/****************************************************************************** * * The MIT License (MIT) * * MIConvexHull, Copyright (c) 2015 David Sehnal, Matthew Campbell * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * *****************************************************************************/ namespace NWH.DWP2.MiConvexHull { /// /// A convex face representation containing adjacency information. /// /// The type of the t vertex. /// The type of the t face. public abstract class ConvexFace where TVertex : IVertex where TFace : ConvexFace { /// /// Adjacency. Array of length "dimension". /// If F = Adjacency[i] then the vertices shared with F are Vertices[j] where j != i. /// In the context of triangulation, can be null (indicates the cell is at boundary). /// /// The adjacency. public TFace[] Adjacency { get; set; } /// /// The vertices stored in clockwise order for dimensions 2 - 4, in higher dimensions the order is arbitrary. /// Unless I accidentally switch some index somewhere in which case the order is CCW. Either way, it is consistent. /// 3D Normal = (V[1] - V[0]) x (V[2] - V[1]). /// /// The vertices. public TVertex[] Vertices { get; set; } /// /// The normal vector of the face. Null if used in triangulation. /// /// The normal. public double[] Normal { get; set; } } /// /// A default convex face representation. /// /// The type of the t vertex. /// public class DefaultConvexFace : ConvexFace> where TVertex : IVertex { } }