Beispiel #1
0
        internal void flipEdgeAndRebuild(FlippedEdge flippedEdge)
        {
            Edge edge = flippedEdge.edge;

            //swap the positions
            edge.beginVert.position = UsefulFunctions.convertPoint3dToVector(flippedEdge.rightFaceIntersection);
            edge.endVert.position   = UsefulFunctions.convertPoint3dToVector(flippedEdge.leftFaceIntersection);

            //get faces in anticlockwise order starting with rightFace
            Face face0 = edge.rightFace;
            Face face1 = edge.endVert.returnNextAntiClockwiseFace(face0);
            Face face2 = edge.leftFace;
            Face face3 = edge.beginVert.returnNextAntiClockwiseFace(face2);

            Face face2Check = edge.endVert.returnNextAntiClockwiseFace(face1);

            if (face2.index != face2Check.index)
            {
                //problem we do not have the standard situation
            }

            Face face0Check = edge.beginVert.returnNextAntiClockwiseFace(face3);

            if (face0Check.index != face0.index)
            {
                //again do not have the standard situation
            }

            //get edges in same order
            Edge edge0 = edge.endVert.returnNextAntiClockwiseEdge(edge);
            Edge edge1 = edge.endVert.returnNextAntiClockwiseEdge(edge0);
            Edge edge2 = edge.beginVert.returnNextAntiClockwiseEdge(edge);
            Edge edge3 = edge.beginVert.returnNextAntiClockwiseEdge(edge2);


            int insertRef = findEdgePositionInList(edge.endVert.connectedEdges, edge1);

            if (insertRef != -1)
            {
                edge.endVert.connectedEdges.Insert(insertRef + 1, edge2);
                edge.beginVert.connectedEdges.Remove(edge2);
            }
            else
            {
            }

            insertRef = findEdgePositionInList(edge.beginVert.connectedEdges, edge3);
            if (insertRef != -1)
            {
                edge.beginVert.connectedEdges.Insert(insertRef + 1, edge0);
                edge.endVert.connectedEdges.Remove(edge0);
            }
            else
            {
            }

            insertRef = findVertexPositionInList(face1.faceVerts, edge.endVert);
            if (insertRef != -1)
            {
                face1.faceVerts.Insert(insertRef + 1, edge.beginVert);
            }

            insertRef = findVertexPositionInList(face3.faceVerts, edge.beginVert);
            if (insertRef != -1)
            {
                face3.faceVerts.Insert(insertRef + 1, edge.endVert);
            }

            insertRef = findEdgePositionInList(face1.faceEdges, edge1);
            if (insertRef != -1)
            {
                face1.faceEdges.Insert(insertRef + 1, edge);
            }
            insertRef = findEdgePositionInList(face3.faceEdges, edge3);
            if (insertRef != -1)
            {
                face3.faceEdges.Insert(insertRef + 1, edge);
            }

            face0.faceEdges.Remove(edge);
            face2.faceEdges.Remove(edge);
            face0.faceVerts.Remove(edge.endVert);
            face2.faceVerts.Remove(edge.beginVert);

            //is there something going wrong here!
            //at some point
            if (edge0.beginVert == edge.endVert)
            {
                edge0.beginVert = edge.beginVert;
            }
            else
            {
                edge0.endVert = edge.beginVert;
            }
            if (edge2.beginVert == edge.beginVert)
            {
                edge2.beginVert = edge.endVert;
            }
            else
            {
                edge2.endVert = edge.endVert;
            }

            edge.rightFace = face1;
            edge.leftFace  = face3;
        }
Beispiel #2
0
        internal void splitVertexAndRebuild(Vertex vertex, Point3d firstIntersectionPoint)
        {
            if (vertex.boundaryVert)
            {//probably won't have four on a boundary but if this happens we should be notified
            }

            Face f0 = vertex.connectedFaces[0];
            Face f1 = vertex.connectedFaces[1];
            Face f2 = vertex.connectedFaces[2];
            Face f3 = vertex.connectedFaces[3];

            Edge e0 = vertex.connectedEdges[0];
            Edge e1 = vertex.connectedEdges[1];
            Edge e2 = vertex.connectedEdges[2];
            Edge e3 = vertex.connectedEdges[3];

            Vector3f orignalPosition = new Vector3f(vertex.position.X, vertex.position.Y, vertex.position.Z);

            vertex.position = UsefulFunctions.convertPoint3dToVector(firstIntersectionPoint);//move vertex to the position of the intersection

            //create new vertex at the old position and reference as newVertex
            addVertex(orignalPosition);
            Vertex newVertex = vertices[vertices.Count - 1];

            newVertex.boundaryVert = false;

            //create the new edge - remember it will add itself to the vertex in the wrong order and as a edge boundar
            addEdge(vertex, newVertex);
            Edge newEdge = edges[edges.Count - 1];

            //need to remove the two edges (for each vertex) that are no longer connected
            vertex.connectedEdges.Remove(e2);
            vertex.connectedEdges.Remove(e3);

            //and add them to the new vertex.
            newVertex.connectedEdges.Add(e2);
            newVertex.connectedEdges.Add(e3);
            //should check the above both have three edge (maybe keep to the end and check they have three faces too!

            //set newedges right and leftfaces
            newEdge.rightFace    = f1;
            newEdge.leftFace     = f3;
            newEdge.boundaryEdge = false;

            //need to update e2 and e3 begin and endverts!
            updateBeginEndVert(e2, vertex, newVertex);
            updateBeginEndVert(e3, vertex, newVertex);

            //remove faces from vertex and add all to newVertex (make sure done in same order as the edges...****)
            vertex.connectedFaces.Remove(f2);
            newVertex.connectedFaces.Add(f1);
            newVertex.connectedFaces.Add(f2);
            newVertex.connectedFaces.Add(f3);

            //add newEdge and newVertex into f3 and f1, in order!
            int insertRef = findEdgePositionInList(f1.faceEdges, e2);

            if (insertRef != -1)
            {
                f1.faceEdges.Insert(insertRef + 1, newEdge);
            }

            insertRef = findEdgePositionInList(f3.faceEdges, e0);
            if (insertRef != -1)
            {
                f3.faceEdges.Insert(insertRef + 1, newEdge);
            }

            //for f3 need to find vertex and for f1 need to find e2's vertex that isn't newVertex..
            //remember to +1 onto the ref that is returned!
            if (e2.beginVert == newVertex)
            {
                insertRef = findVertexPositionInList(f1.faceVerts, e2.endVert);
            }
            else
            {
                insertRef = findVertexPositionInList(f1.faceVerts, e2.beginVert);
            }
            if (insertRef != -1)
            {
                f1.faceVerts.Insert(insertRef + 1, newVertex);
            }

            insertRef = findVertexPositionInList(f3.faceVerts, vertex);
            if (insertRef != -1)
            {
                f3.faceVerts.Insert(insertRef + 1, newVertex);
            }

            //update f2 to new Vertex instead of vertex!
            insertRef = findVertexPositionInList(f2.faceVerts, vertex);
            f2.faceVerts[insertRef] = newVertex;

            //set surrounding faces, should be in order now as edges should be correct.
            f1.setSurroundingFaces();
            f3.setSurroundingFaces();
        }