[1114] | 1 | using System;
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| 2 | using System.Collections.Generic;
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| 3 |
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| 4 | namespace Oni.Akira
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| 5 | {
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| 6 | internal class PolygonQuadrangulate
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| 7 | {
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| 8 | private readonly PolygonMesh mesh;
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| 9 |
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| 10 | public PolygonQuadrangulate(PolygonMesh mesh)
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| 11 | {
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| 12 | this.mesh = mesh;
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| 13 | }
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| 14 |
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| 15 | public void Execute()
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| 16 | {
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| 17 | GenerateAdjacency();
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| 18 |
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| 19 | var candidates = new List<QuadCandidate>();
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| 20 | var polygons = mesh.Polygons;
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| 21 |
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| 22 | var newPolygons = new Polygon[polygons.Count];
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| 23 | var marked = new bool[polygons.Count];
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| 24 | int quadCount = 0;
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| 25 |
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| 26 | for (int i = 0; i < polygons.Count; i++)
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| 27 | {
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| 28 | var p1 = polygons[i];
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| 29 |
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| 30 | if (marked[i] || p1.Edges.Length != 3)
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| 31 | continue;
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| 32 |
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| 33 | candidates.Clear();
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| 34 |
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| 35 | foreach (PolygonEdge e1 in p1.Edges)
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| 36 | {
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| 37 | foreach (PolygonEdge e2 in e1.Adjancency)
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| 38 | {
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| 39 | if (marked[polygons.IndexOf(e2.Polygon)])
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| 40 | continue;
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| 41 |
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| 42 | if (QuadCandidate.IsQuadCandidate(e1, e2))
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| 43 | candidates.Add(new QuadCandidate(e1, e2));
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| 44 | }
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| 45 | }
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| 46 |
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| 47 | if (candidates.Count > 0)
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| 48 | {
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| 49 | candidates.Sort();
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| 50 | newPolygons[i] = candidates[0].CreateQuad(mesh);
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| 51 |
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| 52 | int k = polygons.IndexOf(candidates[0].Polygon2);
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| 53 |
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| 54 | marked[i] = true;
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| 55 | marked[k] = true;
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| 56 |
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| 57 | quadCount++;
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| 58 | }
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| 59 | }
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| 60 |
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| 61 | var newPolygonList = new List<Polygon>(polygons.Count - quadCount);
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| 62 |
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| 63 | for (int i = 0; i < polygons.Count; i++)
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| 64 | {
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| 65 | if (newPolygons[i] != null)
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| 66 | newPolygonList.Add(newPolygons[i]);
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| 67 | else if (!marked[i])
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| 68 | newPolygonList.Add(polygons[i]);
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| 69 | }
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| 70 |
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| 71 | polygons = newPolygonList;
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| 72 | }
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| 73 |
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| 74 | #region private class QuadCandidate
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| 75 |
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| 76 | private class QuadCandidate : IComparable<QuadCandidate>
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| 77 | {
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| 78 | private PolygonEdge e1;
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| 79 | private PolygonEdge e2;
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| 80 | private float l;
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| 81 |
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| 82 | public static bool IsQuadCandidate(PolygonEdge e1, PolygonEdge e2)
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| 83 | {
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| 84 | //
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| 85 | // To merge 2 polygons into one the following must be true:
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| 86 | // - both must be triangles
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| 87 | // - they must share the same plane
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| 88 | // - they must use the same material
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| 89 | // - TODO: the resulting polygon must be convex!!!
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| 90 | // - TODO: must have the same texture coordinates
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| 91 | //
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| 92 |
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| 93 | Polygon p1 = e1.Polygon;
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| 94 | Polygon p2 = e2.Polygon;
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| 95 |
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| 96 | return (
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| 97 | p1.Edges.Length == 3
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| 98 | && p2.Edges.Length == 3
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| 99 | && p1.Plane == p2.Plane
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| 100 | && p1.Material == p2.Material
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| 101 | //&& e1.Point0Index == e2.Point0Index
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| 102 | //&& e1.Point1Index == e2.Point1Index
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| 103 | );
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| 104 | }
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| 105 |
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| 106 | public QuadCandidate(PolygonEdge e1, PolygonEdge e2)
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| 107 | {
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| 108 | this.e1 = e1;
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| 109 | this.e2 = e2;
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| 110 |
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| 111 | List<Vector3> points = e1.Polygon.Mesh.Points;
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| 112 | this.l = Vector3.DistanceSquared(points[e1.Point0Index], points[e1.Point1Index]);
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| 113 | }
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| 114 |
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| 115 | public Polygon Polygon1 => e1.Polygon;
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| 116 | public Polygon Polygon2 => e2.Polygon;
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| 117 |
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| 118 | public int CompareTo(QuadCandidate other)
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| 119 | {
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| 120 | return l.CompareTo(other.l);
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| 121 | }
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| 122 |
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| 123 | public Polygon CreateQuad(PolygonMesh mesh)
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| 124 | {
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| 125 | int[] newPoints = new int[4];
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| 126 | int[] newTexCoords = new int[4];
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| 127 | int l = 0;
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| 128 |
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| 129 | newPoints[l] = e1.Polygon.PointIndices[e1.EndIndex];
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| 130 | newTexCoords[l] = e1.Polygon.TexCoordIndices[e1.EndIndex];
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| 131 | l++;
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| 132 |
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| 133 | for (int k = 0; k < 3; k++)
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| 134 | {
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| 135 | if (k != e1.Index && k != e1.EndIndex)
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| 136 | {
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| 137 | newPoints[l] = e1.Polygon.PointIndices[k];
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| 138 | newTexCoords[l] = e1.Polygon.TexCoordIndices[k];
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| 139 | l++;
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| 140 |
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| 141 | break;
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| 142 | }
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| 143 | }
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| 144 |
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| 145 | newPoints[l] = e1.Polygon.PointIndices[e1.Index];
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| 146 | newTexCoords[l] = e1.Polygon.TexCoordIndices[e1.Index];
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| 147 | l++;
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| 148 |
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| 149 | for (int k = 0; k < 3; k++)
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| 150 | {
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| 151 | if (k != e2.Index && k != e2.EndIndex)
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| 152 | {
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| 153 | newPoints[l] = e2.Polygon.PointIndices[k];
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| 154 | newTexCoords[l] = e2.Polygon.TexCoordIndices[k];
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| 155 | l++;
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| 156 |
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| 157 | break;
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| 158 | }
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| 159 | }
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| 160 |
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| 161 | return new Polygon(mesh, newPoints, e1.Polygon.Plane)
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| 162 | {
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| 163 | TexCoordIndices = newTexCoords,
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| 164 | Material = e1.Polygon.Material
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| 165 | };
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| 166 | }
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| 167 | }
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| 168 |
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| 169 | #endregion
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| 170 |
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| 171 | private void GenerateAdjacency()
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| 172 | {
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| 173 | var points = mesh.Points;
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| 174 | var polygons = mesh.Polygons;
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| 175 |
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| 176 | var pointUseCount = new int[points.Count];
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| 177 | var pointUsage = new int[points.Count][];
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| 178 |
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| 179 | foreach (var polygon in polygons)
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| 180 | {
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| 181 | foreach (int i in polygon.PointIndices)
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| 182 | pointUseCount[i]++;
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| 183 | }
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| 184 |
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| 185 | for (int polygon = 0; polygon < polygons.Count; polygon++)
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| 186 | {
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| 187 | foreach (int i in polygons[polygon].PointIndices)
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| 188 | {
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| 189 | int useCount = pointUseCount[i];
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| 190 | int[] pa = pointUsage[i];
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| 191 |
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| 192 | if (pa == null)
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| 193 | {
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| 194 | pa = new int[useCount];
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| 195 | pointUsage[i] = pa;
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| 196 | }
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| 197 |
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| 198 | pa[pa.Length - useCount] = polygon;
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| 199 | pointUseCount[i] = useCount - 1;
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| 200 | }
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| 201 | }
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| 202 |
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| 203 | var adjacencyBuffer = new List<PolygonEdge>();
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| 204 |
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| 205 | foreach (var p1 in polygons)
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| 206 | {
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| 207 | foreach (var e1 in p1.Edges)
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| 208 | {
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| 209 | adjacencyBuffer.Clear();
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| 210 |
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| 211 | int[] a0 = pointUsage[e1.Point0Index];
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| 212 | int[] a1 = pointUsage[e1.Point1Index];
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| 213 |
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| 214 | if (a0 == null || a1 == null)
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| 215 | continue;
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| 216 |
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| 217 | foreach (int pi2 in MatchSortedArrays(a0, a1))
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| 218 | {
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| 219 | var p2 = polygons[pi2];
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| 220 |
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| 221 | if (p2 == p1)
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| 222 | continue;
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| 223 |
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| 224 | foreach (var e2 in p2.Edges)
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| 225 | {
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| 226 | if (e1.Point0Index == e2.Point1Index && e1.Point1Index == e2.Point0Index
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| 227 | || e1.Point0Index == e2.Point0Index && e1.Point1Index == e2.Point1Index)
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| 228 | {
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| 229 | adjacencyBuffer.Add(e2);
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| 230 | }
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| 231 | }
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| 232 | }
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| 233 |
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| 234 | e1.Adjancency = adjacencyBuffer.ToArray();
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| 235 | }
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| 236 | }
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| 237 | }
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| 238 |
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| 239 | private static IEnumerable<int> MatchSortedArrays(int[] a1, int[] a2)
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| 240 | {
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| 241 | int l1 = a1.Length;
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| 242 | int l2 = a2.Length;
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| 243 | int i1 = 0;
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| 244 | int i2 = 0;
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| 245 |
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| 246 | while (i1 < l1 && i2 < l2)
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| 247 | {
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| 248 | int v1 = a1[i1];
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| 249 | int v2 = a2[i2];
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| 250 |
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| 251 | if (v1 < v2)
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| 252 | {
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| 253 | i1++;
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| 254 | }
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| 255 | else if (v1 > v2)
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| 256 | {
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| 257 | i2++;
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| 258 | }
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| 259 | else
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| 260 | {
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| 261 | i1++;
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| 262 | i2++;
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| 263 |
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| 264 | yield return v1;
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| 265 | }
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| 266 | }
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| 267 | }
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| 268 | }
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| 269 | }
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