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  1. .gitattributes +21 -0
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@@ -0,0 +1,1232 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
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