465 lines
15 KiB
C#
465 lines
15 KiB
C#
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/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) 2011 Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Original Author: Eric Veach, July 1994.
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** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/.
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** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Unity.SpriteShape.External
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{
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using Real = System.Single;
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namespace LibTessDotNet
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{
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internal struct Vec3
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{
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public readonly static Vec3 Zero = new Vec3();
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public Real X, Y, Z;
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public Real this[int index]
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{
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get
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{
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if (index == 0) return X;
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if (index == 1) return Y;
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if (index == 2) return Z;
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throw new IndexOutOfRangeException();
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}
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set
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{
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if (index == 0) X = value;
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else if (index == 1) Y = value;
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else if (index == 2) Z = value;
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else throw new IndexOutOfRangeException();
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}
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}
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public static void Sub(ref Vec3 lhs, ref Vec3 rhs, out Vec3 result)
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{
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result.X = lhs.X - rhs.X;
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result.Y = lhs.Y - rhs.Y;
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result.Z = lhs.Z - rhs.Z;
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}
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public static void Neg(ref Vec3 v)
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{
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v.X = -v.X;
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v.Y = -v.Y;
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v.Z = -v.Z;
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}
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public static void Dot(ref Vec3 u, ref Vec3 v, out Real dot)
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{
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dot = u.X * v.X + u.Y * v.Y + u.Z * v.Z;
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}
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public static void Normalize(ref Vec3 v)
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{
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var len = v.X * v.X + v.Y * v.Y + v.Z * v.Z;
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Debug.Assert(len >= 0.0f);
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len = 1.0f / (Real)Math.Sqrt(len);
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v.X *= len;
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v.Y *= len;
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v.Z *= len;
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}
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public static int LongAxis(ref Vec3 v)
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{
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int i = 0;
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if (Math.Abs(v.Y) > Math.Abs(v.X)) i = 1;
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if (Math.Abs(v.Z) > Math.Abs(i == 0 ? v.X : v.Y)) i = 2;
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return i;
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}
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public override string ToString()
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{
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return string.Format("{0}, {1}, {2}", X, Y, Z);
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}
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}
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internal static class MeshUtils
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{
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public const int Undef = ~0;
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public abstract class Pooled<T> where T : Pooled<T>, new()
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{
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private static Stack<T> _stack;
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public abstract void Reset();
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public virtual void OnFree() { }
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public static T Create()
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{
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if (_stack != null && _stack.Count > 0)
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{
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return _stack.Pop();
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}
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return new T();
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}
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public void Free()
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{
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OnFree();
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Reset();
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if (_stack == null)
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{
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_stack = new Stack<T>();
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}
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_stack.Push((T)this);
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}
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}
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public class Vertex : Pooled<Vertex>
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{
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internal Vertex _prev, _next;
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internal Edge _anEdge;
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internal Vec3 _coords;
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internal Real _s, _t;
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internal PQHandle _pqHandle;
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internal int _n;
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internal object _data;
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public override void Reset()
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{
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_prev = _next = null;
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_anEdge = null;
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_coords = Vec3.Zero;
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_s = 0;
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_t = 0;
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_pqHandle = new PQHandle();
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_n = 0;
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_data = null;
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}
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}
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public class Face : Pooled<Face>
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{
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internal Face _prev, _next;
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internal Edge _anEdge;
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internal Face _trail;
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internal int _n;
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internal bool _marked, _inside;
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internal int VertsCount
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{
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get
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{
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int n = 0;
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var eCur = _anEdge;
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do {
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n++;
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eCur = eCur._Lnext;
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} while (eCur != _anEdge);
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return n;
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}
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}
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public override void Reset()
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{
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_prev = _next = null;
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_anEdge = null;
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_trail = null;
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_n = 0;
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_marked = false;
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_inside = false;
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}
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}
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public struct EdgePair
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{
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internal Edge _e, _eSym;
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public static EdgePair Create()
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{
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var pair = new MeshUtils.EdgePair();
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pair._e = MeshUtils.Edge.Create();
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pair._e._pair = pair;
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pair._eSym = MeshUtils.Edge.Create();
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pair._eSym._pair = pair;
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return pair;
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}
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public void Reset()
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{
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_e = _eSym = null;
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}
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}
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public class Edge : Pooled<Edge>
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{
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internal EdgePair _pair;
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internal Edge _next, _Sym, _Onext, _Lnext;
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internal Vertex _Org;
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internal Face _Lface;
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internal Tess.ActiveRegion _activeRegion;
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internal int _winding;
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internal Face _Rface { get { return _Sym._Lface; } set { _Sym._Lface = value; } }
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internal Vertex _Dst { get { return _Sym._Org; } set { _Sym._Org = value; } }
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internal Edge _Oprev { get { return _Sym._Lnext; } set { _Sym._Lnext = value; } }
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internal Edge _Lprev { get { return _Onext._Sym; } set { _Onext._Sym = value; } }
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internal Edge _Dprev { get { return _Lnext._Sym; } set { _Lnext._Sym = value; } }
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internal Edge _Rprev { get { return _Sym._Onext; } set { _Sym._Onext = value; } }
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internal Edge _Dnext { get { return _Rprev._Sym; } set { _Rprev._Sym = value; } }
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internal Edge _Rnext { get { return _Oprev._Sym; } set { _Oprev._Sym = value; } }
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internal static void EnsureFirst(ref Edge e)
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{
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if (e == e._pair._eSym)
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{
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e = e._Sym;
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}
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}
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public override void Reset()
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{
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_pair.Reset();
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_next = _Sym = _Onext = _Lnext = null;
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_Org = null;
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_Lface = null;
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_activeRegion = null;
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_winding = 0;
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}
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}
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/// <summary>
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/// MakeEdge creates a new pair of half-edges which form their own loop.
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/// No vertex or face structures are allocated, but these must be assigned
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/// before the current edge operation is completed.
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/// </summary>
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public static Edge MakeEdge(Edge eNext)
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{
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Debug.Assert(eNext != null);
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var pair = EdgePair.Create();
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var e = pair._e;
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var eSym = pair._eSym;
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// Make sure eNext points to the first edge of the edge pair
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Edge.EnsureFirst(ref eNext);
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// Insert in circular doubly-linked list before eNext.
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// Note that the prev pointer is stored in Sym->next.
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var ePrev = eNext._Sym._next;
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eSym._next = ePrev;
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ePrev._Sym._next = e;
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e._next = eNext;
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eNext._Sym._next = eSym;
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e._Sym = eSym;
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e._Onext = e;
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e._Lnext = eSym;
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e._Org = null;
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e._Lface = null;
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e._winding = 0;
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e._activeRegion = null;
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eSym._Sym = e;
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eSym._Onext = eSym;
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eSym._Lnext = e;
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eSym._Org = null;
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eSym._Lface = null;
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eSym._winding = 0;
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eSym._activeRegion = null;
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return e;
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}
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/// <summary>
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/// Splice( a, b ) is best described by the Guibas/Stolfi paper or the
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/// CS348a notes (see Mesh.cs). Basically it modifies the mesh so that
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/// a->Onext and b->Onext are exchanged. This can have various effects
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/// depending on whether a and b belong to different face or vertex rings.
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/// For more explanation see Mesh.Splice().
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/// </summary>
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public static void Splice(Edge a, Edge b)
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{
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var aOnext = a._Onext;
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var bOnext = b._Onext;
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aOnext._Sym._Lnext = b;
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bOnext._Sym._Lnext = a;
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a._Onext = bOnext;
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b._Onext = aOnext;
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}
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/// <summary>
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/// MakeVertex( eOrig, vNext ) attaches a new vertex and makes it the
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/// origin of all edges in the vertex loop to which eOrig belongs. "vNext" gives
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/// a place to insert the new vertex in the global vertex list. We insert
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/// the new vertex *before* vNext so that algorithms which walk the vertex
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/// list will not see the newly created vertices.
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/// </summary>
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public static void MakeVertex(Edge eOrig, Vertex vNext)
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{
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var vNew = MeshUtils.Vertex.Create();
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// insert in circular doubly-linked list before vNext
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var vPrev = vNext._prev;
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vNew._prev = vPrev;
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vPrev._next = vNew;
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vNew._next = vNext;
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vNext._prev = vNew;
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vNew._anEdge = eOrig;
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// leave coords, s, t undefined
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// fix other edges on this vertex loop
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var e = eOrig;
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do {
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e._Org = vNew;
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e = e._Onext;
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} while (e != eOrig);
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}
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/// <summary>
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/// MakeFace( eOrig, fNext ) attaches a new face and makes it the left
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/// face of all edges in the face loop to which eOrig belongs. "fNext" gives
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/// a place to insert the new face in the global face list. We insert
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/// the new face *before* fNext so that algorithms which walk the face
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/// list will not see the newly created faces.
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/// </summary>
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public static void MakeFace(Edge eOrig, Face fNext)
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{
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var fNew = MeshUtils.Face.Create();
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// insert in circular doubly-linked list before fNext
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var fPrev = fNext._prev;
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fNew._prev = fPrev;
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fPrev._next = fNew;
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fNew._next = fNext;
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fNext._prev = fNew;
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fNew._anEdge = eOrig;
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fNew._trail = null;
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fNew._marked = false;
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// The new face is marked "inside" if the old one was. This is a
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// convenience for the common case where a face has been split in two.
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fNew._inside = fNext._inside;
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// fix other edges on this face loop
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var e = eOrig;
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do {
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e._Lface = fNew;
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e = e._Lnext;
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} while (e != eOrig);
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}
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/// <summary>
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/// KillEdge( eDel ) destroys an edge (the half-edges eDel and eDel->Sym),
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/// and removes from the global edge list.
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/// </summary>
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public static void KillEdge(Edge eDel)
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{
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// Half-edges are allocated in pairs, see EdgePair above
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Edge.EnsureFirst(ref eDel);
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// delete from circular doubly-linked list
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var eNext = eDel._next;
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var ePrev = eDel._Sym._next;
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eNext._Sym._next = ePrev;
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ePrev._Sym._next = eNext;
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eDel.Free();
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}
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/// <summary>
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/// KillVertex( vDel ) destroys a vertex and removes it from the global
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/// vertex list. It updates the vertex loop to point to a given new vertex.
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/// </summary>
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public static void KillVertex(Vertex vDel, Vertex newOrg)
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{
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var eStart = vDel._anEdge;
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// change the origin of all affected edges
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var e = eStart;
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do {
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e._Org = newOrg;
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e = e._Onext;
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} while (e != eStart);
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// delete from circular doubly-linked list
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var vPrev = vDel._prev;
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var vNext = vDel._next;
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vNext._prev = vPrev;
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vPrev._next = vNext;
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vDel.Free();
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}
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/// <summary>
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/// KillFace( fDel ) destroys a face and removes it from the global face
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/// list. It updates the face loop to point to a given new face.
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/// </summary>
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public static void KillFace(Face fDel, Face newLFace)
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{
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var eStart = fDel._anEdge;
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// change the left face of all affected edges
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var e = eStart;
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|
do {
|
|||
|
e._Lface = newLFace;
|
|||
|
e = e._Lnext;
|
|||
|
} while (e != eStart);
|
|||
|
|
|||
|
// delete from circular doubly-linked list
|
|||
|
var fPrev = fDel._prev;
|
|||
|
var fNext = fDel._next;
|
|||
|
fNext._prev = fPrev;
|
|||
|
fPrev._next = fNext;
|
|||
|
|
|||
|
fDel.Free();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Return signed area of face.
|
|||
|
/// </summary>
|
|||
|
public static Real FaceArea(Face f)
|
|||
|
{
|
|||
|
Real area = 0;
|
|||
|
var e = f._anEdge;
|
|||
|
do
|
|||
|
{
|
|||
|
area += (e._Org._s - e._Dst._s) * (e._Org._t + e._Dst._t);
|
|||
|
e = e._Lnext;
|
|||
|
} while (e != f._anEdge);
|
|||
|
return area;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
} // namespace Unity.VectorGraphics.External
|