mirror of
https://github.com/NGSolve/netgen.git
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328 lines
6.0 KiB
C++
328 lines
6.0 KiB
C++
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#ifndef FILE_MVDRAW
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#define FILE_MVDRAW
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#include "vispar.hpp"
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extern void InitDrawMesh ();
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extern void DrawMesh ();
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extern void MouseMove(int oldx, int oldy,
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int newx, int newy,
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char mode);
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extern void Render ();
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class VisualScene
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{
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protected:
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static Point3d center;
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static double rad;
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static float lookatmat[16];
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static float transmat[16];
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static float rotmat[16];
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static float centermat[16];
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static float transformationmat[16];
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GLdouble clipplane[4];
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int changeval;
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static GLdouble backcolor;
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static int selface;
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static int selelement;
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static int selpoint;
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static int selpoint2;
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static int locpi;
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static int seledge;
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static int selecttimestamp;
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public:
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static GLuint fontbase;
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// static Tcl_Obj* fontbase; // Togl 2.0
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// static GLubyte * colortexture;
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static GLuint coltexname;
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static int ntexcols;
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// static bool linear_colors;
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int invcolor;
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public:
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VisualScene ();
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virtual ~VisualScene();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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void CalcTransformationMatrices();
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void StandardRotation (const char * dir);
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void ArbitraryRotation (const ARRAY<double> & alpha, const ARRAY<Vec3d> & vec);
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void ArbitraryRotation (const double alpha, const Vec3d & vec);
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void MouseMove(int oldx, int oldy,
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int newx, int newy,
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char mode);
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void LookAt (const Point<3> & cam, const Point<3> & obj,
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const Point<3> & camup);
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void SetClippingPlane ();
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virtual void MouseDblClick (int px, int py);
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void SetLight ();
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static void SetBackGroundColor (double col)
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{ backcolor = col; }
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void CreateTexture (int ncols, int linear, int typ = GL_DECAL);
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void DrawColorBar (double minval, double maxval, int logscale = 0, bool linear = 1);
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void DrawCoordinateCross ();
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void DrawNetgenLogo ();
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void SetOpenGlColor(double val, double valmin, double valmax, int logscale = 0);
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#ifdef PARALLELGL
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void InitParallelGL ();
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void Broadcast ();
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#endif
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};
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class VisualSceneGeometry : public VisualScene
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{
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ARRAY<int> trilists;
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int selsurf;
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public:
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VisualSceneGeometry ();
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virtual ~VisualSceneGeometry ();
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virtual void SelectSurface (int aselsurf);
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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};
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class VisualSceneSTLGeometry : public VisualScene
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{
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ARRAY<int> trilists;
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public:
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VisualSceneSTLGeometry ();
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virtual ~VisualSceneSTLGeometry ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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};
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class VisualSceneGeometry2d : public VisualScene
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{
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public:
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VisualSceneGeometry2d ();
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virtual ~VisualSceneGeometry2d ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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};
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#ifdef OCCGEOMETRY
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class VisualSceneOCCGeometry : public VisualScene
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{
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ARRAY<int> trilists;
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ARRAY<int> linelists;
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int selsurf;
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public:
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VisualSceneOCCGeometry ();
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virtual ~VisualSceneOCCGeometry ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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virtual void MouseDblClick (int px, int py);
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};
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#endif
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#ifdef STEP
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class VisualSceneSTEPGeometry : public VisualScene
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{
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ARRAY<int> gllists;
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public:
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VisualSceneSTEPGeometry ();
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virtual ~VisualSceneSTEPGeometry ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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};
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#endif
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class VisualSceneSTLMeshing : public VisualScene
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{
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ARRAY<int> trilists;
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int selecttrig, nodeofseltrig;
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public:
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VisualSceneSTLMeshing ();
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virtual ~VisualSceneSTLMeshing ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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virtual void MouseDblClick (int px, int py);
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int seltria;
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};
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class VisualSceneSurfaceMeshing : public VisualScene
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{
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public:
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VisualSceneSurfaceMeshing ();
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virtual ~VisualSceneSurfaceMeshing ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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};
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class VisualSceneMesh : public VisualScene
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{
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int filledlist;
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int linelist;
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int edgelist;
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int pointnumberlist;
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int tetlist;
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int prismlist;
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int pyramidlist;
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int hexlist;
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int badellist;
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int identifiedlist;
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int domainsurflist;
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int vstimestamp;//, selecttimestamp;
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int filledtimestamp;
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int linetimestamp;
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int edgetimestamp;
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int pointnumbertimestamp;
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int tettimestamp;
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int prismtimestamp;
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int pyramidtimestamp;
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int hextimestamp;
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int badeltimestamp;
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int identifiedtimestamp;
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int domainsurftimestamp;
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#ifdef PARALLELGL
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ARRAY<int> par_linelists;
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ARRAY<int> par_filledlists;
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#endif
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NgLock *lock;
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// int selface, selelement;
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// int selpoint, selpoint2, locpi;
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// int seledge;
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double minh, maxh; // for meshsize coloring
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public:
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VisualSceneMesh ();
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virtual ~VisualSceneMesh ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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virtual void MouseDblClick (int px, int py);
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int SelectedFace () const
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{ return selface; }
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void SetSelectedFace (int asf);
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// { selface = asf; selecttimestamp = GetTimeStamp(); }
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int SelectedEdge () const
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{ return seledge; }
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int SelectedElement () const
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{ return selelement; }
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int SelectedPoint () const
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{ return selpoint; }
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void BuildFilledList();
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// private:
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void BuildLineList();
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void BuildEdgeList();
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void BuildPointNumberList();
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void BuildTetList();
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void BuildPrismList();
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void BuildPyramidList();
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void BuildHexList();
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void BuildBadelList();
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void BuildIdentifiedList();
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void BuildDomainSurfList();
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};
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class VisualSceneSpecPoints : public VisualScene
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{
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public:
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VisualSceneSpecPoints ();
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virtual ~VisualSceneSpecPoints ();
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virtual void BuildScene (int zoomall = 0);
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virtual void DrawScene ();
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double len;
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};
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// extern struct Tcl_Interp * hinterp;
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extern void AddVisualizationScene (const string & name,
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VisualScene * vs);
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void MouseDblClickSelect (const int px, const int py,
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const GLdouble * clipplane, const GLdouble backcolor,
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const float * transformationmat,
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const Point3d & center,
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const double rad,
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const int displaylist,
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int & selelement, int & selface, int & seledge, int & selpoint,
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int & selpoint2, int & locpi);
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#endif
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