232 lines
4.9 KiB
C
232 lines
4.9 KiB
C
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)b_sphere.c 4.11 98/06/16 xlockmore";
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#endif
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/*-
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* BUBBLE3D (C) 1998 Richard W.M. Jones.
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* b_sphere.c: Create a list of vertices and triangles in a
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* normalized sphere, which is then later used as the basic shape
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* for all bubbles. This code is run once when the program starts
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* up.
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*/
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#include "bubble3d.h"
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/* The list of vertices created. */
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typedef glb_vertex vertex;
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static vertex *vertices = 0;
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static int nr_vertices = 0, nr_vertices_allocated = 0;
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/* The list of triangles created. */
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typedef glb_triangle triangle;
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static triangle *triangles = 0;
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static int nr_triangles = 0, nr_triangles_allocated = 0;
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/* Have we initialized the lists yet? */
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static int initialized = 0;
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#define EPSILON GLB_VERTICES_EPSILON
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/* Should be taken care of already... but just in case */
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#if !defined( __GNUC__ ) && !defined(__cplusplus) && !defined(c_plusplus)
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#undef inline
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#define inline /* */
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#endif
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static inline int
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close_enough(GLfloat * v1, GLfloat * v2)
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{
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return fabs((double) (v1[0] - v2[0])) <= EPSILON &&
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fabs((double) (v1[1] - v2[1])) <= EPSILON &&
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fabs((double) (v1[2] - v2[2])) <= EPSILON;
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}
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#define INCR(n) ((n == 0) ? (n = 1) : (n *= 2))
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#define INCR_ALLOCATION(a, n, t) (a = (t *) realloc (a, INCR (n) * sizeof (t)))
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static inline GLuint
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save_vertex(GLfloat * v)
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{
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int i;
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/* Inefficient, but we only do this a few times. Check to see if there's
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* an existing vertex which is `close enough' to this one.
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*/
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for (i = 0; i < nr_vertices; ++i)
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if (close_enough(v, vertices[i]))
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return i;
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if (nr_vertices_allocated <= nr_vertices) {
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if (vertices == 0) {
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vertices = (vertex *) malloc(INCR(nr_vertices_allocated) * sizeof (vertex));
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} else {
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INCR_ALLOCATION(vertices, nr_vertices_allocated, vertex);
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}
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}
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vertices[nr_vertices][0] = v[0];
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vertices[nr_vertices][1] = v[1];
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vertices[nr_vertices][2] = v[2];
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return nr_vertices++;
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}
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static inline GLuint
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save_triangle(GLuint v1, GLuint v2, GLuint v3)
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{
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if (nr_triangles_allocated <= nr_triangles) {
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if (triangles == 0) {
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triangles = (triangle *) malloc(INCR(nr_triangles_allocated) * sizeof (triangle));
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} else {
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INCR_ALLOCATION(triangles, nr_triangles_allocated, triangle);
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}
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}
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triangles[nr_triangles][0] = v1;
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triangles[nr_triangles][1] = v2;
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triangles[nr_triangles][2] = v3;
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return nr_triangles++;
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}
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static inline void
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normalize(GLfloat v[3])
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{
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GLfloat d = (GLfloat) sqrt((double) (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]));
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if (d != 0) {
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v[0] /= d;
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v[1] /= d;
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v[2] /= d;
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} else {
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v[0] = v[1] = v[2] = 0;
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}
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}
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static void
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subdivide(GLfloat * v1, GLuint vi1,
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GLfloat * v2, GLuint vi2,
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GLfloat * v3, GLuint vi3,
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int depth)
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{
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int i;
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if (depth == 0) {
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(void) save_triangle(vi1, vi2, vi3);
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} else {
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GLuint vi12, vi23, vi31;
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GLfloat v12[3], v23[3], v31[3];
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for (i = 0; i < 3; ++i) {
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v12[i] = v1[i] + v2[i];
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v23[i] = v2[i] + v3[i];
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v31[i] = v3[i] + v1[i];
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}
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normalize(v12);
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vi12 = save_vertex(v12);
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normalize(v23);
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vi23 = save_vertex(v23);
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normalize(v31);
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vi31 = save_vertex(v31);
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subdivide(v1, vi1, v12, vi12, v31, vi31, depth - 1);
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subdivide(v2, vi2, v23, vi23, v12, vi12, depth - 1);
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subdivide(v3, vi3, v31, vi31, v23, vi23, depth - 1);
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subdivide(v12, vi12, v23, vi23, v31, vi31, depth - 1);
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}
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}
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#define ICO_X 0.525731112119133606
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#define ICO_Z 0.850650808352039932
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static GLfloat vdata[12][3] =
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{
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{-ICO_X, 0, ICO_Z},
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{ICO_X, 0, ICO_Z},
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{-ICO_X, 0, -ICO_Z},
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{ICO_X, 0, -ICO_Z},
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{0, ICO_Z, ICO_X},
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{0, ICO_Z, -ICO_X},
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{0, -ICO_Z, ICO_X},
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{0, -ICO_Z, -ICO_X},
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{ICO_Z, ICO_X, 0},
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{-ICO_Z, ICO_X, 0},
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{ICO_Z, -ICO_X, 0},
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{-ICO_Z, -ICO_X, 0}
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};
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static GLuint tindices[20][3] =
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{
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{0, 4, 1},
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{0, 9, 4},
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{9, 5, 4},
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{4, 5, 8},
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{4, 8, 1},
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{8, 10, 1},
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{8, 3, 10},
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{5, 3, 8},
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{5, 2, 3},
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{2, 7, 3},
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{7, 10, 3},
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{7, 6, 10},
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{7, 11, 6},
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{11, 0, 6},
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{0, 1, 6},
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{6, 1, 10},
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{9, 0, 11},
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{9, 11, 2},
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{9, 2, 5},
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{7, 2, 11}
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};
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/* Public interface: Create the sphere. */
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void
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glb_sphere_init(void)
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{
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int i;
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if (initialized)
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return;
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for (i = 0; i < 20; ++i) {
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subdivide(vdata[tindices[i][0]], save_vertex(vdata[tindices[i][0]]),
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vdata[tindices[i][1]], save_vertex(vdata[tindices[i][1]]),
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vdata[tindices[i][2]], save_vertex(vdata[tindices[i][2]]),
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glb_config.subdivision_depth);
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}
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initialized = 1;
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}
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/* Return the vertices list. */
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glb_vertex *
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glb_sphere_get_vertices(int *nr_vertices_ptr)
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{
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glb_sphere_init();
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*nr_vertices_ptr = nr_vertices;
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return vertices;
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}
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/* Return the triangles list. */
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glb_triangle *
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glb_sphere_get_triangles(int *nr_triangles_ptr)
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{
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glb_sphere_init();
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*nr_triangles_ptr = nr_triangles;
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return triangles;
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}
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/* Free up memory. */
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#if 0
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void
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glb_sphere_end(void)
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{
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initialized = 0;
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free(vertices);
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free(triangles);
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vertices = 0;
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nr_vertices = nr_vertices_allocated = 0;
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triangles = 0;
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nr_triangles = nr_triangles_allocated = 0;
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}
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#endif
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