1 | using System;
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2 | using System.Collections.Generic;
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3 |
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4 | namespace Oni.Motoko
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5 | {
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6 | internal class Stripify
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7 | {
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8 | private const int BeginStrip = int.MinValue;
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9 | private int[] tlist;
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10 | private int[] adjacency;
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11 | private int[] degree;
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12 | private List<int> strips;
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13 | private bool[] used;
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14 |
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15 | public static int[] FromTriangleList(int[] triangleList)
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16 | {
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17 | var triStrips = new Stripify(triangleList);
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18 | return triStrips.Run();
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19 | }
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20 |
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21 | public static int[] ToTriangleList(int[] triangleStrips)
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22 | {
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23 | int triangleCount = 0;
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24 |
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25 | for (int i = 0; i < triangleStrips.Length; i++)
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26 | {
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27 | triangleCount++;
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28 |
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29 | if (triangleStrips[i] < 0)
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30 | triangleCount -= 2;
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31 | }
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32 |
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33 | var triangles = new int[triangleCount * 3];
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34 | int pos = 0;
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35 | var face = new int[3];
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36 | int order = 0;
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37 |
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38 | for (int i = 0; i < triangleStrips.Length; i++)
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39 | {
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40 | if (triangleStrips[i] < 0)
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41 | {
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42 | face[0] = triangleStrips[i] & int.MaxValue;
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43 | i++;
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44 | face[1] = triangleStrips[i];
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45 | i++;
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46 | order = 0;
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47 | }
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48 | else
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49 | {
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50 | face[order] = face[2];
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51 | order = (order + 1) % 2;
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52 | }
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53 |
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54 | face[2] = triangleStrips[i];
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55 |
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56 | Array.Copy(face, 0, triangles, pos, 3);
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57 | pos += 3;
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58 | }
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59 |
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60 | return triangles;
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61 | }
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62 |
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63 | private Stripify(int[] triangleList)
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64 | {
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65 | tlist = triangleList;
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66 | }
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67 |
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68 | private int[] Run()
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69 | {
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70 | strips = new List<int>();
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71 |
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72 | GenerateAdjacency();
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73 |
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74 | while (GenerateStrip())
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75 | ;
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76 |
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77 | //
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78 | // Generate 1 triangle long strips for all triangles that were not included
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79 | // in triangle strips
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80 | //
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81 |
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82 | for (int i = 0; i < degree.Length; i++)
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83 | {
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84 | if (!used[i])
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85 | {
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86 | int j = i * 3;
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87 |
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88 | strips.Add(tlist[j + 0] | BeginStrip);
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89 | strips.Add(tlist[j + 1]);
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90 | strips.Add(tlist[j + 2]);
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91 |
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92 | used[i] = true;
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93 | }
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94 | }
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95 |
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96 | return strips.ToArray();
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97 | }
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98 |
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99 | private bool GenerateStrip()
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100 | {
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101 | int current = -1;
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102 |
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103 | int minDegree = 4;
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104 | int minAdjacentDegree = 4;
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105 |
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106 | //
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107 | // Find a triangle to start with. The triangle with the lowest degree
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108 | // is picked as a start triangle. If multiple triangles have the same
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109 | // degree then the adjacent triangles are checked for lowest degree.
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110 | //
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111 |
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112 | for (int t = 0; t < degree.Length; t++)
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113 | {
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114 | if (used[t] || degree[t] == 0)
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115 | continue;
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116 |
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117 | if (degree[t] < minDegree)
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118 | {
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119 | minDegree = degree[t];
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120 | minAdjacentDegree = 4;
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121 | current = t;
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122 | }
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123 | else if (degree[t] == minDegree)
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124 | {
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125 | //
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126 | // We have 2 candidates for a start triangle with the same degree.
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127 | // Check their neighbours for lowest degree to decide which candidate to use.
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128 | //
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129 |
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130 | for (int k = 0; k < 3; k++)
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131 | {
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132 | int a = adjacency[t * 3 + k];
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133 |
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134 | if (a == -1 || used[a] || degree[a] == 0)
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135 | continue;
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136 |
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137 | if (degree[a] < minAdjacentDegree)
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138 | {
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139 | minAdjacentDegree = degree[a];
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140 | current = t;
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141 | }
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142 | }
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143 | }
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144 | }
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145 |
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146 | if (current == -1)
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147 | {
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148 | //
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149 | // A start triangle cannot be found. Either there are no more unused triangles left
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150 | // or all remaining triangles have degree = 0.
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151 | //
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152 |
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153 | return false;
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154 | }
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155 |
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156 | UseTriangle(current);
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157 |
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158 | //
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159 | // Find a triangle adjacent to the start triangle so we can decide
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160 | // on a vertex order for the start triangle. If there are multiple
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161 | // adjacent triangles the one with lowest degree is used.
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162 | //
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163 |
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164 | int next = -1;
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165 | int edge = 0;
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166 |
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167 | minDegree = 4;
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168 |
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169 | for (int e = 0; e < 3; e++)
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170 | {
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171 | int a = adjacency[current * 3 + e];
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172 |
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173 | if (a == -1 || used[a])
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174 | continue;
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175 |
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176 | //
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177 | // NOTE: Don't check for degree = 0. The previous UseTriangle(current) can make
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178 | // adjacent triangles have a 0 degree. It works because all we are interested in
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179 | // is which adjacent triangle has the lowest degree.
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180 | //
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181 |
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182 | if (degree[a] < minDegree)
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183 | {
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184 | minDegree = degree[a];
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185 | next = a;
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186 | edge = e;
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187 | }
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188 | }
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189 |
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190 | //
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191 | // Begin a new triangle strip
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192 | //
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193 |
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194 | var triangle = new int[3];
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195 |
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196 | triangle[0] = tlist[(current * 3) + (edge + 2) % 3];
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197 | triangle[1] = tlist[(current * 3) + (edge + 0) % 3];
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198 | triangle[2] = tlist[(current * 3) + (edge + 1) % 3];
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199 |
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200 | strips.Add(triangle[0] | BeginStrip);
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201 | strips.Add(triangle[1]);
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202 | strips.Add(triangle[2]);
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203 |
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204 | //
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205 | // Continue the triangle strip as long as possible
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206 | //
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207 |
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208 | int order = 0;
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209 |
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210 | while (next != -1)
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211 | {
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212 | UseTriangle(next);
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213 |
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214 | triangle[0] = triangle[1 + order];
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215 |
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216 | //
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217 | // Search an edge in triangle "next" that matches the "exit" edge of triangle "current"
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218 | //
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219 |
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220 | for (int v = 0; v < 3; v++)
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221 | {
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222 | int t = next * 3;
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223 |
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224 | if (tlist[t + v] == triangle[(2 + order) % 3] && tlist[t + (v + 1) % 3] == triangle[order])
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225 | {
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226 | edge = (v + 2 - order) % 3;
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227 | triangle[1 + order] = tlist[t + (v + 2) % 3];
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228 | break;
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229 | }
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230 | }
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231 |
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232 | strips.Add(triangle[1 + order]);
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233 |
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234 | //
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235 | // Replace "current" with "next" and find a "next" triangle that is adjacent with "current"
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236 | //
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237 |
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238 | current = next;
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239 | next = adjacency[current * 3 + edge];
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240 |
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241 | if (next == -1 || used[next])
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242 | break;
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243 |
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244 | UseTriangle(next);
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245 |
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246 | //
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247 | // Alternate vertex ordering
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248 | //
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249 |
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250 | order = (order + 1) % 2;
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251 | }
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252 |
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253 | return true;
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254 | }
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255 |
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256 | private void UseTriangle(int t)
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257 | {
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258 | degree[t] = 0;
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259 | used[t] = true;
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260 |
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261 | //
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262 | // Decrease the degree of all adjacent triangles by 1.
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263 | //
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264 |
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265 | for (int e = 0; e < 3; e++)
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266 | {
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267 | int a = adjacency[t * 3 + e];
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268 |
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269 | if (a != -1 && degree[a] > 0)
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270 | degree[a]--;
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271 | }
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272 | }
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273 |
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274 | #region private struct Edge
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275 |
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276 | private struct Edge : IEquatable<Edge>
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277 | {
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278 | public readonly int V1;
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279 | public readonly int V2;
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280 |
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281 | public Edge(int V1, int V2)
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282 | {
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283 | this.V1 = V1;
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284 | this.V2 = V2;
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285 | }
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286 |
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287 | public static bool operator ==(Edge e1, Edge e2) => e1.V1 == e2.V1 && e1.V2 == e2.V2;
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288 | public static bool operator !=(Edge e1, Edge e2) => e1.V1 != e2.V1 || e1.V2 != e2.V2;
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289 | public bool Equals(Edge edge) => V1 == edge.V1 && V2 == edge.V2;
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290 | public override bool Equals(object obj) => obj is Edge && Equals((Edge)obj);
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291 | public override int GetHashCode() => V1 ^ V2;
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292 | }
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293 |
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294 | #endregion
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295 |
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296 | private void GenerateAdjacency()
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297 | {
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298 | adjacency = new int[tlist.Length];
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299 | degree = new int[tlist.Length / 3];
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300 | used = new bool[tlist.Length / 3];
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301 |
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302 | for (int i = 0; i < adjacency.Length; i++)
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303 | adjacency[i] = -1;
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304 |
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305 | //
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306 | // Store all the edges in a dictionary for easier lookup
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307 | //
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308 |
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309 | var edges = new Dictionary<Edge, int>();
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310 |
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311 | for (int t = 0; t < tlist.Length; t += 3)
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312 | {
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313 | for (int v = 0; v < 3; v++)
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314 | {
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315 | var edge = new Edge(tlist[t + v], tlist[t + (v + 1) % 3]);
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316 |
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317 | edges[edge] = t / 3;
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318 | }
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319 | }
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320 |
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321 | //
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322 | // Fill the adjacency array
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323 | //
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324 |
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325 | for (int t = 0; t < tlist.Length; t += 3)
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326 | {
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327 | for (int e = 0; e < 3; e++)
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328 | {
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329 | //
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330 | // We already have an adjacent triangle for this edge.
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331 | // This means that there are 3 or more triangles that have a
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332 | // common edge but this is not very common and we'll just
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333 | // ignore it.
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334 | //
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335 |
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336 | if (adjacency[t + e] != -1)
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337 | continue;
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338 |
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339 | //
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340 | // Notice that the edge must be reversed compared to the
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341 | // order they were stored in the dictionary to preserve
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342 | // trinangle vertex ordering.
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343 | //
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344 |
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345 | var edge = new Edge(tlist[t + (e + 1) % 3], tlist[t + e]);
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346 |
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347 | int k;
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348 |
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349 | //
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350 | // Note the k != t / 3 check to avoid making degenerate triangles
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351 | // adjacent to themselfs.
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352 | //
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353 |
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354 | if (edges.TryGetValue(edge, out k) && k != t / 3)
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355 | {
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356 | adjacency[t + e] = k;
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357 | degree[t / 3]++;
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358 | }
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359 | }
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360 | }
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361 | }
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362 | }
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363 | }
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