OldBlueWater/BlueWater/Assets/NWH/Dynamic Water Physics 2/Scripts/Lib/MeshDecimate/Vert.cs

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2023-12-19 02:31:29 +00:00
using System.Collections.Generic;
using UnityEngine;
namespace NWH.DWP2.MeshDecimation
{
public class Vert
{
public Vector3 position;
public List<Tri> face = new List<Tri>();
public List<Vert> neighbor = new List<Vert>();
public int id;
public float cost;
public Vert collapse;
public bool selected;
public bool deleted;
public Vert(Vector3 position, int id, bool selected)
{
this.position = position;
this.id = id;
this.selected = selected;
cost = 0f;
collapse = null;
}
public void RemoveVert()
{
Vert nb;
while (neighbor.Count > 0)
{
nb = neighbor[0];
nb.neighbor.Remove(this);
neighbor.Remove(nb);
}
deleted = true;
}
public bool IsBorder()
{
int j;
int n = neighbor.Count;
Vert nb;
int face_len;
Tri f;
int count = 0;
for (int i = 0; i < n; ++i)
{
count = 0;
nb = neighbor[i];
face_len = face.Count;
for (j = 0; j < face_len; ++j)
{
f = face[j];
if (f.HasVertex(nb))
{
++count;
}
}
if (count == 1)
{
return true;
}
}
return false;
}
public void AddFace(Tri f)
{
face.Add(f);
}
public void RemoveFace(Tri f)
{
face.Remove(f);
}
public void AddNeighbor(Vert v)
{
int i;
int foundAt = -1;
int n = neighbor.Count;
for (i = 0; i < n; ++i)
{
if (neighbor[i] == v)
{
foundAt = i;
break;
}
}
if (foundAt == -1)
{
neighbor.Add(v);
}
}
public void RemoveIfNonNeighbor(Vert v)
{
int i;
int foundAt = -1;
int n = neighbor.Count;
Tri f;
for (i = 0; i < n; ++i)
{
if (neighbor[i] == v)
{
foundAt = i;
break;
}
}
if (foundAt == -1)
{
return;
}
n = face.Count;
for (i = 0; i < n; ++i)
{
f = face[i];
if (f.HasVertex(v))
{
return;
}
}
neighbor.Remove(v);
}
}
}