// -----------------------------------------------------------------------
//
// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
//
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Topology
{
using System;
using Animation.TriangleNet.Geometry;
///
/// An oriented subsegment.
///
///
/// Includes a pointer to a subsegment and an orientation. The orientation denotes a
/// side of the edge. Hence, there are two possible orientations. By convention, the
/// edge is always directed so that the "side" denoted is the right side of the edge.
///
internal struct Osub
{
internal SubSegment seg;
internal int orient; // Ranges from 0 to 1.
public SubSegment Segment
{
get { return seg; }
}
public override string ToString()
{
if (seg == null)
{
return "O-TID [null]";
}
return String.Format("O-SID {0}", seg.hash);
}
#region Osub primitives
///
/// Reverse the orientation of a subsegment. [sym(ab) -> ba]
///
public void Sym(ref Osub os)
{
os.seg = seg;
os.orient = 1 - orient;
}
///
/// Reverse the orientation of a subsegment. [sym(ab) -> ba]
///
public void Sym()
{
orient = 1 - orient;
}
///
/// Find adjoining subsegment with the same origin. [pivot(ab) -> a*]
///
/// spivot() finds the other subsegment (from the same segment)
/// that shares the same origin.
///
public void Pivot(ref Osub os)
{
os = seg.subsegs[orient];
}
///
/// Finds a triangle abutting a subsegment.
///
internal void Pivot(ref Otri ot)
{
ot = seg.triangles[orient];
}
///
/// Find next subsegment in sequence. [next(ab) -> b*]
///
public void Next(ref Osub ot)
{
ot = seg.subsegs[1 - orient];
}
///
/// Find next subsegment in sequence. [next(ab) -> b*]
///
public void Next()
{
this = seg.subsegs[1 - orient];
}
///
/// Get the origin of a subsegment
///
public Vertex Org()
{
return seg.vertices[orient];
}
///
/// Get the destination of a subsegment
///
public Vertex Dest()
{
return seg.vertices[1 - orient];
}
#endregion
#region Osub primitives (internal)
///
/// Set the origin or destination of a subsegment.
///
internal void SetOrg(Vertex vertex)
{
seg.vertices[orient] = vertex;
}
///
/// Set destination of a subsegment.
///
internal void SetDest(Vertex vertex)
{
seg.vertices[1 - orient] = vertex;
}
///
/// Get the origin of the segment that includes the subsegment.
///
internal Vertex SegOrg()
{
return seg.vertices[2 + orient];
}
///
/// Get the destination of the segment that includes the subsegment.
///
internal Vertex SegDest()
{
return seg.vertices[3 - orient];
}
///
/// Set the origin of the segment that includes the subsegment.
///
internal void SetSegOrg(Vertex vertex)
{
seg.vertices[2 + orient] = vertex;
}
///
/// Set the destination of the segment that includes the subsegment.
///
internal void SetSegDest(Vertex vertex)
{
seg.vertices[3 - orient] = vertex;
}
/* Unused primitives.
///
/// Find adjoining subsegment with the same origin. [pivot(ab) -> a*]
///
public void PivotSelf()
{
this = seg.subsegs[orient];
}
///
/// Read a boundary marker.
///
/// Boundary markers are used to hold user-defined tags for
/// setting boundary conditions in finite element solvers.
public int Mark()
{
return seg.boundary;
}
///
/// Set a boundary marker.
///
public void SetMark(int value)
{
seg.boundary = value;
}
///
/// Copy a subsegment.
///
public void Copy(ref Osub o2)
{
o2.seg = seg;
o2.orient = orient;
}
//*/
///
/// Bond two subsegments together. [bond(abc, ba)]
///
internal void Bond(ref Osub os)
{
seg.subsegs[orient] = os;
os.seg.subsegs[os.orient] = this;
}
///
/// Dissolve a subsegment bond (from one side).
///
/// Note that the other subsegment will still think it's
/// connected to this subsegment.
internal void Dissolve(SubSegment dummy)
{
seg.subsegs[orient].seg = dummy;
}
///
/// Test for equality of subsegments.
///
internal bool Equal(Osub os)
{
return ((seg == os.seg) && (orient == os.orient));
}
///
/// Dissolve a bond (from the subsegment side).
///
internal void TriDissolve(Triangle dummy)
{
seg.triangles[orient].tri = dummy;
}
///
/// Check a subsegment's deallocation.
///
internal static bool IsDead(SubSegment sub)
{
return sub.subsegs[0].seg == null;
}
///
/// Set a subsegment's deallocation.
///
internal static void Kill(SubSegment sub)
{
sub.subsegs[0].seg = null;
sub.subsegs[1].seg = null;
}
#endregion
}
}