bf05309af7
As requested by reduz, an import of thekla_atlas into thirdparty/
275 lines
9.7 KiB
C++
275 lines
9.7 KiB
C++
// This code is in the public domain -- castanyo@yahoo.es
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#pragma once
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#ifndef NV_MESH_HALFEDGE_MESH_H
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#define NV_MESH_HALFEDGE_MESH_H
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#include "nvmesh/nvmesh.h"
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#include "nvcore/Array.h"
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#include "nvcore/HashMap.h"
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/*
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If I were to redo this again, there are a number of things that I would do differently.
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- Edge map is only useful when importing a mesh to guarantee the result is two-manifold. However, when manipulating the mesh
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it's a pain to maintain the map up to date.
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- Edge array only points to the even vertices. There's no good reason for that. The map becomes required to traverse all edges
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or you have to make sure edges are properly paired.
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- Linked boundaries. It's cleaner to assume a NULL pair means a boundary edge. Makes easier to seal boundaries. The only reason
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why we link boundaries is to simplify traversal, but that could be done with two helper functions (nextBoundary, prevBoundary).
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- Minimize the amount of state that needs to be set in a certain way:
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- boundary vertices point to boundary edge.
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- Remove parenthesis! Make some members public.
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- Remove member functions with side effects:
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- e->setNext(n) modifies e->next and n->prev, instead use "link(e, n)", or "e->next = n, n->prev = e"
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*/
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namespace nv
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{
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class Vector3;
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class TriMesh;
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class QuadTriMesh;
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//template <typename T> struct Hash<Mesh::Key>;
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namespace HalfEdge
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{
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class Edge;
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class Face;
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class Vertex;
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/// Simple half edge mesh designed for dynamic mesh manipulation.
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class Mesh
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{
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public:
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Mesh();
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Mesh(const Mesh * mesh);
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~Mesh();
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void clear();
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Vertex * addVertex(const Vector3 & pos);
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//Vertex * addVertex(uint id, const Vector3 & pos);
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//void addVertices(const Mesh * mesh);
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void linkColocals();
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void linkColocalsWithCanonicalMap(const Array<uint> & canonicalMap);
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void resetColocalLinks();
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Face * addFace();
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Face * addFace(uint v0, uint v1, uint v2);
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Face * addFace(uint v0, uint v1, uint v2, uint v3);
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Face * addFace(const Array<uint> & indexArray);
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Face * addFace(const Array<uint> & indexArray, uint first, uint num);
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//void addFaces(const Mesh * mesh);
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// These functions disconnect the given element from the mesh and delete it.
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void disconnect(Edge * edge);
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void disconnectPair(Edge * edge);
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void disconnect(Vertex * vertex);
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void disconnect(Face * face);
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void remove(Edge * edge);
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void remove(Vertex * vertex);
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void remove(Face * face);
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// Remove holes from arrays and reassign indices.
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void compactEdges();
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void compactVertices();
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void compactFaces();
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void triangulate();
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void linkBoundary();
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bool splitBoundaryEdges(); // Returns true if any split was made.
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// Sew the boundary that starts at the given edge, returns one edge that still belongs to boundary, or NULL if boundary closed.
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HalfEdge::Edge * sewBoundary(Edge * startEdge);
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// Vertices
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uint vertexCount() const { return m_vertexArray.count(); }
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const Vertex * vertexAt(int i) const { return m_vertexArray[i]; }
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Vertex * vertexAt(int i) { return m_vertexArray[i]; }
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uint colocalVertexCount() const { return m_colocalVertexCount; }
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// Faces
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uint faceCount() const { return m_faceArray.count(); }
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const Face * faceAt(int i) const { return m_faceArray[i]; }
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Face * faceAt(int i) { return m_faceArray[i]; }
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// Edges
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uint edgeCount() const { return m_edgeArray.count(); }
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const Edge * edgeAt(int i) const { return m_edgeArray[i]; }
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Edge * edgeAt(int i) { return m_edgeArray[i]; }
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class ConstVertexIterator;
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class VertexIterator
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{
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friend class ConstVertexIterator;
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public:
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VertexIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->vertexCount(); }
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virtual Vertex * current() const { return m_mesh->vertexAt(m_current); }
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private:
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HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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VertexIterator vertices() { return VertexIterator(this); }
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class ConstVertexIterator
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{
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public:
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ConstVertexIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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ConstVertexIterator(class VertexIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->vertexCount(); }
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virtual const Vertex * current() const { return m_mesh->vertexAt(m_current); }
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private:
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const HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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ConstVertexIterator vertices() const { return ConstVertexIterator(this); }
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class ConstFaceIterator;
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class FaceIterator
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{
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friend class ConstFaceIterator;
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public:
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FaceIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->faceCount(); }
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virtual Face * current() const { return m_mesh->faceAt(m_current); }
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private:
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HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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FaceIterator faces() { return FaceIterator(this); }
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class ConstFaceIterator
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{
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public:
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ConstFaceIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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ConstFaceIterator(const FaceIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->faceCount(); }
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virtual const Face * current() const { return m_mesh->faceAt(m_current); }
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private:
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const HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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ConstFaceIterator faces() const { return ConstFaceIterator(this); }
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class ConstEdgeIterator;
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class EdgeIterator
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{
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friend class ConstEdgeIterator;
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public:
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EdgeIterator(Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->edgeCount(); }
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virtual Edge * current() const { return m_mesh->edgeAt(m_current); }
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private:
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HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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EdgeIterator edges() { return EdgeIterator(this); }
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class ConstEdgeIterator
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{
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public:
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ConstEdgeIterator(const Mesh * mesh) : m_mesh(mesh), m_current(0) { }
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ConstEdgeIterator(const EdgeIterator & it) : m_mesh(it.m_mesh), m_current(it.m_current) { }
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virtual void advance() { m_current++; }
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virtual bool isDone() const { return m_current == m_mesh->edgeCount(); }
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virtual const Edge * current() const { return m_mesh->edgeAt(m_current); }
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private:
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const HalfEdge::Mesh * m_mesh;
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uint m_current;
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};
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ConstEdgeIterator edges() const { return ConstEdgeIterator(this); }
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// @@ Add half-edge iterator.
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// Convert to tri mesh.
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TriMesh * toTriMesh() const;
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QuadTriMesh * toQuadTriMesh() const;
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bool isValid() const;
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public:
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// Error status:
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mutable uint errorCount;
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mutable uint errorIndex0;
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mutable uint errorIndex1;
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private:
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bool canAddFace(const Array<uint> & indexArray, uint first, uint num) const;
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bool canAddEdge(uint i, uint j) const;
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Edge * addEdge(uint i, uint j);
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Edge * findEdge(uint i, uint j) const;
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void linkBoundaryEdge(Edge * edge);
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Vertex * splitBoundaryEdge(Edge * edge, float t, const Vector3 & pos);
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void splitBoundaryEdge(Edge * edge, Vertex * vertex);
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private:
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Array<Vertex *> m_vertexArray;
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Array<Edge *> m_edgeArray;
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Array<Face *> m_faceArray;
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struct Key {
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Key() {}
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Key(const Key & k) : p0(k.p0), p1(k.p1) {}
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Key(uint v0, uint v1) : p0(v0), p1(v1) {}
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void operator=(const Key & k) { p0 = k.p0; p1 = k.p1; }
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bool operator==(const Key & k) const { return p0 == k.p0 && p1 == k.p1; }
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uint p0;
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uint p1;
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};
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friend struct Hash<Mesh::Key>;
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HashMap<Key, Edge *> m_edgeMap;
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uint m_colocalVertexCount;
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};
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/*
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// This is a much better hash than the default and greatly improves performance!
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template <> struct hash<Mesh::Key>
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{
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uint operator()(const Mesh::Key & k) const { return k.p0 + k.p1; }
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};
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*/
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} // HalfEdge namespace
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} // nv namespace
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#endif // NV_MESH_HALFEDGE_MESH_H
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