private void BuildCache(Vertex vertex, bool vertices)
        {
            cache.Clear();

            Otri init = vertex.tri;
            Otri next = default(Otri);
            Otri prev = default(Otri);

            init.Copy(ref next);

            // Move counter-clockwise around the vertex.
            while (next.tri.id != TriangleNetMesh.DUMMY)
            {
                cache.Add(next);

                next.Copy(ref prev);
                next.Onext();

                if (next.Equals(init))
                {
                    break;
                }
            }

            if (next.tri.id == TriangleNetMesh.DUMMY)
            {
                // We reached the boundary. To get all adjacent triangles, start
                // again at init triangle and now move clockwise.
                init.Copy(ref next);

                if (vertices)
                {
                    // Don't forget to add the vertex lying on the boundary.
                    prev.Lnext();
                    cache.Add(prev);
                }

                next.Oprev();

                while (next.tri.id != TriangleNetMesh.DUMMY)
                {
                    cache.Insert(0, next);

                    next.Oprev();

                    if (next.Equals(init))
                    {
                        break;
                    }
                }
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Removes ghost triangles.
        /// </summary>
        /// <param name="startghost"></param>
        /// <returns>Number of vertices on the hull.</returns>
        int RemoveGhosts(ref Otri startghost)
        {
            Otri   searchedge   = default(Otri);
            Otri   dissolveedge = default(Otri);
            Otri   deadtriangle = default(Otri);
            Vertex markorg;
            int    hullsize;



            bool noPoly = !mesh.behavior.Poly;

            var dummytri = mesh.dummytri;

            // Find an edge on the convex hull to start point location from.
            startghost.Lprev(ref searchedge);
            searchedge.Sym();
            dummytri.neighbors[0] = searchedge;
            // Remove the bounding box and count the convex hull edges.
            startghost.Copy(ref dissolveedge);
            hullsize = 0;
            do
            {
                hullsize++;
                dissolveedge.Lnext(ref deadtriangle);
                dissolveedge.Lprev();
                dissolveedge.Sym();

                // If no PSLG is involved, set the boundary markers of all the vertices
                // on the convex hull.  If a PSLG is used, this step is done later.
                if (noPoly)
                {
                    // Watch out for the case where all the input vertices are collinear.
                    if (dissolveedge.tri.id != Mesh.DUMMY)
                    {
                        markorg = dissolveedge.Org();
                        if (markorg.label == 0)
                        {
                            markorg.label = 1;
                        }
                    }
                }
                // Remove a bounding triangle from a convex hull triangle.
                dissolveedge.Dissolve(dummytri);
                // Find the next bounding triangle.
                deadtriangle.Sym(ref dissolveedge);

                // Delete the bounding triangle.
                mesh.TriangleDealloc(deadtriangle.tri);
            } while (!dissolveedge.Equals(startghost));

            return(hullsize);
        }
Exemplo n.º 3
0
        SplayNode FrontLocate(SplayNode splayroot, Otri bottommost, Vertex searchvertex,
                              ref Otri searchtri, ref bool farright)
        {
            bool farrightflag;

            bottommost.Copy(ref searchtri);
            splayroot = Splay(splayroot, searchvertex, ref searchtri);

            farrightflag = false;
            while (!farrightflag && RightOfHyperbola(ref searchtri, searchvertex))
            {
                searchtri.Onext();
                farrightflag = searchtri.Equals(bottommost);
            }
            farright = farrightflag;
            return(splayroot);
        }
Exemplo n.º 4
0
        /// <summary>
        /// Construct Voronoi region for given vertex.
        /// </summary>
        /// <param name="region"></param>
        private void ConstructCell(VoronoiRegion region)
        {
            var vertex = region.Generator as Vertex;

            var vpoints = new List <Point>();

            Otri f      = default(Otri);
            Otri f_init = default(Otri);
            Otri f_next = default(Otri);
            Otri f_prev = default(Otri);

            Osub sub = default(Osub);

            // Call f_init a triangle incident to x
            vertex.tri.Copy(ref f_init);

            f_init.Copy(ref f);
            f_init.Onext(ref f_next);

            // Check if f_init lies on the boundary of the triangulation.
            if (f_next.tri.id == Mesh.DUMMY)
            {
                f_init.Oprev(ref f_prev);

                if (f_prev.tri.id != Mesh.DUMMY)
                {
                    f_init.Copy(ref f_next);
                    // Move one triangle clockwise
                    f_init.Oprev();
                    f_init.Copy(ref f);
                }
            }

            // Go counterclockwise until we reach the border or the initial triangle.
            while (f_next.tri.id != Mesh.DUMMY)
            {
                // Add circumcenter of current triangle
                vpoints.Add(points[f.tri.id]);

                region.AddNeighbor(f.tri.id, regions[f.Apex().id]);

                if (f_next.Equals(f_init))
                {
                    // Voronoi cell is complete (bounded case).
                    region.Add(vpoints);
                    return;
                }

                f_next.Copy(ref f);
                f_next.Onext();
            }

            // Voronoi cell is unbounded
            region.Bounded = false;

            Vertex torg, tdest, tapex;
            Point  intersection;
            int    sid, n = mesh.triangles.Count;

            // Find the boundary segment id (we use this id to number the endpoints of infinit rays).
            f.Lprev(ref f_next);
            f_next.Pivot(ref sub);
            sid = sub.seg.hash;

            // Last valid f lies at the boundary. Add the circumcenter.
            vpoints.Add(points[f.tri.id]);
            region.AddNeighbor(f.tri.id, regions[f.Apex().id]);

            // Check if the intersection with the bounding box has already been computed.
            if (!rayPoints.TryGetValue(sid, out intersection))
            {
                torg         = f.Org();
                tapex        = f.Apex();
                intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], torg.y - tapex.y, tapex.x - torg.x);

                // Set the correct id for the vertex
                intersection.id = n + rayIndex;

                points[n + rayIndex] = intersection;
                rayIndex++;

                rayPoints.Add(sid, intersection);
            }

            vpoints.Add(intersection);

            // Now walk from f_init clockwise till we reach the boundary.
            vpoints.Reverse();

            f_init.Copy(ref f);
            f.Oprev(ref f_prev);

            while (f_prev.tri.id != Mesh.DUMMY)
            {
                vpoints.Add(points[f_prev.tri.id]);
                region.AddNeighbor(f_prev.tri.id, regions[f_prev.Apex().id]);

                f_prev.Copy(ref f);
                f_prev.Oprev();
            }

            // Find the boundary segment id.
            f.Pivot(ref sub);
            sid = sub.seg.hash;

            if (!rayPoints.TryGetValue(sid, out intersection))
            {
                // Intersection has not been computed yet.
                torg  = f.Org();
                tdest = f.Dest();

                intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], tdest.y - torg.y, torg.x - tdest.x);

                // Set the correct id for the vertex
                intersection.id = n + rayIndex;

                rayPoints.Add(sid, intersection);

                points[n + rayIndex] = intersection;
                rayIndex++;
            }

            vpoints.Add(intersection);
            region.AddNeighbor(intersection.id, regions[f.Dest().id]);

            // Add the new points to the region (in counter-clockwise order)
            vpoints.Reverse();
            region.Add(vpoints);
        }
        private void ConstructBoundaryCell(Vertex vertex)
        {
            VoronoiRegion region = new VoronoiRegion(vertex);

            regions.Add(region);

            Otri f      = default(Otri);
            Otri f_init = default(Otri);
            Otri f_next = default(Otri);
            Otri f_prev = default(Otri);
            Osub sf     = default(Osub);
            Osub sfn    = default(Osub);

            Vertex torg, tdest, tapex, sorg, sdest;
            Point  cc_f, cc_f_next, p;

            int n = _TriangleNetMesh.triangles.Count;

            // Call P the polygon (cell) in construction
            List <Point> vpoints = new List <Point>();

            // Call f_init a triangle incident to x
            vertex.tri.Copy(ref f_init);

            if (f_init.Org() != vertex)
            {
                throw new Exception("ConstructBoundaryCell: inconsistent topology.");
            }
            // Let f be initialized to f_init
            f_init.Copy(ref f);
            // Call f_next the next triangle counterclockwise around x
            f_init.Onext(ref f_next);

            f_init.Oprev(ref f_prev);

            // Is the border to the left?
            if (f_prev.tri.id != TriangleNetMesh.DUMMY)
            {
                // Go clockwise until we reach the border (or the initial triangle)
                while (f_prev.tri.id != TriangleNetMesh.DUMMY && !f_prev.Equals(f_init))
                {
                    f_prev.Copy(ref f);
                    f_prev.Oprev();
                }

                f.Copy(ref f_init);
                f.Onext(ref f_next);
            }

            if (f_prev.tri.id == TriangleNetMesh.DUMMY)
            {
                // For vertices on the domain boundaray, add the vertex. For
                // internal boundaries don't add it.
                p = new Point(vertex.x, vertex.y);

                p.id = n + segIndex++;
                segPoints.Add(p);
                vpoints.Add(p);
            }

            // Add midpoint of start triangles' edge.
            torg  = f.Org();
            tdest = f.Dest();
            p     = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2);

            p.id = n + segIndex++;
            segPoints.Add(p);
            vpoints.Add(p);

            // repeat ... until f = f_init
            do
            {
                // Call Lffnext the line going through the circumcenters of f and f_next
                cc_f = points[f.tri.id];

                if (f_next.tri.id == TriangleNetMesh.DUMMY)
                {
                    if (!f.tri.infected)
                    {
                        // Add last circumcenter
                        vpoints.Add(cc_f);
                    }

                    // Add midpoint of last triangles' edge (chances are it has already
                    // been added, so post process cell to remove duplicates???)
                    torg  = f.Org();
                    tapex = f.Apex();
                    p     = new Point((torg.x + tapex.x) / 2, (torg.y + tapex.y) / 2);

                    p.id = n + segIndex++;
                    segPoints.Add(p);
                    vpoints.Add(p);

                    break;
                }

                cc_f_next = points[f_next.tri.id];

                // if f is tagged non-blind then
                if (!f.tri.infected)
                {
                    // Insert the circumcenter of f into P
                    vpoints.Add(cc_f);

                    if (f_next.tri.infected)
                    {
                        // Call S_fnext the constrained edge blinding f_next
                        sfn.seg = subsegMap[f_next.tri.hash];

                        // Insert point Lf,f_next /\ Sf_next into P
                        if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
                        {
                            p.id = n + segIndex++;
                            segPoints.Add(p);
                            vpoints.Add(p);
                        }
                    }
                }
                else
                {
                    // Call Sf the constrained edge blinding f
                    sf.seg = subsegMap[f.tri.hash];

                    sorg  = sf.Org();
                    sdest = sf.Dest();

                    // if f_next is tagged non-blind then
                    if (!f_next.tri.infected)
                    {
                        tdest = f.Dest();
                        tapex = f.Apex();

                        // Both circumcenters lie on the blinded side, but we
                        // have to add the intersection with the segment.

                        // Center of f edge dest->apex
                        Point bisec = new Point((tdest.x + tapex.x) / 2, (tdest.y + tapex.y) / 2);

                        // Find intersection of seg with line through f's bisector and circumcenter
                        if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false))
                        {
                            p.id = n + segIndex++;
                            segPoints.Add(p);
                            vpoints.Add(p);
                        }

                        // Insert point Lf,f_next /\ Sf into P
                        if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true))
                        {
                            p.id = n + segIndex++;
                            segPoints.Add(p);
                            vpoints.Add(p);
                        }
                    }
                    else
                    {
                        // Call Sf_next the constrained edge blinding f_next
                        sfn.seg = subsegMap[f_next.tri.hash];

                        // if Sf != Sf_next then
                        if (!sf.Equal(sfn))
                        {
                            // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P
                            if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true))
                            {
                                p.id = n + segIndex++;
                                segPoints.Add(p);
                                vpoints.Add(p);
                            }

                            if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
                            {
                                p.id = n + segIndex++;
                                segPoints.Add(p);
                                vpoints.Add(p);
                            }
                        }
                        else
                        {
                            // Both circumcenters lie on the blinded side, but we
                            // have to add the intersection with the segment.

                            // Center of f_next edge org->dest
                            Point bisec = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2);

                            // Find intersection of seg with line through f_next's bisector and circumcenter
                            if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false))
                            {
                                p.id = n + segIndex++;
                                segPoints.Add(p);
                                vpoints.Add(p);
                            }
                        }
                    }
                }

                // f <- f_next
                f_next.Copy(ref f);

                // Call f_next the next triangle counterclockwise around x
                f_next.Onext();
            }while (!f.Equals(f_init));

            // Output: Bounded Voronoi cell of x in counterclockwise order.
            region.Add(vpoints);
        }
        private void ConstructCell(Vertex vertex)
        {
            VoronoiRegion region = new VoronoiRegion(vertex);

            regions.Add(region);

            Otri f      = default(Otri);
            Otri f_init = default(Otri);
            Otri f_next = default(Otri);
            Osub sf     = default(Osub);
            Osub sfn    = default(Osub);

            Point cc_f, cc_f_next, p;

            int n = _TriangleNetMesh.triangles.Count;

            // Call P the polygon (cell) in construction
            List <Point> vpoints = new List <Point>();

            // Call f_init a triangle incident to x
            vertex.tri.Copy(ref f_init);

            if (f_init.Org() != vertex)
            {
                throw new Exception("ConstructCell: inconsistent topology.");
            }

            // Let f be initialized to f_init
            f_init.Copy(ref f);
            // Call f_next the next triangle counterclockwise around x
            f_init.Onext(ref f_next);

            // repeat ... until f = f_init
            do
            {
                // Call Lffnext the line going through the circumcenters of f and f_next
                cc_f      = points[f.tri.id];
                cc_f_next = points[f_next.tri.id];

                // if f is tagged non-blind then
                if (!f.tri.infected)
                {
                    // Insert the circumcenter of f into P
                    vpoints.Add(cc_f);

                    if (f_next.tri.infected)
                    {
                        // Call S_fnext the constrained edge blinding f_next
                        sfn.seg = subsegMap[f_next.tri.hash];

                        // Insert point Lf,f_next /\ Sf_next into P
                        if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
                        {
                            p.id = n + segIndex++;
                            segPoints.Add(p);
                            vpoints.Add(p);
                        }
                    }
                }
                else
                {
                    // Call Sf the constrained edge blinding f
                    sf.seg = subsegMap[f.tri.hash];

                    // if f_next is tagged non-blind then
                    if (!f_next.tri.infected)
                    {
                        // Insert point Lf,f_next /\ Sf into P
                        if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true))
                        {
                            p.id = n + segIndex++;
                            segPoints.Add(p);
                            vpoints.Add(p);
                        }
                    }
                    else
                    {
                        // Call Sf_next the constrained edge blinding f_next
                        sfn.seg = subsegMap[f_next.tri.hash];

                        // if Sf != Sf_next then
                        if (!sf.Equal(sfn))
                        {
                            // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P
                            if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true))
                            {
                                p.id = n + segIndex++;
                                segPoints.Add(p);
                                vpoints.Add(p);
                            }

                            if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
                            {
                                p.id = n + segIndex++;
                                segPoints.Add(p);
                                vpoints.Add(p);
                            }
                        }
                    }
                }

                // f <- f_next
                f_next.Copy(ref f);

                // Call f_next the next triangle counterclockwise around x
                f_next.Onext();
            }while (!f.Equals(f_init));

            // Output: Bounded Voronoi cell of x in counterclockwise order.
            region.Add(vpoints);
        }
Exemplo n.º 7
0
        public IMesh Triangulate(IList <Vertex> points, Configuration config)
        {
            this.predicates = config.Predicates();

            this.mesh = new Mesh(config);
            this.mesh.TransferNodes(points);

            // Nonexistent x value used as a flag to mark circle events in sweepline
            // Delaunay algorithm.
            xminextreme = 10 * mesh.bounds.Left - 9 * mesh.bounds.Right;

            SweepEvent[] eventheap;

            SweepEvent nextevent;
            SweepEvent newevent;
            SplayNode  splayroot;
            Otri       bottommost = default(Otri);
            Otri       searchtri  = default(Otri);
            Otri       fliptri;
            Otri       lefttri = default(Otri);
            Otri       righttri = default(Otri);
            Otri       farlefttri = default(Otri);
            Otri       farrighttri = default(Otri);
            Otri       inserttri = default(Otri);
            Vertex     firstvertex, secondvertex;
            Vertex     nextvertex, lastvertex;
            Vertex     connectvertex;
            Vertex     leftvertex, midvertex, rightvertex;
            double     lefttest, righttest;
            int        heapsize;
            bool       check4events, farrightflag = false;

            splaynodes = new List <SplayNode>();
            splayroot  = null;

            heapsize = points.Count;
            CreateHeap(out eventheap, heapsize);//, out events, out freeevents);

            mesh.MakeTriangle(ref lefttri);
            mesh.MakeTriangle(ref righttri);
            lefttri.Bond(ref righttri);
            lefttri.Lnext();
            righttri.Lprev();
            lefttri.Bond(ref righttri);
            lefttri.Lnext();
            righttri.Lprev();
            lefttri.Bond(ref righttri);
            firstvertex = eventheap[0].vertexEvent;

            HeapDelete(eventheap, heapsize, 0);
            heapsize--;
            do
            {
                if (heapsize == 0)
                {
                    Log.Instance.Error("Input vertices are all identical.", "SweepLine.Triangulate()");
                    throw new Exception("Input vertices are all identical.");
                }
                secondvertex = eventheap[0].vertexEvent;
                HeapDelete(eventheap, heapsize, 0);
                heapsize--;
                if ((firstvertex.x == secondvertex.x) &&
                    (firstvertex.y == secondvertex.y))
                {
                    if (Log.Verbose)
                    {
                        Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + secondvertex.id + ").",
                                             "SweepLine.Triangulate().1");
                    }
                    secondvertex.type = VertexType.UndeadVertex;
                    mesh.undeads++;
                }
            } while ((firstvertex.x == secondvertex.x) &&
                     (firstvertex.y == secondvertex.y));
            lefttri.SetOrg(firstvertex);
            lefttri.SetDest(secondvertex);
            righttri.SetOrg(secondvertex);
            righttri.SetDest(firstvertex);
            lefttri.Lprev(ref bottommost);
            lastvertex = secondvertex;

            while (heapsize > 0)
            {
                nextevent = eventheap[0];
                HeapDelete(eventheap, heapsize, 0);
                heapsize--;
                check4events = true;
                if (nextevent.xkey < mesh.bounds.Left)
                {
                    fliptri = nextevent.otriEvent;
                    fliptri.Oprev(ref farlefttri);
                    Check4DeadEvent(ref farlefttri, eventheap, ref heapsize);
                    fliptri.Onext(ref farrighttri);
                    Check4DeadEvent(ref farrighttri, eventheap, ref heapsize);

                    if (farlefttri.Equals(bottommost))
                    {
                        fliptri.Lprev(ref bottommost);
                    }
                    mesh.Flip(ref fliptri);
                    fliptri.SetApex(null);
                    fliptri.Lprev(ref lefttri);
                    fliptri.Lnext(ref righttri);
                    lefttri.Sym(ref farlefttri);

                    if (randomnation(SAMPLERATE) == 0)
                    {
                        fliptri.Sym();
                        leftvertex  = fliptri.Dest();
                        midvertex   = fliptri.Apex();
                        rightvertex = fliptri.Org();
                        splayroot   = CircleTopInsert(splayroot, lefttri, leftvertex, midvertex, rightvertex, nextevent.ykey);
                    }
                }
                else
                {
                    nextvertex = nextevent.vertexEvent;
                    if ((nextvertex.x == lastvertex.x) &&
                        (nextvertex.y == lastvertex.y))
                    {
                        if (Log.Verbose)
                        {
                            Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + nextvertex.id + ").",
                                                 "SweepLine.Triangulate().2");
                        }
                        nextvertex.type = VertexType.UndeadVertex;
                        mesh.undeads++;
                        check4events = false;
                    }
                    else
                    {
                        lastvertex = nextvertex;

                        splayroot = FrontLocate(splayroot, bottommost, nextvertex, ref searchtri, ref farrightflag);

                        //bottommost.Copy(ref searchtri);
                        //farrightflag = false;
                        //while (!farrightflag && RightOfHyperbola(ref searchtri, nextvertex))
                        //{
                        //    searchtri.OnextSelf();
                        //    farrightflag = searchtri.Equal(bottommost);
                        //}

                        Check4DeadEvent(ref searchtri, eventheap, ref heapsize);

                        searchtri.Copy(ref farrighttri);
                        searchtri.Sym(ref farlefttri);
                        mesh.MakeTriangle(ref lefttri);
                        mesh.MakeTriangle(ref righttri);
                        connectvertex = farrighttri.Dest();
                        lefttri.SetOrg(connectvertex);
                        lefttri.SetDest(nextvertex);
                        righttri.SetOrg(nextvertex);
                        righttri.SetDest(connectvertex);
                        lefttri.Bond(ref righttri);
                        lefttri.Lnext();
                        righttri.Lprev();
                        lefttri.Bond(ref righttri);
                        lefttri.Lnext();
                        righttri.Lprev();
                        lefttri.Bond(ref farlefttri);
                        righttri.Bond(ref farrighttri);
                        if (!farrightflag && farrighttri.Equals(bottommost))
                        {
                            lefttri.Copy(ref bottommost);
                        }

                        if (randomnation(SAMPLERATE) == 0)
                        {
                            splayroot = SplayInsert(splayroot, lefttri, nextvertex);
                        }
                        else if (randomnation(SAMPLERATE) == 0)
                        {
                            righttri.Lnext(ref inserttri);
                            splayroot = SplayInsert(splayroot, inserttri, nextvertex);
                        }
                    }
                }

                if (check4events)
                {
                    leftvertex  = farlefttri.Apex();
                    midvertex   = lefttri.Dest();
                    rightvertex = lefttri.Apex();
                    lefttest    = predicates.CounterClockwise(leftvertex, midvertex, rightvertex);
                    if (lefttest > 0.0)
                    {
                        newevent = new SweepEvent();

                        newevent.xkey      = xminextreme;
                        newevent.ykey      = CircleTop(leftvertex, midvertex, rightvertex, lefttest);
                        newevent.otriEvent = lefttri;
                        HeapInsert(eventheap, heapsize, newevent);
                        heapsize++;
                        lefttri.SetOrg(new SweepEventVertex(newevent));
                    }
                    leftvertex  = righttri.Apex();
                    midvertex   = righttri.Org();
                    rightvertex = farrighttri.Apex();
                    righttest   = predicates.CounterClockwise(leftvertex, midvertex, rightvertex);
                    if (righttest > 0.0)
                    {
                        newevent = new SweepEvent();

                        newevent.xkey      = xminextreme;
                        newevent.ykey      = CircleTop(leftvertex, midvertex, rightvertex, righttest);
                        newevent.otriEvent = farrighttri;
                        HeapInsert(eventheap, heapsize, newevent);
                        heapsize++;
                        farrighttri.SetOrg(new SweepEventVertex(newevent));
                    }
                }
            }

            splaynodes.Clear();
            bottommost.Lprev();

            this.mesh.hullsize = RemoveGhosts(ref bottommost);

            return(this.mesh);
        }
Exemplo n.º 8
0
        /// <summary>
        /// Remove the "infinite" bounding triangle, setting boundary markers as appropriate.
        /// </summary>
        /// <returns>Returns the number of edges on the convex hull of the triangulation.</returns>
        /// <remarks>
        /// The triangular bounding box has three boundary triangles (one for each
        /// side of the bounding box), and a bunch of triangles fanning out from
        /// the three bounding box vertices (one triangle for each edge of the
        /// convex hull of the inner mesh).  This routine removes these triangles.
        /// </remarks>
        int RemoveBox()
        {
            Otri   deadtriangle = default(Otri);
            Otri   searchedge = default(Otri);
            Otri   checkedge = default(Otri);
            Otri   nextedge = default(Otri), finaledge = default(Otri), dissolveedge = default(Otri);
            Vertex markorg;
            int    hullsize;

            bool noPoly = !_TriangleNetMesh.behavior.Poly;

            // Find a boundary triangle.
            nextedge.tri    = _TriangleNetMesh.dummytri;
            nextedge.orient = 0;
            nextedge.Sym();

            // Mark a place to stop.
            nextedge.Lprev(ref finaledge);
            nextedge.Lnext();
            nextedge.Sym();
            // Find a triangle (on the boundary of the vertex set) that isn't
            // a bounding box triangle.
            nextedge.Lprev(ref searchedge);
            searchedge.Sym();
            // Check whether nextedge is another boundary triangle
            // adjacent to the first one.
            nextedge.Lnext(ref checkedge);
            checkedge.Sym();
            if (checkedge.tri.id == TriangleNetMesh.DUMMY)
            {
                // Go on to the next triangle.  There are only three boundary
                // triangles, and this next triangle cannot be the third one,
                // so it's safe to stop here.
                searchedge.Lprev();
                searchedge.Sym();
            }

            // Find a new boundary edge to search from, as the current search
            // edge lies on a bounding box triangle and will be deleted.
            _TriangleNetMesh.dummytri.neighbors[0] = searchedge;

            hullsize = -2;
            while (!nextedge.Equals(finaledge))
            {
                hullsize++;
                nextedge.Lprev(ref dissolveedge);
                dissolveedge.Sym();
                // If not using a PSLG, the vertices should be marked now.
                // (If using a PSLG, markhull() will do the job.)
                if (noPoly)
                {
                    // Be careful!  One must check for the case where all the input
                    // vertices are collinear, and thus all the triangles are part of
                    // the bounding box.  Otherwise, the setvertexmark() call below
                    // will cause a bad pointer reference.
                    if (dissolveedge.tri.id != TriangleNetMesh.DUMMY)
                    {
                        markorg = dissolveedge.Org();
                        if (markorg.label == 0)
                        {
                            markorg.label = 1;
                        }
                    }
                }
                // Disconnect the bounding box triangle from the mesh triangle.
                dissolveedge.Dissolve(_TriangleNetMesh.dummytri);
                nextedge.Lnext(ref deadtriangle);
                deadtriangle.Sym(ref nextedge);
                // Get rid of the bounding box triangle.
                _TriangleNetMesh.TriangleDealloc(deadtriangle.tri);
                // Do we need to turn the corner?
                if (nextedge.tri.id == TriangleNetMesh.DUMMY)
                {
                    // Turn the corner.
                    dissolveedge.Copy(ref nextedge);
                }
            }

            _TriangleNetMesh.TriangleDealloc(finaledge.tri);

            return(hullsize);
        }