mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
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242 lines
9.1 KiB
C++
242 lines
9.1 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/ConversionSettings.h"
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#include "../ifcgeom/ConversionResult.h"
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#include <map>
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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 ifcopenshell::geometry::Settings settings_;
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const std::string entity_;
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std::string id_;
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public:
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explicit Representation(const ifcopenshell::geometry::Settings& settings, const std::string& entity, const std::string& id)
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: settings_(settings)
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, entity_(entity)
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, id_(id)
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{}
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const ifcopenshell::geometry::Settings& settings() const { return settings_; }
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const std::string& entity() const {
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return entity_;
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}
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// id starts with representation id and then it may have the following dash separated elements:
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// - layerset-layerset_id
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// - material-material_id
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// - openings-opening0_id-...-openingN_id
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const std::string& id() const { return id_; }
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virtual ~Representation() {}
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};
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class IFC_GEOM_API BRep : public Representation {
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private:
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const IfcGeom::ConversionResults shapes_;
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BRep(const BRep& other);
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BRep& operator=(const BRep& other);
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public:
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BRep(const ifcopenshell::geometry::Settings& settings, const std::string& entity, const std::string& id, const IfcGeom::ConversionResults& shapes)
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: Representation(settings, entity, id)
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, shapes_(shapes)
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{}
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virtual ~BRep() {}
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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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IfcGeom::ConversionResultShape* as_compound(bool force_meters = false) const;
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bool calculate_volume(double&) const;
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bool calculate_surface_area(double&) const;
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bool calculate_projected_surface_area(const ifcopenshell::geometry::taxonomy::matrix4::ptr& ax, double& along_x, double& along_y, double& along_z) const;
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int size() const { return (int) shapes_.size(); }
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const IfcGeom::ConversionResultShape* item(int i) const;
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int item_id(int i) const;
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};
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class IFC_GEOM_API Serialization : public Representation {
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private:
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std::string brep_data_;
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std::vector<double> surface_styles_;
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std::vector<int> surface_style_ids_;
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public:
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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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const std::vector<int>& surface_style_ids() const { return surface_style_ids_; }
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Serialization(const BRep& 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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class Triangulation : public Representation {
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private:
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// A tuple of <item, material, x, y, z> to store as a key in a map.
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typedef typename std::tuple<int, int, double, double, double> 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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std::vector<double> verts_;
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// @nb only one of these is populated based on settings, we didn't want to go
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// all in with templates or subtypes because of reduced ease of use.
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std::vector<int> faces_;
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std::vector<std::vector<int>> polyhedral_faces_without_holes_;
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std::vector<std::vector<std::vector<int>>> polyhedral_faces_with_holes_;
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std::vector<int> edges_;
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std::vector<double> normals_;
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std::vector<double> uvs_;
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std::vector<int> material_ids_;
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std::vector<ifcopenshell::geometry::taxonomy::style::ptr> materials_;
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std::vector<int> item_ids_;
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std::vector<int> edges_item_ids_;
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size_t weld_offset_;
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VertexKeyMap welds;
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Triangulation(const ifcopenshell::geometry::Settings& settings, const std::string& entity, const std::string& id)
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: Representation(settings, entity, id)
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, weld_offset_(0)
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{}
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public:
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const std::vector<double>& verts() const { return verts_; }
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const std::vector<int>& faces() const { return faces_; }
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const std::vector<std::vector<int>>& polyhedral_faces_without_holes() const { return polyhedral_faces_without_holes_; }
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const std::vector<std::vector<std::vector<int>>>& polyhedral_faces_with_holes() const { return polyhedral_faces_with_holes_; }
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const std::vector<int>& edges() const { return edges_; }
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const std::vector<double>& normals() const { return normals_; }
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const std::vector<double>& uvs() const { return uvs_; }
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std::vector<double>& uvs_ref() { return uvs_; }
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const std::vector<int>& material_ids() const { return material_ids_; }
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const std::vector<ifcopenshell::geometry::taxonomy::style::ptr>& materials() const { return materials_; }
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const std::vector<int>& item_ids() const { return item_ids_; }
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const std::vector<int>& edges_item_ids() const { return edges_item_ids_; }
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Triangulation(const BRep& shape_model);
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Triangulation(
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const ifcopenshell::geometry::Settings& settings,
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const std::string& entity,
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const std::string& id,
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const std::vector<double>& verts,
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const std::vector<int>& faces,
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const std::vector<int>& edges,
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const std::vector<double>& normals,
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const std::vector<double>& uvs,
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const std::vector<int>& material_ids,
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const std::vector<ifcopenshell::geometry::taxonomy::style::ptr>& materials,
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const std::vector<int>& item_ids
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, const std::vector<int>& edges_item_ids
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)
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: Representation(settings, entity, id)
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, verts_(verts)
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, faces_(faces)
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, edges_(edges)
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, normals_(normals)
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, uvs_(uvs)
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, material_ids_(material_ids)
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, materials_(materials)
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, item_ids_(item_ids)
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, edges_item_ids_(edges_item_ids)
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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<double> box_project_uvs(const std::vector<double> &vertices, const std::vector<double> &normals);
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static Triangulation* empty(const ifcopenshell::geometry::Settings& settings) { return new Triangulation(settings, "", ""); }
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/// Welds vertices that belong to different faces
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int addVertex(int item_index, int material_index, double X, double Y, double Z);
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void addNormal(double X, double Y, double Z) {
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normals_.push_back(X);
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normals_.push_back(Y);
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normals_.push_back(Z);
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}
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void addFace(int item_id, int style, int i0, int i1, int i2) {
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faces_.push_back(i0);
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faces_.push_back(i1);
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faces_.push_back(i2);
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item_ids_.push_back(item_id);
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material_ids_.push_back(style);
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}
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void addFace(int item_id, int style, const std::vector<int>& outer_bound) {
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polyhedral_faces_without_holes_.push_back(outer_bound);
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item_ids_.push_back(item_id);
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material_ids_.push_back(style);
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}
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void addFace(int item_id, int style, const std::vector<std::vector<int>>& bounds) {
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polyhedral_faces_with_holes_.push_back(bounds);
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item_ids_.push_back(item_id);
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material_ids_.push_back(style);
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}
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void addEdge(int item_id, int style, int i0, int i1) {
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edges_.push_back(i0);
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edges_.push_back(i1);
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material_ids_.push_back(style);
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edges_item_ids_.push_back(item_id);
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}
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void registerEdge(int item_id, int i0, int i1) {
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edges_.push_back(i0);
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edges_.push_back(i1);
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edges_item_ids_.push_back(item_id);
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}
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void registerEdgeCount(int n1, int n2, std::map<std::pair<int, int>, int>& edgecount);
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void resetWelds() {
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weld_offset_ += welds.size();
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welds.clear();
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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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