示例#1
0
        public int RemainingIndex(UndirectedEdge edge)
        {
            Contract.Requires <ArgumentException>(edge.Item1 != edge.Item2, "edge");
            int i0 = edge.Item1;
            int i1 = edge.Item2;

            int[] indices = { Index1, Index2, Index3 };

            int i2 = indices.DefaultIfEmpty(-1).Except(new[] { i0, i1 }).FirstOrDefault();

            return(i2);
        }
示例#2
0
        public static bool FindSharedEdge(Face face1, Face face2, out UndirectedEdge edge)
        {
            Contract.Requires <ArgumentNullException>(face1.Edges != null, "face1");
            Contract.Requires <ArgumentNullException>(face2.Edges != null, "face2");

            foreach (var e1 in face1.Edges)
            {
                foreach (var e2 in face2.Edges)
                {
                    if (e1 == e2)
                    {
                        edge = e1;
                        return(true);
                    }
                }
            }
            edge = default(UndirectedEdge);
            return(false);
        }
示例#3
0
        public static bool FindOverlappingEdges(Triangle t1, Triangle t2, Face face1, Face face2, out UndirectedEdge edge1,
                                                out UndirectedEdge edge2)
        {
            Contract.Requires <ArgumentNullException>(face1.Edges != null, "face1");
            Contract.Requires <ArgumentNullException>(face2.Edges != null, "face2");
            Vector3 tolerance = new Vector3(MathUtil.ZeroTolerance);

            var segments1 = t1.Segments.ToArray();
            var segments2 = t2.Segments.ToArray();

            for (int i = 0; i < 3; i++)
            {
                Segment s1 = segments1[i];

                for (int j = 0; j < 3; j++)
                {
                    Segment s2 = segments2[j];

                    Vector3 e1v1 = s1.A;
                    Vector3 e1v2 = s1.B;
                    Vector3 e2v1 = s2.A;
                    Vector3 e2v2 = s2.B;

                    bool test1 = Vector3.NearEqual(e1v1, e2v1, tolerance) || Vector3.NearEqual(e1v1, e2v2, tolerance);
                    bool test2 = Vector3.NearEqual(e1v2, e2v1, tolerance) || Vector3.NearEqual(e1v2, e2v2, tolerance);

                    if (test1 && test2)
                    {
                        var edges1 = face1.Edges.ToArray();
                        var edges2 = face2.Edges.ToArray();
                        edge1 = edges1[i];
                        edge2 = edges2[j];
                        return(true);
                    }
                }
            }
            edge1 = edge2 = default(UndirectedEdge);
            return(false);
        }