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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/Algorithm.meta
ADDED
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/ConstraintMesher.cs
ADDED
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@@ -0,0 +1,1232 @@
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|
|
| 1 |
+
// -----------------------------------------------------------------------
|
| 2 |
+
// <copyright file="ConstraintMesher.cs">
|
| 3 |
+
// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
|
| 4 |
+
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
| 5 |
+
// </copyright>
|
| 6 |
+
// -----------------------------------------------------------------------
|
| 7 |
+
|
| 8 |
+
namespace UnityEngine.U2D.Animation.TriangleNet
|
| 9 |
+
.Meshing
|
| 10 |
+
{
|
| 11 |
+
using System;
|
| 12 |
+
using System.Collections.Generic;
|
| 13 |
+
using Animation.TriangleNet.Geometry;
|
| 14 |
+
using Animation.TriangleNet.Logging;
|
| 15 |
+
using Animation.TriangleNet.Meshing.Iterators;
|
| 16 |
+
using Animation.TriangleNet.Topology;
|
| 17 |
+
|
| 18 |
+
internal class ConstraintMesher
|
| 19 |
+
{
|
| 20 |
+
IPredicates predicates;
|
| 21 |
+
|
| 22 |
+
Mesh mesh;
|
| 23 |
+
Behavior behavior;
|
| 24 |
+
TriangleLocator locator;
|
| 25 |
+
|
| 26 |
+
List<Triangle> viri;
|
| 27 |
+
|
| 28 |
+
ILog<LogItem> logger;
|
| 29 |
+
|
| 30 |
+
public ConstraintMesher(Mesh mesh, Configuration config)
|
| 31 |
+
{
|
| 32 |
+
this.mesh = mesh;
|
| 33 |
+
this.predicates = config.Predicates();
|
| 34 |
+
|
| 35 |
+
this.behavior = mesh.behavior;
|
| 36 |
+
this.locator = mesh.locator;
|
| 37 |
+
|
| 38 |
+
this.viri = new List<Triangle>();
|
| 39 |
+
|
| 40 |
+
logger = Log.Instance;
|
| 41 |
+
}
|
| 42 |
+
|
| 43 |
+
/// <summary>
|
| 44 |
+
/// Insert segments into the mesh.
|
| 45 |
+
/// </summary>
|
| 46 |
+
/// <param name="input">The polygon.</param>
|
| 47 |
+
/// <param name="options">Constraint options.</param>
|
| 48 |
+
public void Apply(IPolygon input, ConstraintOptions options)
|
| 49 |
+
{
|
| 50 |
+
behavior.Poly = input.Segments.Count > 0;
|
| 51 |
+
|
| 52 |
+
// Copy constraint options
|
| 53 |
+
if (options != null)
|
| 54 |
+
{
|
| 55 |
+
behavior.ConformingDelaunay = options.ConformingDelaunay;
|
| 56 |
+
behavior.Convex = options.Convex;
|
| 57 |
+
behavior.NoBisect = options.SegmentSplitting;
|
| 58 |
+
|
| 59 |
+
if (behavior.ConformingDelaunay)
|
| 60 |
+
{
|
| 61 |
+
behavior.Quality = true;
|
| 62 |
+
}
|
| 63 |
+
}
|
| 64 |
+
|
| 65 |
+
//if (input.EdgeMarkers != null)
|
| 66 |
+
//{
|
| 67 |
+
// behavior.UseBoundaryMarkers = true;
|
| 68 |
+
//}
|
| 69 |
+
|
| 70 |
+
behavior.useRegions = input.Regions.Count > 0;
|
| 71 |
+
|
| 72 |
+
// Ensure that no vertex can be mistaken for a triangular bounding
|
| 73 |
+
// box vertex in insertvertex().
|
| 74 |
+
mesh.infvertex1 = null;
|
| 75 |
+
mesh.infvertex2 = null;
|
| 76 |
+
mesh.infvertex3 = null;
|
| 77 |
+
|
| 78 |
+
if (behavior.useSegments)
|
| 79 |
+
{
|
| 80 |
+
// Segments will be introduced next.
|
| 81 |
+
mesh.checksegments = true;
|
| 82 |
+
|
| 83 |
+
// Insert PSLG segments and/or convex hull segments.
|
| 84 |
+
FormSkeleton(input);
|
| 85 |
+
}
|
| 86 |
+
|
| 87 |
+
if (behavior.Poly && (mesh.triangles.Count > 0))
|
| 88 |
+
{
|
| 89 |
+
// Copy holes and regions
|
| 90 |
+
mesh.holes.AddRange(input.Holes);
|
| 91 |
+
mesh.regions.AddRange(input.Regions);
|
| 92 |
+
|
| 93 |
+
// Carve out holes and concavities.
|
| 94 |
+
CarveHoles();
|
| 95 |
+
}
|
| 96 |
+
}
|
| 97 |
+
|
| 98 |
+
/// <summary>
|
| 99 |
+
/// Find the holes and infect them. Find the area constraints and infect
|
| 100 |
+
/// them. Infect the convex hull. Spread the infection and kill triangles.
|
| 101 |
+
/// Spread the area constraints.
|
| 102 |
+
/// </summary>
|
| 103 |
+
private void CarveHoles()
|
| 104 |
+
{
|
| 105 |
+
Otri searchtri = default(Otri);
|
| 106 |
+
Vertex searchorg, searchdest;
|
| 107 |
+
LocateResult intersect;
|
| 108 |
+
|
| 109 |
+
Triangle[] regionTris = null;
|
| 110 |
+
|
| 111 |
+
var dummytri = mesh.dummytri;
|
| 112 |
+
|
| 113 |
+
if (!mesh.behavior.Convex)
|
| 114 |
+
{
|
| 115 |
+
// Mark as infected any unprotected triangles on the boundary.
|
| 116 |
+
// This is one way by which concavities are created.
|
| 117 |
+
InfectHull();
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
if (!mesh.behavior.NoHoles)
|
| 121 |
+
{
|
| 122 |
+
// Infect each triangle in which a hole lies.
|
| 123 |
+
foreach (var hole in mesh.holes)
|
| 124 |
+
{
|
| 125 |
+
// Ignore holes that aren't within the bounds of the mesh.
|
| 126 |
+
if (mesh.bounds.Contains(hole))
|
| 127 |
+
{
|
| 128 |
+
// Start searching from some triangle on the outer boundary.
|
| 129 |
+
searchtri.tri = dummytri;
|
| 130 |
+
searchtri.orient = 0;
|
| 131 |
+
searchtri.Sym();
|
| 132 |
+
// Ensure that the hole is to the left of this boundary edge;
|
| 133 |
+
// otherwise, locate() will falsely report that the hole
|
| 134 |
+
// falls within the starting triangle.
|
| 135 |
+
searchorg = searchtri.Org();
|
| 136 |
+
searchdest = searchtri.Dest();
|
| 137 |
+
if (predicates.CounterClockwise(searchorg, searchdest, hole) > 0.0)
|
| 138 |
+
{
|
| 139 |
+
// Find a triangle that contains the hole.
|
| 140 |
+
intersect = mesh.locator.Locate(hole, ref searchtri);
|
| 141 |
+
if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
|
| 142 |
+
{
|
| 143 |
+
// Infect the triangle. This is done by marking the triangle
|
| 144 |
+
// as infected and including the triangle in the virus pool.
|
| 145 |
+
searchtri.Infect();
|
| 146 |
+
viri.Add(searchtri.tri);
|
| 147 |
+
}
|
| 148 |
+
}
|
| 149 |
+
}
|
| 150 |
+
}
|
| 151 |
+
}
|
| 152 |
+
|
| 153 |
+
// Now, we have to find all the regions BEFORE we carve the holes, because locate() won't
|
| 154 |
+
// work when the triangulation is no longer convex. (Incidentally, this is the reason why
|
| 155 |
+
// regional attributes and area constraints can't be used when refining a preexisting mesh,
|
| 156 |
+
// which might not be convex; they can only be used with a freshly triangulated PSLG.)
|
| 157 |
+
if (mesh.regions.Count > 0)
|
| 158 |
+
{
|
| 159 |
+
int i = 0;
|
| 160 |
+
|
| 161 |
+
regionTris = new Triangle[mesh.regions.Count];
|
| 162 |
+
|
| 163 |
+
// Find the starting triangle for each region.
|
| 164 |
+
foreach (var region in mesh.regions)
|
| 165 |
+
{
|
| 166 |
+
regionTris[i] = dummytri;
|
| 167 |
+
// Ignore region points that aren't within the bounds of the mesh.
|
| 168 |
+
if (mesh.bounds.Contains(region.point))
|
| 169 |
+
{
|
| 170 |
+
// Start searching from some triangle on the outer boundary.
|
| 171 |
+
searchtri.tri = dummytri;
|
| 172 |
+
searchtri.orient = 0;
|
| 173 |
+
searchtri.Sym();
|
| 174 |
+
// Ensure that the region point is to the left of this boundary
|
| 175 |
+
// edge; otherwise, locate() will falsely report that the
|
| 176 |
+
// region point falls within the starting triangle.
|
| 177 |
+
searchorg = searchtri.Org();
|
| 178 |
+
searchdest = searchtri.Dest();
|
| 179 |
+
if (predicates.CounterClockwise(searchorg, searchdest, region.point) > 0.0)
|
| 180 |
+
{
|
| 181 |
+
// Find a triangle that contains the region point.
|
| 182 |
+
intersect = mesh.locator.Locate(region.point, ref searchtri);
|
| 183 |
+
if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
|
| 184 |
+
{
|
| 185 |
+
// Record the triangle for processing after the
|
| 186 |
+
// holes have been carved.
|
| 187 |
+
regionTris[i] = searchtri.tri;
|
| 188 |
+
regionTris[i].label = region.id;
|
| 189 |
+
regionTris[i].area = region.area;
|
| 190 |
+
}
|
| 191 |
+
}
|
| 192 |
+
}
|
| 193 |
+
|
| 194 |
+
i++;
|
| 195 |
+
}
|
| 196 |
+
}
|
| 197 |
+
|
| 198 |
+
if (viri.Count > 0)
|
| 199 |
+
{
|
| 200 |
+
// Carve the holes and concavities.
|
| 201 |
+
Plague();
|
| 202 |
+
}
|
| 203 |
+
|
| 204 |
+
if (regionTris != null)
|
| 205 |
+
{
|
| 206 |
+
var iterator = new RegionIterator(mesh);
|
| 207 |
+
|
| 208 |
+
for (int i = 0; i < regionTris.Length; i++)
|
| 209 |
+
{
|
| 210 |
+
if (regionTris[i].id != Mesh.DUMMY)
|
| 211 |
+
{
|
| 212 |
+
// Make sure the triangle under consideration still exists.
|
| 213 |
+
// It may have been eaten by the virus.
|
| 214 |
+
if (!Otri.IsDead(regionTris[i]))
|
| 215 |
+
{
|
| 216 |
+
// Apply one region's attribute and/or area constraint.
|
| 217 |
+
iterator.Process(regionTris[i]);
|
| 218 |
+
}
|
| 219 |
+
}
|
| 220 |
+
}
|
| 221 |
+
}
|
| 222 |
+
|
| 223 |
+
// Free up memory (virus pool should be empty anyway).
|
| 224 |
+
viri.Clear();
|
| 225 |
+
}
|
| 226 |
+
|
| 227 |
+
/// <summary>
|
| 228 |
+
/// Create the segments of a triangulation, including PSLG segments and edges
|
| 229 |
+
/// on the convex hull.
|
| 230 |
+
/// </summary>
|
| 231 |
+
private void FormSkeleton(IPolygon input)
|
| 232 |
+
{
|
| 233 |
+
// The segment endpoints.
|
| 234 |
+
Vertex p, q;
|
| 235 |
+
|
| 236 |
+
mesh.insegments = 0;
|
| 237 |
+
|
| 238 |
+
if (behavior.Poly)
|
| 239 |
+
{
|
| 240 |
+
// If the input vertices are collinear, there is no triangulation,
|
| 241 |
+
// so don't try to insert segments.
|
| 242 |
+
if (mesh.triangles.Count == 0)
|
| 243 |
+
{
|
| 244 |
+
return;
|
| 245 |
+
}
|
| 246 |
+
|
| 247 |
+
// If segments are to be inserted, compute a mapping
|
| 248 |
+
// from vertices to triangles.
|
| 249 |
+
if (input.Segments.Count > 0)
|
| 250 |
+
{
|
| 251 |
+
mesh.MakeVertexMap();
|
| 252 |
+
}
|
| 253 |
+
|
| 254 |
+
// Read and insert the segments.
|
| 255 |
+
foreach (var seg in input.Segments)
|
| 256 |
+
{
|
| 257 |
+
mesh.insegments++;
|
| 258 |
+
|
| 259 |
+
p = seg.GetVertex(0);
|
| 260 |
+
q = seg.GetVertex(1);
|
| 261 |
+
|
| 262 |
+
if ((p.x == q.x) && (p.y == q.y))
|
| 263 |
+
{
|
| 264 |
+
if (Log.Verbose)
|
| 265 |
+
{
|
| 266 |
+
logger.Warning("Endpoints of segment (IDs " + p.id + "/" + q.id + ") are coincident.",
|
| 267 |
+
"Mesh.FormSkeleton()");
|
| 268 |
+
}
|
| 269 |
+
}
|
| 270 |
+
else
|
| 271 |
+
{
|
| 272 |
+
InsertSegment(p, q, seg.Label);
|
| 273 |
+
}
|
| 274 |
+
}
|
| 275 |
+
}
|
| 276 |
+
|
| 277 |
+
if (behavior.Convex || !behavior.Poly)
|
| 278 |
+
{
|
| 279 |
+
// Enclose the convex hull with subsegments.
|
| 280 |
+
MarkHull();
|
| 281 |
+
}
|
| 282 |
+
}
|
| 283 |
+
|
| 284 |
+
#region Carving holes
|
| 285 |
+
|
| 286 |
+
/// <summary>
|
| 287 |
+
/// Virally infect all of the triangles of the convex hull that are not
|
| 288 |
+
/// protected by subsegments. Where there are subsegments, set boundary
|
| 289 |
+
/// markers as appropriate.
|
| 290 |
+
/// </summary>
|
| 291 |
+
private void InfectHull()
|
| 292 |
+
{
|
| 293 |
+
Otri hulltri = default(Otri);
|
| 294 |
+
Otri nexttri = default(Otri);
|
| 295 |
+
Otri starttri = default(Otri);
|
| 296 |
+
Osub hullsubseg = default(Osub);
|
| 297 |
+
Vertex horg, hdest;
|
| 298 |
+
|
| 299 |
+
var dummytri = mesh.dummytri;
|
| 300 |
+
|
| 301 |
+
// Find a triangle handle on the hull.
|
| 302 |
+
hulltri.tri = dummytri;
|
| 303 |
+
hulltri.orient = 0;
|
| 304 |
+
hulltri.Sym();
|
| 305 |
+
|
| 306 |
+
// Remember where we started so we know when to stop.
|
| 307 |
+
hulltri.Copy(ref starttri);
|
| 308 |
+
// Go once counterclockwise around the convex hull.
|
| 309 |
+
do
|
| 310 |
+
{
|
| 311 |
+
// Ignore triangles that are already infected.
|
| 312 |
+
if (!hulltri.IsInfected())
|
| 313 |
+
{
|
| 314 |
+
// Is the triangle protected by a subsegment?
|
| 315 |
+
hulltri.Pivot(ref hullsubseg);
|
| 316 |
+
if (hullsubseg.seg.hash == Mesh.DUMMY)
|
| 317 |
+
{
|
| 318 |
+
// The triangle is not protected; infect it.
|
| 319 |
+
if (!hulltri.IsInfected())
|
| 320 |
+
{
|
| 321 |
+
hulltri.Infect();
|
| 322 |
+
viri.Add(hulltri.tri);
|
| 323 |
+
}
|
| 324 |
+
}
|
| 325 |
+
else
|
| 326 |
+
{
|
| 327 |
+
// The triangle is protected; set boundary markers if appropriate.
|
| 328 |
+
if (hullsubseg.seg.boundary == 0)
|
| 329 |
+
{
|
| 330 |
+
hullsubseg.seg.boundary = 1;
|
| 331 |
+
horg = hulltri.Org();
|
| 332 |
+
hdest = hulltri.Dest();
|
| 333 |
+
if (horg.label == 0)
|
| 334 |
+
{
|
| 335 |
+
horg.label = 1;
|
| 336 |
+
}
|
| 337 |
+
if (hdest.label == 0)
|
| 338 |
+
{
|
| 339 |
+
hdest.label = 1;
|
| 340 |
+
}
|
| 341 |
+
}
|
| 342 |
+
}
|
| 343 |
+
}
|
| 344 |
+
// To find the next hull edge, go clockwise around the next vertex.
|
| 345 |
+
hulltri.Lnext();
|
| 346 |
+
hulltri.Oprev(ref nexttri);
|
| 347 |
+
while (nexttri.tri.id != Mesh.DUMMY)
|
| 348 |
+
{
|
| 349 |
+
nexttri.Copy(ref hulltri);
|
| 350 |
+
hulltri.Oprev(ref nexttri);
|
| 351 |
+
}
|
| 352 |
+
}
|
| 353 |
+
while (!hulltri.Equals(starttri));
|
| 354 |
+
}
|
| 355 |
+
|
| 356 |
+
/// <summary>
|
| 357 |
+
/// Spread the virus from all infected triangles to any neighbors not
|
| 358 |
+
/// protected by subsegments. Delete all infected triangles.
|
| 359 |
+
/// </summary>
|
| 360 |
+
/// <remarks>
|
| 361 |
+
/// This is the procedure that actually creates holes and concavities.
|
| 362 |
+
///
|
| 363 |
+
/// This procedure operates in two phases. The first phase identifies all
|
| 364 |
+
/// the triangles that will die, and marks them as infected. They are
|
| 365 |
+
/// marked to ensure that each triangle is added to the virus pool only
|
| 366 |
+
/// once, so the procedure will terminate.
|
| 367 |
+
///
|
| 368 |
+
/// The second phase actually eliminates the infected triangles. It also
|
| 369 |
+
/// eliminates orphaned vertices.
|
| 370 |
+
/// </remarks>
|
| 371 |
+
void Plague()
|
| 372 |
+
{
|
| 373 |
+
Otri testtri = default(Otri);
|
| 374 |
+
Otri neighbor = default(Otri);
|
| 375 |
+
Osub neighborsubseg = default(Osub);
|
| 376 |
+
Vertex testvertex;
|
| 377 |
+
Vertex norg, ndest;
|
| 378 |
+
|
| 379 |
+
var dummysub = mesh.dummysub;
|
| 380 |
+
var dummytri = mesh.dummytri;
|
| 381 |
+
|
| 382 |
+
bool killorg;
|
| 383 |
+
|
| 384 |
+
// Loop through all the infected triangles, spreading the virus to
|
| 385 |
+
// their neighbors, then to their neighbors' neighbors.
|
| 386 |
+
for (int i = 0; i < viri.Count; i++)
|
| 387 |
+
{
|
| 388 |
+
// WARNING: Don't use foreach, mesh.viri list may get modified.
|
| 389 |
+
|
| 390 |
+
testtri.tri = viri[i];
|
| 391 |
+
// A triangle is marked as infected by messing with one of its pointers
|
| 392 |
+
// to subsegments, setting it to an illegal value. Hence, we have to
|
| 393 |
+
// temporarily uninfect this triangle so that we can examine its
|
| 394 |
+
// adjacent subsegments.
|
| 395 |
+
// TODO: Not true in the C# version (so we could skip this).
|
| 396 |
+
testtri.Uninfect();
|
| 397 |
+
|
| 398 |
+
// Check each of the triangle's three neighbors.
|
| 399 |
+
for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
|
| 400 |
+
{
|
| 401 |
+
// Find the neighbor.
|
| 402 |
+
testtri.Sym(ref neighbor);
|
| 403 |
+
// Check for a subsegment between the triangle and its neighbor.
|
| 404 |
+
testtri.Pivot(ref neighborsubseg);
|
| 405 |
+
// Check if the neighbor is nonexistent or already infected.
|
| 406 |
+
if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected())
|
| 407 |
+
{
|
| 408 |
+
if (neighborsubseg.seg.hash != Mesh.DUMMY)
|
| 409 |
+
{
|
| 410 |
+
// There is a subsegment separating the triangle from its
|
| 411 |
+
// neighbor, but both triangles are dying, so the subsegment
|
| 412 |
+
// dies too.
|
| 413 |
+
mesh.SubsegDealloc(neighborsubseg.seg);
|
| 414 |
+
if (neighbor.tri.id != Mesh.DUMMY)
|
| 415 |
+
{
|
| 416 |
+
// Make sure the subsegment doesn't get deallocated again
|
| 417 |
+
// later when the infected neighbor is visited.
|
| 418 |
+
neighbor.Uninfect();
|
| 419 |
+
neighbor.SegDissolve(dummysub);
|
| 420 |
+
neighbor.Infect();
|
| 421 |
+
}
|
| 422 |
+
}
|
| 423 |
+
}
|
| 424 |
+
else
|
| 425 |
+
{ // The neighbor exists and is not infected.
|
| 426 |
+
if (neighborsubseg.seg.hash == Mesh.DUMMY)
|
| 427 |
+
{
|
| 428 |
+
// There is no subsegment protecting the neighbor, so
|
| 429 |
+
// the neighbor becomes infected.
|
| 430 |
+
neighbor.Infect();
|
| 431 |
+
// Ensure that the neighbor's neighbors will be infected.
|
| 432 |
+
viri.Add(neighbor.tri);
|
| 433 |
+
}
|
| 434 |
+
else
|
| 435 |
+
{
|
| 436 |
+
// The neighbor is protected by a subsegment.
|
| 437 |
+
// Remove this triangle from the subsegment.
|
| 438 |
+
neighborsubseg.TriDissolve(dummytri);
|
| 439 |
+
// The subsegment becomes a boundary. Set markers accordingly.
|
| 440 |
+
if (neighborsubseg.seg.boundary == 0)
|
| 441 |
+
{
|
| 442 |
+
neighborsubseg.seg.boundary = 1;
|
| 443 |
+
}
|
| 444 |
+
norg = neighbor.Org();
|
| 445 |
+
ndest = neighbor.Dest();
|
| 446 |
+
if (norg.label == 0)
|
| 447 |
+
{
|
| 448 |
+
norg.label = 1;
|
| 449 |
+
}
|
| 450 |
+
if (ndest.label == 0)
|
| 451 |
+
{
|
| 452 |
+
ndest.label = 1;
|
| 453 |
+
}
|
| 454 |
+
}
|
| 455 |
+
}
|
| 456 |
+
}
|
| 457 |
+
// Remark the triangle as infected, so it doesn't get added to the
|
| 458 |
+
// virus pool again.
|
| 459 |
+
testtri.Infect();
|
| 460 |
+
}
|
| 461 |
+
|
| 462 |
+
foreach (var virus in viri)
|
| 463 |
+
{
|
| 464 |
+
testtri.tri = virus;
|
| 465 |
+
|
| 466 |
+
// Check each of the three corners of the triangle for elimination.
|
| 467 |
+
// This is done by walking around each vertex, checking if it is
|
| 468 |
+
// still connected to at least one live triangle.
|
| 469 |
+
for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
|
| 470 |
+
{
|
| 471 |
+
testvertex = testtri.Org();
|
| 472 |
+
// Check if the vertex has already been tested.
|
| 473 |
+
if (testvertex != null)
|
| 474 |
+
{
|
| 475 |
+
killorg = true;
|
| 476 |
+
// Mark the corner of the triangle as having been tested.
|
| 477 |
+
testtri.SetOrg(null);
|
| 478 |
+
// Walk counterclockwise about the vertex.
|
| 479 |
+
testtri.Onext(ref neighbor);
|
| 480 |
+
// Stop upon reaching a boundary or the starting triangle.
|
| 481 |
+
while ((neighbor.tri.id != Mesh.DUMMY) &&
|
| 482 |
+
(!neighbor.Equals(testtri)))
|
| 483 |
+
{
|
| 484 |
+
if (neighbor.IsInfected())
|
| 485 |
+
{
|
| 486 |
+
// Mark the corner of this triangle as having been tested.
|
| 487 |
+
neighbor.SetOrg(null);
|
| 488 |
+
}
|
| 489 |
+
else
|
| 490 |
+
{
|
| 491 |
+
// A live triangle. The vertex survives.
|
| 492 |
+
killorg = false;
|
| 493 |
+
}
|
| 494 |
+
// Walk counterclockwise about the vertex.
|
| 495 |
+
neighbor.Onext();
|
| 496 |
+
}
|
| 497 |
+
// If we reached a boundary, we must walk clockwise as well.
|
| 498 |
+
if (neighbor.tri.id == Mesh.DUMMY)
|
| 499 |
+
{
|
| 500 |
+
// Walk clockwise about the vertex.
|
| 501 |
+
testtri.Oprev(ref neighbor);
|
| 502 |
+
// Stop upon reaching a boundary.
|
| 503 |
+
while (neighbor.tri.id != Mesh.DUMMY)
|
| 504 |
+
{
|
| 505 |
+
if (neighbor.IsInfected())
|
| 506 |
+
{
|
| 507 |
+
// Mark the corner of this triangle as having been tested.
|
| 508 |
+
neighbor.SetOrg(null);
|
| 509 |
+
}
|
| 510 |
+
else
|
| 511 |
+
{
|
| 512 |
+
// A live triangle. The vertex survives.
|
| 513 |
+
killorg = false;
|
| 514 |
+
}
|
| 515 |
+
// Walk clockwise about the vertex.
|
| 516 |
+
neighbor.Oprev();
|
| 517 |
+
}
|
| 518 |
+
}
|
| 519 |
+
if (killorg)
|
| 520 |
+
{
|
| 521 |
+
// Deleting vertex
|
| 522 |
+
testvertex.type = VertexType.UndeadVertex;
|
| 523 |
+
mesh.undeads++;
|
| 524 |
+
}
|
| 525 |
+
}
|
| 526 |
+
}
|
| 527 |
+
|
| 528 |
+
// Record changes in the number of boundary edges, and disconnect
|
| 529 |
+
// dead triangles from their neighbors.
|
| 530 |
+
for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
|
| 531 |
+
{
|
| 532 |
+
testtri.Sym(ref neighbor);
|
| 533 |
+
if (neighbor.tri.id == Mesh.DUMMY)
|
| 534 |
+
{
|
| 535 |
+
// There is no neighboring triangle on this edge, so this edge
|
| 536 |
+
// is a boundary edge. This triangle is being deleted, so this
|
| 537 |
+
// boundary edge is deleted.
|
| 538 |
+
mesh.hullsize--;
|
| 539 |
+
}
|
| 540 |
+
else
|
| 541 |
+
{
|
| 542 |
+
// Disconnect the triangle from its neighbor.
|
| 543 |
+
neighbor.Dissolve(dummytri);
|
| 544 |
+
// There is a neighboring triangle on this edge, so this edge
|
| 545 |
+
// becomes a boundary edge when this triangle is deleted.
|
| 546 |
+
mesh.hullsize++;
|
| 547 |
+
}
|
| 548 |
+
}
|
| 549 |
+
// Return the dead triangle to the pool of triangles.
|
| 550 |
+
mesh.TriangleDealloc(testtri.tri);
|
| 551 |
+
}
|
| 552 |
+
|
| 553 |
+
// Empty the virus pool.
|
| 554 |
+
viri.Clear();
|
| 555 |
+
}
|
| 556 |
+
|
| 557 |
+
#endregion
|
| 558 |
+
|
| 559 |
+
#region Segment insertion
|
| 560 |
+
|
| 561 |
+
/// <summary>
|
| 562 |
+
/// Find the first triangle on the path from one point to another.
|
| 563 |
+
/// </summary>
|
| 564 |
+
/// <param name="searchtri"></param>
|
| 565 |
+
/// <param name="searchpoint"></param>
|
| 566 |
+
/// <returns>
|
| 567 |
+
/// The return value notes whether the destination or apex of the found
|
| 568 |
+
/// triangle is collinear with the two points in question.</returns>
|
| 569 |
+
/// <remarks>
|
| 570 |
+
/// Finds the triangle that intersects a line segment drawn from the
|
| 571 |
+
/// origin of 'searchtri' to the point 'searchpoint', and returns the result
|
| 572 |
+
/// in 'searchtri'. The origin of 'searchtri' does not change, even though
|
| 573 |
+
/// the triangle returned may differ from the one passed in. This routine
|
| 574 |
+
/// is used to find the direction to move in to get from one point to
|
| 575 |
+
/// another.
|
| 576 |
+
/// </remarks>
|
| 577 |
+
private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint)
|
| 578 |
+
{
|
| 579 |
+
Otri checktri = default(Otri);
|
| 580 |
+
Vertex startvertex;
|
| 581 |
+
Vertex leftvertex, rightvertex;
|
| 582 |
+
double leftccw, rightccw;
|
| 583 |
+
bool leftflag, rightflag;
|
| 584 |
+
|
| 585 |
+
startvertex = searchtri.Org();
|
| 586 |
+
rightvertex = searchtri.Dest();
|
| 587 |
+
leftvertex = searchtri.Apex();
|
| 588 |
+
// Is 'searchpoint' to the left?
|
| 589 |
+
leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
|
| 590 |
+
leftflag = leftccw > 0.0;
|
| 591 |
+
// Is 'searchpoint' to the right?
|
| 592 |
+
rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
|
| 593 |
+
rightflag = rightccw > 0.0;
|
| 594 |
+
if (leftflag && rightflag)
|
| 595 |
+
{
|
| 596 |
+
// 'searchtri' faces directly away from 'searchpoint'. We could go left
|
| 597 |
+
// or right. Ask whether it's a triangle or a boundary on the left.
|
| 598 |
+
searchtri.Onext(ref checktri);
|
| 599 |
+
if (checktri.tri.id == Mesh.DUMMY)
|
| 600 |
+
{
|
| 601 |
+
leftflag = false;
|
| 602 |
+
}
|
| 603 |
+
else
|
| 604 |
+
{
|
| 605 |
+
rightflag = false;
|
| 606 |
+
}
|
| 607 |
+
}
|
| 608 |
+
while (leftflag)
|
| 609 |
+
{
|
| 610 |
+
// Turn left until satisfied.
|
| 611 |
+
searchtri.Onext();
|
| 612 |
+
if (searchtri.tri.id == Mesh.DUMMY)
|
| 613 |
+
{
|
| 614 |
+
logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1");
|
| 615 |
+
throw new Exception("Unable to find a triangle on path.");
|
| 616 |
+
}
|
| 617 |
+
leftvertex = searchtri.Apex();
|
| 618 |
+
rightccw = leftccw;
|
| 619 |
+
leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
|
| 620 |
+
leftflag = leftccw > 0.0;
|
| 621 |
+
}
|
| 622 |
+
while (rightflag)
|
| 623 |
+
{
|
| 624 |
+
// Turn right until satisfied.
|
| 625 |
+
searchtri.Oprev();
|
| 626 |
+
if (searchtri.tri.id == Mesh.DUMMY)
|
| 627 |
+
{
|
| 628 |
+
logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2");
|
| 629 |
+
throw new Exception("Unable to find a triangle on path.");
|
| 630 |
+
}
|
| 631 |
+
rightvertex = searchtri.Dest();
|
| 632 |
+
leftccw = rightccw;
|
| 633 |
+
rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
|
| 634 |
+
rightflag = rightccw > 0.0;
|
| 635 |
+
}
|
| 636 |
+
if (leftccw == 0.0)
|
| 637 |
+
{
|
| 638 |
+
return FindDirectionResult.Leftcollinear;
|
| 639 |
+
}
|
| 640 |
+
else if (rightccw == 0.0)
|
| 641 |
+
{
|
| 642 |
+
return FindDirectionResult.Rightcollinear;
|
| 643 |
+
}
|
| 644 |
+
else
|
| 645 |
+
{
|
| 646 |
+
return FindDirectionResult.Within;
|
| 647 |
+
}
|
| 648 |
+
}
|
| 649 |
+
|
| 650 |
+
/// <summary>
|
| 651 |
+
/// Find the intersection of an existing segment and a segment that is being
|
| 652 |
+
/// inserted. Insert a vertex at the intersection, splitting an existing subsegment.
|
| 653 |
+
/// </summary>
|
| 654 |
+
/// <param name="splittri"></param>
|
| 655 |
+
/// <param name="splitsubseg"></param>
|
| 656 |
+
/// <param name="endpoint2"></param>
|
| 657 |
+
/// <remarks>
|
| 658 |
+
/// The segment being inserted connects the apex of splittri to endpoint2.
|
| 659 |
+
/// splitsubseg is the subsegment being split, and MUST adjoin splittri.
|
| 660 |
+
/// Hence, endpoints of the subsegment being split are the origin and
|
| 661 |
+
/// destination of splittri.
|
| 662 |
+
///
|
| 663 |
+
/// On completion, splittri is a handle having the newly inserted
|
| 664 |
+
/// intersection point as its origin, and endpoint1 as its destination.
|
| 665 |
+
/// </remarks>
|
| 666 |
+
private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2)
|
| 667 |
+
{
|
| 668 |
+
Osub opposubseg = default(Osub);
|
| 669 |
+
Vertex endpoint1;
|
| 670 |
+
Vertex torg, tdest;
|
| 671 |
+
Vertex leftvertex, rightvertex;
|
| 672 |
+
Vertex newvertex;
|
| 673 |
+
InsertVertexResult success;
|
| 674 |
+
|
| 675 |
+
var dummysub = mesh.dummysub;
|
| 676 |
+
|
| 677 |
+
double ex, ey;
|
| 678 |
+
double tx, ty;
|
| 679 |
+
double etx, ety;
|
| 680 |
+
double split, denom;
|
| 681 |
+
|
| 682 |
+
// Find the other three segment endpoints.
|
| 683 |
+
endpoint1 = splittri.Apex();
|
| 684 |
+
torg = splittri.Org();
|
| 685 |
+
tdest = splittri.Dest();
|
| 686 |
+
// Segment intersection formulae; see the Antonio reference.
|
| 687 |
+
tx = tdest.x - torg.x;
|
| 688 |
+
ty = tdest.y - torg.y;
|
| 689 |
+
ex = endpoint2.x - endpoint1.x;
|
| 690 |
+
ey = endpoint2.y - endpoint1.y;
|
| 691 |
+
etx = torg.x - endpoint2.x;
|
| 692 |
+
ety = torg.y - endpoint2.y;
|
| 693 |
+
denom = ty * ex - tx * ey;
|
| 694 |
+
if (denom == 0.0)
|
| 695 |
+
{
|
| 696 |
+
logger.Error("Attempt to find intersection of parallel segments.",
|
| 697 |
+
"Mesh.SegmentIntersection()");
|
| 698 |
+
throw new Exception("Attempt to find intersection of parallel segments.");
|
| 699 |
+
}
|
| 700 |
+
split = (ey * etx - ex * ety) / denom;
|
| 701 |
+
|
| 702 |
+
// Create the new vertex.
|
| 703 |
+
newvertex = new Vertex(
|
| 704 |
+
torg.x + split * (tdest.x - torg.x),
|
| 705 |
+
torg.y + split * (tdest.y - torg.y),
|
| 706 |
+
splitsubseg.seg.boundary
|
| 707 |
+
#if USE_ATTRIBS
|
| 708 |
+
, mesh.nextras
|
| 709 |
+
#endif
|
| 710 |
+
);
|
| 711 |
+
|
| 712 |
+
newvertex.hash = mesh.hash_vtx++;
|
| 713 |
+
newvertex.id = newvertex.hash;
|
| 714 |
+
|
| 715 |
+
#if USE_ATTRIBS
|
| 716 |
+
// Interpolate its attributes.
|
| 717 |
+
for (int i = 0; i < mesh.nextras; i++)
|
| 718 |
+
{
|
| 719 |
+
newvertex.attributes[i] = torg.attributes[i] + split * (tdest.attributes[i] - torg.attributes[i]);
|
| 720 |
+
}
|
| 721 |
+
#endif
|
| 722 |
+
#if USE_Z
|
| 723 |
+
newvertex.z = torg.z + split * (tdest.z - torg.z);
|
| 724 |
+
#endif
|
| 725 |
+
|
| 726 |
+
mesh.vertices.Add(newvertex.hash, newvertex);
|
| 727 |
+
|
| 728 |
+
// Insert the intersection vertex. This should always succeed.
|
| 729 |
+
success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false);
|
| 730 |
+
if (success != InsertVertexResult.Successful)
|
| 731 |
+
{
|
| 732 |
+
logger.Error("Failure to split a segment.", "Mesh.SegmentIntersection()");
|
| 733 |
+
throw new Exception("Failure to split a segment.");
|
| 734 |
+
}
|
| 735 |
+
// Record a triangle whose origin is the new vertex.
|
| 736 |
+
newvertex.tri = splittri;
|
| 737 |
+
if (mesh.steinerleft > 0)
|
| 738 |
+
{
|
| 739 |
+
mesh.steinerleft--;
|
| 740 |
+
}
|
| 741 |
+
|
| 742 |
+
// Divide the segment into two, and correct the segment endpoints.
|
| 743 |
+
splitsubseg.Sym();
|
| 744 |
+
splitsubseg.Pivot(ref opposubseg);
|
| 745 |
+
splitsubseg.Dissolve(dummysub);
|
| 746 |
+
opposubseg.Dissolve(dummysub);
|
| 747 |
+
do
|
| 748 |
+
{
|
| 749 |
+
splitsubseg.SetSegOrg(newvertex);
|
| 750 |
+
splitsubseg.Next();
|
| 751 |
+
}
|
| 752 |
+
while (splitsubseg.seg.hash != Mesh.DUMMY);
|
| 753 |
+
do
|
| 754 |
+
{
|
| 755 |
+
opposubseg.SetSegOrg(newvertex);
|
| 756 |
+
opposubseg.Next();
|
| 757 |
+
}
|
| 758 |
+
while (opposubseg.seg.hash != Mesh.DUMMY);
|
| 759 |
+
|
| 760 |
+
// Inserting the vertex may have caused edge flips. We wish to rediscover
|
| 761 |
+
// the edge connecting endpoint1 to the new intersection vertex.
|
| 762 |
+
FindDirection(ref splittri, endpoint1);
|
| 763 |
+
|
| 764 |
+
rightvertex = splittri.Dest();
|
| 765 |
+
leftvertex = splittri.Apex();
|
| 766 |
+
if ((leftvertex.x == endpoint1.x) && (leftvertex.y == endpoint1.y))
|
| 767 |
+
{
|
| 768 |
+
splittri.Onext();
|
| 769 |
+
}
|
| 770 |
+
else if ((rightvertex.x != endpoint1.x) || (rightvertex.y != endpoint1.y))
|
| 771 |
+
{
|
| 772 |
+
logger.Error("Topological inconsistency after splitting a segment.", "Mesh.SegmentIntersection()");
|
| 773 |
+
throw new Exception("Topological inconsistency after splitting a segment.");
|
| 774 |
+
}
|
| 775 |
+
// 'splittri' should have destination endpoint1.
|
| 776 |
+
}
|
| 777 |
+
|
| 778 |
+
/// <summary>
|
| 779 |
+
/// Scout the first triangle on the path from one endpoint to another, and check
|
| 780 |
+
/// for completion (reaching the second endpoint), a collinear vertex, or the
|
| 781 |
+
/// intersection of two segments.
|
| 782 |
+
/// </summary>
|
| 783 |
+
/// <param name="searchtri"></param>
|
| 784 |
+
/// <param name="endpoint2"></param>
|
| 785 |
+
/// <param name="newmark"></param>
|
| 786 |
+
/// <returns>Returns true if the entire segment is successfully inserted, and false
|
| 787 |
+
/// if the job must be finished by ConstrainedEdge().</returns>
|
| 788 |
+
/// <remarks>
|
| 789 |
+
/// If the first triangle on the path has the second endpoint as its
|
| 790 |
+
/// destination or apex, a subsegment is inserted and the job is done.
|
| 791 |
+
///
|
| 792 |
+
/// If the first triangle on the path has a destination or apex that lies on
|
| 793 |
+
/// the segment, a subsegment is inserted connecting the first endpoint to
|
| 794 |
+
/// the collinear vertex, and the search is continued from the collinear
|
| 795 |
+
/// vertex.
|
| 796 |
+
///
|
| 797 |
+
/// If the first triangle on the path has a subsegment opposite its origin,
|
| 798 |
+
/// then there is a segment that intersects the segment being inserted.
|
| 799 |
+
/// Their intersection vertex is inserted, splitting the subsegment.
|
| 800 |
+
/// </remarks>
|
| 801 |
+
private bool ScoutSegment(ref Otri searchtri, Vertex endpoint2, int newmark)
|
| 802 |
+
{
|
| 803 |
+
Otri crosstri = default(Otri);
|
| 804 |
+
Osub crosssubseg = default(Osub);
|
| 805 |
+
Vertex leftvertex, rightvertex;
|
| 806 |
+
FindDirectionResult collinear;
|
| 807 |
+
|
| 808 |
+
collinear = FindDirection(ref searchtri, endpoint2);
|
| 809 |
+
rightvertex = searchtri.Dest();
|
| 810 |
+
leftvertex = searchtri.Apex();
|
| 811 |
+
if (((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) ||
|
| 812 |
+
((rightvertex.x == endpoint2.x) && (rightvertex.y == endpoint2.y)))
|
| 813 |
+
{
|
| 814 |
+
// The segment is already an edge in the mesh.
|
| 815 |
+
if ((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y))
|
| 816 |
+
{
|
| 817 |
+
searchtri.Lprev();
|
| 818 |
+
}
|
| 819 |
+
// Insert a subsegment, if there isn't already one there.
|
| 820 |
+
mesh.InsertSubseg(ref searchtri, newmark);
|
| 821 |
+
return true;
|
| 822 |
+
}
|
| 823 |
+
else if (collinear == FindDirectionResult.Leftcollinear)
|
| 824 |
+
{
|
| 825 |
+
// We've collided with a vertex between the segment's endpoints.
|
| 826 |
+
// Make the collinear vertex be the triangle's origin.
|
| 827 |
+
searchtri.Lprev();
|
| 828 |
+
mesh.InsertSubseg(ref searchtri, newmark);
|
| 829 |
+
// Insert the remainder of the segment.
|
| 830 |
+
return ScoutSegment(ref searchtri, endpoint2, newmark);
|
| 831 |
+
}
|
| 832 |
+
else if (collinear == FindDirectionResult.Rightcollinear)
|
| 833 |
+
{
|
| 834 |
+
// We've collided with a vertex between the segment's endpoints.
|
| 835 |
+
mesh.InsertSubseg(ref searchtri, newmark);
|
| 836 |
+
// Make the collinear vertex be the triangle's origin.
|
| 837 |
+
searchtri.Lnext();
|
| 838 |
+
// Insert the remainder of the segment.
|
| 839 |
+
return ScoutSegment(ref searchtri, endpoint2, newmark);
|
| 840 |
+
}
|
| 841 |
+
else
|
| 842 |
+
{
|
| 843 |
+
searchtri.Lnext(ref crosstri);
|
| 844 |
+
crosstri.Pivot(ref crosssubseg);
|
| 845 |
+
// Check for a crossing segment.
|
| 846 |
+
if (crosssubseg.seg.hash == Mesh.DUMMY)
|
| 847 |
+
{
|
| 848 |
+
return false;
|
| 849 |
+
}
|
| 850 |
+
else
|
| 851 |
+
{
|
| 852 |
+
// Insert a vertex at the intersection.
|
| 853 |
+
SegmentIntersection(ref crosstri, ref crosssubseg, endpoint2);
|
| 854 |
+
crosstri.Copy(ref searchtri);
|
| 855 |
+
mesh.InsertSubseg(ref searchtri, newmark);
|
| 856 |
+
// Insert the remainder of the segment.
|
| 857 |
+
return ScoutSegment(ref searchtri, endpoint2, newmark);
|
| 858 |
+
}
|
| 859 |
+
}
|
| 860 |
+
}
|
| 861 |
+
|
| 862 |
+
/// <summary>
|
| 863 |
+
/// Enforce the Delaunay condition at an edge, fanning out recursively from
|
| 864 |
+
/// an existing vertex. Pay special attention to stacking inverted triangles.
|
| 865 |
+
/// </summary>
|
| 866 |
+
/// <param name="fixuptri"></param>
|
| 867 |
+
/// <param name="leftside">Indicates whether or not fixuptri is to the left of
|
| 868 |
+
/// the segment being inserted. (Imagine that the segment is pointing up from
|
| 869 |
+
/// endpoint1 to endpoint2.)</param>
|
| 870 |
+
/// <remarks>
|
| 871 |
+
/// This is a support routine for inserting segments into a constrained
|
| 872 |
+
/// Delaunay triangulation.
|
| 873 |
+
///
|
| 874 |
+
/// The origin of fixuptri is treated as if it has just been inserted, and
|
| 875 |
+
/// the local Delaunay condition needs to be enforced. It is only enforced
|
| 876 |
+
/// in one sector, however, that being the angular range defined by
|
| 877 |
+
/// fixuptri.
|
| 878 |
+
///
|
| 879 |
+
/// This routine also needs to make decisions regarding the "stacking" of
|
| 880 |
+
/// triangles. (Read the description of ConstrainedEdge() below before
|
| 881 |
+
/// reading on here, so you understand the algorithm.) If the position of
|
| 882 |
+
/// the new vertex (the origin of fixuptri) indicates that the vertex before
|
| 883 |
+
/// it on the polygon is a reflex vertex, then "stack" the triangle by
|
| 884 |
+
/// doing nothing. (fixuptri is an inverted triangle, which is how stacked
|
| 885 |
+
/// triangles are identified.)
|
| 886 |
+
///
|
| 887 |
+
/// Otherwise, check whether the vertex before that was a reflex vertex.
|
| 888 |
+
/// If so, perform an edge flip, thereby eliminating an inverted triangle
|
| 889 |
+
/// (popping it off the stack). The edge flip may result in the creation
|
| 890 |
+
/// of a new inverted triangle, depending on whether or not the new vertex
|
| 891 |
+
/// is visible to the vertex three edges behind on the polygon.
|
| 892 |
+
///
|
| 893 |
+
/// If neither of the two vertices behind the new vertex are reflex
|
| 894 |
+
/// vertices, fixuptri and fartri, the triangle opposite it, are not
|
| 895 |
+
/// inverted; hence, ensure that the edge between them is locally Delaunay.
|
| 896 |
+
/// </remarks>
|
| 897 |
+
private void DelaunayFixup(ref Otri fixuptri, bool leftside)
|
| 898 |
+
{
|
| 899 |
+
Otri neartri = default(Otri);
|
| 900 |
+
Otri fartri = default(Otri);
|
| 901 |
+
Osub faredge = default(Osub);
|
| 902 |
+
Vertex nearvertex, leftvertex, rightvertex, farvertex;
|
| 903 |
+
|
| 904 |
+
fixuptri.Lnext(ref neartri);
|
| 905 |
+
neartri.Sym(ref fartri);
|
| 906 |
+
// Check if the edge opposite the origin of fixuptri can be flipped.
|
| 907 |
+
if (fartri.tri.id == Mesh.DUMMY)
|
| 908 |
+
{
|
| 909 |
+
return;
|
| 910 |
+
}
|
| 911 |
+
neartri.Pivot(ref faredge);
|
| 912 |
+
if (faredge.seg.hash != Mesh.DUMMY)
|
| 913 |
+
{
|
| 914 |
+
return;
|
| 915 |
+
}
|
| 916 |
+
// Find all the relevant vertices.
|
| 917 |
+
nearvertex = neartri.Apex();
|
| 918 |
+
leftvertex = neartri.Org();
|
| 919 |
+
rightvertex = neartri.Dest();
|
| 920 |
+
farvertex = fartri.Apex();
|
| 921 |
+
// Check whether the previous polygon vertex is a reflex vertex.
|
| 922 |
+
if (leftside)
|
| 923 |
+
{
|
| 924 |
+
if (predicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0)
|
| 925 |
+
{
|
| 926 |
+
// leftvertex is a reflex vertex too. Nothing can
|
| 927 |
+
// be done until a convex section is found.
|
| 928 |
+
return;
|
| 929 |
+
}
|
| 930 |
+
}
|
| 931 |
+
else
|
| 932 |
+
{
|
| 933 |
+
if (predicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0)
|
| 934 |
+
{
|
| 935 |
+
// rightvertex is a reflex vertex too. Nothing can
|
| 936 |
+
// be done until a convex section is found.
|
| 937 |
+
return;
|
| 938 |
+
}
|
| 939 |
+
}
|
| 940 |
+
if (predicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0)
|
| 941 |
+
{
|
| 942 |
+
// fartri is not an inverted triangle, and farvertex is not a reflex
|
| 943 |
+
// vertex. As there are no reflex vertices, fixuptri isn't an
|
| 944 |
+
// inverted triangle, either. Hence, test the edge between the
|
| 945 |
+
// triangles to ensure it is locally Delaunay.
|
| 946 |
+
if (predicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0)
|
| 947 |
+
{
|
| 948 |
+
return;
|
| 949 |
+
}
|
| 950 |
+
// Not locally Delaunay; go on to an edge flip.
|
| 951 |
+
}
|
| 952 |
+
// else fartri is inverted; remove it from the stack by flipping.
|
| 953 |
+
mesh.Flip(ref neartri);
|
| 954 |
+
fixuptri.Lprev(); // Restore the origin of fixuptri after the flip.
|
| 955 |
+
// Recursively process the two triangles that result from the flip.
|
| 956 |
+
DelaunayFixup(ref fixuptri, leftside);
|
| 957 |
+
DelaunayFixup(ref fartri, leftside);
|
| 958 |
+
}
|
| 959 |
+
|
| 960 |
+
/// <summary>
|
| 961 |
+
/// Force a segment into a constrained Delaunay triangulation by deleting the
|
| 962 |
+
/// triangles it intersects, and triangulating the polygons that form on each
|
| 963 |
+
/// side of it.
|
| 964 |
+
/// </summary>
|
| 965 |
+
/// <param name="starttri"></param>
|
| 966 |
+
/// <param name="endpoint2"></param>
|
| 967 |
+
/// <param name="newmark"></param>
|
| 968 |
+
/// <remarks>
|
| 969 |
+
/// Generates a single subsegment connecting 'endpoint1' to 'endpoint2'.
|
| 970 |
+
/// The triangle 'starttri' has 'endpoint1' as its origin. 'newmark' is the
|
| 971 |
+
/// boundary marker of the segment.
|
| 972 |
+
///
|
| 973 |
+
/// To insert a segment, every triangle whose interior intersects the
|
| 974 |
+
/// segment is deleted. The union of these deleted triangles is a polygon
|
| 975 |
+
/// (which is not necessarily monotone, but is close enough), which is
|
| 976 |
+
/// divided into two polygons by the new segment. This routine's task is
|
| 977 |
+
/// to generate the Delaunay triangulation of these two polygons.
|
| 978 |
+
///
|
| 979 |
+
/// You might think of this routine's behavior as a two-step process. The
|
| 980 |
+
/// first step is to walk from endpoint1 to endpoint2, flipping each edge
|
| 981 |
+
/// encountered. This step creates a fan of edges connected to endpoint1,
|
| 982 |
+
/// including the desired edge to endpoint2. The second step enforces the
|
| 983 |
+
/// Delaunay condition on each side of the segment in an incremental manner:
|
| 984 |
+
/// proceeding along the polygon from endpoint1 to endpoint2 (this is done
|
| 985 |
+
/// independently on each side of the segment), each vertex is "enforced"
|
| 986 |
+
/// as if it had just been inserted, but affecting only the previous
|
| 987 |
+
/// vertices. The result is the same as if the vertices had been inserted
|
| 988 |
+
/// in the order they appear on the polygon, so the result is Delaunay.
|
| 989 |
+
///
|
| 990 |
+
/// In truth, ConstrainedEdge() interleaves these two steps. The procedure
|
| 991 |
+
/// walks from endpoint1 to endpoint2, and each time an edge is encountered
|
| 992 |
+
/// and flipped, the newly exposed vertex (at the far end of the flipped
|
| 993 |
+
/// edge) is "enforced" upon the previously flipped edges, usually affecting
|
| 994 |
+
/// only one side of the polygon (depending upon which side of the segment
|
| 995 |
+
/// the vertex falls on).
|
| 996 |
+
///
|
| 997 |
+
/// The algorithm is complicated by the need to handle polygons that are not
|
| 998 |
+
/// convex. Although the polygon is not necessarily monotone, it can be
|
| 999 |
+
/// triangulated in a manner similar to the stack-based algorithms for
|
| 1000 |
+
/// monotone polygons. For each reflex vertex (local concavity) of the
|
| 1001 |
+
/// polygon, there will be an inverted triangle formed by one of the edge
|
| 1002 |
+
/// flips. (An inverted triangle is one with negative area - that is, its
|
| 1003 |
+
/// vertices are arranged in clockwise order - and is best thought of as a
|
| 1004 |
+
/// wrinkle in the fabric of the mesh.) Each inverted triangle can be
|
| 1005 |
+
/// thought of as a reflex vertex pushed on the stack, waiting to be fixed
|
| 1006 |
+
/// later.
|
| 1007 |
+
///
|
| 1008 |
+
/// A reflex vertex is popped from the stack when a vertex is inserted that
|
| 1009 |
+
/// is visible to the reflex vertex. (However, if the vertex behind the
|
| 1010 |
+
/// reflex vertex is not visible to the reflex vertex, a new inverted
|
| 1011 |
+
/// triangle will take its place on the stack.) These details are handled
|
| 1012 |
+
/// by the DelaunayFixup() routine above.
|
| 1013 |
+
/// </remarks>
|
| 1014 |
+
private void ConstrainedEdge(ref Otri starttri, Vertex endpoint2, int newmark)
|
| 1015 |
+
{
|
| 1016 |
+
Otri fixuptri = default(Otri), fixuptri2 = default(Otri);
|
| 1017 |
+
Osub crosssubseg = default(Osub);
|
| 1018 |
+
Vertex endpoint1;
|
| 1019 |
+
Vertex farvertex;
|
| 1020 |
+
double area;
|
| 1021 |
+
bool collision;
|
| 1022 |
+
bool done;
|
| 1023 |
+
|
| 1024 |
+
endpoint1 = starttri.Org();
|
| 1025 |
+
starttri.Lnext(ref fixuptri);
|
| 1026 |
+
mesh.Flip(ref fixuptri);
|
| 1027 |
+
// 'collision' indicates whether we have found a vertex directly
|
| 1028 |
+
// between endpoint1 and endpoint2.
|
| 1029 |
+
collision = false;
|
| 1030 |
+
done = false;
|
| 1031 |
+
do
|
| 1032 |
+
{
|
| 1033 |
+
farvertex = fixuptri.Org();
|
| 1034 |
+
// 'farvertex' is the extreme point of the polygon we are "digging"
|
| 1035 |
+
// to get from endpoint1 to endpoint2.
|
| 1036 |
+
if ((farvertex.x == endpoint2.x) && (farvertex.y == endpoint2.y))
|
| 1037 |
+
{
|
| 1038 |
+
fixuptri.Oprev(ref fixuptri2);
|
| 1039 |
+
// Enforce the Delaunay condition around endpoint2.
|
| 1040 |
+
DelaunayFixup(ref fixuptri, false);
|
| 1041 |
+
DelaunayFixup(ref fixuptri2, true);
|
| 1042 |
+
done = true;
|
| 1043 |
+
}
|
| 1044 |
+
else
|
| 1045 |
+
{
|
| 1046 |
+
// Check whether farvertex is to the left or right of the segment being
|
| 1047 |
+
// inserted, to decide which edge of fixuptri to dig through next.
|
| 1048 |
+
area = predicates.CounterClockwise(endpoint1, endpoint2, farvertex);
|
| 1049 |
+
if (area == 0.0)
|
| 1050 |
+
{
|
| 1051 |
+
// We've collided with a vertex between endpoint1 and endpoint2.
|
| 1052 |
+
collision = true;
|
| 1053 |
+
fixuptri.Oprev(ref fixuptri2);
|
| 1054 |
+
// Enforce the Delaunay condition around farvertex.
|
| 1055 |
+
DelaunayFixup(ref fixuptri, false);
|
| 1056 |
+
DelaunayFixup(ref fixuptri2, true);
|
| 1057 |
+
done = true;
|
| 1058 |
+
}
|
| 1059 |
+
else
|
| 1060 |
+
{
|
| 1061 |
+
if (area > 0.0)
|
| 1062 |
+
{
|
| 1063 |
+
// farvertex is to the left of the segment.
|
| 1064 |
+
fixuptri.Oprev(ref fixuptri2);
|
| 1065 |
+
// Enforce the Delaunay condition around farvertex, on the
|
| 1066 |
+
// left side of the segment only.
|
| 1067 |
+
DelaunayFixup(ref fixuptri2, true);
|
| 1068 |
+
// Flip the edge that crosses the segment. After the edge is
|
| 1069 |
+
// flipped, one of its endpoints is the fan vertex, and the
|
| 1070 |
+
// destination of fixuptri is the fan vertex.
|
| 1071 |
+
fixuptri.Lprev();
|
| 1072 |
+
}
|
| 1073 |
+
else
|
| 1074 |
+
{
|
| 1075 |
+
// farvertex is to the right of the segment.
|
| 1076 |
+
DelaunayFixup(ref fixuptri, false);
|
| 1077 |
+
// Flip the edge that crosses the segment. After the edge is
|
| 1078 |
+
// flipped, one of its endpoints is the fan vertex, and the
|
| 1079 |
+
// destination of fixuptri is the fan vertex.
|
| 1080 |
+
fixuptri.Oprev();
|
| 1081 |
+
}
|
| 1082 |
+
// Check for two intersecting segments.
|
| 1083 |
+
fixuptri.Pivot(ref crosssubseg);
|
| 1084 |
+
if (crosssubseg.seg.hash == Mesh.DUMMY)
|
| 1085 |
+
{
|
| 1086 |
+
mesh.Flip(ref fixuptri); // May create inverted triangle at left.
|
| 1087 |
+
}
|
| 1088 |
+
else
|
| 1089 |
+
{
|
| 1090 |
+
// We've collided with a segment between endpoint1 and endpoint2.
|
| 1091 |
+
collision = true;
|
| 1092 |
+
// Insert a vertex at the intersection.
|
| 1093 |
+
SegmentIntersection(ref fixuptri, ref crosssubseg, endpoint2);
|
| 1094 |
+
done = true;
|
| 1095 |
+
}
|
| 1096 |
+
}
|
| 1097 |
+
}
|
| 1098 |
+
}
|
| 1099 |
+
while (!done);
|
| 1100 |
+
// Insert a subsegment to make the segment permanent.
|
| 1101 |
+
mesh.InsertSubseg(ref fixuptri, newmark);
|
| 1102 |
+
// If there was a collision with an interceding vertex, install another
|
| 1103 |
+
// segment connecting that vertex with endpoint2.
|
| 1104 |
+
if (collision)
|
| 1105 |
+
{
|
| 1106 |
+
// Insert the remainder of the segment.
|
| 1107 |
+
if (!ScoutSegment(ref fixuptri, endpoint2, newmark))
|
| 1108 |
+
{
|
| 1109 |
+
ConstrainedEdge(ref fixuptri, endpoint2, newmark);
|
| 1110 |
+
}
|
| 1111 |
+
}
|
| 1112 |
+
}
|
| 1113 |
+
|
| 1114 |
+
/// <summary>
|
| 1115 |
+
/// Insert a PSLG segment into a triangulation.
|
| 1116 |
+
/// </summary>
|
| 1117 |
+
/// <param name="endpoint1"></param>
|
| 1118 |
+
/// <param name="endpoint2"></param>
|
| 1119 |
+
/// <param name="newmark"></param>
|
| 1120 |
+
private void InsertSegment(Vertex endpoint1, Vertex endpoint2, int newmark)
|
| 1121 |
+
{
|
| 1122 |
+
Otri searchtri1 = default(Otri), searchtri2 = default(Otri);
|
| 1123 |
+
Vertex checkvertex = null;
|
| 1124 |
+
|
| 1125 |
+
var dummytri = mesh.dummytri;
|
| 1126 |
+
|
| 1127 |
+
// Find a triangle whose origin is the segment's first endpoint.
|
| 1128 |
+
searchtri1 = endpoint1.tri;
|
| 1129 |
+
if (searchtri1.tri != null)
|
| 1130 |
+
{
|
| 1131 |
+
checkvertex = searchtri1.Org();
|
| 1132 |
+
}
|
| 1133 |
+
|
| 1134 |
+
if (checkvertex != endpoint1)
|
| 1135 |
+
{
|
| 1136 |
+
// Find a boundary triangle to search from.
|
| 1137 |
+
searchtri1.tri = dummytri;
|
| 1138 |
+
searchtri1.orient = 0;
|
| 1139 |
+
searchtri1.Sym();
|
| 1140 |
+
// Search for the segment's first endpoint by point location.
|
| 1141 |
+
if (locator.Locate(endpoint1, ref searchtri1) != LocateResult.OnVertex)
|
| 1142 |
+
{
|
| 1143 |
+
logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().1");
|
| 1144 |
+
throw new Exception("Unable to locate PSLG vertex in triangulation.");
|
| 1145 |
+
}
|
| 1146 |
+
}
|
| 1147 |
+
// Remember this triangle to improve subsequent point location.
|
| 1148 |
+
locator.Update(ref searchtri1);
|
| 1149 |
+
|
| 1150 |
+
// Scout the beginnings of a path from the first endpoint
|
| 1151 |
+
// toward the second.
|
| 1152 |
+
if (ScoutSegment(ref searchtri1, endpoint2, newmark))
|
| 1153 |
+
{
|
| 1154 |
+
// The segment was easily inserted.
|
| 1155 |
+
return;
|
| 1156 |
+
}
|
| 1157 |
+
// The first endpoint may have changed if a collision with an intervening
|
| 1158 |
+
// vertex on the segment occurred.
|
| 1159 |
+
endpoint1 = searchtri1.Org();
|
| 1160 |
+
|
| 1161 |
+
// Find a triangle whose origin is the segment's second endpoint.
|
| 1162 |
+
checkvertex = null;
|
| 1163 |
+
searchtri2 = endpoint2.tri;
|
| 1164 |
+
if (searchtri2.tri != null)
|
| 1165 |
+
{
|
| 1166 |
+
checkvertex = searchtri2.Org();
|
| 1167 |
+
}
|
| 1168 |
+
if (checkvertex != endpoint2)
|
| 1169 |
+
{
|
| 1170 |
+
// Find a boundary triangle to search from.
|
| 1171 |
+
searchtri2.tri = dummytri;
|
| 1172 |
+
searchtri2.orient = 0;
|
| 1173 |
+
searchtri2.Sym();
|
| 1174 |
+
// Search for the segment's second endpoint by point location.
|
| 1175 |
+
if (locator.Locate(endpoint2, ref searchtri2) != LocateResult.OnVertex)
|
| 1176 |
+
{
|
| 1177 |
+
logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().2");
|
| 1178 |
+
throw new Exception("Unable to locate PSLG vertex in triangulation.");
|
| 1179 |
+
}
|
| 1180 |
+
}
|
| 1181 |
+
// Remember this triangle to improve subsequent point location.
|
| 1182 |
+
locator.Update(ref searchtri2);
|
| 1183 |
+
// Scout the beginnings of a path from the second endpoint
|
| 1184 |
+
// toward the first.
|
| 1185 |
+
if (ScoutSegment(ref searchtri2, endpoint1, newmark))
|
| 1186 |
+
{
|
| 1187 |
+
// The segment was easily inserted.
|
| 1188 |
+
return;
|
| 1189 |
+
}
|
| 1190 |
+
// The second endpoint may have changed if a collision with an intervening
|
| 1191 |
+
// vertex on the segment occurred.
|
| 1192 |
+
endpoint2 = searchtri2.Org();
|
| 1193 |
+
|
| 1194 |
+
// Insert the segment directly into the triangulation.
|
| 1195 |
+
ConstrainedEdge(ref searchtri1, endpoint2, newmark);
|
| 1196 |
+
}
|
| 1197 |
+
|
| 1198 |
+
/// <summary>
|
| 1199 |
+
/// Cover the convex hull of a triangulation with subsegments.
|
| 1200 |
+
/// </summary>
|
| 1201 |
+
private void MarkHull()
|
| 1202 |
+
{
|
| 1203 |
+
Otri hulltri = default(Otri);
|
| 1204 |
+
Otri nexttri = default(Otri);
|
| 1205 |
+
Otri starttri = default(Otri);
|
| 1206 |
+
|
| 1207 |
+
// Find a triangle handle on the hull.
|
| 1208 |
+
hulltri.tri = mesh.dummytri;
|
| 1209 |
+
hulltri.orient = 0;
|
| 1210 |
+
hulltri.Sym();
|
| 1211 |
+
// Remember where we started so we know when to stop.
|
| 1212 |
+
hulltri.Copy(ref starttri);
|
| 1213 |
+
// Go once counterclockwise around the convex hull.
|
| 1214 |
+
do
|
| 1215 |
+
{
|
| 1216 |
+
// Create a subsegment if there isn't already one here.
|
| 1217 |
+
mesh.InsertSubseg(ref hulltri, 1);
|
| 1218 |
+
// To find the next hull edge, go clockwise around the next vertex.
|
| 1219 |
+
hulltri.Lnext();
|
| 1220 |
+
hulltri.Oprev(ref nexttri);
|
| 1221 |
+
while (nexttri.tri.id != Mesh.DUMMY)
|
| 1222 |
+
{
|
| 1223 |
+
nexttri.Copy(ref hulltri);
|
| 1224 |
+
hulltri.Oprev(ref nexttri);
|
| 1225 |
+
}
|
| 1226 |
+
}
|
| 1227 |
+
while (!hulltri.Equals(starttri));
|
| 1228 |
+
}
|
| 1229 |
+
|
| 1230 |
+
#endregion
|
| 1231 |
+
}
|
| 1232 |
+
}
|
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing/ConstraintMesher.cs.meta
ADDED
|
@@ -0,0 +1,11 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
| 1 |
+
fileFormatVersion: 2
|
| 2 |
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|
| 3 |
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MonoImporter:
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| 4 |
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externalObjects: {}
|
| 5 |
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serializedVersion: 2
|
| 6 |
+
defaultReferences: []
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| 7 |
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executionOrder: 0
|
| 8 |
+
icon: {instanceID: 0}
|
| 9 |
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userData:
|
| 10 |
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assetBundleName:
|
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assetBundleVariant:
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Samples~/AnimationSamples/3 Multiple Skinned Sprites/Animation/Animators.meta
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
| 1 |
+
fileFormatVersion: 2
|
| 2 |
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guid: 7264c407d12ef419b94832245ceb1450
|
| 3 |
+
folderAsset: yes
|
| 4 |
+
DefaultImporter:
|
| 5 |
+
externalObjects: {}
|
| 6 |
+
userData:
|
| 7 |
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assetBundleName:
|
| 8 |
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assetBundleVariant:
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Samples~/AnimationSamples/4 Character/Animation/Animators/Fei.controller.meta
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
| 1 |
+
fileFormatVersion: 2
|
| 2 |
+
guid: 613a990525198436aae8b4ef9a284f63
|
| 3 |
+
NativeFormatImporter:
|
| 4 |
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externalObjects: {}
|
| 5 |
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mainObjectFileID: 9100000
|
| 6 |
+
userData:
|
| 7 |
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assetBundleName:
|
| 8 |
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assetBundleVariant:
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Samples~/AnimationSamples/4 Character/Animation/Clips/Idle.anim
ADDED
|
@@ -0,0 +1,2965 @@
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|
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|
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benchmark/science_bowl/MS-Sample-Questions/Sample-Set-7/MS_Round-12.pdf
ADDED
|
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|
|
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|
|
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|
| 1 |
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version https://git-lfs.github.com/spec/v1
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size 107346
|