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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="TriangulatedSurface"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.HighPerformance;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Text;
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namespace StgSharp.Geometries
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{
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public class TriangulatedSurface
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{
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private HashSet<(int begin,int end)> _sides;
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private List<List<int>> _sideIndices;
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private List<int> _triangleIndices;
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private List<Vec3> _vertices;
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public TriangulatedSurface()
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{
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_triangleIndices = new List<int>();
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_vertices = new List<Vec3>();
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_sides = new HashSet<(int,int)>();
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_sideIndices = new List<List<int>>();
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}
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/**/
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public IEnumerable<List<int>> SideIndicesEnumeratble
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => _sideIndices ;
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}
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/*
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public Triangle GetTriangle( int index )
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{
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Vec3HP v1,v2,v3;
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int t = index * 3;
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v1 = _vertices[ t + 0 ];
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v2 = _vertices[ t + 1 ];
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v3 = _vertices[ t + 2 ];
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return new Triangle( v1, v2, v3 );
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}
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/**/
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public Span<Vec3> VertexSpan
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => CollectionsMarshal.AsSpan(_vertices);
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}
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public Span<int> TriangleIndicesSpan
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => CollectionsMarshal.AsSpan(_triangleIndices);
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}
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/**/
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public void AddIndicesByOrder(int v1, int v2, int v3)
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{
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_triangleIndices.Add(v1);
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_triangleIndices.Add(v2);
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_triangleIndices.Add(v3);
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if (!(_sides.Remove((v1,v2)) || _sides.Remove((v2, v1)))) {
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_ = _sides.Add((v1, v2));
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}
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if (!(_sides.Remove((v2, v3)) || _sides.Remove((v3, v2)))) {
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_ = _sides.Add((v2, v3));
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}
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if (!(_sides.Remove((v3, v1)) || _sides.Remove((v1, v3)))) {
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_ = _sides.Add((v3, v1));
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}
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}
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public void AddVertexByOrder(Vec3 vertex)
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{
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_vertices.Add(vertex);
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}
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public int TriangleCount()
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{
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return _triangleIndices.Count / 3;
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}
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public void TrimExcess()
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{
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_triangleIndices.TrimExcess();
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_vertices.TrimExcess();
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Dictionary<int, int> side_dictionary = _sides.ToDictionary(x => x.begin, x => x.end);
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int begin = side_dictionary.First().Key;
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List<int> sideLoop = new(begin);
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_sideIndices.Add(sideLoop);
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while (side_dictionary.Count > 0)
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{
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if (side_dictionary.Remove(begin, out begin))
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{
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sideLoop.Add(begin);
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} else
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{
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begin = side_dictionary.First().Key;
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sideLoop = new List<int>(begin);
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_sideIndices.Add(sideLoop);
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}
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}
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_sideIndices.TrimExcess();
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}
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public int VertexCount()
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{
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return _vertices.Count;
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}
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}
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}
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