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add holes to API
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@ -48,6 +48,7 @@ void MainLoop(const double zoom);
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void Draw(const double zoom);
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void Draw(const double zoom);
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void DrawMap(const double zoom);
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void DrawMap(const double zoom);
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void ConstrainedColor(bool constrain);
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void ConstrainedColor(bool constrain);
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vector<Point*> CreateHeadHole();
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float rotate_y = 0,
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float rotate_y = 0,
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rotate_z = 0;
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rotate_z = 0;
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@ -129,6 +130,12 @@ int main(int argc, char* argv[])
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// Perform triangulation
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// Perform triangulation
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double init_time = glfwGetTime();
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double init_time = glfwGetTime();
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CDT * cdt = new CDT(points);
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CDT * cdt = new CDT(points);
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string s = argv[1];
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if(s.rfind("dude.dat", 0) != string::npos) {
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cout << "Dude!" << endl;
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}
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cdt->Triangulate();
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cdt->Triangulate();
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double dt = glfwGetTime() - init_time;
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double dt = glfwGetTime() - init_time;
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cout << "Elapsed time (secs) = " << dt << endl;
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cout << "Elapsed time (secs) = " << dt << endl;
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@ -294,3 +301,21 @@ void ConstrainedColor(bool constrain)
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glColor3f(1, 0, 0);
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glColor3f(1, 0, 0);
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}
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}
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}
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}
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vector<Point*> CreateHeadHole() {
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vector<Point*> head_hole;
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head_hole.push_back(new Point(325, 437));
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head_hole.push_back(new Point(320, 423));
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head_hole.push_back(new Point(329, 413));
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head_hole.push_back(new Point(332, 423));
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return head_hole;
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/*
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val chestHole = Array(Point(320.72342f,480f), Point(338.90617f,465.96863f),
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Point(347.99754f,480.61584f), Point(329.8148f,510.41534f),
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Point(339.91632f,480.11077f), Point(334.86556f,478.09046f))
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*/
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}
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