AddToTrail() public static method

public static AddToTrail ( Face &f, Face &t ) : void
f Face
t Face
return void
Example #1
0
        private FaceCount MaximumFan(HalfEdge eOrig)
        {
            /* eOrig.Lface is the face we want to render.  We want to find the size
             * of a maximal fan around eOrig.Org.  To do this we just walk around
             * the origin vertex as far as possible in both directions.
             */
            FaceCount newFace = new FaceCount(0, null, RenderFan);
            Face      trail   = null;
            HalfEdge  e;

            for (e = eOrig; !e.leftFace.Marked(); e = e.nextEdgeCCWAroundOrigin)
            {
                Face.AddToTrail(ref e.leftFace, ref trail);
                ++newFace.size;
            }
            for (e = eOrig; !e.rightFace.Marked(); e = e.Oprev)
            {
                Face f = e.rightFace;
                Face.AddToTrail(ref f, ref trail);
                e.rightFace = f;
                ++newFace.size;
            }
            newFace.eStart = e;

            Face.FreeTrail(ref trail);
            return(newFace);
        }
Example #2
0
 private void RenderTriangle(Tesselator tess, HalfEdge e, int size)
 {
     /* Just add the triangle to a triangle list, so we can render all
      * the separate triangles at once.
      */
     if (size != 1)
     {
         throw new Exception();
     }
     Face.AddToTrail(ref e.leftFace, ref this.lonelyTriList);
 }
Example #3
0
        private FaceCount MaximumStrip(HalfEdge eOrig)
        {
            /* Here we are looking for a maximal strip that contains the vertices
             * eOrig.Org, eOrig.Dst, eOrig.Lnext.Dst (in that order or the
             * reverse, such that all triangles are oriented CCW).
             *
             * Again we walk forward and backward as far as possible.  However for
             * strips there is a twist: to get CCW orientations, there must be
             * an *even* number of triangles in the strip on one side of eOrig.
             * We walk the strip starting on a side with an even number of triangles;
             * if both side have an odd number, we are forced to shorten one side.
             */
            FaceCount newFace = new FaceCount(0, null, RenderStrip);
            int       headSize = 0, tailSize = 0;
            Face      trail = null;
            HalfEdge  e, eTail, eHead;

            for (e = eOrig; !e.leftFace.Marked(); ++tailSize, e = e.nextEdgeCCWAroundOrigin)
            {
                Face.AddToTrail(ref e.leftFace, ref trail);
                ++tailSize;
                e = e.Dprev;
                if (e.leftFace.Marked())
                {
                    break;
                }
                Face.AddToTrail(ref e.leftFace, ref trail);
            }
            eTail = e;

            for (e = eOrig; !e.rightFace.Marked(); ++headSize, e = e.Dnext)
            {
                Face f = e.rightFace;
                Face.AddToTrail(ref f, ref trail);
                e.rightFace = f;
                ++headSize;
                e = e.Oprev;
                if (e.rightFace.Marked())
                {
                    break;
                }
                f = e.rightFace;
                Face.AddToTrail(ref f, ref trail);
                e.rightFace = f;
            }
            eHead = e;

            newFace.size = tailSize + headSize;
            if (IsEven(tailSize))
            {
                newFace.eStart = eTail.otherHalfOfThisEdge;
            }
            else if (IsEven(headSize))
            {
                newFace.eStart = eHead;
            }
            else
            {
                /* Both sides have odd length, we must shorten one of them.  In fact,
                 * we must start from eHead to guarantee inclusion of eOrig.Lface.
                 */
                --newFace.size;
                newFace.eStart = eHead.nextEdgeCCWAroundOrigin;
            }

            Face.FreeTrail(ref trail);
            return(newFace);
        }