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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