Simplify EdgeIterator implementation.
This commit is contained in:
@@ -1,58 +0,0 @@
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namespace TriangleNet.Rendering.Text
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{
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using System.Collections.Generic;
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using TriangleNet.Geometry;
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static class EdgeIterator
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{
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/// <summary>
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/// Enumerate the edges of the mesh.
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/// </summary>
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/// <param name="mesh"></param>
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/// <param name="skipSegments"></param>
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/// <returns></returns>
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/// <remarks>
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/// In contrast to the <see cref="TriangleNet.Meshing.Iterators.EdgeIterator"/> this
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/// method will return objects that include the vertex information (and not only the
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/// indices).
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/// </remarks>
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public static IEnumerable<ISegment> EnumerateEdges(Mesh mesh, bool skipSegments = true)
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{
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foreach (var t in mesh.Triangles)
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{
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for (int i = 0; i < 3; i++)
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{
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int nid = t.GetNeighborID(i);
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if ((t.ID < nid) || (nid < 0))
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{
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var s = t.GetSegment(i);
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if (skipSegments && s == null)
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{
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// Since segments will be processed separately, don't
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// include them in the enumeration.
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yield return new Segment(
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t.GetVertex((i + 1) % 3),
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t.GetVertex((i + 2) % 3));
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}
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else
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{
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if (s == null)
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{
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yield return new Segment(
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t.GetVertex((i + 1) % 3),
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t.GetVertex((i + 2) % 3));
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}
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else
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{
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yield return s;
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -11,7 +11,7 @@ namespace TriangleNet.Rendering.Text
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using System.IO;
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using TriangleNet;
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using TriangleNet.Geometry;
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using TriangleNet.Meshing.Iterators;
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using Color = System.Drawing.Color;
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using IntPoint = System.Drawing.Point;
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using IntRectangle = System.Drawing.Rectangle;
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@@ -11,6 +11,7 @@ namespace TriangleNet.Rendering.Text
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using System.Text;
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using TriangleNet;
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using TriangleNet.Geometry;
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using TriangleNet.Meshing.Iterators;
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/// <summary>
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/// Writes a mesh to an SVG file.
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@@ -124,11 +124,7 @@ namespace TriangleNet
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{
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get
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{
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var e = new EdgeIterator(this);
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while (e.MoveNext())
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{
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yield return e.Current;
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}
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return new EdgeIterator().EnumerateEdges(this);
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}
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}
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@@ -13,89 +13,96 @@ namespace TriangleNet.Meshing.Iterators
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/// <summary>
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/// Enumerates the edges of a triangulation.
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/// </summary>
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public class EdgeIterator : IEnumerator<Edge>
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public class EdgeIterator
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{
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IEnumerator<Triangle> triangles;
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Otri tri = default(Otri);
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Otri neighbor = default(Otri);
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Osub sub = default(Osub);
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Edge current;
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Vertex p1, p2;
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public IEnumerable<Edge> EnumerateEdges(Mesh mesh)
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{
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Otri tri = default;
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Otri neighbor = default;
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Osub sub = default;
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Vertex p1, p2;
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foreach (var t in mesh.triangles)
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{
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tri.tri = t;
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tri.orient = 0;
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for (int i = 0; i < 3; i++)
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{
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tri.Sym(ref neighbor);
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int nid = neighbor.tri.id;
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if ((tri.tri.id < nid) || (nid == Mesh.DUMMY))
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{
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p1 = tri.Org();
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p2 = tri.Dest();
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tri.Pivot(ref sub);
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// Boundary mark of dummysub is 0, so we don't need to worry about that.
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yield return new Edge(p1.id, p2.id, sub.seg.boundary);
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}
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tri.orient++;
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}
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}
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="EdgeIterator" /> class.
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/// Enumerate the edges of the mesh.
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/// </summary>
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public EdgeIterator(Mesh mesh)
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/// <param name="mesh"></param>
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/// <param name="skipSegments"></param>
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/// <returns></returns>
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/// <remarks>
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/// In contrast to the <see cref="EnumerateEdges(Mesh)"/> this method will return
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/// objects that include the vertex information (and not only the indices).
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/// </remarks>
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public static IEnumerable<ISegment> EnumerateEdges(Mesh mesh, bool skipSegments = true)
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{
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triangles = mesh.triangles.GetEnumerator();
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triangles.MoveNext();
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Otri tri = default;
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Otri neighbor = default;
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Osub sub = default;
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tri.tri = triangles.Current;
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tri.orient = 0;
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}
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Vertex p1, p2;
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public Edge Current
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{
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get { return current; }
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}
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bool segments = !skipSegments;
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public void Dispose()
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{
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this.triangles.Dispose();
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}
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object System.Collections.IEnumerator.Current
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{
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get { return current; }
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}
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public bool MoveNext()
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{
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if (tri.tri == null)
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foreach (var t in mesh.triangles)
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{
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return false;
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}
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tri.tri = t;
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tri.orient = 0;
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current = null;
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while (current == null)
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{
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if (tri.orient == 3)
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for (int i = 0; i < 3; i++)
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{
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if (triangles.MoveNext())
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tri.Sym(ref neighbor);
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int nid = neighbor.tri.id;
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if ((tri.tri.id < nid) || (nid == Mesh.DUMMY))
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{
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tri.tri = triangles.Current;
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tri.orient = 0;
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}
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else
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{
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// Finally no more triangles
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return false;
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p1 = tri.Org();
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p2 = tri.Dest();
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tri.Pivot(ref sub);
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if (sub.seg.hash == Mesh.DUMMY)
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{
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yield return new Segment(p1, p2);
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}
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else if (segments)
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{
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// Segments might be processed separately, so only
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// include them if requested.
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yield return sub.seg;
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}
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}
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tri.orient++;
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}
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tri.Sym(ref neighbor);
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if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY))
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{
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p1 = tri.Org();
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p2 = tri.Dest();
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tri.Pivot(ref sub);
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// Boundary mark of dummysub is 0, so we don't need to worry about that.
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current = new Edge(p1.id, p2.id, sub.seg.boundary);
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}
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tri.orient++;
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}
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return true;
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}
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public void Reset()
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{
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this.triangles.Reset();
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}
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}
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}
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