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namespace UnityEngine.U2D.Animation.TriangleNet
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.Meshing
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{
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using System.Collections.Generic;
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using Animation.TriangleNet.Topology;
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using Animation.TriangleNet.Geometry;
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/// <summary>
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/// Mesh interface.
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/// </summary>
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internal interface IMesh
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{
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/// <summary>
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/// Gets the vertices of the mesh.
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/// </summary>
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ICollection<Vertex> Vertices { get; }
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/// <summary>
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/// Gets the edges of the mesh.
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/// </summary>
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IEnumerable<Edge> Edges { get; }
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/// <summary>
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/// Gets the segments (constraint edges) of the mesh.
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/// </summary>
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ICollection<SubSegment> Segments { get; }
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/// <summary>
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/// Gets the triangles of the mesh.
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/// </summary>
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ICollection<Triangle> Triangles { get; }
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/// <summary>
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/// Gets the holes of the mesh.
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/// </summary>
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IList<Point> Holes { get; }
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/// <summary>
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/// Gets the bounds of the mesh.
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/// </summary>
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Rectangle Bounds { get; }
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/// <summary>
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/// Renumber mesh vertices and triangles.
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/// </summary>
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void Renumber();
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/// <summary>
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/// Refine the mesh.
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/// </summary>
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/// <param name="quality">The quality constraints.</param>
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/// <param name="conforming">
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/// A value indicating, if the refined mesh should be Conforming Delaunay.
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/// </param>
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void Refine(QualityOptions quality, bool delaunay);
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}
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}
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