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C# Mesh.MakeSegment方法代码示例

本文整理汇总了C#中Mesh.MakeSegment方法的典型用法代码示例。如果您正苦于以下问题:C# Mesh.MakeSegment方法的具体用法?C# Mesh.MakeSegment怎么用?C# Mesh.MakeSegment使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Mesh的用法示例。


在下文中一共展示了Mesh.MakeSegment方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ToMesh

        /// <summary>
        /// Reconstruct a triangulation from its raw data representation.
        /// </summary>
        public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles)
        {
            Otri tri = default(Otri);
            Osub subseg = default(Osub);
            int i = 0;

            int elements = triangles == null ? 0 : triangles.Length;
            int segments = polygon.Segments.Count;

            // TODO: Configuration should be a function argument.
            var mesh = new Mesh(new Configuration());

            mesh.TransferNodes(polygon.Points);

            mesh.regions.AddRange(polygon.Regions);
            mesh.behavior.useRegions = polygon.Regions.Count > 0;

            if (polygon.Segments.Count > 0)
            {
                mesh.behavior.Poly = true;
                mesh.holes.AddRange(polygon.Holes);
            }

            // Create the triangles.
            for (i = 0; i < elements; i++)
            {
                mesh.MakeTriangle(ref tri);
            }

            if (mesh.behavior.Poly)
            {
                mesh.insegments = segments;

                // Create the subsegments.
                for (i = 0; i < segments; i++)
                {
                    mesh.MakeSegment(ref subseg);
                }
            }

            var vertexarray = SetNeighbors(mesh, triangles);

            SetSegments(mesh, polygon, vertexarray);

            return mesh;
        }
开发者ID:cmberryau,项目名称:Triangle.NET-3.5,代码行数:49,代码来源:Converter.cs

示例2: Reconstruct

        /// <summary>
        /// Reconstruct a triangulation from its raw data representation.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="input"></param>
        /// <returns></returns>
        /// <remarks>
        /// Reads an .ele file and reconstructs the original mesh.  If the -p switch
        /// is used, this procedure will also read a .poly file and reconstruct the
        /// subsegments of the original mesh.  If the -a switch is used, this
        /// procedure will also read an .area file and set a maximum area constraint
        /// on each triangle.
        ///
        /// Vertices that are not corners of triangles, such as nodes on edges of
        /// subparametric elements, are discarded.
        ///
        /// This routine finds the adjacencies between triangles (and subsegments)
        /// by forming one stack of triangles for each vertex. Each triangle is on
        /// three different stacks simultaneously. Each triangle's subsegment
        /// pointers are used to link the items in each stack. This memory-saving
        /// feature makes the code harder to read. The most important thing to keep
        /// in mind is that each triangle is removed from a stack precisely when
        /// the corresponding pointer is adjusted to refer to a subsegment rather
        /// than the next triangle of the stack.
        /// </remarks>
        public static int Reconstruct(Mesh mesh, InputGeometry input, ITriangle[] triangles)
        {
            int hullsize = 0;

            Otri tri = default(Otri);
            Otri triangleleft = default(Otri);
            Otri checktri = default(Otri);
            Otri checkleft = default(Otri);
            Otri checkneighbor = default(Otri);
            Osub subseg = default(Osub);
            List<Otri>[] vertexarray; // Triangle
            Otri prevlink; // Triangle
            Otri nexttri; // Triangle
            Vertex tdest, tapex;
            Vertex checkdest, checkapex;
            Vertex shorg;
            Vertex segmentorg, segmentdest;
            int[] corner = new int[3];
            int[] end = new int[2];
            //bool segmentmarkers = false;
            int boundmarker;
            int aroundvertex;
            bool notfound;
            int i = 0;

            int elements = triangles == null ? 0 : triangles.Length;
            int numberofsegments = input.segments.Count;

            mesh.inelements = elements;
            mesh.regions.AddRange(input.regions);

            // Create the triangles.
            for (i = 0; i < mesh.inelements; i++)
            {
                mesh.MakeTriangle(ref tri);
                // Mark the triangle as living.
                //tri.triangle.neighbors[0].triangle = tri.triangle;
            }

            if (mesh.behavior.Poly)
            {
                mesh.insegments = numberofsegments;

                // Create the subsegments.
                for (i = 0; i < mesh.insegments; i++)
                {
                    mesh.MakeSegment(ref subseg);
                    // Mark the subsegment as living.
                    //subseg.ss.subsegs[0].ss = subseg.ss;
                }
            }

            // Allocate a temporary array that maps each vertex to some adjacent
            // triangle. I took care to allocate all the permanent memory for
            // triangles and subsegments first.
            vertexarray = new List<Otri>[mesh.vertices.Count];
            // Each vertex is initially unrepresented.
            for (i = 0; i < mesh.vertices.Count; i++)
            {
                Otri tmp = default(Otri);
                tmp.triangle = Mesh.dummytri;
                vertexarray[i] = new List<Otri>(3);
                vertexarray[i].Add(tmp);
            }

            i = 0;

            // Read the triangles from the .ele file, and link
            // together those that share an edge.
            foreach (var item in mesh.triangles.Values)
            {
                tri.triangle = item;

                corner[0] = triangles[i].P0;
                corner[1] = triangles[i].P1;
//.........这里部分代码省略.........
开发者ID:JackTing,项目名称:PathCAM,代码行数:101,代码来源:DataReader.cs


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