private:
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Serialization();
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Serialization(const Serialization&);
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Serialization& operator=(const Serialization&);
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};
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template <typename P>
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class IFC_GEOM_API Triangulation : public Representation {
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protected:
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// A nested pair of floats and a material index to be able to store an XYZ coordinate in a map.
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// TODO: Make this a std::tuple when compilers add support for that.
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typedef typename std::pair<P, std::pair<P, P> > Coordinate;
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typedef typename std::pair<int, Coordinate> VertexKey;
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typedef std::map<VertexKey, int> VertexKeyMap;
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typedef std::pair<int, int> Edge;
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int _id;
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std::vector<P> _verts;
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std::vector<int> _faces;
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std::vector<int> _edges;
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std::vector<P> _normals;
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std::vector<P> uvs_;
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std::vector<int> _material_ids;
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std::vector<Material> _materials;
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VertexKeyMap welds;
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public:
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int id() const { return _id; }
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const std::vector<P>& verts() const { return _verts; }
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const std::vector<int>& faces() const { return _faces; }
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const std::vector<int>& edges() const { return _edges; }
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const std::vector<P>& normals() const { return _normals; }
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const std::vector<P>& uvs() const { return uvs_; }
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const std::vector<int>& material_ids() const { return _material_ids; }
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const std::vector<Material>& materials() const { return _materials; }
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std::vector<P>& verts() { return _verts; }
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std::vector<int>& faces() { return _faces; }
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std::vector<int>& edges() { return _edges; }
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std::vector<P>& normals() { return _normals; }
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std::vector<P>& uvs() { return uvs_; }
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std::vector<int>& material_ids() { return _material_ids; }
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std::vector<Material>& materials() { return _materials; }
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Triangulation(const Native& shape_model)
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: Representation(shape_model.settings())
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, _id(shape_model.getId())
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{
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for (IfcGeom::ConversionResults::const_iterator iit = shape_model.begin(); iit != shape_model.end(); ++iit) {
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int surface_style_id = -1;
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if (iit->hasStyle()) {
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Material adapter(&iit->Style());
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std::vector<Material>::const_iterator jt = std::find(_materials.begin(), _materials.end(), adapter);
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if (jt == _materials.end()) {
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surface_style_id = (int)_materials.size();
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_materials.push_back(adapter);
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} else {
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surface_style_id = (int)(jt - _materials.begin());
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}
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}
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if (settings().get(IteratorSettings::APPLY_DEFAULT_MATERIALS) && surface_style_id == -1) {
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Material material(IfcGeom::get_default_style(settings().element_type()));
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std::vector<Material>::const_iterator mit = std::find(_materials.begin(), _materials.end(), material);
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if (mit == _materials.end()) {
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surface_style_id = (int)_materials.size();
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_materials.push_back(material);
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} else {
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surface_style_id = (int)(mit - _materials.begin());
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}
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}
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iit->Shape()->Triangulate(settings(), iit->Placement(), this, surface_style_id);
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}
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}
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virtual ~Triangulation() {}
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/// Generates UVs for a single mesh using box projection.
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/// @todo Very simple impl. Assumes that input vertices and normals match 1:1.
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static std::vector<P> box_project_uvs(const std::vector<P> &vertices, const std::vector<P> &normals)
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{
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std::vector<P> uvs;
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uvs.resize(vertices.size() / 3 * 2);
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for (size_t uv_idx = 0, v_idx = 0;
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uv_idx < uvs.size() && v_idx < vertices.size() && v_idx < normals.size();
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uv_idx += 2, v_idx += 3) {
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P n_x = normals[v_idx], n_y = normals[v_idx + 1], n_z = normals[v_idx + 2];
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P v_x = vertices[v_idx], v_y = vertices[v_idx + 1], v_z = vertices[v_idx + 2];
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if (std::abs(n_x) > std::abs(n_y) && std::abs(n_x) > std::abs(n_z)) {
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uvs[uv_idx] = v_z;
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uvs[uv_idx + 1] = v_y;
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}
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if (std::abs(n_y) > std::abs(n_x) && std::abs(n_y) > std::abs(n_z)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_z;
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}
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if (std::abs(n_z) > std::abs(n_x) && std::abs(n_z) > std::abs(n_y)) {
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uvs[uv_idx] = v_x;
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uvs[uv_idx + 1] = v_y;
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}
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}
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return uvs;
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}
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public:
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// Welds vertices that belong to different faces
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int addVertex(int material_index, P X, P Y, P Z) {
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const bool convert = settings().get(IteratorSettings::CONVERT_BACK_UNITS);
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X = static_cast<P>(convert ? (X / settings().unit_magnitude()) : X);
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Y = static_cast<P>(convert ? (Y / settings().unit_magnitude()) : Y);
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Z = static_cast<P>(convert ? (Z / settings().unit_magnitude()) : Z);
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int i = (int) _verts.size() / 3;
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if (settings().get(IteratorSettings::WELD_VERTICES)) {
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const VertexKey key = std::make_pair(material_index, std::make_pair(X, std::make_pair(Y, Z)));
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typename VertexKeyMap::const_iterator it = welds.find(key);
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if ( it != welds.end() ) return it->second;
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i = (int) welds.size();
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welds[key] = i;
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}
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_verts.push_back(X);
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_verts.push_back(Y);
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_verts.push_back(Z);
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return i;
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}
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inline void addEdge(int n1, int n2, std::map<std::pair<int,int>,int>& edgecount, std::vector<std::pair<int,int> >& edges_temp) {
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const Edge e = Edge( (std::min)(n1,n2),(std::max)(n1,n2) );
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if ( edgecount.find(e) == edgecount.end() ) edgecount[e] = 1;
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else edgecount[e] ++;
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edges_temp.push_back(e);
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}
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private:
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Triangulation();
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Triangulation(const Triangulation&);
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Triangulation& operator=(const Triangulation&);
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};
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}
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}
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#endif
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