/// <summary>
        /// Takes sequence of vertices, turns them into face and returns active part of face in replacedBy
        /// </summary>
        /// <param name="selected">Sequence of original vertices.</param>
        /// <param name="replacedBy">Sequence of new vertices.</param>
        /// <param name="faceSize">size of face used when connecting selected.</param>
        void Replace(IList <VertexStack> selected, out List <VertexStack> replacedBy, int faceSize)
        {
            var newFace = selected.Select(x => x.ID).ToList();

            //střed vybraných bude neaktivní
            for (int i = 1; i < selected.Count - 1; i++)
            {
                SingleVertex temp = selected[i].Peek().Clone();
                temp.IsActive = false;
                selected[i].Push(temp);
            }

            replacedBy = new List <VertexStack>();
            replacedBy.Add(selected[0]);
            selected[0].Push(selected[0].Peek().Clone());
            for (int i = 0; i < faceSize - selected.Count; i++)
            {
                VertexStack tempVS = new VertexStack(triarc.CountOfVertices);
                newFace.Add(tempVS.ID);
                triarc.vertices.Add(tempVS);
                triarc.CountOfVertices++;
                SingleVertex tempV = new SingleVertex();
                tempV.A        = replacedBy[i];
                tempV.IsActive = true;
                tempVS.Push(tempV);
                SingleVertex tempP = replacedBy[i].Pop();
                if (tempP.B == null)
                {
                    tempP.B = tempVS;
                }
                else
                {
                    tempP.C = tempVS;
                }
                replacedBy[i].Push(tempP);
                replacedBy.Add(tempVS);
            }
            //and connect last
            {
                VertexStack  tempVS = selected[selected.Count - 1];
                SingleVertex tempV  = tempVS.Peek().Clone();
                tempV.C        = replacedBy[replacedBy.Count - 1];
                tempV.IsActive = true;
                tempVS.Push(tempV);
                SingleVertex tempP = replacedBy[replacedBy.Count - 1].Pop();
                if (tempP.B == null)
                {
                    tempP.B = tempVS;
                }
                else
                {
                    tempP.C = tempVS;
                }
                replacedBy[replacedBy.Count - 1].Push(tempP);
                replacedBy.Add(tempVS);
            }
            triarc.Faces.Add(newFace);
        }
Exemple #2
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 /// <summary>
 /// Finds next active vertex stack. (Each vertex has up to two active neighbours, so return value is uniquely defined.)
 /// </summary>
 /// <param name="predecessor">One of active neighbours, the other than will be returned</param>
 /// <returns>Active neighbour that isn't predecessor.</returns>
 public VertexStack Succescor(VertexStack predecessor)
 {
     if (A != null && A != predecessor && A.IsActive)
     {
         return(A);
     }
     if (B != null && B != predecessor && B.IsActive)
     {
         return(B);
     }
     if (C != null && C != predecessor && C.IsActive)
     {
         return(C);
     }
     return(null);
 }
Exemple #3
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        public void CreateOuterBoundaryVertices(long boundary)
        {
            VertexStack  Outside = new VertexStack(-1);
            SingleVertex o       = new SingleVertex();

            o.A        = Outside;
            o.B        = Outside;
            o.C        = Outside;
            o.IsActive = false;
            Outside.Push(o);
            List <VertexStack> vrcholy = new List <VertexStack>();

            for (int i = 0; i < NumberOfVerticesInOuterBoundary; i++)
            {
                vrcholy.Add(new VertexStack(i));
                vrcholy[i].Push(new SingleVertex());
            }
            //praví sousedé + aktivní
            for (int i = 0; i < NumberOfVerticesInOuterBoundary; i++)
            {
                SingleVertex temp = vrcholy[i].Pop();
                temp.IsActive = true;
                temp.A        = vrcholy[(i + 1) % NumberOfVerticesInOuterBoundary];
                vrcholy[i].Push(temp);
            }
            //leví sousedé
            for (int i = 1; i < NumberOfVerticesInOuterBoundary + 1; i++)
            {
                SingleVertex temp = vrcholy[i % NumberOfVerticesInOuterBoundary].Pop();
                temp.B = vrcholy[(i - 1) % NumberOfVerticesInOuterBoundary];
                vrcholy[i % NumberOfVerticesInOuterBoundary].Push(temp);
            }
            for (int i = 0; i < NumberOfVerticesInOuterBoundary; i++)
            {
                if ((boundary & ((long)1 << i)) == 0)
                {
                    SingleVertex temp = vrcholy[i].Pop();
                    temp.C = Outside;
                    vrcholy[i].Push(temp);
                }
            }
            this.vertices        = vrcholy;
            this.CountOfVertices = vertices.Count;
        }
Exemple #4
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        List <VertexStack> tryActive(Random rnd, VertexStack start)
        {
            var result = new List <VertexStack>()
            {
                start
            };

            result.Add(chooseRnd(start.ActiveNeighbours(), rnd));
            var next = chooseRnd(result[1].ActiveNeighbours(start.ID), rnd);

            while (next != start)
            {
                var current = next;
                var last    = result.Last();
                result.Add(next);
                next = chooseRnd(current.ActiveNeighbours(last.ID), rnd);
            }
            return(result);
        }
Exemple #5
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 /// <summary>
 /// Finds next active vertex stack. (Each vertex has up to two active neighbours, so return value is uniquely defined.)
 /// </summary>
 /// <param name="predecessor">One of active neighbours, the other than will be returned</param>
 /// <returns>Active neighbour that isn't predecessor.</returns>
 public VertexStack Succescor(VertexStack predecessor)
 {
     return(stack.Peek().Succescor(predecessor));
 }