viewer.cpp 20.2 KB
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/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps  *
* version 0.1                                                                  *
* Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg                *
*                                                                              *
* This library is free software; you can redistribute it and/or modify it      *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your     *
* option) any later version.                                                   *
*                                                                              *
* This library is distributed in the hope that it will be useful, but WITHOUT  *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or        *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License  *
* for more details.                                                            *
*                                                                              *
* You should have received a copy of the GNU Lesser General Public License     *
* along with this library; if not, write to the Free Software Foundation,      *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.           *
*                                                                              *
* Web site: https://iggservis.u-strasbg.fr/CGoGN/                              *
* Contact information: cgogn@unistra.fr                                        *
*                                                                              *
*******************************************************************************/

#include "viewer.h"
#include <string>

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SocialAgents::SocialAgents() :
	drawEnvLines(true),
	drawEnvFaces(false),
	drawEnvTopo(false),
	drawAgents(true),
	drawAgentsNeighborDist(false),
	drawAgentsObstacleDist(false),
	drawAgentsPredictionTri(false)
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{
	render_anim = false;
	nbGenerated = 0;

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	displayFps = true;
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	nextUpdate = clock() + 1 * CLOCKS_PER_SEC;
	fps = 0;
	
	glEnable( GL_POINT_SMOOTH );

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	timer = new QTimer(this);
	connect(timer, SIGNAL(timeout()), this, SLOT(animate()));
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}

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void SocialAgents::initGUI()
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{
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    setDock(&dock) ;
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	dock.check_drawEnvLines->setChecked(true) ;
	dock.check_drawAgents->setChecked(true) ;

	setCallBack( dock.check_timer, SIGNAL(toggled(bool)), SLOT(slot_timer(bool)) ) ;
	setCallBack( dock.check_drawEnvLines, SIGNAL(toggled(bool)), SLOT(slot_drawEnvLines(bool)) ) ;
	setCallBack( dock.check_drawEnvFaces, SIGNAL(toggled(bool)), SLOT(slot_drawEnvFaces(bool)) ) ;
	setCallBack( dock.check_drawEnvTopo, SIGNAL(toggled(bool)), SLOT(slot_drawEnvTopo(bool)) ) ;
	setCallBack( dock.check_drawObstacles, SIGNAL(toggled(bool)), SLOT(slot_drawObstacles(bool)) ) ;
	setCallBack( dock.check_drawAgents, SIGNAL(toggled(bool)), SLOT(slot_drawAgents(bool)) ) ;
	setCallBack( dock.check_drawAgentsPredictionTri, SIGNAL(toggled(bool)), SLOT(slot_drawAgentsPredictionTri(bool)) ) ;
	setCallBack( dock.check_drawAgentsNeighborDist, SIGNAL(toggled(bool)), SLOT(slot_drawAgentsNeighborDist(bool)) ) ;
	setCallBack( dock.check_drawAgentsObstacleDist, SIGNAL(toggled(bool)), SLOT(slot_drawAgentsObstacleDist(bool)) ) ;
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}
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void SocialAgents::cb_initGL()
{
	Utils::GLSLShader::setCurrentOGLVersion(1) ;
	setFocal(5.0f) ;

	Geom::BoundingBox<PFP::VEC3> bb = Algo::Geometry::computeBoundingBox<PFP>(sim.envMap_.map, sim.envMap_.position) ;
	VEC3 gPosObj = bb.center() ;
	float tailleX = bb.size(0) ;
	float tailleY = bb.size(1) ;
	float tailleZ = bb.size(2) ;
	float gWidthObj = std::max<float>(std::max<float>(tailleX, tailleY), tailleZ) ;
	setParamObject(gWidthObj, gPosObj.data());
}
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void SocialAgents::cb_redraw()
{
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	glDisable(GL_LIGHTING);
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	glColor3f(0.5f,0.5f,0.5f);
	glBegin(GL_LINES);
		glVertex3f(0.,0.,0.);
		glVertex3f(1.,0.,0.);

		glVertex3f(0.,0.,0.);
		glVertex3f(0.,1.,0.);

		glVertex3f(0.,0.,0.);
		glVertex3f(0.,0.,1.);
	glEnd();
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	if(drawAgents)
	{
		for(std::vector<Agent*>::iterator it = sim.agents_.begin(); it != sim.agents_.end(); ++ it)
		{
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			renderAgent(sim.envMap_, *it, drawAgentsNeighborDist, drawAgentsObstacleDist);
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//			for(std::vector<std::pair<float, Dart> >::iterator obst = (*it)->obstacleNeighbors_.begin();
//				obst != (*it)->obstacleNeighbors_.end() && obst->first < (*it)->rangeSq_;
//				++obst)
//			{
//				glColor3f(0.0f, 1.0f, 1.0f);
//				glLineWidth(10.0f);
//				renderDart(sim.envMap_, obst->second);
//			}
		}
	}
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	if(drawAgentsPredictionTri)
	{
		for(std::vector<Agent*>::iterator it = sim.agents_.begin(); it != sim.agents_.end(); ++ it)
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		{
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			glColor3f((*it)->part_.state / 3.0f, (*it)->part_.state % 2, 0.0f);
			glLineWidth(5.0f);
			renderPredictionTriangle(sim.envMap_, (*it)->part_.d, (*it)->part_.m_position);
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		}
	}

	//draw the environment
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	if(drawEnvLines)
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	{
		glDisable(GL_LIGHTING);
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 		glColor3f(1.0f, 1.0f, 1.0f);
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		glLineWidth(1.0f);
 		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 		Algo::Render::GL1::renderTriQuadPoly<PFP>(sim.envMap_.map, Algo::Render::GL1::LINE, 1.0, sim.envMap_.position, sim.envMap_.normal);
	}
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	if(drawEnvFaces)
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	{
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		glEnable(GL_LIGHTING);
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		glColor3f(1.0f, 1.0f, 1.0f);
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		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		glEnable(GL_POLYGON_OFFSET_FILL) ;
		glPolygonOffset(1.0f, 1.0f) ;
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		Algo::Render::GL1::renderTriQuadPoly<PFP>(sim.envMap_.map, Algo::Render::GL1::LINE, 1.0, sim.envMap_.position, sim.envMap_.normal);
	}
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	if(drawEnvTopo)
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	{
		glDisable(GL_LIGHTING);
		glLineWidth(1.0f);
		Algo::Render::GL1::renderTopoMD2<PFP>(sim.envMap_.map, sim.envMap_.position, true, true, 0.9f, 0.9f);
	}
	
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	if(drawObstacles)
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	{
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		glColor3f(1.0f, 0.0f, 0.0f);
		glLineWidth(5.0f);
		CellMarker dmo(sim.envMap_.map, EDGE_CELL);
		for(Dart d = sim.envMap_.map.begin(); d != sim.envMap_.map.end(); sim.envMap_.map.next(d))
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		{
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			if(!dmo.isMarked(d))
			{
				dmo.mark(d);
				if(sim.envMap_.obstacleMark.isMarked(d))
					renderDart(sim.envMap_, d);
			}
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		}
	}
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//	glPushMatrix();
//	glBegin(GL_LINES);
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//	unsigned int iter = 100;
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//	for(int i=0;i<700;i=i+iter)
//	{
//		VEC3 camPos(-800,-800,10);
//		camPos = camPos + VEC3(-10-0.3*i,400.0f*log(1.0f+i/700.0f),30+0.3*i);
//		glVertex3fv(&camPos[0]);
//		camPos = VEC3(-800,-800,10);
//		camPos = camPos + VEC3(-10-0.3*(i+iter),400.0f*log(1.0f+(i+iter)/700.0f),30+0.3*(i+iter));
//		glVertex3fv(&camPos[0]);
//	}
//	glEnd();
//	glPopMatrix();
//
//	glPushMatrix();
//	glBegin(GL_LINES);
//	for(int i=0;i<700;i=i+iter)
//	{
//		VEC3 camLook(0,0,0);
//		camLook = camLook + VEC3(-10-0.1*i,400.0f*log(1.0f+i/700.0f),30+0.1*i);
//		glVertex3fv(&camLook[0]);
//		camLook = VEC3(0,0,0);
//		camLook = camLook + VEC3(-10-0.1*(i+iter),400.0f*log(1.0f+(i+iter)/700.0f),30+0.1*(i+iter));
//		glVertex3fv(&camLook[0]);
//	}
//	glEnd();
//	glPopMatrix();
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//	glPushMatrix();
//	glBegin(GL_LINES);
//	for(int i=0;i<700;i=i+iter)
//	{
//		VEC3 camPos(0,-200,10);
//		camPos = camPos + VEC3(-10-0.15*i,0,0);
//		glVertex3fv(&camPos[0]);
//		camPos = camPos + VEC3(-10-0.15*(i+iter),0,0);
//		glVertex3fv(&camPos[0]);
//	}
//	glEnd();
//	glPopMatrix();
//
//	glPushMatrix();
//	glBegin(GL_LINES);
//	for(int i=0;i<700;i=i+iter)
//	{
//		VEC3 camLook(0,-200,10);
//		camLook[1] += 100;
//		camLook = camLook + VEC3(-10-0.15*i,0,0);
//		glVertex3fv(&camLook[0]);
//		camLook = camLook + VEC3(-10-0.15*(i+iter),0,0);
//		glVertex3fv(&camLook[0]);
//	}
//	glEnd();
//	glPopMatrix();
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//	glColor3f(0.0f, 1.0f, 0.0f);
//	glLineWidth(5.0f);
//	CellMarker dmb(sim.envMap_.map, FACE_CELL);
//	for(Dart d = sim.envMap_.map.begin(); d != sim.envMap_.map.end(); sim.envMap_.map.next(d))
//	{
//		if(!dmb.isMarked(d))
//		{
//			dmb.mark(d);
//			if(sim.envMap_.buildingMark.isMarked(d))
//			{
//				VEC3 c = Algo::Geometry::faceCentroid<PFP>(sim.envMap_.map, d, sim.envMap_.position);
//				glBegin(GL_LINES);
//				Dart dd = d;
//				do
//				{
//					VEC3 p1 = sim.envMap_.position[dd];
//					VEC3 p2 = sim.envMap_.position[sim.envMap_.map.phi1(dd)];
//					VEC3 vec = c - p1;
//					p1 = p1 + vec*0.25f;
//					vec = c - p2;
//					p2 = p2 + vec*0.25f;
//
//					glVertex3f(p1[0],p1[1],p1[2]);
//					glVertex3f(p2[0],p2[1],p2[2]);
//
//					dd = sim.envMap_.map.phi1(dd);
//				} while(dd != d);
//				glEnd();
//			}
//		}
//	}

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	if(displayFps)
	{
		++frames;
		clock_t overtime = clock() - nextUpdate;
		if (overtime > 0)
		{
			fps = frames / (float)(1+ (float)overtime/(float)CLOCKS_PER_SEC);
			frames = 0;
			nextUpdate = clock() + 1 * CLOCKS_PER_SEC;
		}
		std::string s("fps: ");
		std::ostringstream oss;
		oss << s << fps;
		glColor3f(1.0f, 1.0f, 1.0f);
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		statusMsg(oss.str().c_str());
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	}
}

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void SocialAgents::animate()
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{
	if(sim.globalTime_ - int(sim.globalTime_) == 0.0f && int(sim.globalTime_) % 10 == 0)
		std::cout << sim.globalTime_ << " " << sim.envMap_.mapMemoryCost() << std::endl;
	
	sim.doStep();

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//	if(sim.globalTime_<300+sim.timeStep_ && sim.globalTime_>=300) {
//		CGoGNout << " breakpoint for exporting pov" << CGoGNendl;
//		timer->stop();
//		dock.check_timer->setChecked(false);
//	}
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	if(render_anim)
	{
		std::ostringstream oss;
		std::ostringstream tmpNb;
		tmpNb << std::setfill('0') << std::setw(4) << nbGenerated;
		nbGenerated++;
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		oss << "./travelScene/cityNear" << tmpNb.str() << ".pov";
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		std::string chaine = oss.str();
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//		VEC3 agPos = sim.agents_[0]->meanPos_;
//		agPos[2] = agPos[1];
//		agPos[1] = 0.0f;
//		VEC3 camPos(agPos);
//		VEC3 camLook(agPos);
//		camPos = camPos+VEC3(-10-0.05*nbGenerated,30+0.05*nbGenerated,log(1.0f+nbGenerated/700.0f));

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		//travelling city nbMaxAgent 15000, nbSquare 40 (45?)
//		VEC3 camPos(-800,10,-800);
//		camPos = camPos + VEC3(-10-0.3*nbGenerated,30+0.3*nbGenerated,400.0f*log(1.0f+nbGenerated/700.0f));
//		VEC3 camLook(0,0,0);
//		camLook = camLook + VEC3(-10-0.1*nbGenerated,30+0.1*nbGenerated,400.0f*log(1.0f+nbGenerated/700.0f));
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		//travelling horizontal
		VEC3 camPos(0,5,-200);
		camPos = camPos + VEC3(-10-0.15*nbGenerated,0,0);
		VEC3 camLook = camPos;
		camLook[0] += 0.15*nbGenerated;
		camLook[2] += 100;
		camLook[1] = 0;
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		exportScenePov(sim.envMap_.map,sim.envMap_.position,chaine,camPos,camLook,VEC3(0.0f,0,0),0,0,0);
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// 		exportScenePov(sim.envMap_.map,sim.envMap_.position,chaine,VEC3(43,762,65),VEC3(0,762,0),VEC3(1.0f,0,0),0,0,0);
//		exportScenePov(sim.envMap_.map,sim.envMap_.position,chaine,VEC3(43,762,65+(1500.0f*float(nbGenerated)/400.0f)),VEC3(0,762,0),VEC3(1.0f,0,0),0,0,0);

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		if(nbGenerated == 700)
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		{
			std::cout << "enough .pov generated" << std::endl;
			exit(0);
		}
	}
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	updateGL();
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}
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bool SocialAgents::exportScenePov(PFP::MAP& map, PFP::TVEC3& position, const std::string& filename, PFP::VEC3 cameraPos, PFP::VEC3 cameraLook, PFP::VEC3 translate, float angle_X, float angle_Y, float angle_Z,const FunctorSelect& good)
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{
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	static const bool draft=false;
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	static const bool highlightAgent=false;
	static const bool wireDisplay=false;
	
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	unsigned int highlightAgentNo=0;
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	std::ofstream out(filename.c_str(), std::ios::out);
	if (!out.good()) {
		std::cerr << "(export) Unable to open file " << filename << std::endl;
		return false;
	}

	float angleX = angle_X;
	float angleY = angle_Y;
	float angleZ = angle_Z;
	
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	//view the agent from an upper position
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	if(highlightAgent) {
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	  Agent * agent = sim.agents_[highlightAgentNo];
	  cameraLook = agent->getPosition();
	  VEC3 goalV = (agent->goals_[agent->curGoal_] - agent->getPosition());
	  goalV.normalize();
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	  cameraPos = cameraLook - goalV*50.0f;
	  float tmp = cameraPos[1];
	  cameraPos[1] = cameraPos[2]+400.0f;
	  cameraPos[2] = tmp;
	  tmp = cameraLook[1];
	  cameraLook[2] = cameraLook[1];
	  cameraLook[1] = tmp;
	}

	//define the camera position
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	if(draft)
		out << "#include \"sombrero2_lowres_POV_geom.inc\"" << std::endl;
	else {
		out << "#include \"Sheriff_animated_POV_geom.inc\"" << std::endl;
		out << "#include \"Cowbow_animated_POV_geom.inc\"" << std::endl;
		out << "#include \"sombrero2_highres_POV_geom.inc\"" << std::endl;
		out << "#include \"sombrero3_highres_POV_geom.inc\"" << std::endl;
	}
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	out << "#include \"transforms.inc\"" << std::endl;

	out << "camera { location <" << cameraPos[0] << "," << cameraPos[1] << "," << cameraPos[2] << "> look_at <" << cameraLook[0] << "," << cameraLook[1] << "," << cameraLook[2] <<"> ";
 	if(highlightAgent) {
 	  out << "translate <" << translate[0] << "," << translate[1] << "," << translate[2] << "> " << std::endl;
 	  out << "rotate <" << angleX << "," << angleY << "," << angleZ << "> }" << std::endl;
 	}
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	out << "}" << std::endl;
	
	//set a sky sphere
	out << "sphere { <0, 0, 0>, 5000";
	out << "texture{ pigment { color rgb <1, 1, 1>}	finish { ambient 1 diffuse 0 } } }" << std::endl;
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	//put some lights
// 	out << "light_source { <-800, 800, -800> color rgb 0.25 }"<< std::endl;
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	//set a high quality rendering
	out << "global_settings {" << std::endl;
	out << "radiosity {" << std::endl;
	out << "pretrace_start 0.08 pretrace_end 0.04" << std::endl;
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	if(draft)
		out << "count 10 nearest_count 10 error_bound 0.25 recursion_limit 1 low_error_factor 0.2 gray_threshold 0.0 minimum_reuse 0.015 brightness 1.4 adc_bailout 0.01/2 normal off media off} max_trace_level 5}" << std::endl;
	else
		out << "count 300 nearest_count 10 error_bound 0.10 recursion_limit 1 low_error_factor 0.2 gray_threshold 0.0 minimum_reuse 0.015 brightness 1.4 adc_bailout 0.01/2 normal off media off} max_trace_level 60}" << std::endl;

	if(draft)
		for(unsigned int i = 0; i< sim.agents_.size() ; ++i) {
			VEC3 pBase(sim.agents_[i]->getPosition());
			VEC3 posR(pBase);

			VEC3 dir = sim.agents_[i]->velocity_;
			dir.normalize();
			dir *= 5.0f;
			out << "cylinder {" << std::endl;
			out << "<0,0,0>, <" << dir[0] << "," << dir[1] << "," << dir[2] << ">,0.05" << std::endl;
			out << "translate <" << posR[0] << "," << posR[1] << "," << posR[2]+1+4*0.0638297872 << "> " << std::endl;
			out << "rotate <" << angleX-90 << "," << angleY << "," << angleZ << "> " << std::endl;

			out << "texture{ pigment{ color rgb<0.5,0.5,1.0>} finish { ambient rgb 0.1 brilliance 0.5 } }" << std::endl;
			out << "}" << std::endl;
		}
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	for(unsigned int i = 0; i< sim.agents_.size() ; ++i) {
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			int typeOfAgent=0;
			if(draft) {
				typeOfAgent=2;
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				out << "object {" << " sombrero2_lowres_ " << std::endl;
				out << "scale 0.0638297872" << std::endl;
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			}
			else {
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				if(i==0) {
					typeOfAgent=3;
					out << "object {" << " Sheriff_animated_ " << std::endl;
					out << "scale 0.165745856" << std::endl;
				}
				else if(i%7==0) {
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					typeOfAgent=2;
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					out << "object {" << " Cowbow_animated_ " << std::endl;
					out << "scale 0.170454545" << std::endl;
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				}
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				else if(i%7<5) {
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					typeOfAgent=1;
					out << "object {" << " sombrero2_highres_ " << std::endl;
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					out << "scale 0.127659574" << std::endl;
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				}
				else {
					typeOfAgent=0;
					out << "object {" << " sombrero3_highres_ " << std::endl;
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					out << "scale 0.132743363" << std::endl;
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				}
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			}
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			VEC3 pBase(sim.agents_[i]->getPosition());
			VEC3 posR(pBase);

//			VEC3 dir = sim.agents_[i]->velocity_;
			VEC3 dir = sim.agents_[i]->meanSpeed_;
			dir.normalize();
			VEC3 base(0,-1,0);
			VEC3 axisRot = base^dir;
			int sign = axisRot[2] > 0 ? 1 : -1;

			//57,2957795 : conversion from radian to degree
			float myRot =  acos(-dir[1])*57.2957795f;


			out << "rotate <0,0," << sign*myRot << ">"<< std::endl;
			out << "rotate <" << angleX-90 << "," << angleY << "," << angleZ << "> " << std::endl;
//			out << "translate <" << posR[0] << "," << posR[1] << "," << posR[2]+1+typeOfAgent*4*0.0638297872 << "> " << std::endl;
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			out << "translate <" << posR[0] << "," << posR[2] << "," << posR[1] << "> " << std::endl;
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 			out << "translate <" << translate[0] << "," << translate[1] << "," << translate[2] << ">" << std::endl;
		out << "}" << std::endl;
	}

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	if(!draft) {
		if(highlightAgent) {
		  //find the cells to highlight
		  DartMarkerStore highlight(map);
		  Agent * ag = sim.agents_[highlightAgentNo];
		  for(Dart d=map.begin();d!=map.end();map.next(d)) {
			if(!highlight.isMarked(d)) {
			  PFP::AGENTS listAgentInCell  = sim.envMap_.agentvect[d];
			  if(std::find(listAgentInCell.begin(), listAgentInCell.end(), ag)!=listAgentInCell.end()) {
				  highlight.markOrbit(FACE_ORBIT,d);
			  }
			}
		  }

		  SelectorMarked sm(highlight);
		  SelectorUnmarked sum(highlight);
		  Algo::ExportPov::exportMeshPlain<PFP>(out,map,position,"facesHighlighted",sm);
		  Algo::ExportPov::exportMeshPlain<PFP>(out,map,position,"myMesh",sum);
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		  out << "object {facesHighlighted" << std::endl;
		  out << "rotate <" << angleX << "," << angleY << "," << angleZ << "> " << std::endl;
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		  out << "translate <" << translate[0] << "," << translate[1] << "," << translate[2] << ">" << std::endl;
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		  out << "texture{ pigment{ color rgb<0.4667,0.709,0.996>} finish { ambient rgb 0.35 brilliance 0.5 } } }" << std::endl;
		}
		else {
		  Algo::ExportPov::exportMeshPlain<PFP>(out,map,position,"myMesh",good);
		}
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		if(wireDisplay) {
			Algo::ExportPov::exportMeshWire<PFP>(out,map,position,"myMeshWire",good);
			out << "object {myMeshWire" << std::endl;
			out << "rotate <" << angleX << "," << angleY << "," << angleZ << "> " << std::endl;
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			out << "translate <" << translate[0] << "," << translate[1] << "," << translate[2] << ">" << std::endl;
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			out << "texture{ pigment{ color rgb<0,0,0>} } }" << std::endl;
		}

		out << "object {myMesh" << std::endl;
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		out << "rotate <" << angleX << "," << angleY << "," << angleZ << "> " << std::endl;
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		out << "translate <" << translate[0] << "," << translate[1] << "," << translate[2] << ">" << std::endl;
		out << "texture{ pigment{ color rgb 0.7} finish { ambient rgb 0.3 brilliance 0.5 } } }" << std::endl;
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	}
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//  	out << "texture{ pigment{ color rgb<1.0,1.0,1>} finish { ambient rgb 0.05 brilliance 0.5 } } }" << std::endl;

	out.close();
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	return true;
}
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void SocialAgents::cb_keyPress(int keycode)
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{
	switch (keycode)
	{
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		case 'a': {
			if(timer->isActive())
				timer->stop();
			else
				timer->start();
			dock.check_timer->setChecked(timer->isActive());
			break;
		}
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		case 'c': {
			sim.envMap_.map.check();
			break;
		}
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		case 'e' : {
//			std::cout << "exporting obstacle to file myScene.obst" << std::endl;
//			std::string filename("myScene.obst");
//			CGoGN::ExportScene::exportSceneToFile<PFP>(sim.envMap_.map,sim.envMap_.position,sim.envMap_.closeMark,filename);
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			std::string filename2("myAgents.pos");
			sim.exportAgents(filename2);
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			break;
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		}
		case 'f': {
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			displayFps = !displayFps;
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			break;
		}
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		case 'p': {
			std::cout << sim.globalTime_ << std::endl;
			break;
		}
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		case 'r' : {
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 			exportScenePov(sim.envMap_.map,sim.envMap_.position,"planSerre/exportSceneOle0000.pov",VEC3(10,3,10),VEC3(0,0,0),VEC3(1.0f,0,0),0,0,0);
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//			exportScenePov(sim.envMap_.map,sim.envMap_.position,"exportScene0002.pov",VEC3(43,762,1565),VEC3(0,762,0),VEC3(1.0f,0,0),0,0,0);
// 			exportScenePov(sim.envMap_.map,sim.envMap_.position,"exportScene0002.pov",VEC3(43,762,65),VEC3(0,762,0),VEC3(1.0f,0,0),0,0,0);
			break;
		}
		case 's': {
			animate();
			break;
		}
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		case '5': {
			FILE *fp;
			int state = GL2PS_OVERFLOW, buffsize = 0;

		    fp = fopen("out.svg", "wb");
		    printf("Writing 'out.eps'... ");
		    while(state == GL2PS_OVERFLOW){
		      buffsize += 1024*1024;
		      gl2psBeginPage("test", "gl2psTestSimple", NULL, GL2PS_SVG, GL2PS_SIMPLE_SORT,
		                     GL2PS_USE_CURRENT_VIEWPORT,
		                     GL_RGBA, 0, NULL, 0, 0, 0, buffsize, fp, "out.svg");
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		      updateGL();
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		      state = gl2psEndPage();
		    }
		    fclose(fp);
		    printf("Done!\n");
		    break;
		}
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		case '9': {
			render_anim = !render_anim;
			break;
		}
	}

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	updateGL() ;
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}

/**********************************************************************************************
 *                                      MAIN FUNCTION                                         *
 **********************************************************************************************/

int main(int argc, char** argv)
{
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	QApplication app(argc, argv) ;

	SocialAgents sa ;
	sa.setGeometry(0, 0, 1200, 800) ;
	sa.initGUI() ;
 	sa.show() ;

//	if(argc == 2)
//	{
//		GLint t1 = glutGet(GLUT_ELAPSED_TIME);
//		for(unsigned int i = 0; i < 300; ++i)
//			sa->animate();
//		GLint t2 = glutGet(GLUT_ELAPSED_TIME);
//		GLfloat seconds = (t2 - t1) / 1000.0f;
//		std::cout << "animation : "<< seconds << "sec" << std::endl;
//	}

	return app.exec() ;
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}