コード例 #1
0
ファイル: Mesh.cs プロジェクト: freelancerDevelop/spy.io
        /// <summary>
        /// Creates a new edge such that eNew == eOrg.Lnext and eNew.Dst is a newly created vertex.
        /// eOrg and eNew will have the same left face.
        /// </summary>
        public MeshUtils.Edge AddEdgeVertex(MeshUtils.Edge eOrg)
        {
            var eNew    = MeshUtils.MakeEdge(eOrg);
            var eNewSym = eNew._Sym;

            // Connect the new edge appropriately
            MeshUtils.Splice(eNew, eOrg._Lnext);

            // Set vertex and face information
            eNew._Org = eOrg._Dst;
            MeshUtils.MakeVertex(new MeshUtils.Vertex(), eNewSym, eNew._Org);
            eNew._Lface = eNewSym._Lface = eOrg._Lface;

            return(eNew);
        }
コード例 #2
0
ファイル: Mesh.cs プロジェクト: freelancerDevelop/spy.io
        /// <summary>
        /// Splits eOrg into two edges eOrg and eNew such that eNew == eOrg.Lnext.
        /// The new vertex is eOrg.Dst == eNew.Org.
        /// eOrg and eNew will have the same left face.
        /// </summary>
        public MeshUtils.Edge SplitEdge(MeshUtils.Edge eOrg)
        {
            var eTmp = AddEdgeVertex(eOrg);
            var eNew = eTmp._Sym;

            // Disconnect eOrg from eOrg->Dst and connect it to eNew->Org
            MeshUtils.Splice(eOrg._Sym, eOrg._Sym._Oprev);
            MeshUtils.Splice(eOrg._Sym, eNew);

            // Set the vertex and face information
            eOrg._Dst          = eNew._Org;
            eNew._Dst._anEdge  = eNew._Sym;     // may have pointed to eOrg->Sym
            eNew._Rface        = eOrg._Rface;
            eNew._winding      = eOrg._winding; // copy old winding information
            eNew._Sym._winding = eOrg._Sym._winding;

            return(eNew);
        }
コード例 #3
0
ファイル: Mesh.cs プロジェクト: freelancerDevelop/spy.io
        /// <summary>
        /// Splice is the basic operation for changing the
        /// mesh connectivity and topology.  It changes the mesh so that
        ///     eOrg->Onext = OLD( eDst->Onext )
        ///     eDst->Onext = OLD( eOrg->Onext )
        /// where OLD(...) means the value before the meshSplice operation.
        ///
        /// This can have two effects on the vertex structure:
        ///  - if eOrg->Org != eDst->Org, the two vertices are merged together
        ///  - if eOrg->Org == eDst->Org, the origin is split into two vertices
        /// In both cases, eDst->Org is changed and eOrg->Org is untouched.
        ///
        /// Similarly (and independently) for the face structure,
        ///  - if eOrg->Lface == eDst->Lface, one loop is split into two
        ///  - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
        /// In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
        ///
        /// Some special cases:
        /// If eDst == eOrg, the operation has no effect.
        /// If eDst == eOrg->Lnext, the new face will have a single edge.
        /// If eDst == eOrg->Lprev, the old face will have a single edge.
        /// If eDst == eOrg->Onext, the new vertex will have a single edge.
        /// If eDst == eOrg->Oprev, the old vertex will have a single edge.
        /// </summary>
        public void Splice(MeshUtils.Edge eOrg, MeshUtils.Edge eDst)
        {
            if (eOrg == eDst)
            {
                return;
            }

            bool joiningVertices = false;

            if (eDst._Org != eOrg._Org)
            {
                // We are merging two disjoint vertices -- destroy eDst->Org
                joiningVertices = true;
                MeshUtils.KillVertex(eDst._Org, eOrg._Org);
            }
            bool joiningLoops = false;

            if (eDst._Lface != eOrg._Lface)
            {
                // We are connecting two disjoint loops -- destroy eDst->Lface
                joiningLoops = true;
                MeshUtils.KillFace(eDst._Lface, eOrg._Lface);
            }

            // Change the edge structure
            MeshUtils.Splice(eDst, eOrg);

            if (!joiningVertices)
            {
                // We split one vertex into two -- the new vertex is eDst->Org.
                // Make sure the old vertex points to a valid half-edge.
                MeshUtils.MakeVertex(new MeshUtils.Vertex(), eDst, eOrg._Org);
                eOrg._Org._anEdge = eOrg;
            }
            if (!joiningLoops)
            {
                // We split one loop into two -- the new loop is eDst->Lface.
                // Make sure the old face points to a valid half-edge.
                MeshUtils.MakeFace(new MeshUtils.Face(), eDst, eOrg._Lface);
                eOrg._Lface._anEdge = eOrg;
            }
        }
コード例 #4
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
        /// evaluates the t-coord of the edge uw at the s-coord of the vertex v.
        /// Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
        /// If uw is vertical (and thus passes thru v), the result is zero.
        /// 
        /// The calculation is extremely accurate and stable, even when v
        /// is very close to u or w.  In particular if we set v->t = 0 and
        /// let r be the negated result (this evaluates (uw)(v->s)), then
        /// r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
        /// </summary>
        public static float EdgeEval(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
        {
            Debug.Assert(VertLeq(u, v) && VertLeq(v, w));

            float gapL = v._s - u._s;
            float gapR = w._s - v._s;

            if (gapL + gapR > 0.0f)
            {
                if (gapL < gapR)
                {
                    return (v._t - u._t) + (u._t - w._t) * (gapL / (gapL + gapR));
                } else
                {
                    return (v._t - w._t) + (w._t - u._t) * (gapR / (gapL + gapR));
                }
            }
            /* vertical line */
            return 0.0f;
        }
コード例 #5
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 static void Swap(ref MeshUtils.Vertex a, ref MeshUtils.Vertex b)
 {
     var tmp = a;
     a = b;
     b = tmp;
 }
コード例 #6
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Given edges (o1,d1) and (o2,d2), compute their point of intersection.
        /// The computed point is guaranteed to lie in the intersection of the
        /// bounding rectangles defined by each edge.
        /// </summary>
        public static void EdgeIntersect(MeshUtils.Vertex o1, MeshUtils.Vertex d1, MeshUtils.Vertex o2, MeshUtils.Vertex d2, MeshUtils.Vertex v)
        {
            float z1, z2;

            // This is certainly not the most efficient way to find the intersection
            // of two line segments, but it is very numerically stable.
            // 
            // Strategy: find the two middle vertices in the VertLeq ordering,
            // and interpolate the intersection s-value from these.  Then repeat
            // using the TransLeq ordering to find the intersection t-value.

            if (!VertLeq(o1, d1))
            {
                Swap(ref o1, ref d1);
            }
            if (!VertLeq(o2, d2))
            {
                Swap(ref o2, ref d2);
            }
            if (!VertLeq(o1, o2))
            {
                Swap(ref o1, ref o2);
                Swap(ref d1, ref d2);
            }

            if (!VertLeq(o2, d1))
            {
                // Technically, no intersection -- do our best
                v._s = (o2._s + d1._s) / 2.0f;
            } else if (VertLeq(d1, d2))
            {
                // Interpolate between o2 and d1
                z1 = EdgeEval(o1, o2, d1);
                z2 = EdgeEval(o2, d1, d2);
                if (z1 + z2 < 0.0f)
                {
                    z1 = -z1;
                    z2 = -z2;
                }
                v._s = Interpolate(z1, o2._s, z2, d1._s);
            } else
            {
                // Interpolate between o2 and d2
                z1 = EdgeSign(o1, o2, d1);
                z2 = -EdgeSign(o1, d2, d1);
                if (z1 + z2 < 0.0f)
                {
                    z1 = -z1;
                    z2 = -z2;
                }
                v._s = Interpolate(z1, o2._s, z2, d2._s);
            }

            // Now repeat the process for t

            if (!TransLeq(o1, d1))
            {
                Swap(ref o1, ref d1);
            }
            if (!TransLeq(o2, d2))
            {
                Swap(ref o2, ref d2);
            }
            if (!TransLeq(o1, o2))
            {
                Swap(ref o1, ref o2);
                Swap(ref d1, ref d2);
            }

            if (!TransLeq(o2, d1))
            {
                // Technically, no intersection -- do our best
                v._t = (o2._t + d1._t) / 2.0f;
            } else if (TransLeq(d1, d2))
            {
                // Interpolate between o2 and d1
                z1 = TransEval(o1, o2, d1);
                z2 = TransEval(o2, d1, d2);
                if (z1 + z2 < 0.0f)
                {
                    z1 = -z1;
                    z2 = -z2;
                }
                v._t = Interpolate(z1, o2._t, z2, d1._t);
            } else
            {
                // Interpolate between o2 and d2
                z1 = TransSign(o1, o2, d1);
                z2 = -TransSign(o1, d2, d1);
                if (z1 + z2 < 0.0f)
                {
                    z1 = -z1;
                    z2 = -z2;
                }
                v._t = Interpolate(z1, o2._t, z2, d2._t);
            }
        }
コード例 #7
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Purpose: connect a "left" vertex (one where both edges go right)
        /// to the processed portion of the mesh.  Let R be the active region
        /// containing vEvent, and let U and L be the upper and lower edge
        /// chains of R.  There are two possibilities:
        /// 
        /// - the normal case: split R into two regions, by connecting vEvent to
        ///   the rightmost vertex of U or L lying to the left of the sweep line
        /// 
        /// - the degenerate case: if vEvent is close enough to U or L, we
        ///   merge vEvent into that edge chain.  The subcases are:
        ///     - merging with the rightmost vertex of U or L
        ///     - merging with the active edge of U or L
        ///     - merging with an already-processed portion of U or L
        /// </summary>
        private void ConnectLeftVertex(MeshUtils.Vertex vEvent)
        {
            var tmp = new ActiveRegion();

            // Get a pointer to the active region containing vEvent
            tmp._eUp = vEvent._anEdge._Sym;
            var regUp = _dict.Find(tmp).Key;
            var regLo = RegionBelow(regUp);
            if (regLo == null)
            {
                // This may happen if the input polygon is coplanar.
                return;
            }
            var eUp = regUp._eUp;
            var eLo = regLo._eUp;

            // Try merging with U or L first
            if (Geom.EdgeSign(eUp._Dst, vEvent, eUp._Org) == 0.0f)
            {
                ConnectLeftDegenerate(regUp, vEvent);
                return;
            }

            // Connect vEvent to rightmost processed vertex of either chain.
            // e._Dst is the vertex that we will connect to vEvent.
            var reg = Geom.VertLeq(eLo._Dst, eUp._Dst) ? regUp : regLo;

            if (regUp._inside || reg._fixUpperEdge)
            {
                MeshUtils.Edge eNew;
                if (reg == regUp)
                {
                    eNew = _mesh.Connect(vEvent._anEdge._Sym, eUp._Lnext);
                } else
                {
                    eNew = _mesh.Connect(eLo._Dnext, vEvent._anEdge)._Sym;
                }
                if (reg._fixUpperEdge)
                {
                    FixUpperEdge(reg, eNew);
                } else
                {
                    ComputeWinding(AddRegionBelow(regUp, eNew));
                }
                SweepEvent(vEvent);
            } else
            {
                // The new vertex is in a region which does not belong to the polygon.
                // We don't need to connect this vertex to the rest of the mesh.
                AddRightEdges(regUp, vEvent._anEdge, vEvent._anEdge, null, true);
            }
        }
コード例 #8
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Splice is the basic operation for changing the
        /// mesh connectivity and topology.  It changes the mesh so that
        ///     eOrg->Onext = OLD( eDst->Onext )
        ///     eDst->Onext = OLD( eOrg->Onext )
        /// where OLD(...) means the value before the meshSplice operation.
        /// 
        /// This can have two effects on the vertex structure:
        ///  - if eOrg->Org != eDst->Org, the two vertices are merged together
        ///  - if eOrg->Org == eDst->Org, the origin is split into two vertices
        /// In both cases, eDst->Org is changed and eOrg->Org is untouched.
        /// 
        /// Similarly (and independently) for the face structure,
        ///  - if eOrg->Lface == eDst->Lface, one loop is split into two
        ///  - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
        /// In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
        /// 
        /// Some special cases:
        /// If eDst == eOrg, the operation has no effect.
        /// If eDst == eOrg->Lnext, the new face will have a single edge.
        /// If eDst == eOrg->Lprev, the old face will have a single edge.
        /// If eDst == eOrg->Onext, the new vertex will have a single edge.
        /// If eDst == eOrg->Oprev, the old vertex will have a single edge.
        /// </summary>
        public void Splice(MeshUtils.Edge eOrg, MeshUtils.Edge eDst)
        {
            if (eOrg == eDst)
            {
                return;
            }

            bool joiningVertices = false;
            if (eDst._Org != eOrg._Org)
            {
                // We are merging two disjoint vertices -- destroy eDst->Org
                joiningVertices = true;
                MeshUtils.KillVertex(eDst._Org, eOrg._Org);
            }
            bool joiningLoops = false;
            if (eDst._Lface != eOrg._Lface)
            {
                // We are connecting two disjoint loops -- destroy eDst->Lface
                joiningLoops = true;
                MeshUtils.KillFace(eDst._Lface, eOrg._Lface);
            }

            // Change the edge structure
            MeshUtils.Splice(eDst, eOrg);

            if (!joiningVertices)
            {
                // We split one vertex into two -- the new vertex is eDst->Org.
                // Make sure the old vertex points to a valid half-edge.
                MeshUtils.MakeVertex(new MeshUtils.Vertex(), eDst, eOrg._Org);
                eOrg._Org._anEdge = eOrg;
            }
            if (!joiningLoops)
            {
                // We split one loop into two -- the new loop is eDst->Lface.
                // Make sure the old face points to a valid half-edge.
                MeshUtils.MakeFace(new MeshUtils.Face(), eDst, eOrg._Lface);
                eOrg._Lface._anEdge = eOrg;
            }
        }
コード例 #9
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Find some weights which describe how the intersection vertex is
        /// a linear combination of "org" and "dest".  Each of the two edges
        /// which generated "isect" is allocated 50% of the weight; each edge
        /// splits the weight between its org and dst according to the
        /// relative distance to "isect".
        /// </summary>
        private void VertexWeights(MeshUtils.Vertex isect, MeshUtils.Vertex org, MeshUtils.Vertex dst, out float w0, out float w1)
        {
            var t1 = Geom.VertL1dist(org, isect);
            var t2 = Geom.VertL1dist(dst, isect);

            w0 = 0.5f * t2 / (t1 + t2);
            w1 = 0.5f * t1 / (t1 + t2);

            isect._coords.X += w0 * org._coords.X + w1 * dst._coords.X;
            isect._coords.Y += w0 * org._coords.Y + w1 * dst._coords.Y;
            isect._coords.Z += w0 * org._coords.Z + w1 * dst._coords.Z;
        }
コード例 #10
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Purpose: connect a "right" vertex vEvent (one where all edges go left)
        /// to the unprocessed portion of the mesh.  Since there are no right-going
        /// edges, two regions (one above vEvent and one below) are being merged
        /// into one.  "regUp" is the upper of these two regions.
        /// 
        /// There are two reasons for doing this (adding a right-going edge):
        ///  - if the two regions being merged are "inside", we must add an edge
        ///    to keep them separated (the combined region would not be monotone).
        ///  - in any case, we must leave some record of vEvent in the dictionary,
        ///    so that we can merge vEvent with features that we have not seen yet.
        ///    For example, maybe there is a vertical edge which passes just to
        ///    the right of vEvent; we would like to splice vEvent into this edge.
        /// 
        /// However, we don't want to connect vEvent to just any vertex.  We don''t
        /// want the new edge to cross any other edges; otherwise we will create
        /// intersection vertices even when the input data had no self-intersections.
        /// (This is a bad thing; if the user's input data has no intersections,
        /// we don't want to generate any false intersections ourselves.)
        /// 
        /// Our eventual goal is to connect vEvent to the leftmost unprocessed
        /// vertex of the combined region (the union of regUp and regLo).
        /// But because of unseen vertices with all right-going edges, and also
        /// new vertices which may be created by edge intersections, we don''t
        /// know where that leftmost unprocessed vertex is.  In the meantime, we
        /// connect vEvent to the closest vertex of either chain, and mark the region
        /// as "fixUpperEdge".  This flag says to delete and reconnect this edge
        /// to the next processed vertex on the boundary of the combined region.
        /// Quite possibly the vertex we connected to will turn out to be the
        /// closest one, in which case we won''t need to make any changes.
        /// </summary>
        private void ConnectRightVertex(ActiveRegion regUp, MeshUtils.Edge eBottomLeft)
        {
            var eTopLeft = eBottomLeft._Onext;
            var regLo = RegionBelow(regUp);
            var eUp = regUp._eUp;
            var eLo = regLo._eUp;
            bool degenerate = false;

            if (eUp._Dst != eLo._Dst)
            {
                CheckForIntersect(regUp);
            }

            // Possible new degeneracies: upper or lower edge of regUp may pass
            // through vEvent, or may coincide with new intersection vertex
            if (Geom.VertEq(eUp._Org, _event))
            {
                _mesh.Splice(eTopLeft._Oprev, eUp);
                regUp = TopLeftRegion(regUp);
                eTopLeft = RegionBelow(regUp)._eUp;
                FinishLeftRegions(RegionBelow(regUp), regLo);
                degenerate = true;
            }
            if (Geom.VertEq(eLo._Org, _event))
            {
                _mesh.Splice(eBottomLeft, eLo._Oprev);
                eBottomLeft = FinishLeftRegions(regLo, null);
                degenerate = true;
            }
            if (degenerate)
            {
                AddRightEdges(regUp, eBottomLeft._Onext, eTopLeft, eTopLeft, true);
                return;
            }

            // Non-degenerate situation -- need to add a temporary, fixable edge.
            // Connect to the closer of eLo.Org, eUp.Org.
            MeshUtils.Edge eNew;
            if (Geom.VertLeq(eLo._Org, eUp._Org))
            {
                eNew = eLo._Oprev;
            } else
            {
                eNew = eUp;
            }
            eNew = _mesh.Connect(eBottomLeft._Lprev, eNew);

            // Prevent cleanup, otherwise eNew might disappear before we've even
            // had a chance to mark it as a temporary edge.
            AddRightEdges(regUp, eNew, eNew._Onext, eNew._Onext, false);
            eNew._Sym._activeRegion._fixUpperEdge = true;
            WalkDirtyRegions(regUp);
        }
コード例 #11
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
 /// <summary>
 /// Replace an upper edge which needs fixing (see ConnectRightVertex).
 /// </summary>
 private void FixUpperEdge(ActiveRegion reg, MeshUtils.Edge newEdge)
 {
     Debug.Assert(reg._fixUpperEdge);
     _mesh.Delete(reg._eUp);
     reg._fixUpperEdge = false;
     reg._eUp = newEdge;
     newEdge._activeRegion = reg;
 }
コード例 #12
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Purpose: insert right-going edges into the edge dictionary, and update
        /// winding numbers and mesh connectivity appropriately.  All right-going
        /// edges share a common origin vOrg.  Edges are inserted CCW starting at
        /// eFirst; the last edge inserted is eLast.Oprev.  If vOrg has any
        /// left-going edges already processed, then eTopLeft must be the edge
        /// such that an imaginary upward vertical segment from vOrg would be
        /// contained between eTopLeft.Oprev and eTopLeft; otherwise eTopLeft
        /// should be null.
        /// </summary>
        private void AddRightEdges(ActiveRegion regUp, MeshUtils.Edge eFirst, MeshUtils.Edge eLast, MeshUtils.Edge eTopLeft, bool cleanUp)
        {
            bool firstTime = true;

            var e = eFirst;
            do
            {
                Debug.Assert(Geom.VertLeq(e._Org, e._Dst));
                AddRegionBelow(regUp, e._Sym);
                e = e._Onext;
            } while (e != eLast);

            // Walk *all* right-going edges from e.Org, in the dictionary order,
            // updating the winding numbers of each region, and re-linking the mesh
            // edges to match the dictionary ordering (if necessary).
            if (eTopLeft == null)
            {
                eTopLeft = RegionBelow(regUp)._eUp._Rprev;
            }

            ActiveRegion regPrev = regUp, reg;
            var ePrev = eTopLeft;
            while (true)
            {
                reg = RegionBelow(regPrev);
                e = reg._eUp._Sym;
                if (e._Org != ePrev._Org)
                    break;

                if (e._Onext != ePrev)
                {
                    // Unlink e from its current position, and relink below ePrev
                    _mesh.Splice(e._Oprev, e);
                    _mesh.Splice(ePrev._Oprev, e);
                }
                // Compute the winding number and "inside" flag for the new regions
                reg._windingNumber = regPrev._windingNumber - e._winding;
                reg._inside = Geom.IsWindingInside(_windingRule, reg._windingNumber);

                // Check for two outgoing edges with same slope -- process these
                // before any intersection tests (see example in tessComputeInterior).
                regPrev._dirty = true;
                if (!firstTime && CheckForRightSplice(regPrev))
                {
                    Geom.AddWinding(e, ePrev);
                    DeleteRegion(regPrev);
                    _mesh.Delete(ePrev);
                }
                firstTime = false;
                regPrev = reg;
                ePrev = e;
            }
            regPrev._dirty = true;
            Debug.Assert(regPrev._windingNumber - e._winding == reg._windingNumber);

            if (cleanUp)
            {
                // Check for intersections between newly adjacent edges.
                WalkDirtyRegions(regPrev);
            }
        }
コード例 #13
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool VertCCW(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
 {
     return (u._s * (v._t - w._t) + v._s * (w._t - u._t) + w._s * (u._t - v._t)) >= 0.0f;
 }
コード例 #14
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool VertLeq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
 {
     return (lhs._s < rhs._s) || (lhs._s == rhs._s && lhs._t <= rhs._t);
 }
コード例 #15
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Removes the edge eDel. There are several cases:
        /// if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
        /// eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
        /// the newly created loop will contain eDel->Dst. If the deletion of eDel
        /// would create isolated vertices, those are deleted as well.
        /// </summary>
        public void Delete(MeshUtils.Edge eDel)
        {
            var eDelSym = eDel._Sym;

            // First step: disconnect the origin vertex eDel->Org.  We make all
            // changes to get a consistent mesh in this "intermediate" state.

            bool joiningLoops = false;
            if (eDel._Lface != eDel._Rface)
            {
                // We are joining two loops into one -- remove the left face
                joiningLoops = true;
                MeshUtils.KillFace(eDel._Lface, eDel._Rface);
            }

            if (eDel._Onext == eDel)
            {
                MeshUtils.KillVertex(eDel._Org, null);
            } else
            {
                // Make sure that eDel->Org and eDel->Rface point to valid half-edges
                eDel._Rface._anEdge = eDel._Oprev;
                eDel._Org._anEdge = eDel._Onext;

                MeshUtils.Splice(eDel, eDel._Oprev);

                if (!joiningLoops)
                {
                    // We are splitting one loop into two -- create a new loop for eDel.
                    MeshUtils.MakeFace(new MeshUtils.Face(), eDel, eDel._Lface);
                }
            }

            // Claim: the mesh is now in a consistent state, except that eDel->Org
            // may have been deleted.  Now we disconnect eDel->Dst.

            if (eDelSym._Onext == eDelSym)
            {
                MeshUtils.KillVertex(eDelSym._Org, null);
                MeshUtils.KillFace(eDelSym._Lface, null);
            } else
            {
                // Make sure that eDel->Dst and eDel->Lface point to valid half-edges
                eDel._Lface._anEdge = eDelSym._Oprev;
                eDelSym._Org._anEdge = eDelSym._Onext;
                MeshUtils.Splice(eDelSym, eDelSym._Oprev);
            }

            // Any isolated vertices or faces have already been freed.
            MeshUtils.KillEdge(eDel);
        }
コード例 #16
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Creates a new edge such that eNew == eOrg.Lnext and eNew.Dst is a newly created vertex.
        /// eOrg and eNew will have the same left face.
        /// </summary>
        public MeshUtils.Edge AddEdgeVertex(MeshUtils.Edge eOrg)
        {
            var eNew = MeshUtils.MakeEdge(eOrg);
            var eNewSym = eNew._Sym;

            // Connect the new edge appropriately
            MeshUtils.Splice(eNew, eOrg._Lnext);

            // Set vertex and face information
            eNew._Org = eOrg._Dst;
            MeshUtils.MakeVertex(new MeshUtils.Vertex(), eNewSym, eNew._Org);
            eNew._Lface = eNewSym._Lface = eOrg._Lface;

            return eNew;
        }
コード例 #17
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Destroys a face and removes it from the global face list. All edges of
        /// fZap will have a NULL pointer as their left face. Any edges which
        /// also have a NULL pointer as their right face are deleted entirely
        /// (along with any isolated vertices this produces).
        /// An entire mesh can be deleted by zapping its faces, one at a time,
        /// in any order. Zapped faces cannot be used in further mesh operations!
        /// </summary>
        public void ZapFace(MeshUtils.Face fZap)
        {
            var eStart = fZap._anEdge;

            // walk around face, deleting edges whose right face is also NULL
            var eNext = eStart._Lnext;
            MeshUtils.Edge e, eSym;
            do
            {
                e = eNext;
                eNext = e._Lnext;

                e._Lface = null;
                if (e._Rface == null)
                {
                    // delete the edge -- see TESSmeshDelete above

                    if (e._Onext == e)
                    {
                        MeshUtils.KillVertex(e._Org, null);
                    } else
                    {
                        // Make sure that e._Org points to a valid half-edge
                        e._Org._anEdge = e._Onext;
                        MeshUtils.Splice(e, e._Oprev);
                    }
                    eSym = e._Sym;
                    if (eSym._Onext == eSym)
                    {
                        MeshUtils.KillVertex(eSym._Org, null);
                    } else
                    {
                        // Make sure that eSym._Org points to a valid half-edge
                        eSym._Org._anEdge = eSym._Onext;
                        MeshUtils.Splice(eSym, eSym._Oprev);
                    }
                    MeshUtils.KillEdge(e);
                }
            } while (e != eStart);

            /* delete from circular doubly-linked list */
            var fPrev = fZap._prev;
            var fNext = fZap._next;
            fNext._prev = fPrev;
            fPrev._next = fNext;
        }
コード例 #18
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Creates a new edge from eOrg->Dst to eDst->Org, and returns the corresponding half-edge eNew.
        /// If eOrg->Lface == eDst->Lface, this splits one loop into two,
        /// and the newly created loop is eNew->Lface.  Otherwise, two disjoint
        /// loops are merged into one, and the loop eDst->Lface is destroyed.
        /// 
        /// If (eOrg == eDst), the new face will have only two edges.
        /// If (eOrg->Lnext == eDst), the old face is reduced to a single edge.
        /// If (eOrg->Lnext->Lnext == eDst), the old face is reduced to two edges.
        /// </summary>
        public MeshUtils.Edge Connect(MeshUtils.Edge eOrg, MeshUtils.Edge eDst)
        {
            var eNew = MeshUtils.MakeEdge(eOrg);
            var eNewSym = eNew._Sym;

            bool joiningLoops = false;
            if (eDst._Lface != eOrg._Lface)
            {
                // We are connecting two disjoint loops -- destroy eDst->Lface
                joiningLoops = true;
                MeshUtils.KillFace(eDst._Lface, eOrg._Lface);
            }

            // Connect the new edge appropriately
            MeshUtils.Splice(eNew, eOrg._Lnext);
            MeshUtils.Splice(eNewSym, eDst);

            // Set the vertex and face information
            eNew._Org = eOrg._Dst;
            eNewSym._Org = eDst._Org;
            eNew._Lface = eNewSym._Lface = eOrg._Lface;

            // Make sure the old face points to a valid half-edge
            eOrg._Lface._anEdge = eNewSym;

            if (!joiningLoops)
            {
                MeshUtils.MakeFace(new MeshUtils.Face(), eNew, eOrg._Lface);
            }

            return eNew;
        }
コード例 #19
0
ファイル: Mesh.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Splits eOrg into two edges eOrg and eNew such that eNew == eOrg.Lnext.
        /// The new vertex is eOrg.Dst == eNew.Org.
        /// eOrg and eNew will have the same left face.
        /// </summary>
        public MeshUtils.Edge SplitEdge(MeshUtils.Edge eOrg)
        {
            var eTmp = AddEdgeVertex(eOrg);
            var eNew = eTmp._Sym;

            // Disconnect eOrg from eOrg->Dst and connect it to eNew->Org
            MeshUtils.Splice(eOrg._Sym, eOrg._Sym._Oprev);
            MeshUtils.Splice(eOrg._Sym, eNew);

            // Set the vertex and face information
            eOrg._Dst = eNew._Org;
            eNew._Dst._anEdge = eNew._Sym; // may have pointed to eOrg->Sym
            eNew._Rface = eOrg._Rface;
            eNew._winding = eOrg._winding; // copy old winding information
            eNew._Sym._winding = eOrg._Sym._winding;

            return eNew;
        }
コード例 #20
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool VertEq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
 {
     return lhs._s == rhs._s && lhs._t == rhs._t;
 }
コード例 #21
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Returns a number whose sign matches EdgeEval(u,v,w) but which
        /// is cheaper to evaluate. Returns > 0, == 0 , or < 0
        /// as v is above, on, or below the edge uw.
        /// </summary>
        public static float EdgeSign(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
        {
            Debug.Assert(VertLeq(u, v) && VertLeq(v, w));

            float gapL = v._s - u._s;
            float gapR = w._s - v._s;

            if (gapL + gapR > 0.0f)
            {
                return (v._t - w._t) * gapL + (v._t - u._t) * gapR;
            }
            /* vertical line */
            return 0.0f;
        }
コード例 #22
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool TransLeq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
 {
     return (lhs._t < rhs._t) || (lhs._t == rhs._t && lhs._s <= rhs._s);
 }
コード例 #23
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
        public static float TransSign(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
        {
            Debug.Assert(TransLeq(u, v) && TransLeq(v, w));

            float gapL = v._t - u._t;
            float gapR = w._t - v._t;

            if (gapL + gapR > 0.0f)
            {
                return (v._s - w._s) * gapL + (v._s - u._s) * gapR;
            }
            /* vertical line */
            return 0.0f;
        }
コード例 #24
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Add a new active region to the sweep line, *somewhere* below "regAbove"
        /// (according to where the new edge belongs in the sweep-line dictionary).
        /// The upper edge of the new region will be "eNewUp".
        /// Winding number and "inside" flag are not updated.
        /// </summary>
        private ActiveRegion AddRegionBelow(ActiveRegion regAbove, MeshUtils.Edge eNewUp)
        {
            var regNew = new ActiveRegion();

            regNew._eUp = eNewUp;
            regNew._nodeUp = _dict.InsertBefore(regAbove._nodeUp, regNew);
            regNew._fixUpperEdge = false;
            regNew._sentinel = false;
            regNew._dirty = false;

            eNewUp._activeRegion = regNew;

            return regNew;
        }
コード例 #25
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool EdgeGoesLeft(MeshUtils.Edge e)
 {
     return VertLeq(e._Dst, e._Org);
 }
コード例 #26
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
 /// <summary>
 /// Two vertices with idential coordinates are combined into one.
 /// e1.Org is kept, while e2.Org is discarded.
 /// </summary>
 private void SpliceMergeVertices(MeshUtils.Edge e1, MeshUtils.Edge e2)
 {
     _mesh.Splice(e1, e2);
 }
コード例 #27
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static bool EdgeGoesRight(MeshUtils.Edge e)
 {
     return VertLeq(e._Org, e._Dst);
 }
コード例 #28
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// We've computed a new intersection point, now we need a "data" pointer
        /// from the user so that we can refer to this new vertex in the
        /// rendering callbacks.
        /// </summary>
        private void GetIntersectData(MeshUtils.Vertex isect, MeshUtils.Vertex orgUp, MeshUtils.Vertex dstUp, MeshUtils.Vertex orgLo, MeshUtils.Vertex dstLo)
        {
            isect._coords = Vec3.Zero;
            float w0, w1, w2, w3;
            VertexWeights(isect, orgUp, dstUp, out w0, out w1);
            VertexWeights(isect, orgLo, dstLo, out w2, out w3);

            if (_combineCallback != null)
            {
                isect._data = _combineCallback(
                    isect._coords,
                    new object[]
                {
                    orgUp._data,
                    dstUp._data,
                    orgLo._data,
                    dstLo._data
                },
                    new float[] { w0, w1, w2, w3 }
                );
            }
        }
コード例 #29
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static float VertL1dist(MeshUtils.Vertex u, MeshUtils.Vertex v)
 {
     return Math.Abs(u._s - v._s) + Math.Abs(u._t - v._t);
 }
コード例 #30
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// The event vertex lies exacty on an already-processed edge or vertex.
        /// Adding the new vertex involves splicing it into the already-processed
        /// part of the mesh.
        /// </summary>
        private void ConnectLeftDegenerate(ActiveRegion regUp, MeshUtils.Vertex vEvent)
        {
            var e = regUp._eUp;
            if (Geom.VertEq(e._Org, vEvent))
            {
                // e.Org is an unprocessed vertex - just combine them, and wait
                // for e.Org to be pulled from the queue
                // C# : in the C version, there is a flag but it was never implemented
                // the vertices are before beginning the tesselation
                throw new InvalidOperationException("Vertices should have been merged before");
            }

            if (!Geom.VertEq(e._Dst, vEvent))
            {
                // General case -- splice vEvent into edge e which passes through it
                _mesh.SplitEdge(e._Sym);
                if (regUp._fixUpperEdge)
                {
                    // This edge was fixable -- delete unused portion of original edge
                    _mesh.Delete(e._Onext);
                    regUp._fixUpperEdge = false;
                }
                _mesh.Splice(vEvent._anEdge, e);
                SweepEvent(vEvent); // recurse
                return;
            }

            // See above
            throw new InvalidOperationException("Vertices should have been merged before");
        }
コード例 #31
0
ファイル: Geom.cs プロジェクト: GordeyChernyy/CommuteRitual
 public static void AddWinding(MeshUtils.Edge eDst, MeshUtils.Edge eSrc)
 {
     eDst._winding += eSrc._winding;
     eDst._Sym._winding += eSrc._Sym._winding;
 }
コード例 #32
0
ファイル: Sweep.cs プロジェクト: GordeyChernyy/CommuteRitual
        /// <summary>
        /// Does everything necessary when the sweep line crosses a vertex.
        /// Updates the mesh and the edge dictionary.
        /// </summary>
        private void SweepEvent(MeshUtils.Vertex vEvent)
        {
            _event = vEvent;

            // Check if this vertex is the right endpoint of an edge that is
            // already in the dictionary. In this case we don't need to waste
            // time searching for the location to insert new edges.
            var e = vEvent._anEdge;
            while (e._activeRegion == null)
            {
                e = e._Onext;
                if (e == vEvent._anEdge)
                {
                    // All edges go right -- not incident to any processed edges
                    ConnectLeftVertex(vEvent);
                    return;
                }
            }

            // Processing consists of two phases: first we "finish" all the
            // active regions where both the upper and lower edges terminate
            // at vEvent (ie. vEvent is closing off these regions).
            // We mark these faces "inside" or "outside" the polygon according
            // to their winding number, and delete the edges from the dictionary.
            // This takes care of all the left-going edges from vEvent.
            var regUp = TopLeftRegion(e._activeRegion);
            var reg = RegionBelow(regUp);
            var eTopLeft = reg._eUp;
            var eBottomLeft = FinishLeftRegions(reg, null);

            // Next we process all the right-going edges from vEvent. This
            // involves adding the edges to the dictionary, and creating the
            // associated "active regions" which record information about the
            // regions between adjacent dictionary edges.
            if (eBottomLeft._Onext == eTopLeft)
            {
                // No right-going edges -- add a temporary "fixable" edge
                ConnectRightVertex(regUp, eBottomLeft);
            } else
            {
                AddRightEdges(regUp, eBottomLeft._Onext, eTopLeft, eTopLeft, true);
            }
        }
コード例 #33
0
ファイル: Tess.cs プロジェクト: GordeyChernyy/CommuteRitual
 private int GetNeighbourFace(MeshUtils.Edge edge)
 {
     if (edge._Rface == null)
         return MeshUtils.Undef;
     if (!edge._Rface._inside)
         return MeshUtils.Undef;
     return edge._Rface._n;
 }