add vcglib
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_HEDGE_
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#define __VCG_HEDGE_
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#include <vector>
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#include <string>
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#include <vcg/complex/all_types.h>
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#include <vcg/container/derivation_chain.h>
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#include "hedge_component.h"
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namespace vcg {
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/*------------------------------------------------------------------*/
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/*
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The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
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These typenames must be known form all the derived classes.
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*/
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template <class UserTypes>
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class HEdgeTypeHolder: public UserTypes{
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public:
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template < class LeftV>
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void ImportData(const LeftV & /* left */ ) { }
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static void Name(std::vector<std::string> & /*name*/){}
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};
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/* The base class form which we start to add our components.
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it has the empty definition for all the standard members (coords, color flags)
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Note:
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in order to avoid both virtual classes and ambiguous definitions all
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the subsequent overrides must be done in a sequence of derivation.
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In other words we cannot derive and add in a single derivation step
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(with multiple ancestor), both the real (non-empty) normal and color but
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we have to build the type a step a time (deriving from a single ancestor at a time).
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*/
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template <class UserTypes>
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class HEdgeBase: public
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hedge::EmptyHEdgeData<
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hedge::EmptyBitFlags<
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HEdgeTypeHolder < UserTypes> > > {
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};
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/* The Real Big Edge class;
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The class __VertexArityMax__ is the one that is the Last to be derived,
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and therefore is the only one to know the real members
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(after the many overrides) so all the functions with common behaviour
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using the members defined in the various Empty/nonEmpty component classes
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MUST be defined here.
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I.e. IsD() that uses the overridden Flags() member must be defined here.
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*/
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template <class UserTypes,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G, template <typename> class H,
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template <typename> class I, template <typename> class J,
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template <typename> class K>
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class HEdgeArityMax: public K<Arity10<HEdgeBase<UserTypes>, A, B, C, D, E, F, G, H, I, J> > {
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// ----- Flags stuff -----
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public:
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enum {
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DELETED = 0x0001, // This bit indicate that the edge is deleted from the mesh
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NOTREAD = 0x0002, // This bit indicate that the edge of the mesh is not readable
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NOTWRITE = 0x0004, // This bit indicate that the edge is not modifiable
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MODIFIED = 0x0008, // This bit indicate that the edge is modified
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VISITED = 0x0010, // This bit can be used to mark the visited edge
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SELECTED = 0x0020, // This bit can be used to select
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BORDER = 0x0100, // Border Flag
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USER0 = 0x0200 // First user bit
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};
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bool IsD() const {return (this->Flags() & DELETED) != 0;} /// checks if the vertex is deleted
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bool IsR() const {return (this->Flags() & NOTREAD) == 0;} /// checks if the vertex is readable
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bool IsW() const {return (this->Flags() & NOTWRITE)== 0;}/// checks if the vertex is modifiable
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bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;}/// This funcion checks whether the vertex is both readable and modifiable
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bool IsS() const {return (this->Flags() & SELECTED) != 0;}/// checks if the vertex is Selected
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bool IsB() const {return (this->Flags() & BORDER) != 0;}/// checks if the vertex is a border one
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bool IsV() const {return (this->Flags() & VISITED) != 0;}/// checks if the vertex Has been visited
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/** Set the flag value
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@param flagp Valore da inserire nel flagsimplex
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*/
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void SetFlags(int flagp) {this->Flags()=flagp;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void ClearFlags() {this->Flags()=0;}
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void SetD() {this->Flags() |=DELETED;}/// deletes the edge from the mesh
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void ClearD() {this->Flags() &=(~DELETED);}/// un-delete a edge
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void SetR() {this->Flags() &=(~NOTREAD);}/// marks the edge as readable
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void ClearR() {this->Flags() |=NOTREAD;}/// marks the edge as not readable
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void ClearW() {this->Flags() |=NOTWRITE;}/// marks the edge as writable
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void SetW() {this->Flags() &=(~NOTWRITE);}/// marks the edge as not writable
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void SetS() {this->Flags() |=SELECTED;}/// select the edge
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void ClearS() {this->Flags() &= ~SELECTED;}/// Un-select a edge
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void SetB() {this->Flags() |=BORDER;}
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void ClearB() {this->Flags() &=~BORDER;}
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void SetV() {this->Flags() |=VISITED;}
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void ClearV() {this->Flags() &=~VISITED;}
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/// Return the first bit that is not still used
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static int &FirstUnusedBitFlag()
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{
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static int b =USER0;
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return b;
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}
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/// Allocate a bit among the flags that can be used by user. It updates the FirstUnusedBitFlag.
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static inline int NewBitFlag()
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{
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int bitForTheUser = FirstUnusedBitFlag();
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FirstUnusedBitFlag()=FirstUnusedBitFlag()<<1;
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return bitForTheUser;
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}
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/// De-allocate a pre allocated bit. It updates the FirstUnusedBitFlag.
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// Note you must deallocate bit in the inverse order of the allocation (as in a stack)
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static inline bool DeleteBitFlag(int bitval)
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{
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if(FirstUnusedBitFlag()>>1==bitval) {
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FirstUnusedBitFlag() = FirstUnusedBitFlag()>>1;
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return true;
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}
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assert(0);
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return false;
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}
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/// This function checks if the given user bit is true
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bool IsUserBit(int userBit){return (this->Flags() & userBit) != 0;}
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/// This function set the given user bit
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void SetUserBit(int userBit){this->Flags() |=userBit;}
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/// This function clear the given user bit
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void ClearUserBit(int userBit){this->Flags() &= (~userBit);}
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template<class BoxType>
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void GetBBox( BoxType & bb ) const {
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bb.SetNull();
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bb.Add(this->cP(0));
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bb.Add(this->cP(1));
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}
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};
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/*
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These are the three main classes that are used by the library user to define its own edges.
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The user MUST specify the names of all the type involved in a generic complex.
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so for example when defining a vertex of a trimesh you must know the name of the type of the edge and of the face.
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Typical usage example:
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A vertex with coords, flags and normal for use in a standard trimesh:
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class VertexNf : public VertexSimp2< VertexNf, EdgeProto, FaceProto, vert::Coord3d, vert::Flag, vert::Normal3f > {};
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A vertex with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
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class TetraVertex : public VertexSimp3< TetraVertex, EdgeProto, FaceProto, TetraProto, vert::Coord3d, vert::Normal3f > {};
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A summary of the available vertex attributes (see component.h for more details):
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Coord3f, Coord3d,
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Normal3s, Normal3f, Normal3d
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Mark //a int component (incremental mark)
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BitFlags
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TexCoord2s, TexCoord2f, TexCoord2d
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Color4b
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Qualitys, Qualityf, Qualityd
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VFAdj //topology (vertex->face adjacency)
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*/
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template <class UserTypes,
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template <typename> class A = DefaultDeriver, template <typename> class B = DefaultDeriver,
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template <typename> class C = DefaultDeriver, template <typename> class D = DefaultDeriver,
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template <typename> class E = DefaultDeriver, template <typename> class F = DefaultDeriver,
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template <typename> class G = DefaultDeriver, template <typename> class H = DefaultDeriver,
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template <typename> class I = DefaultDeriver, template <typename> class J = DefaultDeriver,
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template <typename> class K = DefaultDeriver>
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class HEdge: public HEdgeArityMax<UserTypes, A, B, C, D, E, F, G, H, I, J, K> {
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public: typedef AllTypes::AHEdgeType IAm; typedef UserTypes TypesPool;};
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}// end namespace
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#endif
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