feat: Initial commit
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409
Assets/Plugins/Poly2Tri/Triangulation/Polygon/Polygon.cs
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409
Assets/Plugins/Poly2Tri/Triangulation/Polygon/Polygon.cs
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/// Changes from the Java version
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/// Polygon constructors sprused up, checks for 3+ polys
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/// Naming of everything
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/// getTriangulationMode() -> TriangulationMode { get; }
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/// Exceptions replaced
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/// Future possibilities
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/// We have a lot of Add/Clear methods -- we may prefer to just expose the container
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/// Some self-explanatory methods may deserve commenting anyways
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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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namespace Poly2Tri
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{
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public class Polygon : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint>
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{
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// ITriangulatable Implementation
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protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint>();
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public IList<TriangulationPoint> Points { get { return this; } }
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protected List<DelaunayTriangle> mTriangles;
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public IList<DelaunayTriangle> Triangles { get { return mTriangles; } }
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public TriangulationMode TriangulationMode { get { return TriangulationMode.Polygon; } }
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public string FileName { get; set; }
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public bool DisplayFlipX { get; set; }
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public bool DisplayFlipY { get; set; }
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public float DisplayRotate { get; set; }
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private double mPrecision = TriangulationPoint.kVertexCodeDefaultPrecision;
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public double Precision { get { return mPrecision; } set { mPrecision = value; } }
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public double MinX { get { return mBoundingBox.MinX; } }
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public double MaxX { get { return mBoundingBox.MaxX; } }
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public double MinY { get { return mBoundingBox.MinY; } }
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public double MaxY { get { return mBoundingBox.MaxY; } }
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public Rect2D Bounds { get { return mBoundingBox; } }
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// Point2DList overrides
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public new TriangulationPoint this[int index]
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{
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get { return mPoints[index] as TriangulationPoint; }
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set { mPoints[index] = value; }
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}
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// Polygon Implementation
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protected List<Polygon> mHoles;
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public IList<Polygon> Holes { get { return mHoles; } }
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protected List<TriangulationPoint> mSteinerPoints;
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protected PolygonPoint _last;
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points</param>
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public Polygon(IList<PolygonPoint> points)
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{
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if (points.Count < 3)
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{
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throw new ArgumentException("List has fewer than 3 points", "points");
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}
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AddRange(points, WindingOrderType.Unknown);
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}
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points.</param>
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public Polygon(IEnumerable<PolygonPoint> points)
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: this((points as IList<PolygonPoint>) ?? points.ToArray())
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{}
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points.</param>
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public Polygon(params PolygonPoint[] points)
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: this((IList<PolygonPoint>)points)
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{}
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IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator()
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{
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return new TriangulationPointEnumerator(mPoints);
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}
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public int IndexOf(TriangulationPoint p)
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{
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return mPoints.IndexOf(p);
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}
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public override void Add(Point2D p)
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{
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Add(p, -1, true);
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}
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public void Add(TriangulationPoint p)
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{
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Add(p, -1, true);
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}
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public void Add(PolygonPoint p)
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{
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Add(p, -1, true);
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}
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protected override void Add(Point2D p, int idx, bool bCalcWindingOrderAndEpsilon)
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{
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TriangulationPoint pt = p as TriangulationPoint;
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if (pt == null)
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{
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// we only store TriangulationPoints and PolygonPoints in this class
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return;
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}
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// do not insert duplicate points
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if (mPointMap.ContainsKey(pt.VertexCode))
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{
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return;
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}
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mPointMap.Add(pt.VertexCode, pt);
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base.Add(p, idx, bCalcWindingOrderAndEpsilon);
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PolygonPoint pp = p as PolygonPoint;
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if (pp != null)
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{
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pp.Previous = _last;
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if (_last != null)
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{
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pp.Next = _last.Next;
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_last.Next = pp;
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}
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_last = pp;
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}
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return;
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}
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public void AddRange(IList<PolygonPoint> points, Point2DList.WindingOrderType windingOrder)
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{
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if (points == null || points.Count < 1)
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{
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return;
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}
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if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0)
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{
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mWindingOrder = windingOrder;
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}
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int numPoints = points.Count;
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bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
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for (int i = 0; i < numPoints; ++i)
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{
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int idx = i;
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if (bReverseReadOrder)
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{
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idx = points.Count - i - 1;
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}
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Add(points[idx], -1, false);
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}
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if (mWindingOrder == WindingOrderType.Unknown)
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{
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mWindingOrder = CalculateWindingOrder();
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}
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mEpsilon = CalculateEpsilon();
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}
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public void AddRange(IList<TriangulationPoint> points, Point2DList.WindingOrderType windingOrder)
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{
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if (points == null || points.Count < 1)
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{
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return;
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}
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if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0)
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{
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mWindingOrder = windingOrder;
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}
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int numPoints = points.Count;
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bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
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for (int i = 0; i < numPoints; ++i)
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{
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int idx = i;
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if (bReverseReadOrder)
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{
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idx = points.Count - i - 1;
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}
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Add(points[idx], -1, false);
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}
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if (mWindingOrder == WindingOrderType.Unknown)
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{
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mWindingOrder = CalculateWindingOrder();
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}
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mEpsilon = CalculateEpsilon();
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}
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public void Insert(int idx, TriangulationPoint p)
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{
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Add(p, idx, true);
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}
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public bool Remove(TriangulationPoint p)
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{
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return base.Remove(p);
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}
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/// <summary>
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/// Removes a point from the polygon. Note this can be a somewhat expensive operation
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/// as it must recalculate the bounding area from scratch.
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/// </summary>
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/// <param name="p"></param>
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public void RemovePoint(PolygonPoint p)
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{
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PolygonPoint next, prev;
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next = p.Next;
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prev = p.Previous;
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prev.Next = next;
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next.Previous = prev;
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mPoints.Remove(p);
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mBoundingBox.Clear();
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foreach (PolygonPoint tmp in mPoints)
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{
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mBoundingBox.AddPoint(tmp);
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}
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}
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public bool Contains(TriangulationPoint p)
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{
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return mPoints.Contains(p);
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}
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public void CopyTo(TriangulationPoint[] array, int arrayIndex)
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{
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int numElementsToCopy = Math.Min(Count, array.Length - arrayIndex);
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for (int i = 0; i < numElementsToCopy; ++i)
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{
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array[arrayIndex + i] = mPoints[i] as TriangulationPoint;
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}
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}
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public void AddSteinerPoint(TriangulationPoint point)
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{
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if (mSteinerPoints == null)
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{
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mSteinerPoints = new List<TriangulationPoint>();
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}
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mSteinerPoints.Add(point);
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}
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public void AddSteinerPoints(List<TriangulationPoint> points)
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{
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if (mSteinerPoints == null)
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{
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mSteinerPoints = new List<TriangulationPoint>();
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}
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mSteinerPoints.AddRange(points);
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}
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public void ClearSteinerPoints()
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{
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if (mSteinerPoints != null)
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{
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mSteinerPoints.Clear();
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}
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}
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/// <summary>
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/// Add a hole to the polygon.
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/// </summary>
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/// <param name="poly">A subtraction polygon fully contained inside this polygon.</param>
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public void AddHole(Polygon poly)
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{
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if (mHoles == null)
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{
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mHoles = new List<Polygon>();
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}
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mHoles.Add(poly);
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// XXX: tests could be made here to be sure it is fully inside
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// addSubtraction( poly.getPoints() );
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}
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public void AddTriangle(DelaunayTriangle t)
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{
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mTriangles.Add(t);
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}
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public void AddTriangles(IEnumerable<DelaunayTriangle> list)
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{
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mTriangles.AddRange(list);
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}
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public void ClearTriangles()
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{
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if (mTriangles != null)
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{
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mTriangles.Clear();
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}
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}
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public bool IsPointInside(TriangulationPoint p)
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{
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return PolygonUtil.PointInPolygon2D(this, p);
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}
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/// <summary>
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/// Creates constraints and populates the context with points
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/// </summary>
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/// <param name="tcx">The context</param>
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public void Prepare(TriangulationContext tcx)
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{
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if (mTriangles == null)
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{
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mTriangles = new List<DelaunayTriangle>(mPoints.Count);
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}
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else
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{
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mTriangles.Clear();
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}
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// Outer constraints
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for (int i = 0; i < mPoints.Count - 1; i++)
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{
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//tcx.NewConstraint(mPoints[i], mPoints[i + 1]);
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tcx.NewConstraint(this[i], this[i + 1]);
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}
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tcx.NewConstraint(this[0], this[Count - 1]);
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tcx.Points.AddRange(this);
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// Hole constraints
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if (mHoles != null)
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{
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foreach (Polygon p in mHoles)
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{
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for (int i = 0; i < p.mPoints.Count - 1; i++)
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{
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tcx.NewConstraint(p[i], p[i + 1]);
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}
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tcx.NewConstraint(p[0], p[p.Count - 1]);
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tcx.Points.AddRange(p);
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}
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}
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if (mSteinerPoints != null)
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{
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tcx.Points.AddRange(mSteinerPoints);
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}
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}
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}
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}
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