public LRTriangleMesh ResolveTriangles(int[] vertexMapping)
        {
            this.vertexMapping = vertexMapping;
            lrCornerResolver   = new LRCornerResolver(ref lrTriangleMesh, ref ctTriangleMesh, ref tMarked, ref vertexMapping);

            //Loop through all vertices
            for (int i = 0; i < vertexMapping.Length; i++)
            {
                int[]   faces = ctTriangleMesh.VF(i);
                int[][] facesSharingRingEdge = LRUtils.GetFacesSharingRingEdge(faces, tMarked);

                if (vMarked[i]) //If vertex is marked then its not isolated and therefore has a ring edge (is start vertex of a ring edge)
                {
                    if (facesSharingRingEdge[0] != null && !tProcessed[facesSharingRingEdge[0][0]])
                    {
                        //Resolve "left" triangle
                        int c  = ctTriangleMesh.GetSpecificCorner(facesSharingRingEdge[0][0], i);                          //Get the corner of the vertex, which is incident with the marked triangle of the ring edge, where the vertex is the start vertex
                        int pc = ctTriangleMesh.P(c);                                                                      //Get the next corner around the triangle, which is the one facing the ring edge

                        lrTriangleMesh.LR[(2 * vertexMapping[ctTriangleMesh.V(c)])] = vertexMapping[ctTriangleMesh.V(pc)]; //Store the mapped vertex index (laced ring vertex index) in the LR table at the correct pos.
                    }

                    if (facesSharingRingEdge[0] != null && !tProcessed[facesSharingRingEdge[0][1]])
                    {
                        //Resolve "right" triangle
                        int c  = ctTriangleMesh.GetSpecificCorner(facesSharingRingEdge[0][1], i);                              //Get the corner of the vertex, which is incident with the marked triangle of the ring edge, where the vertex is the start vertex
                        int nc = ctTriangleMesh.N(c);                                                                          //Get the previous corner around the triangle, which is the one facing the ring edge

                        lrTriangleMesh.LR[(2 * vertexMapping[ctTriangleMesh.V(c)]) + 1] = vertexMapping[ctTriangleMesh.V(nc)]; //Store the mapped vertex index (laced ring vertex index) in the LR table at the correct pos.
                    }

                    T0LookUp(i, faces); //Look up if vertex is part of a T0 and handle accordingly
                }
                else //Isolated vertex
                {
                    CheckAndResolveIsolatedVertex(i); //Create entry for isolated vertex
                    T0LookUp(i, faces);               //Look up if it is part of a T0 and handle accordingly
                }
            }

            //Store results in lr object
            lrTriangleMesh.T  = t.ToArray();
            lrTriangleMesh.O  = lrCornerResolver.O.ToArray();
            lrTriangleMesh.TS = ts.ToArray();
            lrTriangleMesh.OS = lrCornerResolver.OS.ToArray();
            lrTriangleMesh.C  = lrCornerResolver.IsolatedCorners.ToArray();

            return(lrTriangleMesh);
        }
        public LRTriangleMesh ResolveVertices(out int[] vertexMapping)
        {
            //init vertex-map with -1
            vertexMapping = new int[ctTriangleMesh.Points.Length];
            for (int i = 0; i < vertexMapping.Length; i++)
            {
                vertexMapping[i] = -1;
            }

            lrTriangleMesh.V = new Point3D[ctTriangleMesh.Points.Length];

            //Get vertex which is on the ring (any)
            int startCtVertex = 0;

            while (true)
            {//Find first marked vertex -> startvertex
                if (vMarked[startCtVertex] == true)
                {
                    break;
                }
                startCtVertex++;
            }

            lrTriangleMesh.V[0]          = ctTriangleMesh.Points[startCtVertex]; //Save start vertex
            vertexMapping[startCtVertex] = 0;                                    //Create entry in map -> index =  pos of vertex in corner table, value = pos of vertex in lr

            int index = 1;

            for (int currCtVertex = startCtVertex; ; index++)
            {
                int[]   faces = ctTriangleMesh.VF(currCtVertex);                      //Get faces incident with vertex
                int[][] facesSharingRingEdge = LRUtils.GetFacesSharingRingEdge(faces, tMarked);
                currCtVertex = GetNextRingVertex(currCtVertex, facesSharingRingEdge); //Get next ring-vertex left to the current one

                if (currCtVertex == startCtVertex)
                {
                    break;                                                         //Back at the start of the ring
                }
                lrTriangleMesh.V[index]     = ctTriangleMesh.Points[currCtVertex]; //Save that vertex
                vertexMapping[currCtVertex] = index;
            }

            lrTriangleMesh.MR = index;

            return(lrTriangleMesh);
        }