More code reorganization (4)
git-svn-id: https://triangle.svn.codeplex.com/svn@75113 0e2699bc-83d4-4a8f-98e7-55e24ab8c7a5
This commit is contained in:
@@ -616,7 +616,7 @@ namespace MeshExplorer
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}
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else
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{
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this.voronoi = new Voronoi(mesh);
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this.voronoi = new SimpleVoronoi(mesh);
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}
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renderManager.Set(voronoi, false);
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@@ -193,7 +193,7 @@ namespace TriangleNet.Data
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/// connected to this subsegment.</remarks>
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public void Dissolve()
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{
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seg.subsegs[orient].seg = Mesh.dummysub;
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seg.subsegs[orient].seg = Segment.Empty;
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}
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/// <summary>
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@@ -244,7 +244,7 @@ namespace TriangleNet.Data
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/// </summary>
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public void TriDissolve()
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{
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seg.triangles[orient].triangle = Mesh.dummytri;
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seg.triangles[orient].triangle = Triangle.Empty;
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}
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#endregion
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@@ -388,7 +388,7 @@ namespace TriangleNet.Data
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/// </remarks>
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public void Dissolve()
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{
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triangle.neighbors[orient].triangle = Mesh.dummytri;
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triangle.neighbors[orient].triangle = Triangle.Empty;
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triangle.neighbors[orient].orient = 0;
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}
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@@ -473,7 +473,7 @@ namespace TriangleNet.Data
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/// </summary>
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public void SegDissolve()
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{
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triangle.subsegs[orient].seg = Mesh.dummysub;
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triangle.subsegs[orient].seg = Segment.Empty;
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}
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#endregion
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@@ -15,6 +15,31 @@ namespace TriangleNet.Data
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/// </summary>
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public class Segment : ISegment
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{
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#region Static initialization of "omnipresent" subsegment
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// Set up 'dummysub', the omnipresent subsegment pointed to by any
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// triangle side or subsegment end that isn't attached to a real
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// subsegment.
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internal static Segment Empty;
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static Segment()
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{
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Empty = new Segment();
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Empty.hash = -1;
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// Initialize the two adjoining subsegments to be the omnipresent
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// subsegment. These will eventually be changed by various bonding
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// operations, but their values don't really matter, as long as they
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// can legally be dereferenced.
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Empty.subsegs[0].seg = Empty;
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Empty.subsegs[1].seg = Empty;
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Triangle.Initialize();
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}
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#endregion
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// Hash for dictionary. Will be set by mesh instance.
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internal int hash;
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@@ -28,16 +53,16 @@ namespace TriangleNet.Data
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// Initialize the two adjoining subsegments to be the omnipresent
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// subsegment.
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subsegs = new Osub[2];
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subsegs[0].seg = Mesh.dummysub;
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subsegs[1].seg = Mesh.dummysub;
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subsegs[0].seg = Empty;
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subsegs[1].seg = Empty;
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// Four NULL vertices.
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vertices = new Vertex[4];
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// Initialize the two adjoining triangles to be "outer space."
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triangles = new Otri[2];
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triangles[0].triangle = Mesh.dummytri;
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triangles[1].triangle = Mesh.dummytri;
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triangles[0].triangle = Triangle.Empty;
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triangles[1].triangle = Triangle.Empty;
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// Set the boundary marker to zero.
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boundary = 0;
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@@ -84,7 +109,7 @@ namespace TriangleNet.Data
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/// </summary>
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public ITriangle GetTriangle(int index)
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{
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return triangles[index].triangle == Mesh.dummytri ? null : triangles[index].triangle;
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return triangles[index].triangle.id == Triangle.EmptyID ? null : triangles[index].triangle;
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}
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public override int GetHashCode()
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@@ -15,6 +15,57 @@ namespace TriangleNet.Data
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/// </summary>
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public class Triangle : ITriangle
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{
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#region Static initialization of "Outer Space" triangle
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// The triangle that fills "outer space," called 'dummytri', is pointed to
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// by every triangle and subsegment on a boundary (be it outer or inner) of
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// the triangulation. Also, 'dummytri' points to one of the triangles on
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// the convex hull (until the holes and concavities are carved), making it
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// possible to find a starting triangle for point location.
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// 'dummytri' and 'dummysub' are generally required to fulfill only a few
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// invariants: their vertices must remain NULL and 'dummytri' must always
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// be bonded (at offset zero) to some triangle on the convex hull of the
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// mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and
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// 'dummysub' may change willy-nilly. This makes it possible to avoid
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// writing a good deal of special-case code (in the edge flip, for example)
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// for dealing with the boundary of the mesh, places where no subsegment is
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// present, and so forth. Other entities are frequently bonded to
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// 'dummytri' and 'dummysub' as if they were real mesh entities, with no
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// harm done.
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internal const int EmptyID = -1;
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internal static Triangle Empty;
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/// <summary>
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/// Initializes the dummytri (Triangle.Empty). The method is called by the static Segment
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/// constructor (which ensures that dummysub (Segment.Empty) will not be null).
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/// </summary>
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internal static void Initialize()
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{
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// Set up 'dummytri', the 'triangle' that occupies "outer space."
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Empty = new Triangle();
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Empty.hash = EmptyID;
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Empty.id = EmptyID;
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// Initialize the three adjoining triangles to be "outer space." These
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// will eventually be changed by various bonding operations, but their
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// values don't really matter, as long as they can legally be
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// dereferenced.
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Empty.neighbors[0].triangle = Empty;
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Empty.neighbors[1].triangle = Empty;
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Empty.neighbors[2].triangle = Empty;
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// Initialize the three adjoining subsegments of 'dummytri' to be
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// the omnipresent subsegment.
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Empty.subsegs[0].seg = Segment.Empty;
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Empty.subsegs[1].seg = Segment.Empty;
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Empty.subsegs[2].seg = Segment.Empty;
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}
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#endregion
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// Hash for dictionary. Will be set by mesh instance.
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internal int hash;
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@@ -32,9 +83,9 @@ namespace TriangleNet.Data
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{
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// Initialize the three adjoining triangles to be "outer space".
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neighbors = new Otri[3];
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neighbors[0].triangle = Mesh.dummytri;
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neighbors[1].triangle = Mesh.dummytri;
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neighbors[2].triangle = Mesh.dummytri;
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neighbors[0].triangle = Empty;
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neighbors[1].triangle = Empty;
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neighbors[2].triangle = Empty;
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// Three NULL vertices.
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vertices = new Vertex[3];
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@@ -44,9 +95,9 @@ namespace TriangleNet.Data
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// Initialize the three adjoining subsegments to be the
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// omnipresent subsegment.
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subsegs = new Osub[3];
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subsegs[0].seg = Mesh.dummysub;
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subsegs[1].seg = Mesh.dummysub;
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subsegs[2].seg = Mesh.dummysub;
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subsegs[0].seg = Segment.Empty;
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subsegs[1].seg = Segment.Empty;
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subsegs[2].seg = Segment.Empty;
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}
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// TODO:
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@@ -134,7 +185,7 @@ namespace TriangleNet.Data
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/// <returns>The neigbbor opposite of vertex with given index.</returns>
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public ITriangle GetNeighbor(int index)
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{
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return neighbors[index].triangle == Mesh.dummytri ? null : neighbors[index].triangle;
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return neighbors[index].triangle.id == EmptyID ? null : neighbors[index].triangle;
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}
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/// <summary>
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@@ -144,7 +195,7 @@ namespace TriangleNet.Data
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/// <returns>The segment opposite of vertex with given index.</returns>
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public ISegment GetSegment(int index)
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{
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return subsegs[index].seg == Mesh.dummysub ? null : subsegs[index].seg;
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return subsegs[index].seg == Segment.Empty ? null : subsegs[index].seg;
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}
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/// <summary>
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@@ -20,7 +20,6 @@ namespace TriangleNet.Geometry
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internal double x;
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internal double y;
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internal int mark;
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internal double[] attributes;
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public Point()
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: this(0, 0, 0)
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@@ -73,14 +72,6 @@ namespace TriangleNet.Geometry
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get { return this.mark; }
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}
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/// <summary>
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/// Gets the vertex attributes (may be null).
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/// </summary>
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public double[] Attributes
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{
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get { return this.attributes; }
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}
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#endregion
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#region Operator overloading / overriding Equals
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@@ -154,7 +145,11 @@ namespace TriangleNet.Geometry
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public override int GetHashCode()
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{
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return x.GetHashCode() ^ y.GetHashCode();
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int hash = 19;
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hash = hash * 31 + x.GetHashCode();
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hash = hash * 31 + y.GetHashCode();
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return hash;
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}
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public override string ToString()
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@@ -18,6 +18,8 @@ namespace TriangleNet.Geometry
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// Hash for dictionary. Will be set by mesh instance.
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internal int hash;
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internal double[] attributes;
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internal VertexType type;
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internal Otri tri;
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@@ -70,6 +72,14 @@ namespace TriangleNet.Geometry
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#region Public properties
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/// <summary>
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/// Gets the vertex attributes (may be null).
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/// </summary>
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public double[] Attributes
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{
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get { return this.attributes; }
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}
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/// <summary>
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/// Gets the vertex type.
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/// </summary>
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@@ -365,7 +365,7 @@ namespace TriangleNet.IO
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for (tri.orient = 0; tri.orient < 3; tri.orient++)
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{
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tri.Sym(ref trisym);
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if ((tri.triangle.id < trisym.triangle.id) || (trisym.triangle == Mesh.dummytri))
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if ((tri.triangle.id < trisym.triangle.id) || (trisym.triangle.id == Triangle.EmptyID))
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{
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p1 = tri.Org();
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p2 = tri.Dest();
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@@ -378,7 +378,7 @@ namespace TriangleNet.IO
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{
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tri.SegPivot(ref checkmark);
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if (checkmark.seg == Mesh.dummysub)
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if (checkmark.seg == Segment.Empty)
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{
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writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, 0);
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}
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@@ -391,7 +391,7 @@ namespace TriangleNet.IO
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else
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{
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writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id,
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trisym.triangle == Mesh.dummytri ? "1" : "0");
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trisym.triangle.id == Triangle.EmptyID ? "1" : "0");
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}
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}
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else
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@@ -425,8 +425,6 @@ namespace TriangleNet.IO
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// Number of triangles, three neighbors per triangle.
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writer.WriteLine("{0} 3", mesh.triangles.Count);
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Mesh.dummytri.id = -1;
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foreach (var item in mesh.triangles.Values)
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{
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tri.triangle = item;
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@@ -522,12 +520,12 @@ namespace TriangleNet.IO
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for (tri.orient = 0; tri.orient < 3; tri.orient++)
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{
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tri.Sym(ref trisym);
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if ((tri.triangle.id < trisym.triangle.id) || (trisym.triangle == Mesh.dummytri))
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if ((tri.triangle.id < trisym.triangle.id) || (trisym.triangle.id == Triangle.EmptyID))
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{
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// Find the number of this triangle (and Voronoi vertex).
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p1 = tri.triangle.id;
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if (trisym.triangle == Mesh.dummytri)
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if (trisym.triangle.id == Triangle.EmptyID)
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{
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torg = tri.Org();
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tdest = tri.Dest();
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+30
-106
@@ -63,13 +63,6 @@ namespace TriangleNet
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// Triangular bounding box vertices.
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internal Vertex infvertex1, infvertex2, infvertex3;
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// The 'triangle' that occupies all of 'outer space'.
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internal static Triangle dummytri;
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// The omnipresent subsegment. Referenced by any triangle or subsegment
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// that isn't really connected to a subsegment at that location.
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internal static Segment dummysub;
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internal TriangleLocator locator;
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// Controls the behavior of the mesh instance.
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@@ -185,12 +178,6 @@ namespace TriangleNet
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locator = new TriangleLocator(this);
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RobustPredicates.ExactInit();
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if (dummytri == null)
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{
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// Initialize static dummy triangle and subseg.
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DummyInit();
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}
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}
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public void Refine(QualityOptions quality)
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@@ -528,69 +515,6 @@ namespace TriangleNet
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Statistic.CircumcenterCount = 0;
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}
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/// <summary>
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/// Initialize the triangle that fills "outer space" and the omnipresent subsegment.
|
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/// </summary>
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/// <remarks>
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/// The triangle that fills "outer space," called 'dummytri', is pointed to
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/// by every triangle and subsegment on a boundary (be it outer or inner) of
|
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/// the triangulation. Also, 'dummytri' points to one of the triangles on
|
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/// the convex hull (until the holes and concavities are carved), making it
|
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/// possible to find a starting triangle for point location.
|
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//
|
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/// The omnipresent subsegment, 'dummysub', is pointed to by every triangle
|
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/// or subsegment that doesn't have a full complement of real subsegments
|
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/// to point to.
|
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//
|
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/// 'dummytri' and 'dummysub' are generally required to fulfill only a few
|
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/// invariants: their vertices must remain NULL and 'dummytri' must always
|
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/// be bonded (at offset zero) to some triangle on the convex hull of the
|
||||
/// mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and
|
||||
/// 'dummysub' may change willy-nilly. This makes it possible to avoid
|
||||
/// writing a good deal of special-case code (in the edge flip, for example)
|
||||
/// for dealing with the boundary of the mesh, places where no subsegment is
|
||||
/// present, and so forth. Other entities are frequently bonded to
|
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/// 'dummytri' and 'dummysub' as if they were real mesh entities, with no
|
||||
/// harm done.
|
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/// </remarks>
|
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private void DummyInit()
|
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{
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// Set up 'dummytri', the 'triangle' that occupies "outer space."
|
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dummytri = new Triangle();
|
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dummytri.hash = -1;
|
||||
dummytri.id = -1;
|
||||
|
||||
// Initialize the three adjoining triangles to be "outer space." These
|
||||
// will eventually be changed by various bonding operations, but their
|
||||
// values don't really matter, as long as they can legally be
|
||||
// dereferenced.
|
||||
dummytri.neighbors[0].triangle = dummytri;
|
||||
dummytri.neighbors[1].triangle = dummytri;
|
||||
dummytri.neighbors[2].triangle = dummytri;
|
||||
|
||||
if (behavior.useSegments)
|
||||
{
|
||||
// Set up 'dummysub', the omnipresent subsegment pointed to by any
|
||||
// triangle side or subsegment end that isn't attached to a real
|
||||
// subsegment.
|
||||
dummysub = new Segment();
|
||||
dummysub.hash = -1;
|
||||
|
||||
// Initialize the two adjoining subsegments to be the omnipresent
|
||||
// subsegment. These will eventually be changed by various bonding
|
||||
// operations, but their values don't really matter, as long as they
|
||||
// can legally be dereferenced.
|
||||
dummysub.subsegs[0].seg = dummysub;
|
||||
dummysub.subsegs[1].seg = dummysub;
|
||||
|
||||
// Initialize the three adjoining subsegments of 'dummytri' to be
|
||||
// the omnipresent subsegment.
|
||||
dummytri.subsegs[0].seg = dummysub;
|
||||
dummytri.subsegs[1].seg = dummysub;
|
||||
dummytri.subsegs[2].seg = dummysub;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read the vertices from memory.
|
||||
/// </summary>
|
||||
@@ -775,10 +699,10 @@ namespace TriangleNet
|
||||
{
|
||||
// Find the location of the vertex to be inserted. Check if a good
|
||||
// starting triangle has already been provided by the caller.
|
||||
if (searchtri.triangle == dummytri)
|
||||
if (searchtri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// Find a boundary triangle.
|
||||
horiz.triangle = dummytri;
|
||||
horiz.triangle = Triangle.Empty;
|
||||
horiz.orient = 0;
|
||||
horiz.SymSelf();
|
||||
// Search for a triangle containing 'newvertex'.
|
||||
@@ -814,7 +738,7 @@ namespace TriangleNet
|
||||
{
|
||||
// Check whether the vertex falls on a subsegment.
|
||||
horiz.SegPivot(ref brokensubseg);
|
||||
if (brokensubseg.seg != dummysub)
|
||||
if (brokensubseg.seg != Segment.Empty)
|
||||
{
|
||||
// The vertex falls on a subsegment, and hence will not be inserted.
|
||||
if (segmentflaws)
|
||||
@@ -825,7 +749,7 @@ namespace TriangleNet
|
||||
// This subsegment may be split only if it is an
|
||||
// internal boundary.
|
||||
horiz.Sym(ref testtri);
|
||||
enq = testtri.triangle != dummytri;
|
||||
enq = testtri.triangle.id != Triangle.EmptyID;
|
||||
}
|
||||
if (enq)
|
||||
{
|
||||
@@ -852,7 +776,7 @@ namespace TriangleNet
|
||||
botright.Sym(ref botrcasing);
|
||||
horiz.Sym(ref topright);
|
||||
// Is there a second triangle? (Or does this edge lie on a boundary?)
|
||||
mirrorflag = topright.triangle != dummytri;
|
||||
mirrorflag = topright.triangle.id != Triangle.EmptyID;
|
||||
if (mirrorflag)
|
||||
{
|
||||
topright.LnextSelf();
|
||||
@@ -908,7 +832,7 @@ namespace TriangleNet
|
||||
{
|
||||
botright.SegPivot(ref botrsubseg);
|
||||
|
||||
if (botrsubseg.seg != dummysub)
|
||||
if (botrsubseg.seg != Segment.Empty)
|
||||
{
|
||||
botright.SegDissolve();
|
||||
newbotright.SegBond(ref botrsubseg);
|
||||
@@ -917,7 +841,7 @@ namespace TriangleNet
|
||||
if (mirrorflag)
|
||||
{
|
||||
topright.SegPivot(ref toprsubseg);
|
||||
if (toprsubseg.seg != dummysub)
|
||||
if (toprsubseg.seg != Segment.Empty)
|
||||
{
|
||||
topright.SegDissolve();
|
||||
newtopright.SegBond(ref toprsubseg);
|
||||
@@ -1015,13 +939,13 @@ namespace TriangleNet
|
||||
if (checksegments)
|
||||
{
|
||||
botleft.SegPivot(ref botlsubseg);
|
||||
if (botlsubseg.seg != dummysub)
|
||||
if (botlsubseg.seg != Segment.Empty)
|
||||
{
|
||||
botleft.SegDissolve();
|
||||
newbotleft.SegBond(ref botlsubseg);
|
||||
}
|
||||
botright.SegPivot(ref botrsubseg);
|
||||
if (botrsubseg.seg != dummysub)
|
||||
if (botrsubseg.seg != Segment.Empty)
|
||||
{
|
||||
botright.SegDissolve();
|
||||
newbotright.SegBond(ref botrsubseg);
|
||||
@@ -1065,7 +989,7 @@ namespace TriangleNet
|
||||
{
|
||||
// Check for a subsegment, which cannot be flipped.
|
||||
horiz.SegPivot(ref checksubseg);
|
||||
if (checksubseg.seg != dummysub)
|
||||
if (checksubseg.seg != Segment.Empty)
|
||||
{
|
||||
// The edge is a subsegment and cannot be flipped.
|
||||
doflip = false;
|
||||
@@ -1085,7 +1009,7 @@ namespace TriangleNet
|
||||
{
|
||||
// Check if the edge is a boundary edge.
|
||||
horiz.Sym(ref top);
|
||||
if (top.triangle == dummytri)
|
||||
if (top.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// The edge is a boundary edge and cannot be flipped.
|
||||
doflip = false;
|
||||
@@ -1156,7 +1080,7 @@ namespace TriangleNet
|
||||
botleft.SegPivot(ref botlsubseg);
|
||||
botright.SegPivot(ref botrsubseg);
|
||||
topright.SegPivot(ref toprsubseg);
|
||||
if (toplsubseg.seg == dummysub)
|
||||
if (toplsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topright.SegDissolve();
|
||||
}
|
||||
@@ -1164,7 +1088,7 @@ namespace TriangleNet
|
||||
{
|
||||
topright.SegBond(ref toplsubseg);
|
||||
}
|
||||
if (botlsubseg.seg == dummysub)
|
||||
if (botlsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topleft.SegDissolve();
|
||||
}
|
||||
@@ -1172,7 +1096,7 @@ namespace TriangleNet
|
||||
{
|
||||
topleft.SegBond(ref botlsubseg);
|
||||
}
|
||||
if (botrsubseg.seg == dummysub)
|
||||
if (botrsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botleft.SegDissolve();
|
||||
}
|
||||
@@ -1180,7 +1104,7 @@ namespace TriangleNet
|
||||
{
|
||||
botleft.SegBond(ref botrsubseg);
|
||||
}
|
||||
if (toprsubseg.seg == dummysub)
|
||||
if (toprsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botright.SegDissolve();
|
||||
}
|
||||
@@ -1248,7 +1172,7 @@ namespace TriangleNet
|
||||
// Check for finishing a complete revolution about the new vertex, or
|
||||
// falling outside of the triangulation. The latter will happen when
|
||||
// a vertex is inserted at a boundary.
|
||||
if ((leftvertex == first) || (testtri.triangle == dummytri))
|
||||
if ((leftvertex == first) || (testtri.triangle.id == Triangle.EmptyID))
|
||||
{
|
||||
// We're done. Return a triangle whose origin is the new vertex.
|
||||
horiz.Lnext(ref searchtri);
|
||||
@@ -1294,7 +1218,7 @@ namespace TriangleNet
|
||||
}
|
||||
// Check if there's already a subsegment here.
|
||||
tri.SegPivot(ref newsubseg);
|
||||
if (newsubseg.seg == dummysub)
|
||||
if (newsubseg.seg == Segment.Empty)
|
||||
{
|
||||
// Make new subsegment and initialize its vertices.
|
||||
MakeSegment(ref newsubseg);
|
||||
@@ -1379,7 +1303,7 @@ namespace TriangleNet
|
||||
|
||||
// SELF CHECK
|
||||
|
||||
//if (top.triangle == dummytri)
|
||||
//if (top.triangle.id == Triangle.EmptyID)
|
||||
//{
|
||||
// logger.Error("Attempt to flip on boundary.", "Mesh.Flip()");
|
||||
// flipedge.LnextSelf();
|
||||
@@ -1389,7 +1313,7 @@ namespace TriangleNet
|
||||
//if (checksegments)
|
||||
//{
|
||||
// flipedge.SegPivot(ref toplsubseg);
|
||||
// if (toplsubseg.ss != dummysub)
|
||||
// if (toplsubseg.ss != Segment.Empty)
|
||||
// {
|
||||
// logger.Error("Attempt to flip a segment.", "Mesh.Flip()");
|
||||
// flipedge.LnextSelf();
|
||||
@@ -1422,7 +1346,7 @@ namespace TriangleNet
|
||||
botright.SegPivot(ref botrsubseg);
|
||||
topright.SegPivot(ref toprsubseg);
|
||||
|
||||
if (toplsubseg.seg == Mesh.dummysub)
|
||||
if (toplsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topright.SegDissolve();
|
||||
}
|
||||
@@ -1431,7 +1355,7 @@ namespace TriangleNet
|
||||
topright.SegBond(ref toplsubseg);
|
||||
}
|
||||
|
||||
if (botlsubseg.seg == Mesh.dummysub)
|
||||
if (botlsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topleft.SegDissolve();
|
||||
}
|
||||
@@ -1440,7 +1364,7 @@ namespace TriangleNet
|
||||
topleft.SegBond(ref botlsubseg);
|
||||
}
|
||||
|
||||
if (botrsubseg.seg == Mesh.dummysub)
|
||||
if (botrsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botleft.SegDissolve();
|
||||
}
|
||||
@@ -1449,7 +1373,7 @@ namespace TriangleNet
|
||||
botleft.SegBond(ref botrsubseg);
|
||||
}
|
||||
|
||||
if (toprsubseg.seg == Mesh.dummysub)
|
||||
if (toprsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botright.SegDissolve();
|
||||
}
|
||||
@@ -1524,7 +1448,7 @@ namespace TriangleNet
|
||||
botleft.SegPivot(ref botlsubseg);
|
||||
botright.SegPivot(ref botrsubseg);
|
||||
topright.SegPivot(ref toprsubseg);
|
||||
if (toplsubseg.seg == Mesh.dummysub)
|
||||
if (toplsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botleft.SegDissolve();
|
||||
}
|
||||
@@ -1532,7 +1456,7 @@ namespace TriangleNet
|
||||
{
|
||||
botleft.SegBond(ref toplsubseg);
|
||||
}
|
||||
if (botlsubseg.seg == Mesh.dummysub)
|
||||
if (botlsubseg.seg == Segment.Empty)
|
||||
{
|
||||
botright.SegDissolve();
|
||||
}
|
||||
@@ -1540,7 +1464,7 @@ namespace TriangleNet
|
||||
{
|
||||
botright.SegBond(ref botlsubseg);
|
||||
}
|
||||
if (botrsubseg.seg == Mesh.dummysub)
|
||||
if (botrsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topright.SegDissolve();
|
||||
}
|
||||
@@ -1548,7 +1472,7 @@ namespace TriangleNet
|
||||
{
|
||||
topright.SegBond(ref botrsubseg);
|
||||
}
|
||||
if (toprsubseg.seg == Mesh.dummysub)
|
||||
if (toprsubseg.seg == Segment.Empty)
|
||||
{
|
||||
topleft.SegDissolve();
|
||||
}
|
||||
@@ -1750,12 +1674,12 @@ namespace TriangleNet
|
||||
deltri.Bond(ref leftcasing);
|
||||
deltriright.Bond(ref rightcasing);
|
||||
lefttri.SegPivot(ref leftsubseg);
|
||||
if (leftsubseg.seg != Mesh.dummysub)
|
||||
if (leftsubseg.seg != Segment.Empty)
|
||||
{
|
||||
deltri.SegBond(ref leftsubseg);
|
||||
}
|
||||
righttri.SegPivot(ref rightsubseg);
|
||||
if (rightsubseg.seg != Mesh.dummysub)
|
||||
if (rightsubseg.seg != Segment.Empty)
|
||||
{
|
||||
deltriright.SegBond(ref rightsubseg);
|
||||
}
|
||||
@@ -1848,7 +1772,7 @@ namespace TriangleNet
|
||||
TriangleDealloc(botright.triangle);
|
||||
|
||||
fliptri.Sym(ref gluetri);
|
||||
if (gluetri.triangle != Mesh.dummytri)
|
||||
if (gluetri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
gluetri.LnextSelf();
|
||||
gluetri.Dnext(ref topright);
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace TriangleNet
|
||||
|
||||
// Find the neighboring triangle on this edge.
|
||||
tri.Sym(ref oppotri);
|
||||
if (oppotri.triangle != Mesh.dummytri)
|
||||
if (oppotri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Check that the triangle's neighbor knows it's a neighbor.
|
||||
oppotri.Sym(ref oppooppotri);
|
||||
@@ -170,7 +170,7 @@ namespace TriangleNet
|
||||
// adjoining triangle whose pointer is larger (to ensure that
|
||||
// each pair isn't tested twice).
|
||||
shouldbedelaunay = (loop.triangle.id < oppotri.triangle.id) &&
|
||||
!Otri.IsDead(oppotri.triangle) && (oppotri.triangle != Mesh.dummytri) &&
|
||||
!Otri.IsDead(oppotri.triangle) && (oppotri.triangle.id != Triangle.EmptyID) &&
|
||||
(org != inf1) && (org != inf2) && (org != inf3) &&
|
||||
(dest != inf1) && (dest != inf2) && (dest != inf3) &&
|
||||
(apex != inf1) && (apex != inf2) && (apex != inf3) &&
|
||||
@@ -182,7 +182,7 @@ namespace TriangleNet
|
||||
// constrained, so no local Delaunay test should be done.
|
||||
loop.SegPivot(ref opposubseg);
|
||||
|
||||
if (opposubseg.seg != Mesh.dummysub)
|
||||
if (opposubseg.seg != Segment.Empty)
|
||||
{
|
||||
shouldbedelaunay = false;
|
||||
}
|
||||
|
||||
@@ -860,7 +860,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// Find an edge on the convex hull to start point location from.
|
||||
startghost.Lprev(ref searchedge);
|
||||
searchedge.SymSelf();
|
||||
Mesh.dummytri.neighbors[0] = searchedge;
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
// Remove the bounding box and count the convex hull edges.
|
||||
startghost.Copy(ref dissolveedge);
|
||||
hullsize = 0;
|
||||
@@ -876,7 +876,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
if (noPoly)
|
||||
{
|
||||
// Watch out for the case where all the input vertices are collinear.
|
||||
if (dissolveedge.triangle != Mesh.dummytri)
|
||||
if (dissolveedge.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
|
||||
foreach (var v in mesh.vertices.Values)
|
||||
{
|
||||
starttri.triangle = Mesh.dummytri;
|
||||
starttri.triangle = Triangle.Empty;
|
||||
Osub tmp = default(Osub);
|
||||
if (mesh.InsertVertex(v, ref starttri, ref tmp, false, false) == InsertVertexResult.Duplicate)
|
||||
{
|
||||
@@ -90,7 +90,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
inftri.SetApex(mesh.infvertex3);
|
||||
// Link dummytri to the bounding box so we can always find an
|
||||
// edge to begin searching (point location) from.
|
||||
Mesh.dummytri.neighbors[0] = inftri;
|
||||
Triangle.Empty.neighbors[0] = inftri;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -115,7 +115,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
bool noPoly = !mesh.behavior.Poly;
|
||||
|
||||
// Find a boundary triangle.
|
||||
nextedge.triangle = Mesh.dummytri;
|
||||
nextedge.triangle = Triangle.Empty;
|
||||
nextedge.orient = 0;
|
||||
nextedge.SymSelf();
|
||||
// Mark a place to stop.
|
||||
@@ -130,7 +130,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// adjacent to the first one.
|
||||
nextedge.Lnext(ref checkedge);
|
||||
checkedge.SymSelf();
|
||||
if (checkedge.triangle == Mesh.dummytri)
|
||||
if (checkedge.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// Go on to the next triangle. There are only three boundary
|
||||
// triangles, and this next triangle cannot be the third one,
|
||||
@@ -140,7 +140,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
}
|
||||
// Find a new boundary edge to search from, as the current search
|
||||
// edge lies on a bounding box triangle and will be deleted.
|
||||
Mesh.dummytri.neighbors[0] = searchedge;
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
hullsize = -2;
|
||||
while (!nextedge.Equal(finaledge))
|
||||
{
|
||||
@@ -155,7 +155,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// vertices are collinear, and thus all the triangles are part of
|
||||
// the bounding box. Otherwise, the setvertexmark() call below
|
||||
// will cause a bad pointer reference.
|
||||
if (dissolveedge.triangle != Mesh.dummytri)
|
||||
if (dissolveedge.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
@@ -171,7 +171,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// Get rid of the bounding box triangle.
|
||||
mesh.TriangleDealloc(deadtriangle.triangle);
|
||||
// Do we need to turn the corner?
|
||||
if (nextedge.triangle == Mesh.dummytri)
|
||||
if (nextedge.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// Turn the corner.
|
||||
dissolveedge.Copy(ref nextedge);
|
||||
|
||||
@@ -701,7 +701,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// Find an edge on the convex hull to start point location from.
|
||||
startghost.Lprev(ref searchedge);
|
||||
searchedge.SymSelf();
|
||||
Mesh.dummytri.neighbors[0] = searchedge;
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
// Remove the bounding box and count the convex hull edges.
|
||||
startghost.Copy(ref dissolveedge);
|
||||
hullsize = 0;
|
||||
@@ -717,7 +717,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
if (noPoly)
|
||||
{
|
||||
// Watch out for the case where all the input vertices are collinear.
|
||||
if (dissolveedge.triangle != Mesh.dummytri)
|
||||
if (dissolveedge.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace TriangleNet.Meshing
|
||||
if (mesh.bounds.Contains(hole))
|
||||
{
|
||||
// Start searching from some triangle on the outer boundary.
|
||||
searchtri.triangle = Mesh.dummytri;
|
||||
searchtri.triangle = Triangle.Empty;
|
||||
searchtri.orient = 0;
|
||||
searchtri.SymSelf();
|
||||
// Ensure that the hole is to the left of this boundary edge;
|
||||
@@ -101,12 +101,12 @@ namespace TriangleNet.Meshing
|
||||
// Find the starting triangle for each region.
|
||||
foreach (var region in mesh.regions)
|
||||
{
|
||||
regionTris[i] = Mesh.dummytri;
|
||||
regionTris[i] = Triangle.Empty;
|
||||
// Ignore region points that aren't within the bounds of the mesh.
|
||||
if (mesh.bounds.Contains(region.point))
|
||||
{
|
||||
// Start searching from some triangle on the outer boundary.
|
||||
searchtri.triangle = Mesh.dummytri;
|
||||
searchtri.triangle = Triangle.Empty;
|
||||
searchtri.orient = 0;
|
||||
searchtri.SymSelf();
|
||||
// Ensure that the region point is to the left of this boundary
|
||||
@@ -144,7 +144,7 @@ namespace TriangleNet.Meshing
|
||||
|
||||
for (int i = 0; i < regionTris.Length; i++)
|
||||
{
|
||||
if (regionTris[i] != Mesh.dummytri)
|
||||
if (regionTris[i].id != Triangle.EmptyID)
|
||||
{
|
||||
// Make sure the triangle under consideration still exists.
|
||||
// It may have been eaten by the virus.
|
||||
@@ -261,7 +261,7 @@ namespace TriangleNet.Meshing
|
||||
Vertex horg, hdest;
|
||||
|
||||
// Find a triangle handle on the hull.
|
||||
hulltri.triangle = Mesh.dummytri;
|
||||
hulltri.triangle = Triangle.Empty;
|
||||
hulltri.orient = 0;
|
||||
hulltri.SymSelf();
|
||||
// Remember where we started so we know when to stop.
|
||||
@@ -274,7 +274,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Is the triangle protected by a subsegment?
|
||||
hulltri.SegPivot(ref hullsubseg);
|
||||
if (hullsubseg.seg == Mesh.dummysub)
|
||||
if (hullsubseg.seg == Segment.Empty)
|
||||
{
|
||||
// The triangle is not protected; infect it.
|
||||
if (!hulltri.IsInfected())
|
||||
@@ -305,7 +305,7 @@ namespace TriangleNet.Meshing
|
||||
// To find the next hull edge, go clockwise around the next vertex.
|
||||
hulltri.LnextSelf();
|
||||
hulltri.Oprev(ref nexttri);
|
||||
while (nexttri.triangle != Mesh.dummytri)
|
||||
while (nexttri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
nexttri.Copy(ref hulltri);
|
||||
hulltri.Oprev(ref nexttri);
|
||||
@@ -361,15 +361,15 @@ namespace TriangleNet.Meshing
|
||||
// Check for a subsegment between the triangle and its neighbor.
|
||||
testtri.SegPivot(ref neighborsubseg);
|
||||
// Check if the neighbor is nonexistent or already infected.
|
||||
if ((neighbor.triangle == Mesh.dummytri) || neighbor.IsInfected())
|
||||
if ((neighbor.triangle.id == Triangle.EmptyID) || neighbor.IsInfected())
|
||||
{
|
||||
if (neighborsubseg.seg != Mesh.dummysub)
|
||||
if (neighborsubseg.seg != Segment.Empty)
|
||||
{
|
||||
// There is a subsegment separating the triangle from its
|
||||
// neighbor, but both triangles are dying, so the subsegment
|
||||
// dies too.
|
||||
mesh.SubsegDealloc(neighborsubseg.seg);
|
||||
if (neighbor.triangle != Mesh.dummytri)
|
||||
if (neighbor.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Make sure the subsegment doesn't get deallocated again
|
||||
// later when the infected neighbor is visited.
|
||||
@@ -381,7 +381,7 @@ namespace TriangleNet.Meshing
|
||||
}
|
||||
else
|
||||
{ // The neighbor exists and is not infected.
|
||||
if (neighborsubseg.seg == Mesh.dummysub)
|
||||
if (neighborsubseg.seg == Segment.Empty)
|
||||
{
|
||||
// There is no subsegment protecting the neighbor, so
|
||||
// the neighbor becomes infected.
|
||||
@@ -436,7 +436,7 @@ namespace TriangleNet.Meshing
|
||||
// Walk counterclockwise about the vertex.
|
||||
testtri.Onext(ref neighbor);
|
||||
// Stop upon reaching a boundary or the starting triangle.
|
||||
while ((neighbor.triangle != Mesh.dummytri) &&
|
||||
while ((neighbor.triangle.id != Triangle.EmptyID) &&
|
||||
(!neighbor.Equal(testtri)))
|
||||
{
|
||||
if (neighbor.IsInfected())
|
||||
@@ -453,12 +453,12 @@ namespace TriangleNet.Meshing
|
||||
neighbor.OnextSelf();
|
||||
}
|
||||
// If we reached a boundary, we must walk clockwise as well.
|
||||
if (neighbor.triangle == Mesh.dummytri)
|
||||
if (neighbor.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// Walk clockwise about the vertex.
|
||||
testtri.Oprev(ref neighbor);
|
||||
// Stop upon reaching a boundary.
|
||||
while (neighbor.triangle != Mesh.dummytri)
|
||||
while (neighbor.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
if (neighbor.IsInfected())
|
||||
{
|
||||
@@ -488,7 +488,7 @@ namespace TriangleNet.Meshing
|
||||
for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
|
||||
{
|
||||
testtri.Sym(ref neighbor);
|
||||
if (neighbor.triangle == Mesh.dummytri)
|
||||
if (neighbor.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// There is no neighboring triangle on this edge, so this edge
|
||||
// is a boundary edge. This triangle is being deleted, so this
|
||||
@@ -554,7 +554,7 @@ namespace TriangleNet.Meshing
|
||||
// 'searchtri' faces directly away from 'searchpoint'. We could go left
|
||||
// or right. Ask whether it's a triangle or a boundary on the left.
|
||||
searchtri.Onext(ref checktri);
|
||||
if (checktri.triangle == Mesh.dummytri)
|
||||
if (checktri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
leftflag = false;
|
||||
}
|
||||
@@ -567,7 +567,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Turn left until satisfied.
|
||||
searchtri.OnextSelf();
|
||||
if (searchtri.triangle == Mesh.dummytri)
|
||||
if (searchtri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1");
|
||||
throw new Exception("Unable to find a triangle on path.");
|
||||
@@ -581,7 +581,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Turn right until satisfied.
|
||||
searchtri.OprevSelf();
|
||||
if (searchtri.triangle == Mesh.dummytri)
|
||||
if (searchtri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2");
|
||||
throw new Exception("Unable to find a triangle on path.");
|
||||
@@ -696,12 +696,12 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
splitsubseg.SetSegOrg(newvertex);
|
||||
splitsubseg.NextSelf();
|
||||
} while (splitsubseg.seg != Mesh.dummysub);
|
||||
} while (splitsubseg.seg != Segment.Empty);
|
||||
do
|
||||
{
|
||||
opposubseg.SetSegOrg(newvertex);
|
||||
opposubseg.NextSelf();
|
||||
} while (opposubseg.seg != Mesh.dummysub);
|
||||
} while (opposubseg.seg != Segment.Empty);
|
||||
|
||||
// Inserting the vertex may have caused edge flips. We wish to rediscover
|
||||
// the edge connecting endpoint1 to the new intersection vertex.
|
||||
@@ -789,7 +789,7 @@ namespace TriangleNet.Meshing
|
||||
searchtri.Lnext(ref crosstri);
|
||||
crosstri.SegPivot(ref crosssubseg);
|
||||
// Check for a crossing segment.
|
||||
if (crosssubseg.seg == Mesh.dummysub)
|
||||
if (crosssubseg.seg == Segment.Empty)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -850,12 +850,12 @@ namespace TriangleNet.Meshing
|
||||
fixuptri.Lnext(ref neartri);
|
||||
neartri.Sym(ref fartri);
|
||||
// Check if the edge opposite the origin of fixuptri can be flipped.
|
||||
if (fartri.triangle == Mesh.dummytri)
|
||||
if (fartri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
return;
|
||||
}
|
||||
neartri.SegPivot(ref faredge);
|
||||
if (faredge.seg != Mesh.dummysub)
|
||||
if (faredge.seg != Segment.Empty)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1027,7 +1027,7 @@ namespace TriangleNet.Meshing
|
||||
}
|
||||
// Check for two intersecting segments.
|
||||
fixuptri.SegPivot(ref crosssubseg);
|
||||
if (crosssubseg.seg == Mesh.dummysub)
|
||||
if (crosssubseg.seg == Segment.Empty)
|
||||
{
|
||||
mesh.Flip(ref fixuptri); // May create inverted triangle at left.
|
||||
}
|
||||
@@ -1077,7 +1077,7 @@ namespace TriangleNet.Meshing
|
||||
if (checkvertex != endpoint1)
|
||||
{
|
||||
// Find a boundary triangle to search from.
|
||||
searchtri1.triangle = Mesh.dummytri;
|
||||
searchtri1.triangle = Triangle.Empty;
|
||||
searchtri1.orient = 0;
|
||||
searchtri1.SymSelf();
|
||||
// Search for the segment's first endpoint by point location.
|
||||
@@ -1111,7 +1111,7 @@ namespace TriangleNet.Meshing
|
||||
if (checkvertex != endpoint2)
|
||||
{
|
||||
// Find a boundary triangle to search from.
|
||||
searchtri2.triangle = Mesh.dummytri;
|
||||
searchtri2.triangle = Triangle.Empty;
|
||||
searchtri2.orient = 0;
|
||||
searchtri2.SymSelf();
|
||||
// Search for the segment's second endpoint by point location.
|
||||
@@ -1148,7 +1148,7 @@ namespace TriangleNet.Meshing
|
||||
Otri starttri = default(Otri);
|
||||
|
||||
// Find a triangle handle on the hull.
|
||||
hulltri.triangle = Mesh.dummytri;
|
||||
hulltri.triangle = Triangle.Empty;
|
||||
hulltri.orient = 0;
|
||||
hulltri.SymSelf();
|
||||
// Remember where we started so we know when to stop.
|
||||
@@ -1161,7 +1161,7 @@ namespace TriangleNet.Meshing
|
||||
// To find the next hull edge, go clockwise around the next vertex.
|
||||
hulltri.LnextSelf();
|
||||
hulltri.Oprev(ref nexttri);
|
||||
while (nexttri.triangle != Mesh.dummytri)
|
||||
while (nexttri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
nexttri.Copy(ref hulltri);
|
||||
hulltri.Oprev(ref nexttri);
|
||||
|
||||
@@ -100,7 +100,7 @@ namespace TriangleNet.Meshing
|
||||
for (i = 0; i < mesh.vertices.Count; i++)
|
||||
{
|
||||
Otri tmp = default(Otri);
|
||||
tmp.triangle = Mesh.dummytri;
|
||||
tmp.triangle = Triangle.Empty;
|
||||
vertexarray[i] = new List<Otri>(3);
|
||||
vertexarray[i].Add(tmp);
|
||||
}
|
||||
@@ -158,7 +158,7 @@ namespace TriangleNet.Meshing
|
||||
|
||||
checktri = nexttri;
|
||||
|
||||
if (checktri.triangle != Mesh.dummytri)
|
||||
if (checktri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
tdest = tri.Dest();
|
||||
tapex = tri.Apex();
|
||||
@@ -186,7 +186,7 @@ namespace TriangleNet.Meshing
|
||||
nexttri = vertexarray[aroundvertex][index];
|
||||
|
||||
checktri = nexttri;
|
||||
} while (checktri.triangle != Mesh.dummytri);
|
||||
} while (checktri.triangle.id != Triangle.EmptyID);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -270,7 +270,7 @@ namespace TriangleNet.Meshing
|
||||
// occurrence of a triangle on a list can (and does) represent
|
||||
// an edge. In this way, most edges are represented twice, and
|
||||
// every triangle-subsegment bond is represented once.
|
||||
while (notfound && (checktri.triangle != Mesh.dummytri))
|
||||
while (notfound && (checktri.triangle.id != Triangle.EmptyID))
|
||||
{
|
||||
checkdest = checktri.Dest();
|
||||
|
||||
@@ -283,7 +283,7 @@ namespace TriangleNet.Meshing
|
||||
checktri.SegBond(ref subseg);
|
||||
// Check if this is a boundary edge.
|
||||
checktri.Sym(ref checkneighbor);
|
||||
if (checkneighbor.triangle == Mesh.dummytri)
|
||||
if (checkneighbor.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// The next line doesn't insert a subsegment (because there's
|
||||
// already one there), but it sets the boundary markers of
|
||||
@@ -315,7 +315,7 @@ namespace TriangleNet.Meshing
|
||||
nexttri = vertexarray[i][index];
|
||||
checktri = nexttri;
|
||||
|
||||
while (checktri.triangle != Mesh.dummytri)
|
||||
while (checktri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Find the next triangle in the stack before this
|
||||
// information gets overwritten.
|
||||
@@ -324,7 +324,7 @@ namespace TriangleNet.Meshing
|
||||
// No adjacent subsegment. (This overwrites the stack info.)
|
||||
checktri.SegDissolve();
|
||||
checktri.Sym(ref checkneighbor);
|
||||
if (checkneighbor.triangle == Mesh.dummytri)
|
||||
if (checkneighbor.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
mesh.InsertSubseg(ref checktri, 1);
|
||||
hullsize++;
|
||||
|
||||
@@ -76,7 +76,7 @@ namespace TriangleNet.Meshing.Iterators
|
||||
|
||||
tri.Sym(ref neighbor);
|
||||
|
||||
if ((tri.triangle.id < neighbor.triangle.id) || (neighbor.triangle == Mesh.dummytri))
|
||||
if ((tri.triangle.id < neighbor.triangle.id) || (neighbor.triangle.id == Triangle.EmptyID))
|
||||
{
|
||||
p1 = tri.Org();
|
||||
p2 = tri.Dest();
|
||||
|
||||
@@ -66,8 +66,8 @@ namespace TriangleNet.Meshing.Iterators
|
||||
testtri.SegPivot(ref neighborsubseg);
|
||||
// Make sure the neighbor exists, is not already infected, and
|
||||
// isn't protected by a subsegment.
|
||||
if ((neighbor.triangle != Mesh.dummytri) && !neighbor.IsInfected()
|
||||
&& (neighborsubseg.seg == Mesh.dummysub))
|
||||
if ((neighbor.triangle.id != Triangle.EmptyID) && !neighbor.IsInfected()
|
||||
&& (neighborsubseg.seg == Segment.Empty))
|
||||
{
|
||||
// Infect the neighbor.
|
||||
neighbor.Infect();
|
||||
@@ -104,7 +104,7 @@ namespace TriangleNet.Meshing.Iterators
|
||||
/// </summary>
|
||||
public void Process(Triangle triangle, Action<Triangle> func)
|
||||
{
|
||||
if (triangle != Mesh.dummytri)
|
||||
if (triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Make sure the triangle under consideration still exists.
|
||||
// It may have been eaten by the virus.
|
||||
|
||||
@@ -89,7 +89,7 @@ namespace TriangleNet.Meshing
|
||||
// Check one neighbor of the subsegment.
|
||||
testsubseg.TriPivot(ref neighbortri);
|
||||
// Does the neighbor exist, or is this a boundary edge?
|
||||
if (neighbortri.triangle != Mesh.dummytri)
|
||||
if (neighbortri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
sides++;
|
||||
// Find a vertex opposite this subsegment.
|
||||
@@ -119,7 +119,7 @@ namespace TriangleNet.Meshing
|
||||
testsubseg.Sym(ref testsym);
|
||||
testsym.TriPivot(ref neighbortri);
|
||||
// Does the neighbor exist, or is this a boundary edge?
|
||||
if (neighbortri.triangle != Mesh.dummytri)
|
||||
if (neighbortri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
sides++;
|
||||
// Find the other vertex opposite this subsegment.
|
||||
@@ -318,7 +318,7 @@ namespace TriangleNet.Meshing
|
||||
// Check if both points lie in a common segment. If they do, the
|
||||
// skinny triangle is enqueued to be split as usual.
|
||||
tri1.SegPivot(ref testsub);
|
||||
if (testsub.seg == Mesh.dummysub)
|
||||
if (testsub.seg == Segment.Empty)
|
||||
{
|
||||
// No common segment. Find a subsegment that contains 'torg'.
|
||||
tri1.Copy(ref tri2);
|
||||
@@ -326,7 +326,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
tri1.OprevSelf();
|
||||
tri1.SegPivot(ref testsub);
|
||||
} while (testsub.seg == Mesh.dummysub);
|
||||
} while (testsub.seg == Segment.Empty);
|
||||
// Find the endpoints of the containing segment.
|
||||
org1 = testsub.SegOrg();
|
||||
dest1 = testsub.SegDest();
|
||||
@@ -335,7 +335,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
tri2.DnextSelf();
|
||||
tri2.SegPivot(ref testsub);
|
||||
} while (testsub.seg == Mesh.dummysub);
|
||||
} while (testsub.seg == Segment.Empty);
|
||||
// Find the endpoints of the containing segment.
|
||||
org2 = testsub.SegOrg();
|
||||
dest2 = testsub.SegDest();
|
||||
@@ -458,11 +458,11 @@ namespace TriangleNet.Meshing
|
||||
currentenc.TriPivot(ref enctri);
|
||||
enctri.Lnext(ref testtri);
|
||||
testtri.SegPivot(ref testsh);
|
||||
acuteorg = testsh.seg != Mesh.dummysub;
|
||||
acuteorg = testsh.seg != Segment.Empty;
|
||||
// Is the destination shared with another segment?
|
||||
testtri.LnextSelf();
|
||||
testtri.SegPivot(ref testsh);
|
||||
acutedest = testsh.seg != Mesh.dummysub;
|
||||
acutedest = testsh.seg != Segment.Empty;
|
||||
|
||||
// If we're using Chew's algorithm (rather than Ruppert's)
|
||||
// to define encroachment, delete free vertices from the
|
||||
@@ -483,17 +483,17 @@ namespace TriangleNet.Meshing
|
||||
|
||||
// Now, check the other side of the segment, if there's a triangle there.
|
||||
enctri.Sym(ref testtri);
|
||||
if (testtri.triangle != Mesh.dummytri)
|
||||
if (testtri.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Is the destination shared with another segment?
|
||||
testtri.LnextSelf();
|
||||
testtri.SegPivot(ref testsh);
|
||||
acutedest2 = testsh.seg != Mesh.dummysub;
|
||||
acutedest2 = testsh.seg != Segment.Empty;
|
||||
acutedest = acutedest || acutedest2;
|
||||
// Is the origin shared with another segment?
|
||||
testtri.LnextSelf();
|
||||
testtri.SegPivot(ref testsh);
|
||||
acuteorg2 = testsh.seg != Mesh.dummysub;
|
||||
acuteorg2 = testsh.seg != Segment.Empty;
|
||||
acuteorg = acuteorg || acuteorg2;
|
||||
|
||||
// Delete free vertices from the subsegment's diametral circle.
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace TriangleNet
|
||||
using TriangleNet.Tools;
|
||||
|
||||
/// <summary>
|
||||
/// Find new Steiner Point locations.
|
||||
/// Find new Steiner point locations.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// http://www.cise.ufl.edu/~ungor/aCute/index.html
|
||||
@@ -51,25 +51,25 @@ namespace TriangleNet
|
||||
/// <summary>
|
||||
/// Find a new location for a Steiner point.
|
||||
/// </summary>
|
||||
/// <param name="torg"></param>
|
||||
/// <param name="tdest"></param>
|
||||
/// <param name="tapex"></param>
|
||||
/// <param name="org"></param>
|
||||
/// <param name="dest"></param>
|
||||
/// <param name="apex"></param>
|
||||
/// <param name="xi"></param>
|
||||
/// <param name="eta"></param>
|
||||
/// <param name="offcenter"></param>
|
||||
/// <param name="badotri"></param>
|
||||
/// <returns></returns>
|
||||
public Point FindLocation(Vertex torg, Vertex tdest, Vertex tapex,
|
||||
public Point FindLocation(Vertex org, Vertex dest, Vertex apex,
|
||||
ref double xi, ref double eta, bool offcenter, Otri badotri)
|
||||
{
|
||||
// Based on using -U switch, call the corresponding function
|
||||
if (behavior.MaxAngle == 0.0)
|
||||
{
|
||||
return FindNewLocationWithoutMaxAngle(torg, tdest, tapex, ref xi, ref eta, true, badotri);
|
||||
return FindNewLocationWithoutMaxAngle(org, dest, apex, ref xi, ref eta, true, badotri);
|
||||
}
|
||||
|
||||
// With max angle
|
||||
return FindNewLocation(torg, tdest, tapex, ref xi, ref eta, true, badotri);
|
||||
return FindNewLocation(org, dest, apex, ref xi, ref eta, true, badotri);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -2364,7 +2364,7 @@ namespace TriangleNet
|
||||
badotri.Sym(ref neighbor);
|
||||
// check if it is the one we are looking for by checking the corners
|
||||
// first check if the neighbor is nonexistent, since it can be on the border
|
||||
if ((neighbor.triangle != Mesh.dummytri))
|
||||
if (neighbor.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// then check if two wanted corners are also in this triangle
|
||||
// take the vertices of the candidate neighbor
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
// -----------------------------------------------------------------------
|
||||
// <copyright file="PointSorter.cs" company="">
|
||||
// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace TriangleNet.Tools
|
||||
{
|
||||
using System;
|
||||
using TriangleNet.Geometry;
|
||||
|
||||
/// <summary>
|
||||
/// Sort an array of points using quicksort.
|
||||
/// </summary>
|
||||
public class PointSorter
|
||||
{
|
||||
static Random rand = new Random(57113);
|
||||
|
||||
Point[] points;
|
||||
|
||||
public void Sort(Point[] array)
|
||||
{
|
||||
this.points = array;
|
||||
|
||||
VertexSort(0, array.Length - 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sort an array of vertices by x-coordinate, using the y-coordinate as a secondary key.
|
||||
/// </summary>
|
||||
/// <param name="left"></param>
|
||||
/// <param name="right"></param>
|
||||
/// <remarks>
|
||||
/// Uses quicksort. Randomized O(n log n) time. No, I did not make any of
|
||||
/// the usual quicksort mistakes.
|
||||
/// </remarks>
|
||||
void VertexSort(int left, int right)
|
||||
{
|
||||
int oleft = left;
|
||||
int oright = right;
|
||||
int arraysize = right - left + 1;
|
||||
int pivot;
|
||||
double pivotx, pivoty;
|
||||
Point temp;
|
||||
|
||||
var array = this.points;
|
||||
|
||||
if (arraysize < 32)
|
||||
{
|
||||
// Insertion sort
|
||||
for (int i = left + 1; i <= right; i++)
|
||||
{
|
||||
var a = array[i];
|
||||
int j = i - 1;
|
||||
while (j >= left && (array[j].X > a.X || (array[j].X == a.X && array[j].Y > a.Y)))
|
||||
{
|
||||
array[j + 1] = array[j];
|
||||
j--;
|
||||
}
|
||||
array[j + 1] = a;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Choose a random pivot to split the array.
|
||||
pivot = rand.Next(left, right);
|
||||
pivotx = array[pivot].X;
|
||||
pivoty = array[pivot].Y;
|
||||
// Split the array.
|
||||
left--;
|
||||
right++;
|
||||
while (left < right)
|
||||
{
|
||||
// Search for a vertex whose x-coordinate is too large for the left.
|
||||
do
|
||||
{
|
||||
left++;
|
||||
}
|
||||
while ((left <= right) && ((array[left].X < pivotx) ||
|
||||
((array[left].X == pivotx) && (array[left].Y < pivoty))));
|
||||
// Search for a vertex whose x-coordinate is too small for the right.
|
||||
do
|
||||
{
|
||||
right--;
|
||||
}
|
||||
while ((left <= right) && ((array[right].X > pivotx) ||
|
||||
((array[right].X == pivotx) && (array[right].Y > pivoty))));
|
||||
|
||||
if (left < right)
|
||||
{
|
||||
// Swap the left and right vertices.
|
||||
temp = array[left];
|
||||
array[left] = array[right];
|
||||
array[right] = temp;
|
||||
}
|
||||
}
|
||||
if (left > oleft)
|
||||
{
|
||||
// Recursively sort the left subset.
|
||||
VertexSort(oleft, left);
|
||||
}
|
||||
if (oright > right + 1)
|
||||
{
|
||||
// Recursively sort the right subset.
|
||||
VertexSort(right + 1, oright);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -96,6 +96,7 @@
|
||||
<Compile Include="Smoothing\ISmoother.cs" />
|
||||
<Compile Include="Smoothing\SimpleSmoother.cs" />
|
||||
<Compile Include="Tools\AdjacencyMatrix.cs" />
|
||||
<Compile Include="Tools\PointSorter.cs" />
|
||||
<Compile Include="Voronoi\Legacy\BoundedVoronoiLegacy.cs" />
|
||||
<Compile Include="Tools\CuthillMcKee.cs" />
|
||||
<Compile Include="Voronoi\Legacy\IVoronoi.cs" />
|
||||
@@ -104,7 +105,7 @@
|
||||
<Compile Include="Meshing\Iterators\RegionIterator.cs" />
|
||||
<Compile Include="Tools\Statistic.cs" />
|
||||
<Compile Include="Meshing\Algorithm\SweepLine.cs" />
|
||||
<Compile Include="Voronoi\Legacy\Voronoi.cs" />
|
||||
<Compile Include="Voronoi\Legacy\SimpleVoronoi.cs" />
|
||||
<Compile Include="Voronoi\Legacy\VoronoiRegion.cs" />
|
||||
<Compile Include="TriangleLocator.cs" />
|
||||
<Compile Include="Voronoi\BoundedVoronoi.cs" />
|
||||
|
||||
@@ -196,7 +196,7 @@ namespace TriangleNet
|
||||
{
|
||||
// Check for walking through a subsegment.
|
||||
backtracktri.SegPivot(ref checkedge);
|
||||
if (checkedge.seg != Mesh.dummysub)
|
||||
if (checkedge.seg != Segment.Empty)
|
||||
{
|
||||
// Go back to the last triangle.
|
||||
backtracktri.Copy(ref searchtri);
|
||||
@@ -204,7 +204,7 @@ namespace TriangleNet
|
||||
}
|
||||
}
|
||||
// Check for walking right out of the triangulation.
|
||||
if (searchtri.triangle == Mesh.dummytri)
|
||||
if (searchtri.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// Go back to the last triangle.
|
||||
backtracktri.Copy(ref searchtri);
|
||||
|
||||
@@ -176,7 +176,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
e.orient = 0;
|
||||
e.TriPivot(ref f);
|
||||
|
||||
if (f.triangle != Mesh.dummytri && !f.triangle.infected)
|
||||
if (f.triangle.id != Triangle.EmptyID && !f.triangle.infected)
|
||||
{
|
||||
triangles.Push(f.triangle);
|
||||
}
|
||||
@@ -184,7 +184,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
e.SymSelf();
|
||||
e.TriPivot(ref f);
|
||||
|
||||
if (f.triangle != Mesh.dummytri && !f.triangle.infected)
|
||||
if (f.triangle.id != Triangle.EmptyID && !f.triangle.infected)
|
||||
{
|
||||
triangles.Push(f.triangle);
|
||||
}
|
||||
@@ -215,7 +215,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
|
||||
// if f0 is finite and tagged non-blind & the common edge
|
||||
// between f and f0 is unconstrained then
|
||||
if (f0.triangle != Mesh.dummytri && !f0.triangle.infected && sub1.seg == Mesh.dummysub)
|
||||
if (f0.triangle.id != Triangle.EmptyID && !f0.triangle.infected && sub1.seg == Segment.Empty)
|
||||
{
|
||||
// Push f0 into triangles.
|
||||
triangles.Push(f0.triangle);
|
||||
@@ -412,10 +412,10 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
// Is the border to the left?
|
||||
if (f_prev.triangle != Mesh.dummytri)
|
||||
if (f_prev.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Go clockwise until we reach the border (or the initial triangle)
|
||||
while (f_prev.triangle != Mesh.dummytri && !f_prev.Equal(f_init))
|
||||
while (f_prev.triangle.id != Triangle.EmptyID && !f_prev.Equal(f_init))
|
||||
{
|
||||
f_prev.Copy(ref f);
|
||||
f_prev.OprevSelf();
|
||||
@@ -425,7 +425,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f.Onext(ref f_next);
|
||||
}
|
||||
|
||||
if (f_prev.triangle == Mesh.dummytri)
|
||||
if (f_prev.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
// For vertices on the domain boundaray, add the vertex. For
|
||||
// internal boundaries don't add it.
|
||||
@@ -451,7 +451,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
// Call Lffnext the line going through the circumcenters of f and f_next
|
||||
cc_f = this.points[f.triangle.id];
|
||||
|
||||
if (f_next.triangle == Mesh.dummytri)
|
||||
if (f_next.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
if (!f.triangle.infected)
|
||||
{
|
||||
|
||||
+7
-7
@@ -15,7 +15,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
/// <summary>
|
||||
/// The Voronoi Diagram is the dual of a pointset triangulation.
|
||||
/// </summary>
|
||||
public class Voronoi : IVoronoi
|
||||
public class SimpleVoronoi : IVoronoi
|
||||
{
|
||||
Mesh mesh;
|
||||
|
||||
@@ -30,13 +30,13 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
Rectangle bounds;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Voronoi" /> class.
|
||||
/// Initializes a new instance of the <see cref="SimpleVoronoi" /> class.
|
||||
/// </summary>
|
||||
/// <param name="mesh"></param>
|
||||
/// <remarks>
|
||||
/// Be sure MakeVertexMap has been called (should always be the case).
|
||||
/// </remarks>
|
||||
public Voronoi(Mesh mesh)
|
||||
public SimpleVoronoi(Mesh mesh)
|
||||
{
|
||||
this.mesh = mesh;
|
||||
|
||||
@@ -155,11 +155,11 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Onext(ref f_next);
|
||||
|
||||
// Check if f_init lies on the boundary of the triangulation.
|
||||
if (f_next.triangle == Mesh.dummytri)
|
||||
if (f_next.triangle.id == Triangle.EmptyID)
|
||||
{
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
if (f_prev.triangle != Mesh.dummytri)
|
||||
if (f_prev.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
f_init.Copy(ref f_next);
|
||||
// Move one triangle clockwise
|
||||
@@ -169,7 +169,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
}
|
||||
|
||||
// Go counterclockwise until we reach the border or the initial triangle.
|
||||
while (f_next.triangle != Mesh.dummytri)
|
||||
while (f_next.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
// Add circumcenter of current triangle
|
||||
vpoints.Add(points[f.triangle.id]);
|
||||
@@ -227,7 +227,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Copy(ref f);
|
||||
f.Oprev(ref f_prev);
|
||||
|
||||
while (f_prev.triangle != Mesh.dummytri)
|
||||
while (f_prev.triangle.id != Triangle.EmptyID)
|
||||
{
|
||||
vpoints.Add(points[f_prev.triangle.id]);
|
||||
region.AddNeighbor(f_prev.triangle.id, regions[f_prev.Apex().id]);
|
||||
Reference in New Issue
Block a user