Exemple #1
0
        void find_cut_paths(HashSet <int> CutEdges)
        {
            Spans = new List <EdgeSpan>();
            Loops = new List <EdgeLoop>();

            // [TODO] what about if vert appears more than twice in list? we should check for that!

            var Remaining = new HashSet <int>(CutEdges);

            while (Remaining.Count > 0)
            {
                int start_edge = Remaining.First();
                Remaining.Remove(start_edge);
                Index2i start_edge_v = Mesh.GetEdgeV(start_edge);

                bool       isLoop;
                List <int> forwardSpan = walk_edge_span_forward(Mesh, start_edge, start_edge_v.a, Remaining, out isLoop);
                if (isLoop == false)
                {
                    List <int> backwardSpan = walk_edge_span_forward(Mesh, start_edge, start_edge_v.b, Remaining, out isLoop);
                    if (isLoop)
                    {
                        throw new Exception("find_cut_paths: how did this possibly happen?!?");
                    }

                    if (backwardSpan.Count > 1)
                    {
                        backwardSpan.Reverse();
                        backwardSpan.RemoveAt(backwardSpan.Count - 1);
                        backwardSpan.AddRange(forwardSpan);
                        Index2i start_ev = Mesh.GetEdgeV(backwardSpan[0]);
                        Index2i end_ev   = Mesh.GetEdgeV(backwardSpan[backwardSpan.Count - 1]);
                        // [RMS] >2 check here catches two-edge span case, where we do have shared vert but
                        //   can never be loop unless we have duplicate edge (!)
                        isLoop      = backwardSpan.Count > 2 && IndexUtil.find_shared_edge_v(ref start_ev, ref end_ev) != DMesh3.InvalidID;
                        forwardSpan = backwardSpan;
                    }
                }

                if (isLoop)
                {
                    var loop = EdgeLoop.FromEdges(Mesh, forwardSpan);
                    Util.gDevAssert(loop.CheckValidity());
                    Loops.Add(loop);
                }
                else
                {
                    var span = EdgeSpan.FromEdges(Mesh, forwardSpan);
                    Util.gDevAssert(span.CheckValidity());
                    Spans.Add(span);
                }
            }
        }
        // Check if Spanw is the same set of positions on another mesh.
        // Does not require the indexing to be the same
        public bool IsSameSpan(EdgeSpan Spanw, bool bReverse2 = false, double tolerance = MathUtil.ZeroTolerance)
        {
			// [RMS] this is much easier than for a loop, because it has to have 
			//   same endpoints. But don't have time right now.
			throw new NotImplementedException("todo!");
        }
        // This is called when loopV contains one or more "bowtie" vertices.
        // These vertices *might* be duplicated in loopV (but not necessarily)
        // If they are, we have to break loopV into subloops that don't contain duplicates.
        //
        // The list bowties contains all the possible duplicates
        // (all v in bowties occur in loopV at least once)
        //
        // Currently loopE is not used, and the returned EdgeLoop objects do not have their Edges
        // arrays initialized. Perhaps to improve in future.
        //
        // An unhandled case to think about is where we have a sequence [..A..B..A..B..] where
        // A and B are bowties. In this case there are no A->A or B->B subloops. What should
        // we do here??
        Subloops extract_subloops(List <int> loopV, List <int> loopE, List <int> bowties)
        {
            Subloops subs = new Subloops();

            subs.Loops = new List <EdgeLoop>(); subs.Spans = new List <EdgeSpan>();

            // figure out which bowties we saw are actually duplicated in loopV
            List <int> dupes = new List <int>();

            foreach (int bv in bowties)
            {
                if (count_in_list(loopV, bv) > 1)
                {
                    dupes.Add(bv);
                }
            }

            // we might not actually have any duplicates, if we got luck. Early out in that case
            if (dupes.Count == 0)
            {
                subs.Loops.Add(new EdgeLoop(Mesh)
                {
                    Vertices = loopV.ToArray(), Edges = loopE.ToArray(), BowtieVertices = bowties.ToArray()
                });
                return(subs);
            }

            // This loop extracts subloops until we have dealt with all the
            // duplicate vertices in loopV
            while (dupes.Count > 0)
            {
                // Find shortest "simple" loop, ie a loop from a bowtie to itself that
                // does not contain any other bowties. This is an independent loop.
                // We're doing a lot of extra work here if we only have one element in dupes...
                int bi = 0, bv = 0;
                int start_i = -1, end_i = -1;
                int bv_shortest = -1; int shortest = int.MaxValue;
                for ( ; bi < dupes.Count; ++bi)
                {
                    bv = dupes[bi];
                    if (is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i))
                    {
                        int len = count_span(loopV, start_i, end_i);
                        if (len < shortest)
                        {
                            bv_shortest = bv;
                            shortest    = len;
                        }
                    }
                }

                // failed to find a simple loop. Not sure what to do in this situation.
                // If we don't want to throw, all we can do is convert the remaining
                // loop to a span and return.
                // (Or should we keep it as a loop and set flag??)
                if (bv_shortest == -1)
                {
                    if (FailureBehavior == FailureBehaviors.ThrowException)
                    {
                        FailureBowties = dupes;
                        throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: Cannot find a valid simple loop");
                    }
                    EdgeSpan   span  = new EdgeSpan(Mesh);
                    List <int> verts = new List <int>();
                    for (int i = 0; i < loopV.Count; ++i)
                    {
                        if (loopV[i] != -1)
                        {
                            verts.Add(loopV[i]);
                        }
                    }
                    span.Vertices       = verts.ToArray();
                    span.Edges          = EdgeSpan.VerticesToEdges(Mesh, span.Vertices);
                    span.BowtieVertices = bowties.ToArray();
                    subs.Spans.Add(span);
                    return(subs);
                }

                if (bv != bv_shortest)
                {
                    bv = bv_shortest;
                    // running again just to get start_i and end_i...
                    is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i);
                }

                Debug.Assert(loopV[start_i] == bv && loopV[end_i] == bv);

                EdgeLoop loop = new EdgeLoop(Mesh);
                loop.Vertices       = extract_span(loopV, start_i, end_i, true);
                loop.Edges          = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices);
                loop.BowtieVertices = bowties.ToArray();
                subs.Loops.Add(loop);

                // If there are no more duplicates of this bowtie, we can treat
                // it like a regular vertex now
                if (count_in_list(loopV, bv) < 2)
                {
                    dupes.Remove(bv);
                }
            }

            // Should have one loop left that contains duplicates.
            // Extract this as a separate loop
            int nLeft = 0;

            for (int i = 0; i < loopV.Count; ++i)
            {
                if (loopV[i] != -1)
                {
                    nLeft++;
                }
            }
            if (nLeft > 0)
            {
                EdgeLoop loop = new EdgeLoop(Mesh);
                loop.Vertices = new int[nLeft];
                int vi = 0;
                for (int i = 0; i < loopV.Count; ++i)
                {
                    if (loopV[i] != -1)
                    {
                        loop.Vertices[vi++] = loopV[i];
                    }
                }
                loop.Edges          = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices);
                loop.BowtieVertices = bowties.ToArray();
                subs.Loops.Add(loop);
            }

            return(subs);
        }
        /// <summary>
        /// Find the set of boundary EdgeLoops. Note that if we encounter topological
        /// issues, we will throw MeshBoundaryLoopsException w/ more info (if possible)
        /// </summary>
        public bool Compute()
        {
            // This algorithm assumes that triangles are oriented consistently,
            // so closed boundary-loop can be followed by walking edges in-order

            Loops = new List <EdgeLoop>();
            Spans = new List <EdgeSpan>();

            // early-out if we don't actually have boundaries
            if (Mesh.CachedIsClosed)
            {
                return(true);
            }

            int NE = Mesh.MaxEdgeID;

            // Temporary memory used to indicate when we have "used" an edge.
            BitArray used_edge = new BitArray(NE);

            used_edge.SetAll(false);

            // current loop is stored here, cleared after each loop extracted
            List <int> loop_edges = new List <int>();     // [RMS] not sure we need this...
            List <int> loop_verts = new List <int>();
            List <int> bowties    = new List <int>();

            // Temp buffer for reading back all boundary edges of a vertex.
            // probably always small but in pathological cases it could be large...
            int[] all_e = new int[16];

            // [TODO] might make sense to precompute some things here, like num_be for each bdry vtx?

            // process all edges of mesh
            for (int eid = 0; eid < NE; ++eid)
            {
                if (!Mesh.IsEdge(eid))
                {
                    continue;
                }
                if (used_edge[eid] == true)
                {
                    continue;
                }
                if (Mesh.IsBoundaryEdge(eid) == false)
                {
                    continue;
                }

                if (EdgeFilterF != null && EdgeFilterF(eid) == false)
                {
                    used_edge[eid] = true;
                    continue;
                }

                // ok this is start of a boundary chain
                int eStart = eid;
                used_edge[eStart] = true;
                loop_edges.Add(eStart);

                int eCur = eid;

                // follow the chain in order of oriented edges
                bool bClosed     = false;
                bool bIsOpenSpan = false;
                while (!bClosed)
                {
                    Index2i ev = Mesh.GetOrientedBoundaryEdgeV(eCur);
                    int     cure_a = ev.a, cure_b = ev.b;
                    if (bIsOpenSpan)
                    {
                        cure_a = ev.b; cure_b = ev.a;
                    }
                    else
                    {
                        loop_verts.Add(cure_a);
                    }

                    int e0 = -1, e1 = 1;
                    int bdry_nbrs = Mesh.VtxBoundaryEdges(cure_b, ref e0, ref e1);

                    // have to filter this list, if we are filtering. this is ugly.
                    if (EdgeFilterF != null)
                    {
                        if (bdry_nbrs > 2)
                        {
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[bdry_nbrs];
                            }
                            // we may repreat this below...irritating...
                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            num_be = BufferUtil.CountValid(all_e, EdgeFilterF, num_be);
                        }
                        else
                        {
                            if (EdgeFilterF(e0) == false)
                            {
                                bdry_nbrs--;
                            }
                            if (EdgeFilterF(e1) == false)
                            {
                                bdry_nbrs--;
                            }
                        }
                    }


                    if (bdry_nbrs < 2)     // hit an 'endpoint' vertex (should only happen when Filter is on...)
                    {
                        if (SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: found open span at vertex " + cure_b)
                                  {
                                      UnclosedLoop = true
                                  }
                        }
                        ;
                        if (bIsOpenSpan)
                        {
                            bClosed = true;
                            continue;
                        }
                        else
                        {
                            bIsOpenSpan = true;          // begin open span
                            eCur        = loop_edges[0]; // restart at other end of loop
                            loop_edges.Reverse();        // do this so we can push to front
                            continue;
                        }
                    }

                    int eNext = -1;

                    if (bdry_nbrs > 2)
                    {
                        // found "bowtie" vertex...things just got complicated!

                        if (cure_b == loop_verts[0])
                        {
                            // The "end" of the current edge is the same as the start vertex.
                            // This means we can close the loop here. Might as well!
                            eNext = -2;                               // sentinel value used below
                        }
                        else
                        {
                            // try to find an unused outgoing edge that is oriented properly.
                            // This could create sub-loops, we will handle those later
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[2 * bdry_nbrs];
                            }
                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            Debug.Assert(num_be == bdry_nbrs);

                            if (EdgeFilterF != null)
                            {
                                num_be = BufferUtil.FilterInPlace(all_e, EdgeFilterF, num_be);
                            }

                            // Try to pick the best "turn left" vertex.
                            eNext = find_left_turn_edge(eCur, cure_b, all_e, num_be, used_edge);
                            if (eNext == -1)
                            {
                                if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                                {
                                    throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: cannot find valid outgoing edge at bowtie vertex " + cure_b)
                                          {
                                              BowtieFailure = true
                                          }
                                }
                                ;

                                // ok, we are stuck. all we can do now is terminate this loop and keep it as a span
                                if (bIsOpenSpan)
                                {
                                    bClosed = true;
                                }
                                else
                                {
                                    bIsOpenSpan = true;
                                    bClosed     = true;
                                }
                                continue;
                            }
                        }

                        if (bowties.Contains(cure_b) == false)
                        {
                            bowties.Add(cure_b);
                        }
                    }
                    else
                    {
                        // walk forward to next available edge
                        Debug.Assert(e0 == eCur || e1 == eCur);
                        eNext = (e0 == eCur) ? e1 : e0;
                    }

                    if (eNext == -2)
                    {
                        // found a bowtie vert that is the same as start-of-loop, so we
                        // are just closing it off explicitly
                        bClosed = true;
                    }
                    else if (eNext == eStart)
                    {
                        // found edge at start of loop, so loop is done.
                        bClosed = true;
                    }
                    else if (used_edge[eNext] != false)
                    {
                        // disaster case - the next edge is already used, but it is not the start of our loop
                        // All we can do is convert to open span and terminate
                        if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: encountered repeated edge " + eNext)
                                  {
                                      RepeatedEdge = true
                                  }
                        }
                        ;
                        bIsOpenSpan = true;
                        bClosed     = true;
                    }
                    else
                    {
                        // push onto accumulated list
                        Debug.Assert(used_edge[eNext] == false);
                        loop_edges.Add(eNext);
                        used_edge[eNext] = true;
                        eCur             = eNext;
                    }
                }

                if (bIsOpenSpan)
                {
                    SawOpenSpans = true;
                    if (SpanBehavior == SpanBehaviors.Compute)
                    {
                        loop_edges.Reverse();  // orient properly
                        EdgeSpan span = EdgeSpan.FromEdges(Mesh, loop_edges);
                        Spans.Add(span);
                    }
                }
                else if (bowties.Count > 0)
                {
                    // if we saw a bowtie vertex, we might need to break up this loop,
                    // so call extract_subloops
                    Subloops subloops = extract_subloops(loop_verts, loop_edges, bowties);
                    foreach (var loop in subloops.Loops)
                    {
                        Loops.Add(loop);
                    }
                    if (subloops.Spans.Count > 0)
                    {
                        FellBackToSpansOnFailure = true;
                        foreach (var span in subloops.Spans)
                        {
                            Spans.Add(span);
                        }
                    }
                }
                else
                {
                    // clean simple loop, convert to EdgeLoop instance
                    EdgeLoop loop = new EdgeLoop(Mesh);
                    loop.Vertices = loop_verts.ToArray();
                    loop.Edges    = loop_edges.ToArray();
                    Loops.Add(loop);
                }

                // reset these lists
                loop_edges.Clear();
                loop_verts.Clear();
                bowties.Clear();
            }

            return(true);
        }

        // [TODO] cache this in a dictionary? we will not need very many, but we will
        //   need each multiple times!
        Vector3d get_vtx_normal(int vid)
        {
            Vector3d n = Vector3d.Zero;

            foreach (int ti in Mesh.VtxTrianglesItr(vid))
            {
                n += Mesh.GetTriNormal(ti);
            }
            n.Normalize();
            return(n);
        }

        // ok, bdry_edges[0...bdry_edges_count] contains the boundary edges coming out of bowtie_v.
        // We want to pick the best one to continue the loop that came in to bowtie_v on incoming_e.
        // If the loops are all sane, then we will get the smallest loops by "turning left" at bowtie_v.
        // So, we compute the tangent plane at bowtie_v, and then the signed angle for each
        // viable edge in this plane.
        //
        // [TODO] handle degenerate edges. what do we do then? Currently will only chose
        //  degenerate edge if there are no other options (I think...)
        int find_left_turn_edge(int incoming_e, int bowtie_v, int[] bdry_edges, int bdry_edges_count, BitArray used_edges)
        {
            // compute normal and edge [a,bowtie]
            Vector3d n       = get_vtx_normal(bowtie_v);
            int      other_v = Mesh.edge_other_v(incoming_e, bowtie_v);
            Vector3d ab      = Mesh.GetVertex(bowtie_v) - Mesh.GetVertex(other_v);

            // our winner
            int    best_e     = -1;
            double best_angle = double.MaxValue;

            for (int i = 0; i < bdry_edges_count; ++i)
            {
                int bdry_eid = bdry_edges[i];
                if (used_edges[bdry_eid] == true)
                {
                    continue;       // this edge is already used
                }
                Index2i bdry_ev = Mesh.GetOrientedBoundaryEdgeV(bdry_eid);
                if (bdry_ev.a != bowtie_v)
                {
                    continue;       // have to be able to chain to end of current edge, orientation-wise
                }
                // compute projected angle
                Vector3d bc      = Mesh.GetVertex(bdry_ev.b) - Mesh.GetVertex(bowtie_v);
                float    fAngleS = MathUtil.PlaneAngleSignedD((Vector3f)ab, (Vector3f)bc, (Vector3f)n);

                // turn left!
                if (best_angle == double.MaxValue || fAngleS < best_angle)
                {
                    best_angle = fAngleS;
                    best_e     = bdry_eid;
                }
            }

            // [RMS] w/ bowtie vertices and open spans, this does happen
            //Debug.Assert(best_e != -1);

            return(best_e);
        }
Exemple #5
0
        /// <summary>
        /// Find the set of boundary EdgeLoops. Note that if we encounter topological
        /// issues, we will throw MeshBoundaryLoopsException w/ more info (if possible)
        /// </summary>
        public bool Compute()
        {
            // This algorithm assumes that triangles are oriented consistently,
            // so closed boundary-loop can be followed by walking edges in-order

            Loops = new List <EdgeLoop>();
            Spans = new List <EdgeSpan>();

            int NE = Mesh.MaxEdgeID;

            // Temporary memory used to indicate when we have "used" an edge.
            BitArray used_edge = new BitArray(NE);

            used_edge.SetAll(false);

            // current loop is stored here, cleared after each loop extracted
            List <int> loop_edges = new List <int>();     // [RMS] not sure we need this...
            List <int> loop_verts = new List <int>();
            List <int> bowties    = new List <int>();

            // Temp buffer for reading back all boundary edges of a vertex.
            // probably always small but in pathological cases it could be large...
            int[] all_e = new int[16];

            // [TODO] might make sense to precompute some things here, like num_be for each bdry vtx?

            // process all edges of mesh
            for (int eid = 0; eid < NE; ++eid)
            {
                if (!Mesh.IsEdge(eid))
                {
                    continue;
                }
                if (used_edge[eid] == true)
                {
                    continue;
                }
                if (Mesh.IsBoundaryEdge(eid) == false)
                {
                    continue;
                }

                if (EdgeFilterF != null && EdgeFilterF(eid) == false)
                {
                    used_edge[eid] = true;
                    continue;
                }

                // ok this is start of a boundary chain
                int eStart = eid;
                used_edge[eStart] = true;
                loop_edges.Add(eStart);

                int eCur = eid;

                // follow the chain in order of oriented edges
                bool bClosed     = false;
                bool bIsOpenSpan = false;
                while (!bClosed)
                {
                    Index2i ev = Mesh.GetOrientedBoundaryEdgeV(eCur);
                    int     cure_a = ev.a, cure_b = ev.b;
                    if (bIsOpenSpan)
                    {
                        cure_a = ev.b; cure_b = ev.a;
                    }
                    else
                    {
                        loop_verts.Add(cure_a);
                    }

                    int e0 = -1, e1 = 1;
                    int bdry_nbrs = Mesh.VtxBoundaryEdges(cure_b, ref e0, ref e1);

                    // have to filter this list, if we are filtering. this is ugly.
                    if (EdgeFilterF != null)
                    {
                        if (bdry_nbrs > 2)
                        {
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[bdry_nbrs];
                            }
                            // we may repreat this below...irritating...
                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            num_be = BufferUtil.CountValid(all_e, EdgeFilterF, num_be);
                        }
                        else
                        {
                            if (EdgeFilterF(e0) == false)
                            {
                                bdry_nbrs--;
                            }
                            if (EdgeFilterF(e1) == false)
                            {
                                bdry_nbrs--;
                            }
                        }
                    }


                    if (bdry_nbrs < 2)     // hit an 'endpoint' vertex (should only happen when Filter is on...)
                    {
                        if (SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: found open span at vertex " + cure_b)
                                  {
                                      UnclosedLoop = true
                                  }
                        }
                        ;
                        if (bIsOpenSpan)
                        {
                            bClosed = true;
                            continue;
                        }
                        else
                        {
                            bIsOpenSpan = true;          // begin open span
                            eCur        = loop_edges[0]; // restart at other end of loop
                            loop_edges.Reverse();        // do this so we can push to front
                            continue;
                        }
                    }

                    int eNext = -1;

                    if (bdry_nbrs > 2)
                    {
                        // found "bowtie" vertex...things just got complicated!

                        if (cure_b == loop_verts[0])
                        {
                            // The "end" of the current edge is the same as the start vertex.
                            // This means we can close the loop here. Might as well!
                            eNext = -2;                               // sentinel value used below
                        }
                        else
                        {
                            // try to find an unused outgoing edge that is oriented properly.
                            // This could create sub-loops, we will handle those later
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[2 * bdry_nbrs];
                            }
                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            Debug.Assert(num_be == bdry_nbrs);

                            if (EdgeFilterF != null)
                            {
                                num_be = BufferUtil.FilterInPlace(all_e, EdgeFilterF, num_be);
                            }

                            // Try to pick the best "turn left" vertex.
                            eNext = find_left_turn_edge(eCur, cure_b, all_e, num_be, used_edge);
                            if (eNext == -1)
                            {
                                if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                                {
                                    throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: cannot find valid outgoing edge at bowtie vertex " + cure_b)
                                          {
                                              BowtieFailure = true
                                          }
                                }
                                ;

                                // ok, we are stuck. all we can do now is terminate this loop and keep it as a span
                                if (bIsOpenSpan)
                                {
                                    bClosed = true;
                                }
                                else
                                {
                                    bIsOpenSpan = true;
                                    bClosed     = true;
                                }
                                continue;
                            }
                        }

                        if (bowties.Contains(cure_b) == false)
                        {
                            bowties.Add(cure_b);
                        }
                    }
                    else
                    {
                        // walk forward to next available edge
                        Debug.Assert(e0 == eCur || e1 == eCur);
                        eNext = (e0 == eCur) ? e1 : e0;
                    }

                    if (eNext == -2)
                    {
                        // found a bowtie vert that is the same as start-of-loop, so we
                        // are just closing it off explicitly
                        bClosed = true;
                    }
                    else if (eNext == eStart)
                    {
                        // found edge at start of loop, so loop is done.
                        bClosed = true;
                    }
                    else if (used_edge[eNext] != false)
                    {
                        // disaster case - the next edge is already used, but it is not the start of our loop
                        // All we can do is convert to open span and terminate
                        if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: encountered repeated edge " + eNext)
                                  {
                                      RepeatedEdge = true
                                  }
                        }
                        ;
                        bIsOpenSpan = true;
                        bClosed     = true;
                    }
                    else
                    {
                        // push onto accumulated list
                        Debug.Assert(used_edge[eNext] == false);
                        loop_edges.Add(eNext);
                        used_edge[eNext] = true;
                        eCur             = eNext;
                    }
                }

                if (bIsOpenSpan)
                {
                    SawOpenSpans = true;
                    if (SpanBehavior == SpanBehaviors.Compute)
                    {
                        loop_edges.Reverse();  // orient properly
                        EdgeSpan span = EdgeSpan.FromEdges(Mesh, loop_edges);
                        Spans.Add(span);
                    }
                }
                else if (bowties.Count > 0)
                {
                    // if we saw a bowtie vertex, we might need to break up this loop,
                    // so call extract_subloops
                    List <EdgeLoop> subloops = extract_subloops(loop_verts, loop_edges, bowties);
                    for (int i = 0; i < subloops.Count; ++i)
                    {
                        Loops.Add(subloops[i]);
                    }
                }
                else
                {
                    // clean simple loop, convert to EdgeLoop instance
                    EdgeLoop loop = new EdgeLoop(Mesh);
                    loop.Vertices = loop_verts.ToArray();
                    loop.Edges    = loop_edges.ToArray();
                    Loops.Add(loop);
                }

                // reset these lists
                loop_edges.Clear();
                loop_verts.Clear();
                bowties.Clear();
            }

            return(true);
        }

        // [TODO] cache this in a dictionary? we will not need very many, but we will
        //   need each multiple times!
        Vector3d get_vtx_normal(int vid)
        {
            Vector3d n = Vector3d.Zero;

            foreach (int ti in Mesh.VtxTrianglesItr(vid))
            {
                n += Mesh.GetTriNormal(ti);
            }
            n.Normalize();
            return(n);
        }

        // ok, bdry_edges[0...bdry_edges_count] contains the boundary edges coming out of bowtie_v.
        // We want to pick the best one to continue the loop that came in to bowtie_v on incoming_e.
        // If the loops are all sane, then we will get the smallest loops by "turning left" at bowtie_v.
        // So, we compute the tangent plane at bowtie_v, and then the signed angle for each
        // viable edge in this plane.
        //
        // [TODO] handle degenerate edges. what do we do then? Currently will only chose
        //  degenerate edge if there are no other options (I think...)
        int find_left_turn_edge(int incoming_e, int bowtie_v, int[] bdry_edges, int bdry_edges_count, BitArray used_edges)
        {
            // compute normal and edge [a,bowtie]
            Vector3d n       = get_vtx_normal(bowtie_v);
            int      other_v = Mesh.edge_other_v(incoming_e, bowtie_v);
            Vector3d ab      = Mesh.GetVertex(bowtie_v) - Mesh.GetVertex(other_v);

            // our winner
            int    best_e     = -1;
            double best_angle = double.MaxValue;

            for (int i = 0; i < bdry_edges_count; ++i)
            {
                int bdry_eid = bdry_edges[i];
                if (used_edges[bdry_eid] == true)
                {
                    continue;       // this edge is already used
                }
                Index2i bdry_ev = Mesh.GetOrientedBoundaryEdgeV(bdry_eid);
                if (bdry_ev.a != bowtie_v)
                {
                    continue;       // have to be able to chain to end of current edge, orientation-wise
                }
                // compute projected angle
                Vector3d bc      = Mesh.GetVertex(bdry_ev.b) - Mesh.GetVertex(bowtie_v);
                float    fAngleS = MathUtil.PlaneAngleSignedD((Vector3f)ab, (Vector3f)bc, (Vector3f)n);

                // turn left!
                if (best_angle == double.MaxValue || fAngleS < best_angle)
                {
                    best_angle = fAngleS;
                    best_e     = bdry_eid;
                }
            }

            // [RMS] w/ bowtie vertices and open spans, this does happen
            //Debug.Assert(best_e != -1);

            return(best_e);
        }

        // This is called when loopV contains one or more "bowtie" vertices.
        // These vertices *might* be duplicated in loopV (but not necessarily)
        // If they are, we have to break loopV into subloops that don't contain duplicates.
        //
        // The list bowties contains all the possible duplicates
        // (all v in bowties occur in loopV at least once)
        //
        // Currently loopE is not used, and the returned EdgeLoop objects do not have their Edges
        // arrays initialized. Perhaps to improve in future.
        List <EdgeLoop> extract_subloops(List <int> loopV, List <int> loopE, List <int> bowties)
        {
            List <EdgeLoop> subs = new List <EdgeLoop>();

            // figure out which bowties we saw are actually duplicated in loopV
            List <int> dupes = new List <int>();

            foreach (int bv in bowties)
            {
                if (count_in_list(loopV, bv) > 1)
                {
                    dupes.Add(bv);
                }
            }

            // we might not actually have any duplicates, if we got luck. Early out in that case
            if (dupes.Count == 0)
            {
                subs.Add(new EdgeLoop(Mesh)
                {
                    Vertices = loopV.ToArray(), Edges = loopE.ToArray(), BowtieVertices = bowties.ToArray()
                });
                return(subs);
            }

            // This loop extracts subloops until we have dealt with all the
            // duplicate vertices in loopV
            while (dupes.Count > 0)
            {
                // Find shortest "simple" loop, ie a loop from a bowtie to itself that
                // does not contain any other bowties. This is an independent loop.
                // We're doing a lot of extra work here if we only have one element in dupes...
                int bi = 0, bv = 0;
                int start_i = -1, end_i = -1;
                int bv_shortest = -1; int shortest = int.MaxValue;
                for ( ; bi < dupes.Count; ++bi)
                {
                    bv = dupes[bi];
                    if (is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i))
                    {
                        int len = count_span(loopV, start_i, end_i);
                        if (len < shortest)
                        {
                            bv_shortest = bv;
                            shortest    = len;
                        }
                    }
                }
                if (bv_shortest == -1)
                {
                    throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: Cannot find a valid simple loop");
                }
                if (bv != bv_shortest)
                {
                    bv = bv_shortest;
                    // running again just to get start_i and end_i...
                    is_simple_bowtie_loop(loopV, dupes, bv, out start_i, out end_i);
                }

                Debug.Assert(loopV[start_i] == bv && loopV[end_i] == bv);

                EdgeLoop loop = new EdgeLoop(Mesh);
                loop.Vertices       = extract_span(loopV, start_i, end_i, true);
                loop.Edges          = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices);
                loop.BowtieVertices = bowties.ToArray();
                subs.Add(loop);

                // If there are no more duplicates of this bowtie, we can treat
                // it like a regular vertex now
                if (count_in_list(loopV, bv) < 2)
                {
                    dupes.Remove(bv);
                }
            }

            // Should have one loop left that contains duplicates.
            // Extract this as a separate loop
            int nLeft = 0;

            for (int i = 0; i < loopV.Count; ++i)
            {
                if (loopV[i] != -1)
                {
                    nLeft++;
                }
            }
            if (nLeft > 0)
            {
                EdgeLoop loop = new EdgeLoop(Mesh);
                loop.Vertices = new int[nLeft];
                int vi = 0;
                for (int i = 0; i < loopV.Count; ++i)
                {
                    if (loopV[i] != -1)
                    {
                        loop.Vertices[vi++] = loopV[i];
                    }
                }
                loop.Edges          = EdgeLoop.VertexLoopToEdgeLoop(Mesh, loop.Vertices);
                loop.BowtieVertices = bowties.ToArray();
                subs.Add(loop);
            }

            return(subs);
        }

        /*
         * In all the functions below, the list loopV is assumed to possibly
         * contain "removed" vertices indicated by -1. These are ignored.
         */


        // Check if the loop from bowtieV to bowtieV inside loopV contains any other bowtie verts.
        // Also returns start and end indices in loopV of "clean" loop
        // Note that start may be < end, if the "clean" loop wraps around the end
        bool is_simple_bowtie_loop(List <int> loopV, List <int> bowties, int bowtieV, out int start_i, out int end_i)
        {
            // find two indices of bowtie vert
            start_i = find_index(loopV, 0, bowtieV);
            end_i   = find_index(loopV, start_i + 1, bowtieV);

            if (is_simple_path(loopV, bowties, bowtieV, start_i, end_i))
            {
                return(true);
            }
            else if (is_simple_path(loopV, bowties, bowtieV, end_i, start_i))
            {
                int tmp = start_i; start_i = end_i; end_i = tmp;
                return(true);
            }
            else
            {
                return(false);       // not a simple bowtie loop!
            }
        }

        // check if forward path from loopV[i1] to loopV[i2] contains any bowtie verts other than bowtieV
        bool is_simple_path(List <int> loopV, List <int> bowties, int bowtieV, int i1, int i2)
        {
            int N = loopV.Count;

            for (int i = i1; i != i2; i = (i + 1) % N)
            {
                int vi = loopV[i];
                if (vi == -1)
                {
                    continue;       // skip removed vertices
                }
                if (vi != bowtieV && bowties.Contains(vi))
                {
                    return(false);
                }
            }
            return(true);
        }

        // Read out the span from loop[i0] to loop [i1-1] into an array.
        // If bMarkInvalid, then these values are set to -1 in loop
        int[] extract_span(List <int> loop, int i0, int i1, bool bMarkInvalid)
        {
            int num = count_span(loop, i0, i1);

            int[] a  = new int[num];
            int   ai = 0;
            int   N  = loop.Count;

            for (int i = i0; i != i1; i = (i + 1) % N)
            {
                if (loop[i] != -1)
                {
                    a[ai++] = loop[i];
                    if (bMarkInvalid)
                    {
                        loop[i] = -1;
                    }
                }
            }
            return(a);
        }

        // count number of valid vertices in l between loop[i0] and loop[i1-1]
        int count_span(List <int> l, int i0, int i1)
        {
            int c = 0;
            int N = l.Count;

            for (int i = i0; i != i1; i = (i + 1) % N)
            {
                if (l[i] != -1)
                {
                    c++;
                }
            }
            return(c);
        }

        // find the index of item in loop, starting at start index
        int find_index(List <int> loop, int start, int item)
        {
            for (int i = start; i < loop.Count; ++i)
            {
                if (loop[i] == item)
                {
                    return(i);
                }
            }
            return(-1);
        }

        // count number of times item appears in loop
        int count_in_list(List <int> loop, int item)
        {
            int c = 0;

            for (int i = 0; i < loop.Count; ++i)
            {
                if (loop[i] == item)
                {
                    c++;
                }
            }
            return(c);
        }
    }
}
        /// <summary>
        /// Find the set of boundary EdgeLoops. Note that if we encounter topological
        /// issues, we will throw MeshBoundaryLoopsException w/ more info (if possible)
        /// </summary>
        public bool Compute()
        {
            // This algorithm assumes that triangles are oriented consistently,
            // so closed boundary-loop can be followed by walking edges in-order

            Loops = new List <EdgeLoop>();
            Spans = new List <EdgeSpan>();

            // early-out if we don't actually have boundaries
            if (Mesh.CachedIsClosed)
            {
                return(true);
            }

            int NE = Mesh.MaxEdgeID;

            // Temporary memory used to indicate when we have "used" an edge.
            var used_edge = new BitArray(NE);

            used_edge.SetAll(false);

            // current loop is stored here, cleared after each loop extracted
            var loop_edges = new List <int>();                // [RMS] not sure we need this...
            var loop_verts = new List <int>();
            var bowties    = new List <int>();

            // Temp buffer for reading back all boundary edges of a vertex.
            // probably always small but in pathological cases it could be large...
            int[] all_e = new int[16];

            // [TODO] might make sense to precompute some things here, like num_be for each bdry vtx?

            // process all edges of mesh
            for (int eid = 0; eid < NE; ++eid)
            {
                if (!Mesh.IsEdge(eid))
                {
                    continue;
                }

                if (used_edge[eid] == true)
                {
                    continue;
                }

                if (Mesh.IsBoundaryEdge(eid) == false)
                {
                    continue;
                }

                if (EdgeFilterF != null && EdgeFilterF(eid) == false)
                {
                    used_edge[eid] = true;
                    continue;
                }

                // ok this is start of a boundary chain
                int eStart = eid;
                used_edge[eStart] = true;
                loop_edges.Add(eStart);

                int eCur = eid;

                // follow the chain in order of oriented edges
                bool bClosed     = false;
                bool bIsOpenSpan = false;
                while (!bClosed)
                {
                    Index2i ev = Mesh.GetOrientedBoundaryEdgeV(eCur);
                    int     cure_a = ev.a, cure_b = ev.b;
                    if (bIsOpenSpan)
                    {
                        cure_a = ev.b; cure_b = ev.a;
                    }
                    else
                    {
                        loop_verts.Add(cure_a);
                    }

                    int e0 = -1, e1 = 1;
                    int bdry_nbrs = Mesh.VtxBoundaryEdges(cure_b, ref e0, ref e1);

                    // have to filter this list, if we are filtering. this is ugly.
                    if (EdgeFilterF != null)
                    {
                        if (bdry_nbrs > 2)
                        {
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[bdry_nbrs];
                            }
                            // we may repreat this below...irritating...
                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            num_be = BufferUtil.CountValid(all_e, EdgeFilterF, num_be);
                        }
                        else
                        {
                            if (EdgeFilterF(e0) == false)
                            {
                                bdry_nbrs--;
                            }

                            if (EdgeFilterF(e1) == false)
                            {
                                bdry_nbrs--;
                            }
                        }
                    }


                    if (bdry_nbrs < 2)
                    {                       // hit an 'endpoint' vertex (should only happen when Filter is on...)
                        if (SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: found open span at vertex " + cure_b)
                                  {
                                      UnclosedLoop = true
                                  };
                        }

                        if (bIsOpenSpan)
                        {
                            bClosed = true;
                            continue;
                        }
                        else
                        {
                            bIsOpenSpan = true;                                // begin open span
                            eCur        = loop_edges[0];                       // restart at other end of loop
                            loop_edges.Reverse();                              // do this so we can push to front
                            continue;
                        }
                    }

                    int eNext = -1;

                    if (bdry_nbrs > 2)
                    {
                        // found "bowtie" vertex...things just got complicated!

                        if (cure_b == loop_verts[0])
                        {
                            // The "end" of the current edge is the same as the start vertex.
                            // This means we can close the loop here. Might as well!
                            eNext = -2;                               // sentinel value used below
                        }
                        else
                        {
                            // try to find an unused outgoing edge that is oriented properly.
                            // This could create sub-loops, we will handle those later
                            if (bdry_nbrs >= all_e.Length)
                            {
                                all_e = new int[2 * bdry_nbrs];
                            }

                            int num_be = Mesh.VtxAllBoundaryEdges(cure_b, all_e);
                            Debug.Assert(num_be == bdry_nbrs);

                            if (EdgeFilterF != null)
                            {
                                num_be = BufferUtil.FilterInPlace(all_e, EdgeFilterF, num_be);
                            }

                            // Try to pick the best "turn left" vertex.
                            eNext = find_left_turn_edge(eCur, cure_b, all_e, num_be, used_edge);
                            if (eNext == -1)
                            {
                                if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                                {
                                    throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: cannot find valid outgoing edge at bowtie vertex " + cure_b)
                                          {
                                              BowtieFailure = true
                                          };
                                }

                                // ok, we are stuck. all we can do now is terminate this loop and keep it as a span
                                if (bIsOpenSpan)
                                {
                                    bClosed = true;
                                }
                                else
                                {
                                    bIsOpenSpan = true;
                                    bClosed     = true;
                                }
                                continue;
                            }
                        }

                        if (bowties.Contains(cure_b) == false)
                        {
                            bowties.Add(cure_b);
                        }
                    }
                    else
                    {
                        // walk forward to next available edge
                        Debug.Assert(e0 == eCur || e1 == eCur);
                        eNext = (e0 == eCur) ? e1 : e0;
                    }

                    if (eNext == -2)
                    {
                        // found a bowtie vert that is the same as start-of-loop, so we
                        // are just closing it off explicitly
                        bClosed = true;
                    }
                    else if (eNext == eStart)
                    {
                        // found edge at start of loop, so loop is done.
                        bClosed = true;
                    }
                    else if (used_edge[eNext] != false)
                    {
                        // disaster case - the next edge is already used, but it is not the start of our loop
                        // All we can do is convert to open span and terminate
                        if (FailureBehavior == FailureBehaviors.ThrowException || SpanBehavior == SpanBehaviors.ThrowException)
                        {
                            throw new MeshBoundaryLoopsException("MeshBoundaryLoops.Compute: encountered repeated edge " + eNext)
                                  {
                                      RepeatedEdge = true
                                  };
                        }

                        bIsOpenSpan = true;
                        bClosed     = true;
                    }
                    else
                    {
                        // push onto accumulated list
                        Debug.Assert(used_edge[eNext] == false);
                        loop_edges.Add(eNext);
                        used_edge[eNext] = true;
                        eCur             = eNext;
                    }
                }

                if (bIsOpenSpan)
                {
                    SawOpenSpans = true;
                    if (SpanBehavior == SpanBehaviors.Compute)
                    {
                        loop_edges.Reverse();                          // orient properly
                        var span = EdgeSpan.FromEdges(Mesh, loop_edges);
                        Spans.Add(span);
                    }
                }
                else if (bowties.Count > 0)
                {
                    // if we saw a bowtie vertex, we might need to break up this loop,
                    // so call extract_subloops
                    Subloops subloops = extract_subloops(loop_verts, loop_edges, bowties);
                    foreach (var loop in subloops.Loops)
                    {
                        Loops.Add(loop);
                    }

                    if (subloops.Spans.Count > 0)
                    {
                        FellBackToSpansOnFailure = true;
                        foreach (var span in subloops.Spans)
                        {
                            Spans.Add(span);
                        }
                    }
                }
                else
                {
                    // clean simple loop, convert to EdgeLoop instance
                    var loop = new EdgeLoop(Mesh);
                    loop.Vertices = loop_verts.ToArray();
                    loop.Edges    = loop_edges.ToArray();
                    Loops.Add(loop);
                }

                // reset these lists
                loop_edges.Clear();
                loop_verts.Clear();
                bowties.Clear();
            }

            return(true);
        }