More code reorganization (4)
git-svn-id: https://triangle.svn.codeplex.com/svn@75113 0e2699bc-83d4-4a8f-98e7-55e24ab8c7a5
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@@ -860,7 +860,7 @@ namespace TriangleNet.Meshing.Algorithm
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// Find an edge on the convex hull to start point location from.
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startghost.Lprev(ref searchedge);
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searchedge.SymSelf();
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Mesh.dummytri.neighbors[0] = searchedge;
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Triangle.Empty.neighbors[0] = searchedge;
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// Remove the bounding box and count the convex hull edges.
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startghost.Copy(ref dissolveedge);
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hullsize = 0;
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@@ -876,7 +876,7 @@ namespace TriangleNet.Meshing.Algorithm
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if (noPoly)
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{
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// Watch out for the case where all the input vertices are collinear.
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if (dissolveedge.triangle != Mesh.dummytri)
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if (dissolveedge.triangle.id != Triangle.EmptyID)
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{
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markorg = dissolveedge.Org();
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if (markorg.mark == 0)
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@@ -35,7 +35,7 @@ namespace TriangleNet.Meshing.Algorithm
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foreach (var v in mesh.vertices.Values)
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{
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starttri.triangle = Mesh.dummytri;
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starttri.triangle = Triangle.Empty;
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Osub tmp = default(Osub);
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if (mesh.InsertVertex(v, ref starttri, ref tmp, false, false) == InsertVertexResult.Duplicate)
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{
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@@ -90,7 +90,7 @@ namespace TriangleNet.Meshing.Algorithm
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inftri.SetApex(mesh.infvertex3);
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// Link dummytri to the bounding box so we can always find an
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// edge to begin searching (point location) from.
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Mesh.dummytri.neighbors[0] = inftri;
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Triangle.Empty.neighbors[0] = inftri;
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}
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/// <summary>
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@@ -115,7 +115,7 @@ namespace TriangleNet.Meshing.Algorithm
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bool noPoly = !mesh.behavior.Poly;
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// Find a boundary triangle.
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nextedge.triangle = Mesh.dummytri;
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nextedge.triangle = Triangle.Empty;
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nextedge.orient = 0;
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nextedge.SymSelf();
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// Mark a place to stop.
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@@ -130,7 +130,7 @@ namespace TriangleNet.Meshing.Algorithm
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// adjacent to the first one.
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nextedge.Lnext(ref checkedge);
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checkedge.SymSelf();
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if (checkedge.triangle == Mesh.dummytri)
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if (checkedge.triangle.id == Triangle.EmptyID)
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{
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// Go on to the next triangle. There are only three boundary
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// triangles, and this next triangle cannot be the third one,
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@@ -140,7 +140,7 @@ namespace TriangleNet.Meshing.Algorithm
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}
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// Find a new boundary edge to search from, as the current search
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// edge lies on a bounding box triangle and will be deleted.
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Mesh.dummytri.neighbors[0] = searchedge;
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Triangle.Empty.neighbors[0] = searchedge;
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hullsize = -2;
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while (!nextedge.Equal(finaledge))
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{
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@@ -155,7 +155,7 @@ namespace TriangleNet.Meshing.Algorithm
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// vertices are collinear, and thus all the triangles are part of
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// the bounding box. Otherwise, the setvertexmark() call below
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// will cause a bad pointer reference.
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if (dissolveedge.triangle != Mesh.dummytri)
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if (dissolveedge.triangle.id != Triangle.EmptyID)
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{
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markorg = dissolveedge.Org();
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if (markorg.mark == 0)
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@@ -171,7 +171,7 @@ namespace TriangleNet.Meshing.Algorithm
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// Get rid of the bounding box triangle.
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mesh.TriangleDealloc(deadtriangle.triangle);
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// Do we need to turn the corner?
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if (nextedge.triangle == Mesh.dummytri)
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if (nextedge.triangle.id == Triangle.EmptyID)
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{
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// Turn the corner.
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dissolveedge.Copy(ref nextedge);
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@@ -701,7 +701,7 @@ namespace TriangleNet.Meshing.Algorithm
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// Find an edge on the convex hull to start point location from.
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startghost.Lprev(ref searchedge);
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searchedge.SymSelf();
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Mesh.dummytri.neighbors[0] = searchedge;
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Triangle.Empty.neighbors[0] = searchedge;
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// Remove the bounding box and count the convex hull edges.
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startghost.Copy(ref dissolveedge);
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hullsize = 0;
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@@ -717,7 +717,7 @@ namespace TriangleNet.Meshing.Algorithm
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if (noPoly)
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{
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// Watch out for the case where all the input vertices are collinear.
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if (dissolveedge.triangle != Mesh.dummytri)
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if (dissolveedge.triangle.id != Triangle.EmptyID)
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{
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markorg = dissolveedge.Org();
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if (markorg.mark == 0)
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