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https://github.com/fadden/6502bench.git
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ea379fce18
Some tests were duplicated between VisWireframe and the code that consumed the data. We now expose the Validate function as a public interface, and invoke it from WireframeObject. Failed validation results in a null object being returned, which was previously allowed but not actually checked for.
334 lines
12 KiB
C#
334 lines
12 KiB
C#
/*
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* Copyright 2020 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace PluginCommon {
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/// <summary>
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/// Wireframe mesh with optional backface normals, for use with visualization generators.
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/// Call the various functions to add data, then call Validate() to check for broken
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/// references.
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/// </summary>
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[Serializable]
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public class VisWireframe : IVisualizationWireframe {
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//
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// Names and definitions of parameters that are interpreted by the wireframe
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// renderer, rather than the visualization generator.
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//
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public const string P_IS_PERSPECTIVE = "_isPerspective";
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public const string P_IS_BFC_ENABLED = "_isBfcEnabled";
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public const string P_IS_RECENTERED = "_isRecentered";
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public static VisParamDescr Param_IsPerspective(string uiLabel, bool defaultVal) {
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return new VisParamDescr(uiLabel, P_IS_PERSPECTIVE, typeof(bool), 0, 0, 0, defaultVal);
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}
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public static VisParamDescr Param_IsBfcEnabled(string uiLabel, bool defaultVal) {
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return new VisParamDescr(uiLabel, P_IS_BFC_ENABLED, typeof(bool), 0, 0, 0, defaultVal);
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}
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public static VisParamDescr Param_IsRecentered(string uiLabel, bool defaultVal) {
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return new VisParamDescr(uiLabel, P_IS_RECENTERED, typeof(bool), 0, 0, 0, defaultVal);
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}
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private List<float> mVerticesX = new List<float>();
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private List<float> mVerticesY = new List<float>();
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private List<float> mVerticesZ = new List<float>();
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private List<int> mPoints = new List<int>();
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private List<IntPair> mEdges = new List<IntPair>();
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private List<float> mNormalsX = new List<float>();
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private List<float> mNormalsY = new List<float>();
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private List<float> mNormalsZ = new List<float>();
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private List<IntPair> mVertexFaces = new List<IntPair>();
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private List<IntPair> mEdgeFaces = new List<IntPair>();
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private List<int> mExcludedVertices = new List<int>();
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private List<int> mExcludedEdges = new List<int>();
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/// <summary>
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/// Constructor. Nothing much to do.
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/// </summary>
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public VisWireframe() { }
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/// <summary>
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/// Adds the vertex to the list. Coordinates may be INVALID_VERTEX to exclude the
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/// vertex from rendering.
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/// </summary>
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/// <param name="x">X coordinate.</param>
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/// <param name="y">Y coordinate.</param>
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/// <param name="z">Z coordinate.</param>
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/// <returns>Vertex index. Indices start at zero and count up.</returns>
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public int AddVertex(float x, float y, float z) {
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mVerticesX.Add(x);
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mVerticesY.Add(y);
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mVerticesZ.Add(z);
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return mVerticesX.Count - 1;
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}
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/// <summary>
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/// Adds a point to the list.
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/// </summary>
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/// <param name="index">Vertex index.</param>
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/// <returns>Point index. Indices start at zero and count up.</returns>
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public int AddPoint(int index) {
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mPoints.Add(index);
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return mPoints.Count - 1;
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}
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/// <summary>
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/// Adds an edge to the list. The referenced vertices do not need to be defined
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/// before calling.
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/// </summary>
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/// <param name="index0">Index of first vertex.</param>
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/// <param name="index1">Index of second vertex.</param>
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/// <returns>Edge index. Indices start at zero and count up.</returns>
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public int AddEdge(int index0, int index1) {
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Debug.Assert(index0 >= 0);
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Debug.Assert(index1 >= 0);
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mEdges.Add(new IntPair(index0, index1));
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return mEdges.Count - 1;
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}
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/// <summary>
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/// Adds the face normal to the list.
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/// </summary>
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/// <param name="x">X coordinate.</param>
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/// <param name="y">Y coordinate.</param>
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/// <param name="z">Z coordinate.</param>
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/// <returns>Face index. Indices start at zero and count up.</returns>
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public int AddFaceNormal(float x, float y, float z) {
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Debug.Assert(x != 0.0f || y != 0.0f || z != 0.0f); // no zero-length normals
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mNormalsX.Add(x);
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mNormalsY.Add(y);
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mNormalsZ.Add(z);
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return mNormalsX.Count - 1;
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}
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/// <summary>
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/// Replaces the specified face normal.
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/// </summary>
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/// <param name="index">Face index.</param>
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/// <param name="x">X coordinate.</param>
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/// <param name="y">Y coordinate.</param>
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/// <param name="z">Z coordinate.</param>
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public void ReplaceFaceNormal(int index, float x, float y, float z) {
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mNormalsX[index] = x;
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mNormalsY[index] = y;
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mNormalsZ[index] = z;
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}
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/// <summary>
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/// Marks a vertex's visibility as being tied to the specified face. The vertices and
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/// faces being referenced do not need to exist yet.
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/// </summary>
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/// <param name="vertexIndex">Index of vertex.</param>
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/// <param name="faceIndex">Index of face.</param>
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public void AddVertexFace(int vertexIndex, int faceIndex) {
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Debug.Assert(vertexIndex >= 0);
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Debug.Assert(faceIndex >= 0);
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mVertexFaces.Add(new IntPair(vertexIndex, faceIndex));
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}
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/// <summary>
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/// Marks an edge's visibility as being tied to the specified face. The edges and
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/// faces being referenced do not need to exist yet.
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/// </summary>
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/// <param name="edgeIndex">Index of edge.</param>
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/// <param name="faceIndex">Index of face.</param>
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public void AddEdgeFace(int edgeIndex, int faceIndex) {
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Debug.Assert(edgeIndex >= 0);
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Debug.Assert(faceIndex >= 0);
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mEdgeFaces.Add(new IntPair(edgeIndex, faceIndex));
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}
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/// <summary>
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/// Marks a vertex as excluded. Used for level-of-detail reduction.
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/// </summary>
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/// <param name="vertexIndex">Index of vertex.</param>
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public void AddVertexExclusion(int vertexIndex) {
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Debug.Assert(vertexIndex >= 0);
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mExcludedVertices.Add(vertexIndex);
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}
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/// <summary>
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/// Marks an edge as excluded. Used for level-of-detail reduction.
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/// </summary>
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/// <param name="edgeIndex">Index of edge.</param>
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public void AddEdgeExclusion(int edgeIndex) {
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Debug.Assert(edgeIndex >= 0);
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mExcludedEdges.Add(edgeIndex);
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}
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/// <summary>
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/// Verifies that the various references by index are valid.
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/// </summary>
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/// <param name="msg">Failure detail.</param>
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/// <returns>True if everything looks valid.</returns>
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public bool Validate(out string msg) {
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int vertexCount = mVerticesX.Count;
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int faceCount = mNormalsX.Count;
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int edgeCount = mEdges.Count;
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// complain about empty objects (should we fail if no edges were defined?)
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if (vertexCount == 0) {
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msg = "no vertices defined";
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return false;
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}
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if (mVerticesX.Count != mVerticesY.Count || mVerticesX.Count != mVerticesZ.Count) {
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msg = "inconsistent vertex arrays";
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return false;
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}
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// check points
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foreach (int vi in mPoints) {
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if (vi < 0 || vi >= vertexCount) {
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msg = "invalid point (index=" + vi + "; count=" + vertexCount + ")";
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return false;
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}
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}
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// check edges
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foreach (IntPair ip in mEdges) {
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if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
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ip.Val1 < 0 || ip.Val1 >= vertexCount) {
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msg = "invalid edge (vertices " + ip.Val0 + ", " + ip.Val1 +
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"; count=" + vertexCount + ")";
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return false;
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}
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}
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// check vertex-faces
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foreach (IntPair ip in mVertexFaces) {
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if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
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ip.Val1 < 0 || ip.Val1 >= faceCount) {
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msg = "invalid vertex-face (v=" + ip.Val0 + ", f=" + ip.Val1 + ")";
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return false;
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}
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}
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// check edge-faces
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foreach (IntPair ip in mEdgeFaces) {
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if (ip.Val0 < 0 || ip.Val0 >= edgeCount ||
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ip.Val1 < 0 || ip.Val1 >= faceCount) {
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msg = "invalid edge-face (e=" + ip.Val0 + ", f=" + ip.Val1 + ")";
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return false;
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}
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}
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// check face normals
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for (int i = 0; i < mNormalsX.Count; i++) {
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if (mNormalsX[i] == 0.0f && mNormalsY[i] == 0.0f && mNormalsZ[i] == 0.0f) {
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msg = "zero-length normal";
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return false;
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}
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}
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if (mNormalsX.Count != mNormalsY.Count || mNormalsX.Count != mNormalsZ.Count) {
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msg = "inconsistent normal arrays";
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return false;
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}
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// check excluded vertices
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for (int i = 0; i < mExcludedVertices.Count; i++) {
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if (mExcludedVertices[i] < 0 || mExcludedVertices[i] >= vertexCount) {
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msg = "excluded nonexistent vertex " + i;
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return false;
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}
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}
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// check excluded edges
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for (int i = 0; i < mExcludedEdges.Count; i++) {
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if (mExcludedEdges[i] < 0 || mExcludedEdges[i] >= edgeCount) {
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msg = "excluded nonexistent edge " + i;
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return false;
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}
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}
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// TODO(maybe): confirm that every face (i.e. normal) has a vertex we can use for
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// BFC calculation. Not strictly necessary since you can do orthographic-projection
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// BFC without it... but who does that?
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msg = string.Empty;
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return true;
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}
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//
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// IVisualizationWireframe implementation.
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//
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public bool Is2d { get; set; }
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public float[] GetVerticesX() {
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return mVerticesX.ToArray();
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}
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public float[] GetVerticesY() {
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return mVerticesY.ToArray();
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}
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public float[] GetVerticesZ() {
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return mVerticesZ.ToArray();
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}
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public int[] GetPoints() {
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return mPoints.ToArray();
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}
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public IntPair[] GetEdges() {
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return mEdges.ToArray();
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}
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public float[] GetNormalsX() {
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return mNormalsX.ToArray();
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}
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public float[] GetNormalsY() {
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return mNormalsY.ToArray();
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}
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public float[] GetNormalsZ() {
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return mNormalsZ.ToArray();
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}
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public IntPair[] GetVertexFaces() {
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return mVertexFaces.ToArray();
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}
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public IntPair[] GetEdgeFaces() {
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return mEdgeFaces.ToArray();
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}
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public int[] GetExcludedVertices() {
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return mExcludedVertices.ToArray();
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}
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public int[] GetExcludedEdges() {
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return mExcludedEdges.ToArray();
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}
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public override string ToString() {
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return "[VisWireframe: " + mVerticesX.Count + " vertices, " +
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mEdges.Count + " edges, " +
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mNormalsX.Count + " faces, " +
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mVertexFaces.Count + " vfaces, " +
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mEdgeFaces.Count + " efaces]";
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}
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}
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}
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