492 lines
9.5 KiB
C
492 lines
9.5 KiB
C
/** \file
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* Render a hidden wireframe version of an STL file.
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*
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*/
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// ./hiddenwire --no-hidden --prune 1 -v < nyc-50000.stl --camera 400,60,-600 --lookat 450,0,-800 --up 0,1,0 --fov 20 > test3.svg
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static int debug = 0;
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <stdarg.h>
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#include <unistd.h>
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#include <math.h>
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#include <err.h>
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#include <assert.h>
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#include <getopt.h>
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#include "v3.h"
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#include "tri.h"
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#include "camera.h"
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static const char usage[] =
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"Usage: hiddenwire [options] file.stl > file.svg\n"
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"\n"
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"Options:\n"
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" -h | -? | --help Help\n"
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" -v | --verbose Enable debugging output\n"
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" -c | --camera x,y,z Camera position\n"
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" -l | --lookat x,y,z Target\n"
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" -u | --up x,y,z Up vector\n"
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" -F | --fov deg Field-of-view angle\n"
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" -s | --scale s Scale factor\n"
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" -p | --prune s Prune lines shorter than s\n"
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" --no-backface Disable backface culling\n"
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" --no-coplanar Disable coplanar merging\n"
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" --no-hiddenwire Disable hidden wire frame removal\n"
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"\n";
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static const struct option long_options[] = {
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{ "help", 0, NULL, 'h' },
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{ "verbose", 0, NULL, 'v' },
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{ "no-backface", 0, NULL, 'B' },
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{ "no-coplanar", 0, NULL, 'C' },
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{ "no-hiddenwire", 0, NULL, 'H' },
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{ "camera", 1, NULL, 'c' },
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{ "lookat", 1, NULL, 'l' },
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{ "up", 1, NULL, 'u' },
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{ "scale", 1, NULL, 's' },
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{ "prune", 1, NULL, 'p' },
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{ "fov", 1, NULL, 'F' },
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{ NULL, 0, NULL, 0 },
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};
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#ifndef M_PI
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#define M_PI 3.1415926535897932384
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#endif
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typedef struct
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{
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char header[80];
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uint32_t num_triangles;
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} __attribute__((__packed__))
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stl_header_t;
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typedef struct
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{
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v3_t normal;
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v3_t p[3];
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uint16_t attr;
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} __attribute__((__packed__))
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stl_face_t;
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void
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svg_line(
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const char * color,
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const float * p1,
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const float * p2,
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float thick
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)
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{
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// invert the sense of y
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printf("<line x1=\"%fpx\" y1=\"%fpx\" x2=\"%fpx\" y2=\"%fpx\" stroke=\"%s\" stroke-width=\"%.1fpx\"/>\n",
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p1[0],
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-p1[1],
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p2[0],
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-p2[1],
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color,
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thick
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);
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}
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static inline int
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v2_eq(
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const float p0[],
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const float p1[],
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const float eps
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)
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{
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const float dx = p0[0] - p1[0];
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const float dy = p0[1] - p1[1];
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// are the points within epsilon of each other?
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if (-eps < dx && dx < eps
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&& -eps < dy && dy < eps)
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return 1;
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// nope, not equal
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return 0;
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}
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/*
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* Determine if a segment is part of a triangle edge
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*/
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int
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parallel(
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const v3_t * const p00,
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const v3_t * const p01,
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const v3_t * const p10,
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const v3_t * const p11
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)
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{
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//v3_t v = v3_sub(*p11, *p10);
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v3_t v0 = v3_sub(*p01, *p00);
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v3_t v1 = v3_sub(*p11, *p10);
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v3_t vx = v3_cross(v0, v1);
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float angle = v3_mag2(vx);
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// if the angle is far from zero, definitely not parallel
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if (angle < -EPS || EPS < angle)
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return 0;
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// they might be parallel, figure out if they are the same
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return 1;
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}
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int v3_parse(v3_t * out, const char * str)
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{
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int rc = sscanf(str, "%f,%f,%f",
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&out->p[0],
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&out->p[1],
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&out->p[2]
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);
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if (rc != 3)
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return -1;
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return 0;
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}
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int onscreen(
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const v3_t * const p,
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const float width,
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const float height
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)
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{
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if (p->p[0] < -width/2 || width/2 < p->p[0])
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return 0;
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/*
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if (p->p[1] < -height/2 || height/2 < p->p[1])
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return 0;
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*/
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return 1;
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}
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int main(
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int argc,
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char ** argv
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)
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{
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if (argc <= 1)
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{
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fprintf(stderr, "%s", usage);
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return EXIT_FAILURE;
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}
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int opt;
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int do_backface = 1;
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int do_coplanar = 1;
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int do_hidden = 1;
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v3_t eye = { { 100, 0, 0 } };
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v3_t lookat = { { 0, 0, 0 } };
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v3_t up = { { 0, 0, 1 } };
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float scale = 1;
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float fov = 45;
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float prune = 0.1;
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float width = 4096;
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float height = 2048;
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while((opt = getopt_long(argc, argv ,"h?vBCHc:l:s:u:p:F:", long_options, NULL)) != -1)
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{
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switch(opt)
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{
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case 'h' : case '?':
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printf("%s", usage);
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return EXIT_SUCCESS;
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default:
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fprintf(stderr, "%s", usage);
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return EXIT_FAILURE;
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case 'v': debug++; break;
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case 'B': do_backface = 0; break;
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case 'C': do_coplanar = 0; break;
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case 'H': do_hidden = 0; break;
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case 'p': prune = atof(optarg); break;
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case 's': scale = atof(optarg); break;
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case 'F': fov = atof(optarg); break;
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case 'c':
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if (v3_parse(&eye, optarg) < 0)
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return EXIT_FAILURE;
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break;
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case 'l':
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if (v3_parse(&lookat, optarg) < 0)
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return EXIT_FAILURE;
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break;
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case 'u':
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if (v3_parse(&up, optarg) < 0)
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return EXIT_FAILURE;
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break;
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}
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}
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// todo: sanity check fov, scale, etc
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const size_t max_len = 32 << 20;
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uint8_t * const buf = calloc(max_len, 1);
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size_t offset = 0;
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while(1)
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{
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ssize_t rc = read(0, buf+offset, max_len - offset);
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if (rc == -1)
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return EXIT_FAILURE;
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if (rc == 0)
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break;
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offset += rc;
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}
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const stl_header_t * const hdr = (const void*) buf;
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const stl_face_t * const stl_faces = (const void*)(hdr+1);
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const int num_triangles = hdr->num_triangles;
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float coplanar_eps = 0.001;
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if(debug)
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{
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fprintf(stderr, "header: '%s'\n", hdr->header);
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fprintf(stderr, "num: %d\n", num_triangles);
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}
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(void) scale;
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const camera_t * const cam = camera_new(eye, lookat, up, fov);
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printf("<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"%.0fpx\" height=\"%.0fpx\" viewbox=\"0 0 %.0f %.0f\">\n", width, height, width, height);
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float off_x = width/2;
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float off_y = height/2;
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printf("<g transform=\"translate(%f %f)\">\n", off_x, off_y);
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int rejected = 0;
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tri_t * zlist = NULL;
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seg_t * slist = NULL;
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seg_t * slist_visible = NULL;
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int retained = 0;
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int backface = 0;
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int small_area = 0;
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int behind = 0;
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int offscreen = 0;
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// transform the stl by the camera projection and generate
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// a z-sorted list of triangles
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for (int i = 0 ; i < num_triangles ; i++)
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{
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const stl_face_t * const stl = &stl_faces[i];
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v3_t s[3];
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for(int j = 0 ; j < 3 ; j++)
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{
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// if any points are behind us, reject
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// this one
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if (!camera_project(cam, &stl->p[j], &s[j]))
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{
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behind++;
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goto reject_early;
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}
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// scale to the image size
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s[j].p[0] *= width;
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s[j].p[1] *= width;
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s[j].p[2] *= width;
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}
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if(debug >= 2)
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for(int j = 0 ; j < 3 ; j++)
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{
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fprintf(stderr, "%+8.1f %+8.1f %+8.1f -> %+8.1f %+8.1f %+8.1f\n",
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stl->p[j].p[0],
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stl->p[j].p[1],
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stl->p[j].p[2],
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s[j].p[0],
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s[j].p[1],
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s[j].p[2]
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);
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}
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tri_t * const tri = tri_new(s, stl->p);
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// reject this face if any of the vertices are behind us
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if (tri->min[2] < 0)
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{
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behind++;
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goto reject;
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}
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// do a back-face cull to determine if this triangle
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// is not facing us. we have to determine the orientation
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// from the winding of the new projection
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if (do_backface && tri->normal.p[2] <= 0)
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{
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backface++;
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goto reject;
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}
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// if it has any off-screen coords, reject it
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if (!onscreen(&tri->p[0], width, height)
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|| !onscreen(&tri->p[1], width, height)
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|| !onscreen(&tri->p[2], width, height))
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{
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tri_print(tri);
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offscreen++;
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goto reject;
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}
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// prune the small triangles in the screen space
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if (tri_area_2d(tri) < prune)
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{
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small_area++;
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goto reject;
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}
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const float a = v3_dist_2d(&tri->p[0], &tri->p[1]);
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const float b = v3_dist_2d(&tri->p[1], &tri->p[2]);
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const float c = v3_dist_2d(&tri->p[2], &tri->p[0]);
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if( a < prune || b < prune || c < prune)
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{
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small_area++;
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goto reject;
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}
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// it passes the first tests, so insert the triangle
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// into the list and the three line segments
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tri_insert(&zlist, tri);
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retained++;
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continue;
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reject:
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tri_delete(tri);
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reject_early:
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continue;
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}
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if (debug)
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fprintf(stderr, "Retained %d triangles, rejected %d behind, %d offscreen, %d backface, %d small\n", retained, behind, offscreen, backface, small_area);
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// drop any triangles that are totally occluded by another
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// triangle. this reduces the amount of work for later
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rejected = 0;
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for(tri_t * t = zlist ; t ; t = t->next)
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{
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tri_t * t2_next;
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for(tri_t * t2 = zlist ; t2 ; t2 = t2_next)
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{
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t2_next = t2->next;
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if (t == t2)
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continue;
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if (!tri_behind(t, t2))
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continue;
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// t2 is occluded by t, remove it from the list
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rejected++;
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tri_delete(t2);
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}
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}
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if (debug)
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fprintf(stderr, "Rejected %d fully occluded triangles\n", rejected);
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// generate a list of segments, dropping any coplanar ones
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rejected = 0;
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for(tri_t * t = zlist ; t ; t = t->next)
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{
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unsigned matches = 0;
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if(do_coplanar)
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for(tri_t * t2 = zlist ; t2 ; t2 = t2->next)
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{
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if (t == t2)
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continue;
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const int edge = tri_coplanar(t, t2, coplanar_eps);
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if (edge < 0)
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continue;
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matches |= 1 << edge;
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}
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for(int j = 0 ; j < 3 ; j++)
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{
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// drop any that are coplanar
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if (matches & (1 << j))
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{
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rejected++;
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continue;
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}
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seg_t * s = seg_new(t->p[j], t->p[(j+1) % 3]);
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s->next = slist;
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slist = s;
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}
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}
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if (debug)
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fprintf(stderr, "Rejected %d coplanar segments\n", rejected);
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// we now have a z-sorted list of triangles
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rejected = 0;
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// compute how many we actuall have remaining
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int remaining = 0;
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if (debug)
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{
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for(seg_t * s = slist ; s ; s = s->next)
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remaining++;
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fprintf(stderr, "%d segments remain to process\n", remaining);
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}
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if(do_hidden)
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{
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// work on each segment, intersecting it with all of the triangles
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int processed = 0;
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while(slist)
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{
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if (debug && ++processed % 1 == 0)
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fprintf(stderr, "Hidden %d\n", processed);
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seg_t * s = slist;
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slist = s->next;
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tri_seg_intersect(zlist, s, &slist_visible);
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}
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} else {
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// don't do any intersection tests
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slist_visible = slist;
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slist = NULL;
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}
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// display all of the visible segments
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for(seg_t * s = slist_visible ; s ; s = s->next)
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{
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svg_line("#FF0000", s->p[0].p, s->p[1].p, 1);
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}
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printf("</g>\n");
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printf("</svg>\n");
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return 0;
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}
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