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// -----------------------------------------------------------------------
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// <copyright file="DcelMesh.cs">
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Topology.DCEL
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{
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using System.Collections.Generic;
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using Animation.TriangleNet.Geometry;
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internal class DcelMesh
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{
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protected List<Vertex> vertices;
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protected List<HalfEdge> edges;
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protected List<Face> faces;
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/// <summary>
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/// Initializes a new instance of the <see cref="DcelMesh" /> class.
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/// </summary>
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public DcelMesh()
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: this(true)
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="" /> class.
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/// </summary>
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/// <param name="initialize">If false, lists will not be initialized.</param>
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protected DcelMesh(bool initialize)
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{
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if (initialize)
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{
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vertices = new List<Vertex>();
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edges = new List<HalfEdge>();
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faces = new List<Face>();
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}
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}
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/// <summary>
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/// Gets the vertices of the Voronoi diagram.
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/// </summary>
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public List<Vertex> Vertices
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{
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get { return vertices; }
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}
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/// <summary>
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/// Gets the list of half-edges specify the Voronoi diagram topology.
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/// </summary>
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public List<HalfEdge> HalfEdges
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{
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get { return edges; }
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}
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/// <summary>
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/// Gets the faces of the Voronoi diagram.
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/// </summary>
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public List<Face> Faces
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{
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get { return faces; }
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}
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/// <summary>
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/// Gets the collection of edges of the Voronoi diagram.
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/// </summary>
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public IEnumerable<IEdge> Edges
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{
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get { return EnumerateEdges(); }
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}
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/// <summary>
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/// Check if the DCEL is consistend.
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/// </summary>
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/// <param name="closed">If true, faces are assumed to be closed (i.e. all edges must have
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/// a valid next pointer).</param>
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/// <param name="depth">Maximum edge count of faces (default = 0 means skip check).</param>
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/// <returns></returns>
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public virtual bool IsConsistent(bool closed = true, int depth = 0)
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{
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// Check vertices for null pointers.
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foreach (var vertex in vertices)
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{
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if (vertex.id < 0)
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{
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continue;
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}
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if (vertex.leaving == null)
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{
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return false;
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}
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if (vertex.Leaving.Origin.id != vertex.id)
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{
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return false;
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}
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}
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// Check faces for null pointers.
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foreach (var face in faces)
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{
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if (face.ID < 0)
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{
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continue;
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}
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if (face.edge == null)
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{
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return false;
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}
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if (face.id != face.edge.face.id)
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{
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return false;
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}
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}
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// Check half-edges for null pointers.
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foreach (var edge in edges)
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{
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if (edge.id < 0)
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{
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continue;
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}
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if (edge.twin == null)
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{
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return false;
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}
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if (edge.origin == null)
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{
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return false;
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}
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if (edge.face == null)
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{
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return false;
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}
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if (closed && edge.next == null)
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{
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return false;
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}
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}
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// Check half-edges (topology).
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foreach (var edge in edges)
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{
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if (edge.id < 0)
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{
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continue;
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}
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var twin = edge.twin;
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var next = edge.next;
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if (edge.id != twin.twin.id)
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{
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return false;
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}
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if (closed)
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{
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if (next.origin.id != twin.origin.id)
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{
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return false;
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}
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if (next.twin.next.origin.id != edge.twin.origin.id)
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{
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return false;
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}
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}
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}
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if (closed && depth > 0)
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{
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// Check if faces are closed.
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foreach (var face in faces)
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{
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if (face.id < 0)
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{
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continue;
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}
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var edge = face.edge;
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var next = edge.next;
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int id = edge.id;
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int k = 0;
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while (next.id != id && k < depth)
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{
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next = next.next;
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k++;
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}
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if (next.id != id)
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{
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Search for half-edge without twin and add a twin. Connect twins to form connected
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/// boundary contours.
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/// </summary>
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/// <remarks>
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/// This method assumes that all faces are closed (i.e. no edge.next pointers are null).
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/// </remarks>
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public void ResolveBoundaryEdges()
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{
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// Maps vertices to leaving boundary edge.
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var map = new Dictionary<int, HalfEdge>();
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// TODO: parallel?
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foreach (var edge in this.edges)
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{
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if (edge.twin == null)
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{
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var twin = edge.twin = new HalfEdge(edge.next.origin, Face.Empty);
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twin.twin = edge;
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map.Add(twin.origin.id, twin);
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}
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}
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int j = edges.Count;
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foreach (var edge in map.Values)
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{
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edge.id = j++;
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edge.next = map[edge.twin.origin.id];
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this.edges.Add(edge);
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}
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}
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/// <summary>
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/// Enumerates all edges of the DCEL.
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/// </summary>
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/// <remarks>
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/// This method assumes that each half-edge has a twin (i.e. NOT null).
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/// </remarks>
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protected virtual IEnumerable<IEdge> EnumerateEdges()
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{
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var edges = new List<IEdge>(this.edges.Count / 2);
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foreach (var edge in this.edges)
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{
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var twin = edge.twin;
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// Report edge only once.
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if (edge.id < twin.id)
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{
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edges.Add(new Edge(edge.origin.id, twin.origin.id));
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}
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}
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return edges;
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}
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}
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}
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