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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 397.5K   10.7K   137  
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
//********************************************
// Edge3d.h
// class CEdge3d
//********************************************
// An edge :
// + Two vertex ref
// + Two neighbors ref
// + A flag
//********************************************
// alliez@usc.edu
// Created : 15/12/97
// Modified : 18/02/98
//********************************************

#ifndef _EDGE_3D_
#define _EDGE_3D_

#include "Object3d.h"

class CVertex3d;
class CFace3d;

class CEdge3d : public CObject3d
{

private :

	// Geometry
	CVertex3d *m_pVertex1;
	CVertex3d *m_pVertex2;

	CFace3d *m_pFace1;
	CFace3d *m_pFace2;

	// Flag
	char m_Flag;

public :

	CEdge3d();
	virtual ~CEdge3d() {}
	
	// Constructors
	CEdge3d(CVertex3d *pVertex1,CVertex3d *pVertex2);
	CEdge3d(CVertex3d *pVertex1,CVertex3d *pVertex2,CFace3d *pFace1,CFace3d *pFace2);
	CEdge3d(CEdge3d *pEdge);

	// Data setting
	virtual int GetType();

	// Copy Edge
	void Set(CEdge3d *pEdge);

	// Vertices
	void Set(CVertex3d *pVertex1,CVertex3d *pVertex2);
	void v1(CVertex3d *pVertex) { m_pVertex1 = pVertex; }
	void v2(CVertex3d *pVertex) { m_pVertex2 = pVertex; }

	void v(int index,CVertex3d *pVertex)
	{
		if(index == 0)
			m_pVertex1 = pVertex;
		else
			m_pVertex2 = pVertex;
	}

	// Faces
	void Set(CFace3d *pFace1,CFace3d *pFace2);
	void f1(CFace3d *pFace) { m_pFace1 = pFace; }
	void f2(CFace3d *pFace) { m_pFace2 = pFace; }
	void f(int index,CFace3d *pFace)
	{
		if(index == 0)
			m_pFace1 = pFace;
		else
			m_pFace2 = pFace;
	}

	// Vertices
	CVertex3d *v1(void) { return m_pVertex1; }
	CVertex3d *v2(void) { return m_pVertex2; }
	CVertex3d *v(int index) { return ((index == 0) ? m_pVertex1 : m_pVertex2); }
	CVertex3d *GetVertexDiff(CVertex3d *pVertexDiff);

	// Faces
	CFace3d *f1(void) { return m_pFace1; }
	CFace3d *f2(void) { return m_pFace2; }
	CFace3d *f(int index) { return ((index == 0) ? m_pFace1 : m_pFace2); }

	// Flag
	void SetFlag(char flag) { m_Flag = flag; }
	char GetFlag() { return m_Flag; }

	// Processing
	int Equal(CEdge3d *pEdge);
	int sharp(float threshold); // threshold : sin(angle)

	// OpenGL
	void glDrawHighlight(unsigned char *color);
	void glDrawHighlight(unsigned char *color,unsigned char *ColorNeighbor);

};

#endif // _EDGE_3D_

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