Example #1
0
        public override void Reset()
        {
            MeshUtils.Face f = _fHead._next;
            while (true)
            {
                MeshUtils.Face fNext = f._next;
                f.Free();
                if (f == _fHead)
                {
                    break;
                }
                f = fNext;
            }

            MeshUtils.Vertex v = _vHead._next;
            while (true)
            {
                MeshUtils.Vertex vNext = v._next;
                v.Free();
                if (v == _vHead)
                {
                    break;
                }
                v = vNext;
            }

            for (int i = 0; i < _allEdgePairs.Count; i++)
            {
                MeshUtils.EdgePair pair = _allEdgePairs[i];

                MeshUtils.Edge e = pair._e;
                if (!e.IsReturnedToPool()) // (can be Free in KillEdge)
                {
                    e.Free();
                }

                MeshUtils.Edge eSym = pair._eSym;
                if (!eSym.IsReturnedToPool()) // (can be Free in KillEdge)
                {
                    eSym.Free();
                }

                pair.Free();
            }
            _allEdgePairs.Clear();

            _vHead = null;
            _fHead = null;
            _eHead = _eHeadSym = null;
        }
Example #2
0
File: Mesh.cs Project: 894880010/MP
 public override void OnFree()
 {
     for (MeshUtils.Face f = _fHead._next, fNext = _fHead; f != _fHead; f = fNext)
     {
         fNext = f._next;
         f.Free();
     }
     for (MeshUtils.Vertex v = _vHead._next, vNext = _vHead; v != _vHead; v = vNext)
     {
         vNext = v._next;
         v.Free();
     }
     for (MeshUtils.Edge e = _eHead._next, eNext = _eHead; e != _eHead; e = eNext)
     {
         eNext = e._next;
         e.Free();
     }
 }