feat: hard face normals per vertex
This commit is contained in:
@@ -5,6 +5,8 @@
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#include <memory>
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#include <oneapi/tbb/task_group.h>
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#include <stdexcept>
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#include <string>
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#include <CGAL/Polygon_mesh_processing/orientation.h>
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#include "icecream.hpp"
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using namespace enzo;
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@@ -43,6 +45,8 @@ enzo::geo::HeMesh geo::Geometry::computeHalfEdgeMesh()
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createdPoints.push_back(point);
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}
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CGAL::Polygon_mesh_processing::orient(heMesh);
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// iterate through each prim
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for(int primIndx=0; primIndx<vertexCounts.size(); ++primIndx)
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{
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@@ -59,7 +63,29 @@ enzo::geo::HeMesh geo::Geometry::computeHalfEdgeMesh()
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++vertexIndex;
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}
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heMesh.add_face(facePoints);
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// debug
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std::cout << "Primitive " << primIndx << " has " << vertexCount << " vertices: ";
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for (auto& v : facePoints)
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{
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auto pt = heMesh.point(v);
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std::cout << "(" << pt.x() << ", " << pt.y() << ", " << pt.z() << ") ";
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}
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std::cout << std::endl;
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std::cout << "Point indices: ";
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for (int i = 0; i < vertexCount; ++i) {
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int pointIndex = vertexPointIndices.at(vertexIndex - vertexCount + i);
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std::cout << pointIndex << " ";
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}
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std::cout << std::endl;
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// debug
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auto face = heMesh.add_face(facePoints);
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if (face != HeMesh::null_face()) {
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// validFaceIndices.push_back(enzo::geo::F_index(primIndx));
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} else {
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// throw std::runtime_error("Warning: Face creation failed at primitive " + std::to_string(primIndx));
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}
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}
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@@ -86,25 +86,52 @@ void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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std::vector<int> vertexCounts = vertexCountHandle.getAllValues();
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unsigned int vertexCount = 0;
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unsigned int primStartVert = 0;
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for (int primIndx=0; primIndx<vertexCounts.size(); ++primIndx)
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{
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for(int i=0; i< vertexCounts[primIndx]; ++i)
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auto faceIndex = primIndx;
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int faceVertCnt = vertexCounts[primIndx];
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enzo::bt::Vector3 n;
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// compute normal
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if(faceVertCnt>=3)
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{
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const unsigned v0 = primStartVert;
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const unsigned v1 = primStartVert + 1;
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const unsigned v2 = primStartVert + 2;
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const enzo::bt::Vector3 pos1 = pointPositions[vertexPointIndices[v0]];
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const enzo::bt::Vector3 pos2 = pointPositions[vertexPointIndices[v1]];
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const enzo::bt::Vector3 pos3 = pointPositions[vertexPointIndices[v2]];
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const enzo::bt::Vector3 tang1 = (pos2-pos1).normalized();
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const enzo::bt::Vector3 tang2 = (pos3-pos1).normalized();
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n = tang1.cross(tang2);
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}
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for(int i=0; i< faceVertCnt; ++i)
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{
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unsigned int pointIndex = vertexPointIndices[vertexCount];
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enzo::bt::Vector3& p = pointPositions[pointIndex];
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IC(vertexCount, pointIndex);
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IC(p.x(), p.y(), p.z());
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vertices.push_back({
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{ p.x(),
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p.y(),
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p.z()},
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{ p.x(),
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p.y(),
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p.z()}
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{ n.x(),
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n.y(),
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n.z()}
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});
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++vertexCount;
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}
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primStartVert+=faceVertCnt;
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}
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@@ -126,7 +153,7 @@ void GLMesh::setIndexBuffer(std::vector<int> pointIndices, std::vector<int> prim
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int primVertexCount = primVertexCounts[primNum];
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for(size_t i=0; i<primVertexCount-1; ++i)
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for(size_t i=1; i<primVertexCount-1; ++i)
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{
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indexData.push_back(startVert);
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indexData.push_back(startVert+i);
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@@ -85,22 +85,26 @@ void ViewportGLWidget::initializeGL()
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#version 330 core
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in vec3 Normal;
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out vec4 color;
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out vec4 FragColor;
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float remap(float value, float inMin, float inMax, float outMin, float outMax)
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{
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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vec3 remap(vec3 value, vec3 inMin, vec3 inMax, vec3 outMin, vec3 outMax)
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{
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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void main()
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{
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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vec3 lightDir = normalize(vec3(1.0,1.0,1.0));
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float brightness = remap(dot(Normal, lightDir), -1, 1, 0.5, 1);
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color = vec4(vec3(brightness), 1.0f);
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color = vec4(Normal, 1.0f);
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vec4 Color = vec4(remap(Normal, vec3(-1), vec3(1), vec3(0), vec3(1)), 1.0f);
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FragColor = Color;
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}
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)";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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@@ -25,17 +25,31 @@ void GOP_house::cookOp(enzo::op::Context context)
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ga::AttributeHandleVector3 PAttrHandle(PAttr);
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int startPt = PAttrHandle.getSize();
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std::vector<bt::Vector3> pts = {
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{-1,-1,-1},{1,-1,-1},{1,-1,1},{-1,-1,1},
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{-1,1,-1},{1,1,-1},{1,1,1},{-1,1,1},
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{0,2,-1},{0,2,1}
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{-1,-1,-1},
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{1,-1,-1},
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{1,-1,1},
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{-1,-1,1},
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{-1,1,-1},
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{1,1,-1},
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{1,1,1},
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{-1,1,1},
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{0,2,-1},
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{0,2,1}
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};
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for (auto& p : pts) PAttrHandle.addValue(p);
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auto pointAttr = geo.getAttribByName(ga::AttrOwner::VERTEX, "point");
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ga::AttributeHandleInt pointAttrHandle(pointAttr);
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std::vector<std::vector<int>> faces = {
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{3,2,6,9,7},{0,1,5,8,4},{0,3,7,4},{1,2,6,5},
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{0,1,2,3},{4,7,9},{4,9,8},{5,6,9},{5,9,8}
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{7,9,6,2,3},
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{4,8,5,1,0},
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{4,7,3,0},
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{5,6,2,1},
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{0,1,2,3},
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{9,7,4},
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{8,9,4},
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{9,6,5},
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{8,5,9}
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};
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for (auto& f : faces) for (int i : f) pointAttrHandle.addValue(startPt + i);
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@@ -1,6 +1,8 @@
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#include "OpDefs/GopTransform.hpp"
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#include "Engine/Operator/AttributeHandle.h"
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#include "Engine/Parameter/Template.h"
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#include <Eigen/src/Core/Matrix.h>
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#include <Eigen/src/Geometry/AngleAxis.h>
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GopTransform::GopTransform(enzo::nt::NetworkManager* network, enzo::op::OpInfo opInfo)
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: GeometryOpDef(network, opInfo)
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@@ -26,6 +28,10 @@ void GopTransform::cookOp(enzo::op::Context context)
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for(int i=0; i<PAttrHandle.getAllValues().size(); ++i)
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{
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enzo::bt::Vector3 vector = PAttrHandle.getValue(i);
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Eigen::AngleAxisd rotationX(context.evalFloatParm("rotateX"), Eigen::Vector3d(1,0,0));
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Eigen::AngleAxisd rotationY(context.evalFloatParm("rotateY"), Eigen::Vector3d(0,1,0));
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Eigen::AngleAxisd rotationZ(context.evalFloatParm("rotateZ"), Eigen::Vector3d(0,0,1));
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vector = (rotationX*rotationY*rotationZ)*vector;
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vector.x()+=context.evalFloatParm("translateX");
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vector.y()+=context.evalFloatParm("translateY");
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vector.z()+=context.evalFloatParm("translateZ");
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@@ -46,6 +52,9 @@ enzo::prm::Template GopTransform::parameterList[] =
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enzo::prm::Template(enzo::prm::Type::FLOAT, "translateX", 0),
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enzo::prm::Template(enzo::prm::Type::FLOAT, "translateY", 0),
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enzo::prm::Template(enzo::prm::Type::FLOAT, "translateZ", 0),
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enzo::prm::Template(enzo::prm::Type::FLOAT, "rotateX", 0),
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enzo::prm::Template(enzo::prm::Type::FLOAT, "rotateY", 0),
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enzo::prm::Template(enzo::prm::Type::FLOAT, "rotateZ", 0),
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enzo::prm::Terminator
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};
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