Esempio n. 1
0
        private static void MaintainEdge(int a, int b, ref QuickList <int> edges)
        {
            bool contained = false;
            int  index     = 0;

            for (int k = 0; k < edges.Count; k += 2)
            {
                if ((edges[k] == a && edges[k + 1] == b) || (edges[k] == b && edges[k + 1] == a))
                {
                    contained = true;
                    index     = k;
                }
            }
            //If it isn't present, add it to the edge list.
            if (!contained)
            {
                edges.Add(a);
                edges.Add(b);
            }
            else
            {
                //If it is present, that means both edge-connected triangles were deleted now, so get rid of it.
                edges.FastRemoveAt(index + 1);
                edges.FastRemoveAt(index);
            }
        }
 /// <summary>
 /// Removes redundant points.  Two points are redundant if they occupy the same hash grid cell.
 /// </summary>
 /// <param name="points">List of points to prune.</param>
 /// <param name="cellSize">Size of cells to determine redundancy.</param>
 public static void RemoveRedundantPoints(ref QuickList<Vector3> points, double cellSize)
 {
     var set = new QuickSet<Int3>(BufferPools<Int3>.Locking, BufferPools<int>.Locking, BufferPool.GetPoolIndex(points.Count));
     for (int i = points.Count - 1; i >= 0; --i)
     {
         var element = points.Elements[i];
         var cell = new Int3
         {
             X = (int)Math.Floor(element.X / cellSize),
             Y = (int)Math.Floor(element.Y / cellSize),
             Z = (int)Math.Floor(element.Z / cellSize)
         };
         if (set.Contains(cell))
         {
             points.FastRemoveAt(i);
         }
         else
         {
             set.Add(cell);
             //TODO: Consider adding adjacent cells to guarantee that a point on the border between two cells will still detect the presence
             //of a point on the opposite side of that border.
         }
     }
     set.Dispose();
 }
        /// <summary>
        /// Removes redundant points.  Two points are redundant if they occupy the same hash grid cell.
        /// </summary>
        /// <param name="points">List of points to prune.</param>
        /// <param name="cellSize">Size of cells to determine redundancy.</param>
        public static void RemoveRedundantPoints(ref QuickList <Vector3> points, double cellSize)
        {
            var set = new QuickSet <Int3>(BufferPools <Int3> .Locking, BufferPools <int> .Locking, BufferPool.GetPoolIndex(points.Count));

            for (int i = points.Count - 1; i >= 0; --i)
            {
                var element = points.Elements[i];
                var cell    = new Int3
                {
                    X = (int)Math.Floor(element.X / cellSize),
                    Y = (int)Math.Floor(element.Y / cellSize),
                    Z = (int)Math.Floor(element.Z / cellSize)
                };
                if (set.Contains(cell))
                {
                    points.FastRemoveAt(i);
                }
                else
                {
                    set.Add(cell);
                    //TODO: Consider adding adjacent cells to guarantee that a point on the border between two cells will still detect the presence
                    //of a point on the opposite side of that border.
                }
            }
            set.Dispose();
        }
Esempio n. 4
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        private static void RemoveInsidePoints(ref QuickList <Vector3> points, ref QuickList <int> triangleIndices, ref QuickList <int> outsidePoints)
        {
            var insidePoints = new QuickList <int>(BufferPools <int> .Locking);

            //We're going to remove points from this list as we go to prune it down to the truly inner points.
            insidePoints.AddRange(outsidePoints);
            outsidePoints.Clear();

            for (int i = 0; i < triangleIndices.Count && insidePoints.Count > 0; i += 3)
            {
                //Compute the triangle's plane in point-normal representation to test other points against.
                Vector3 normal;
                FindNormal(ref triangleIndices, ref points, i, out normal);
                Vector3 p = points.Elements[triangleIndices.Elements[i]];

                for (int j = insidePoints.Count - 1; j >= 0; --j)
                {
                    //Offset from the triangle to the current point, tested against the normal, determines if the current point is visible
                    //from the triangle face.
                    Vector3 offset = points.Elements[insidePoints.Elements[j]] - p;
                    float   dot    = Vector3.Dot(offset, normal);
                    //If it's visible, then it's outside!
                    if (dot > 0)
                    {
                        //This point is known to be on the outside; put it on the outside!
                        outsidePoints.Add(insidePoints.Elements[j]);
                        insidePoints.FastRemoveAt(j);
                    }
                }
            }
            insidePoints.Dispose();
        }
        public static void TestChurnStability()
        {
            var   pool           = new BufferPool();
            var   allocator      = new Allocator(2048, pool);
            var   random         = new Random(5);
            ulong idCounter      = 0;
            var   allocatedIds   = new QuickList <ulong>(8, pool);
            var   unallocatedIds = new QuickList <ulong>(8, pool);

            for (int i = 0; i < 512; ++i)
            {
                long start;
                var  id = idCounter++;
                //allocator.ValidatePointers();
                if (allocator.Allocate(id, 1 + random.Next(5), out start))
                {
                    allocatedIds.Add(id, pool);
                }
                else
                {
                    unallocatedIds.Add(id, pool);
                }
                //allocator.ValidatePointers();
            }
            for (int timestepIndex = 0; timestepIndex < 100000; ++timestepIndex)
            {
                //First add and remove a bunch randomly.
                for (int i = random.Next(Math.Min(allocatedIds.Count, 15)); i >= 0; --i)
                {
                    var indexToRemove = random.Next(allocatedIds.Count);
                    //allocator.ValidatePointers();
                    var deallocated = allocator.Deallocate(allocatedIds[indexToRemove]);
                    Debug.Assert(deallocated);
                    //allocator.ValidatePointers();
                    unallocatedIds.Add(allocatedIds[indexToRemove], pool);
                    allocatedIds.FastRemoveAt(indexToRemove);
                }
                for (int i = random.Next(Math.Min(unallocatedIds.Count, 15)); i >= 0; --i)
                {
                    var indexToAllocate = random.Next(unallocatedIds.Count);
                    //allocator.ValidatePointers();
                    if (allocator.Allocate(unallocatedIds[indexToAllocate], random.Next(3), out long start))
                    {
                        //allocator.ValidatePointers();
                        allocatedIds.Add(unallocatedIds[indexToAllocate], pool);
                        unallocatedIds.FastRemoveAt(indexToAllocate);
                    }
                    //allocator.ValidatePointers();
                }
                //Check to ensure that everything's still coherent.
                for (int i = 0; i < allocatedIds.Count; ++i)
                {
                    Debug.Assert(allocator.Contains(allocatedIds[i]));
                }
                for (int i = 0; i < unallocatedIds.Count; ++i)
                {
                    Debug.Assert(!allocator.Contains(unallocatedIds[i]));
                }
            }
            //Wind it down.
            for (int i = 0; i < allocatedIds.Count; ++i)
            {
                var deallocated = allocator.Deallocate(allocatedIds[i]);
                Debug.Assert(deallocated);
            }
            //Confirm cleanup.
            for (int i = 0; i < allocatedIds.Count; ++i)
            {
                Debug.Assert(!allocator.Contains(allocatedIds[i]));
            }
            for (int i = 0; i < unallocatedIds.Count; ++i)
            {
                Debug.Assert(!allocator.Contains(unallocatedIds[i]));
            }
            pool.Clear();
        }
Esempio n. 6
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 public static void TestChurnStability()
 {
     var allocator = new Allocator(2048);
     var random = new Random(5);
     ulong idCounter = 0;
     var allocatedIds = new QuickList<ulong>(BufferPools<ulong>.Locking);
     var unallocatedIds = new QuickList<ulong>(BufferPools<ulong>.Locking);
     for (int i = 0; i < 512; ++i)
     {
         long start;
         var id = idCounter++;
         //allocator.ValidatePointers();
         if (allocator.Allocate(id, 1 + random.Next(5), out start))
         {
             allocatedIds.Add(id);
         }
         else
         {
             unallocatedIds.Add(id);
         }
         //allocator.ValidatePointers();
     }
     for (int timestepIndex = 0; timestepIndex < 100000; ++timestepIndex)
     {
         //First add and remove a bunch randomly.
         for (int i = random.Next(Math.Min(allocatedIds.Count, 15)); i >= 0; --i)
         {
             var indexToRemove = random.Next(allocatedIds.Count);
             //allocator.ValidatePointers();
             Assert.IsTrue(allocator.Deallocate(allocatedIds.Elements[indexToRemove]));
             //allocator.ValidatePointers();
             unallocatedIds.Add(allocatedIds.Elements[indexToRemove]);
             allocatedIds.FastRemoveAt(indexToRemove);
         }
         for (int i = random.Next(Math.Min(unallocatedIds.Count, 15)); i >= 0; --i)
         {
             var indexToAllocate = random.Next(unallocatedIds.Count);
             long start;
             //allocator.ValidatePointers();
             if (allocator.Allocate(unallocatedIds.Elements[indexToAllocate], random.Next(3), out start))
             {
                 //allocator.ValidatePointers();
                 allocatedIds.Add(unallocatedIds.Elements[indexToAllocate]);
                 unallocatedIds.FastRemoveAt(indexToAllocate);
             }
             //allocator.ValidatePointers();
         }
         //Check to ensure that everything's still coherent.
         for (int i = 0; i < allocatedIds.Count; ++i)
         {
             Assert.IsTrue(allocator.Contains(allocatedIds.Elements[i]));
         }
         for (int i = 0; i < unallocatedIds.Count; ++i)
         {
             Assert.IsFalse(allocator.Contains(unallocatedIds.Elements[i]));
         }
     }
     //Wind it down.
     for (int i = 0; i < allocatedIds.Count; ++i)
     {
         Assert.IsTrue(allocator.Deallocate(allocatedIds.Elements[i]));
     }
     //Confirm cleanup.
     for (int i = 0; i < allocatedIds.Count; ++i)
     {
         Assert.IsFalse(allocator.Contains(allocatedIds.Elements[i]));
     }
     for (int i = 0; i < unallocatedIds.Count; ++i)
     {
         Assert.IsFalse(allocator.Contains(unallocatedIds.Elements[i]));
     }
 }
Esempio n. 7
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        public static void Test()
        {
            var pool = new BufferPool();
            var tree = new Tree(pool, 128);

            const int leafCountAlongXAxis = 11;
            const int leafCountAlongYAxis = 13;
            const int leafCountAlongZAxis = 15;
            var       leafCount           = leafCountAlongXAxis * leafCountAlongYAxis * leafCountAlongZAxis;

            pool.Take <BoundingBox>(leafCount, out var leafBounds);

            const float boundsSpan    = 2;
            const float spanRange     = 2;
            const float boundsSpacing = 3;
            var         random        = new Random(5);

            for (int i = 0; i < leafCountAlongXAxis; ++i)
            {
                for (int j = 0; j < leafCountAlongYAxis; ++j)
                {
                    for (int k = 0; k < leafCountAlongZAxis; ++k)
                    {
                        var index = leafCountAlongXAxis * leafCountAlongYAxis * k + leafCountAlongXAxis * j + i;
                        leafBounds[index].Min = new Vector3(i, j, k) * boundsSpacing;
                        leafBounds[index].Max = leafBounds[index].Min + new Vector3(boundsSpan) +
                                                spanRange * new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble());
                    }
                }
            }

            var prebuiltCount = Math.Max(leafCount / 2, 1);

            tree.SweepBuild(pool, leafBounds.Slice(prebuiltCount));
            tree.Validate();


            for (int i = prebuiltCount; i < leafCount; ++i)
            {
                tree.Add(ref leafBounds[i], pool);
            }
            tree.Validate();

            pool.TakeAtLeast <int>(leafCount, out var handleToLeafIndex);
            pool.TakeAtLeast <int>(leafCount, out var leafIndexToHandle);
            for (int i = 0; i < leafCount; ++i)
            {
                handleToLeafIndex[i] = i;
                leafIndexToHandle[i] = i;
            }

            const int iterations = 100000;
            const int maximumChangesPerIteration = 20;

            var          threadDispatcher   = new SimpleThreadDispatcher(Environment.ProcessorCount);
            var          refineContext      = new Tree.RefitAndRefineMultithreadedContext();
            var          selfTestContext    = new Tree.MultithreadedSelfTest <OverlapHandler>(pool);
            var          overlapHandlers    = new OverlapHandler[threadDispatcher.ThreadCount];
            Action <int> pairTestAction     = selfTestContext.PairTest;
            var          removedLeafHandles = new QuickList <int>(leafCount, pool);

            for (int i = 0; i < iterations; ++i)
            {
                var changeCount = random.Next(maximumChangesPerIteration);
                for (int j = 0; j <= changeCount; ++j)
                {
                    var addedFraction = tree.LeafCount / (float)leafCount;
                    if (random.NextDouble() < addedFraction)
                    {
                        //Remove a leaf.
                        var leafIndexToRemove = random.Next(tree.LeafCount);
                        var handleToRemove    = leafIndexToHandle[leafIndexToRemove];
                        var movedLeafIndex    = tree.RemoveAt(leafIndexToRemove);
                        if (movedLeafIndex >= 0)
                        {
                            var movedHandle = leafIndexToHandle[movedLeafIndex];
                            handleToLeafIndex[movedHandle]       = leafIndexToRemove;
                            leafIndexToHandle[leafIndexToRemove] = movedHandle;
                            leafIndexToHandle[movedLeafIndex]    = -1;
                        }
                        else
                        {
                            //The removed leaf was the last one. This leaf index is no longer associated with any existing leaf.
                            leafIndexToHandle[leafIndexToRemove] = -1;
                        }
                        handleToLeafIndex[handleToRemove] = -1;

                        removedLeafHandles.AddUnsafely(handleToRemove);

                        tree.Validate();
                    }
                    else
                    {
                        //Add a leaf.
                        var indexInRemovedList = random.Next(removedLeafHandles.Count);
                        var handleToAdd        = removedLeafHandles[indexInRemovedList];
                        removedLeafHandles.FastRemoveAt(indexInRemovedList);
                        var leafIndex = tree.Add(ref leafBounds[handleToAdd], pool);
                        leafIndexToHandle[leafIndex]   = handleToAdd;
                        handleToLeafIndex[handleToAdd] = leafIndex;

                        tree.Validate();
                    }
                }

                tree.Refit();
                tree.Validate();

                tree.RefitAndRefine(pool, i);
                tree.Validate();

                var handler = new OverlapHandler();
                tree.GetSelfOverlaps(ref handler);
                tree.Validate();

                refineContext.RefitAndRefine(ref tree, pool, threadDispatcher, i);
                tree.Validate();
                for (int k = 0; k < threadDispatcher.ThreadCount; ++k)
                {
                    overlapHandlers[k] = new OverlapHandler();
                }
                selfTestContext.PrepareJobs(ref tree, overlapHandlers, threadDispatcher.ThreadCount);
                threadDispatcher.DispatchWorkers(pairTestAction);
                selfTestContext.CompleteSelfTest();
                tree.Validate();

                if (i % 50 == 0)
                {
                    Console.WriteLine($"Cost: {tree.MeasureCostMetric()}");
                    Console.WriteLine($"Cache Quality: {tree.MeasureCacheQuality()}");
                    Console.WriteLine($"Overlap Count: {handler.OverlapCount}");
                }
            }

            threadDispatcher.Dispose();
            pool.Clear();
        }
Esempio n. 8
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        private static void RemoveInsidePoints(ref QuickList<Vector3> points, ref QuickList<int> triangleIndices, ref QuickList<int> outsidePoints)
        {
            var insidePoints = new QuickList<int>(BufferPools<int>.Locking);
            //We're going to remove points from this list as we go to prune it down to the truly inner points.
            insidePoints.AddRange(outsidePoints);
            outsidePoints.Clear();

            for (int i = 0; i < triangleIndices.Count && insidePoints.Count > 0; i += 3)
            {
                //Compute the triangle's plane in point-normal representation to test other points against.
                Vector3 normal;
                FindNormal(ref triangleIndices, ref points, i, out normal);
                Vector3 p = points.Elements[triangleIndices.Elements[i]];

                for (int j = insidePoints.Count - 1; j >= 0; --j)
                {
                    //Offset from the triangle to the current point, tested against the normal, determines if the current point is visible
                    //from the triangle face.
                    Vector3 offset = points.Elements[insidePoints.Elements[j]] - p;
                    float dot = Vector3.Dot(offset, normal);
                    //If it's visible, then it's outside!
                    if (dot > 0)
                    {
                        //This point is known to be on the outside; put it on the outside!
                        outsidePoints.Add(insidePoints.Elements[j]);
                        insidePoints.FastRemoveAt(j);
                    }
                }
            }
            insidePoints.Dispose();
        }
Esempio n. 9
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 private static void MaintainEdge(int a, int b, ref QuickList<int> edges)
 {
     bool contained = false;
     int index = 0;
     for (int k = 0; k < edges.Count; k += 2)
     {
         if ((edges[k] == a && edges[k + 1] == b) || (edges[k] == b && edges[k + 1] == a))
         {
             contained = true;
             index = k;
         }
     }
     //If it isn't present, add it to the edge list.
     if (!contained)
     {
         edges.Add(a);
         edges.Add(b);
     }
     else
     {
         //If it is present, that means both edge-connected triangles were deleted now, so get rid of it.
         edges.FastRemoveAt(index + 1);
         edges.FastRemoveAt(index);
     }
 }
Esempio n. 10
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        /// <summary>
        /// Identifies the indices of points in a set which are on the outer convex hull of the set.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">List of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        public static void GetConvexHull(ref QuickList<Vector3> points, ref QuickList<int> outputTriangleIndices)
        {
            if (points.Count == 0)
            {
                throw new ArgumentException("Point set must have volume.");
            }
            var outsidePoints = new QuickList<int>(BufferPools<int>.Locking, BufferPool.GetPoolIndex(points.Count - 4));

            //Build the initial tetrahedron.
            //It will also give us the location of a point which is guaranteed to be within the
            //final convex hull.  We can use this point to calibrate the winding of triangles.
            //A set of outside point candidates (all points other than those composing the tetrahedron) will be returned in the outsidePoints list.
            //That list will then be further pruned by the RemoveInsidePoints call.
            Vector3 insidePoint;
            ComputeInitialTetrahedron(ref points, ref outsidePoints, ref outputTriangleIndices, out insidePoint);

            //Compute outside points.
            RemoveInsidePoints(ref points, ref outputTriangleIndices, ref outsidePoints);

            var edges = new QuickList<int>(BufferPools<int>.Locking);
            var toRemove = new QuickList<int>(BufferPools<int>.Locking);
            var newTriangles = new QuickList<int>(BufferPools<int>.Locking);

            //We're now ready to begin the main loop.
            while (outsidePoints.Count > 0)
            {
                //While the convex hull is incomplete...
                for (int k = 0; k < outputTriangleIndices.Count; k += 3)
                {
                    //Find the normal of the triangle
                    Vector3 normal;
                    FindNormal(ref outputTriangleIndices, ref points, k, out normal);

                    //Get the furthest point in the direction of the normal.
                    int maxIndexInOutsideList = GetExtremePoint(ref normal, ref points, ref outsidePoints);
                    int maxIndex = outsidePoints.Elements[maxIndexInOutsideList];
                    Vector3 maximum = points.Elements[maxIndex];

                    //If the point is beyond the current triangle, continue.
                    Vector3 offset = maximum - points.Elements[outputTriangleIndices.Elements[k]];
                    float dot = Vector3.Dot(normal, offset);
                    if (dot > 0)
                    {
                        //It's been picked! Remove the maximum point from the outside.
                        outsidePoints.FastRemoveAt(maxIndexInOutsideList);
                        //Remove any triangles that can see the point, including itself!
                        edges.Clear();
                        toRemove.Clear();
                        for (int n = outputTriangleIndices.Count - 3; n >= 0; n -= 3)
                        {
                            //Go through each triangle, if it can be seen, delete it and use maintainEdge on its edges.
                            if (IsTriangleVisibleFromPoint(ref outputTriangleIndices, ref points, n, ref maximum))
                            {
                                //This triangle can see it!
                                //TODO: CONSIDER CONSISTENT WINDING HAPPYTIMES
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 1], ref edges);
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 2], ref edges);
                                MaintainEdge(outputTriangleIndices[n + 1], outputTriangleIndices[n + 2], ref edges);
                                //Because fast removals are being used, the order is very important.
                                //It's pulling indices in from the end of the list in order, and also ensuring
                                //that we never issue a removal order beyond the end of the list.
                                outputTriangleIndices.FastRemoveAt(n + 2);
                                outputTriangleIndices.FastRemoveAt(n + 1);
                                outputTriangleIndices.FastRemoveAt(n);

                            }
                        }
                        //Create new triangles.
                        for (int n = 0; n < edges.Count; n += 2)
                        {
                            //For each edge, create a triangle with the extreme point.
                            newTriangles.Add(edges[n]);
                            newTriangles.Add(edges[n + 1]);
                            newTriangles.Add(maxIndex);
                        }
                        //Only verify the windings of the new triangles.
                        VerifyWindings(ref newTriangles, ref points, ref insidePoint);
                        outputTriangleIndices.AddRange(ref newTriangles);
                        newTriangles.Count = 0;

                        //Remove all points from the outsidePoints if they are inside the polyhedron
                        RemoveInsidePoints(ref points, ref outputTriangleIndices, ref outsidePoints);

                        //The list has been significantly messed with, so restart the loop.
                        break;
                    }
                }
            }

            outsidePoints.Dispose();
            edges.Dispose();
            toRemove.Dispose();
            newTriangles.Dispose();
        }
Esempio n. 11
0
        /// <summary>
        /// Identifies the indices of points in a set which are on the outer convex hull of the set.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">List of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        public static void GetConvexHull(ref QuickList <Vector3> points, ref QuickList <int> outputTriangleIndices)
        {
            if (points.Count == 0)
            {
                throw new ArgumentException("Point set must have volume.");
            }
            var outsidePoints = new QuickList <int>(BufferPools <int> .Locking, BufferPool.GetPoolIndex(points.Count - 4));

            //Build the initial tetrahedron.
            //It will also give us the location of a point which is guaranteed to be within the
            //final convex hull.  We can use this point to calibrate the winding of triangles.
            //A set of outside point candidates (all points other than those composing the tetrahedron) will be returned in the outsidePoints list.
            //That list will then be further pruned by the RemoveInsidePoints call.
            Vector3 insidePoint;

            ComputeInitialTetrahedron(ref points, ref outsidePoints, ref outputTriangleIndices, out insidePoint);

            //Compute outside points.
            RemoveInsidePoints(ref points, ref outputTriangleIndices, ref outsidePoints);

            var edges        = new QuickList <int>(BufferPools <int> .Locking);
            var toRemove     = new QuickList <int>(BufferPools <int> .Locking);
            var newTriangles = new QuickList <int>(BufferPools <int> .Locking);

            //We're now ready to begin the main loop.
            while (outsidePoints.Count > 0)
            {
                //While the convex hull is incomplete...
                for (int k = 0; k < outputTriangleIndices.Count; k += 3)
                {
                    //Find the normal of the triangle
                    Vector3 normal;
                    FindNormal(ref outputTriangleIndices, ref points, k, out normal);

                    //Get the furthest point in the direction of the normal.
                    int     maxIndexInOutsideList = GetExtremePoint(ref normal, ref points, ref outsidePoints);
                    int     maxIndex = outsidePoints.Elements[maxIndexInOutsideList];
                    Vector3 maximum  = points.Elements[maxIndex];

                    //If the point is beyond the current triangle, continue.
                    Vector3 offset = maximum - points.Elements[outputTriangleIndices.Elements[k]];
                    float   dot    = Vector3.Dot(normal, offset);
                    if (dot > 0)
                    {
                        //It's been picked! Remove the maximum point from the outside.
                        outsidePoints.FastRemoveAt(maxIndexInOutsideList);
                        //Remove any triangles that can see the point, including itself!
                        edges.Clear();
                        toRemove.Clear();
                        for (int n = outputTriangleIndices.Count - 3; n >= 0; n -= 3)
                        {
                            //Go through each triangle, if it can be seen, delete it and use maintainEdge on its edges.
                            if (IsTriangleVisibleFromPoint(ref outputTriangleIndices, ref points, n, ref maximum))
                            {
                                //This triangle can see it!
                                //TODO: CONSIDER CONSISTENT WINDING HAPPYTIMES
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 1], ref edges);
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 2], ref edges);
                                MaintainEdge(outputTriangleIndices[n + 1], outputTriangleIndices[n + 2], ref edges);
                                //Because fast removals are being used, the order is very important.
                                //It's pulling indices in from the end of the list in order, and also ensuring
                                //that we never issue a removal order beyond the end of the list.
                                outputTriangleIndices.FastRemoveAt(n + 2);
                                outputTriangleIndices.FastRemoveAt(n + 1);
                                outputTriangleIndices.FastRemoveAt(n);
                            }
                        }
                        //Create new triangles.
                        for (int n = 0; n < edges.Count; n += 2)
                        {
                            //For each edge, create a triangle with the extreme point.
                            newTriangles.Add(edges[n]);
                            newTriangles.Add(edges[n + 1]);
                            newTriangles.Add(maxIndex);
                        }
                        //Only verify the windings of the new triangles.
                        VerifyWindings(ref newTriangles, ref points, ref insidePoint);
                        outputTriangleIndices.AddRange(ref newTriangles);
                        newTriangles.Count = 0;

                        //Remove all points from the outsidePoints if they are inside the polyhedron
                        RemoveInsidePoints(ref points, ref outputTriangleIndices, ref outsidePoints);

                        //The list has been significantly messed with, so restart the loop.
                        break;
                    }
                }
            }

            outsidePoints.Dispose();
            edges.Dispose();
            toRemove.Dispose();
            newTriangles.Dispose();
        }