146 lines
4.8 KiB
C#
146 lines
4.8 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="TriangulatedSurface.cs"
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// Project: StepVisualizer
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 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.Math;
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using StgSharp.Math.HighPrecision;
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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.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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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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get => CollectionsMarshal.AsSpan( _vertices );
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}
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public Span<int> TriangleIndicesSpan
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{
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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 List<int>( 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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