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 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 #2
0
ファイル: Mesh.cs プロジェクト: freelancerDevelop/spy.io
        /// <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 #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;
            }
        }