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authorJeff Ames2007-11-11 09:19:21 +0000
committerJeff Ames2007-11-11 09:19:21 +0000
commitdb174dfa2061ce35b657cd8f119f1176b53c6207 (patch)
tree7ff889f817ab0ebac5a90c6adbecf4a263239a73 /OpenSim/Region/Physics/Meshing/SimpleHull.cs
parentfixed chatting while sitting (diff)
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-rw-r--r--OpenSim/Region/Physics/Meshing/SimpleHull.cs726
1 files changed, 363 insertions, 363 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs
index c199949..6de7e91 100644
--- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs
+++ b/OpenSim/Region/Physics/Meshing/SimpleHull.cs
@@ -1,363 +1,363 @@
1using System; 1using System;
2using System.Collections.Generic; 2using System.Collections.Generic;
3using System.Text; 3using System.Text;
4 4
5using OpenSim.Framework.Console; 5using OpenSim.Framework.Console;
6 6
7namespace OpenSim.Region.Physics.Meshing 7namespace OpenSim.Region.Physics.Meshing
8{ 8{
9 // A simple hull is a set of vertices building up to simplices that border a region 9 // A simple hull is a set of vertices building up to simplices that border a region
10 // The word simple referes to the fact, that this class assumes, that all simplices 10 // The word simple referes to the fact, that this class assumes, that all simplices
11 // do not intersect 11 // do not intersect
12 // Simple hulls can be added and subtracted. 12 // Simple hulls can be added and subtracted.
13 // Vertices can be checked to lie inside a hull 13 // Vertices can be checked to lie inside a hull
14 // Also note, that the sequence of the vertices is important and defines if the region that 14 // Also note, that the sequence of the vertices is important and defines if the region that
15 // is defined by the hull lies inside or outside the simplex chain 15 // is defined by the hull lies inside or outside the simplex chain
16 public class SimpleHull 16 public class SimpleHull
17 { 17 {
18 List<Vertex> vertices = new List<Vertex>(); 18 List<Vertex> vertices = new List<Vertex>();
19 List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow 19 List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow
20 20
21 // Adds a vertex to the end of the list 21 // Adds a vertex to the end of the list
22 public void AddVertex(Vertex v) { 22 public void AddVertex(Vertex v) {
23 vertices.Add(v); 23 vertices.Add(v);
24 } 24 }
25 25
26 override public String ToString() 26 override public String ToString()
27 { 27 {
28 String result=""; 28 String result="";
29 foreach (Vertex v in vertices) 29 foreach (Vertex v in vertices)
30 { 30 {
31 result += "b:" + v.ToString() + "\n"; 31 result += "b:" + v.ToString() + "\n";
32 } 32 }
33 33
34 return result; 34 return result;
35 } 35 }
36 36
37 37
38 public List<Vertex> getVertices() { 38 public List<Vertex> getVertices() {
39 List<Vertex> newVertices = new List<Vertex>(); 39 List<Vertex> newVertices = new List<Vertex>();
40 40
41 newVertices.AddRange(vertices); 41 newVertices.AddRange(vertices);
42 newVertices.Add(null); 42 newVertices.Add(null);
43 newVertices.AddRange(holeVertices); 43 newVertices.AddRange(holeVertices);
44 44
45 return newVertices; 45 return newVertices;
46 } 46 }
47 47
48 public SimpleHull Clone() 48 public SimpleHull Clone()
49 { 49 {
50 SimpleHull result = new SimpleHull(); 50 SimpleHull result = new SimpleHull();
51 foreach (Vertex v in vertices) 51 foreach (Vertex v in vertices)
52 { 52 {
53 result.AddVertex(v.Clone()); 53 result.AddVertex(v.Clone());
54 } 54 }
55 55
56 foreach (Vertex v in this.holeVertices) 56 foreach (Vertex v in this.holeVertices)
57 { 57 {
58 result.holeVertices.Add(v.Clone()); 58 result.holeVertices.Add(v.Clone());
59 } 59 }
60 60
61 return result; 61 return result;
62 } 62 }
63 63
64 public bool IsPointIn(Vertex v1) 64 public bool IsPointIn(Vertex v1)
65 { 65 {
66 int iCounter=0; 66 int iCounter=0;
67 List<Simplex> simplices=buildSimplexList(); 67 List<Simplex> simplices=buildSimplexList();
68 foreach (Simplex s in simplices) 68 foreach (Simplex s in simplices)
69 { 69 {
70 // Send a ray along the positive X-Direction 70 // Send a ray along the positive X-Direction
71 // Note, that this direction must correlate with the "below" interpretation 71 // Note, that this direction must correlate with the "below" interpretation
72 // of handling for the special cases below 72 // of handling for the special cases below
73 Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true); 73 Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true);
74 74
75 if (intersection == null) 75 if (intersection == null)
76 continue; // No intersection. Done. More tests to follow otherwise 76 continue; // No intersection. Done. More tests to follow otherwise
77 77
78 // Did we hit the end of a simplex? 78 // Did we hit the end of a simplex?
79 // Then this can be one of two special cases: 79 // Then this can be one of two special cases:
80 // 1. we go through a border exactly at a joint 80 // 1. we go through a border exactly at a joint
81 // 2. we have just marginally touched a corner 81 // 2. we have just marginally touched a corner
82 // 3. we can slide along a border 82 // 3. we can slide along a border
83 // Solution: If the other vertex is "below" the ray, we don't count it 83 // Solution: If the other vertex is "below" the ray, we don't count it
84 // Thus corners pointing down are counted twice, corners pointing up are not counted 84 // Thus corners pointing down are counted twice, corners pointing up are not counted
85 // borders are counted once 85 // borders are counted once
86 if (intersection.IsIdentical(s.v1, 0.001f)) { 86 if (intersection.IsIdentical(s.v1, 0.001f)) {
87 if (s.v2.Y < v1.Y) 87 if (s.v2.Y < v1.Y)
88 continue; 88 continue;
89 } 89 }
90 // Do this for the other vertex two 90 // Do this for the other vertex two
91 if (intersection.IsIdentical(s.v2, 0.001f)) { 91 if (intersection.IsIdentical(s.v2, 0.001f)) {
92 if (s.v1.Y<v1.Y) 92 if (s.v1.Y<v1.Y)
93 continue; 93 continue;
94 } 94 }
95 iCounter++; 95 iCounter++;
96 } 96 }
97 97
98 return iCounter % 2 == 1; // Point is inside if the number of intersections is odd 98 return iCounter % 2 == 1; // Point is inside if the number of intersections is odd
99 } 99 }
100 100
101 public bool containsPointsFrom(SimpleHull otherHull) 101 public bool containsPointsFrom(SimpleHull otherHull)
102 { 102 {
103 foreach (Vertex v in otherHull.vertices) 103 foreach (Vertex v in otherHull.vertices)
104 { 104 {
105 if (IsPointIn(v)) 105 if (IsPointIn(v))
106 return true; 106 return true;
107 } 107 }
108 108
109 return false; 109 return false;
110 } 110 }
111 111
112 112
113 List<Simplex> buildSimplexList() { 113 List<Simplex> buildSimplexList() {
114 114
115 List<Simplex> result = new List<Simplex>(); 115 List<Simplex> result = new List<Simplex>();
116 116
117 // Not asserted but assumed: at least three vertices 117 // Not asserted but assumed: at least three vertices
118 for (int i=0; i<vertices.Count-1; i++) { 118 for (int i=0; i<vertices.Count-1; i++) {
119 Simplex s=new Simplex(vertices[i], vertices[i+1]); 119 Simplex s=new Simplex(vertices[i], vertices[i+1]);
120 result.Add(s); 120 result.Add(s);
121 } 121 }
122 Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]); 122 Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]);
123 result.Add(s1); 123 result.Add(s1);
124 124
125 if (holeVertices.Count==0) 125 if (holeVertices.Count==0)
126 return result; 126 return result;
127 127
128 // Same here. At least three vertices in hole assumed 128 // Same here. At least three vertices in hole assumed
129 for (int i = 0; i < holeVertices.Count - 1; i++) 129 for (int i = 0; i < holeVertices.Count - 1; i++)
130 { 130 {
131 Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); 131 Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]);
132 result.Add(s); 132 result.Add(s);
133 } 133 }
134 134
135 s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); 135 s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]);
136 result.Add(s1); 136 result.Add(s1);
137 return result; 137 return result;
138 } 138 }
139 139
140 bool InsertVertex(Vertex v, int iAfter) 140 bool InsertVertex(Vertex v, int iAfter)
141 { 141 {
142 vertices.Insert(iAfter + 1, v); 142 vertices.Insert(iAfter + 1, v);
143 return true; 143 return true;
144 } 144 }
145 145
146 Vertex getNextVertex(Vertex currentVertex) 146 Vertex getNextVertex(Vertex currentVertex)
147 { 147 {
148 int iCurrentIndex; 148 int iCurrentIndex;
149 iCurrentIndex = vertices.IndexOf(currentVertex); 149 iCurrentIndex = vertices.IndexOf(currentVertex);
150 150
151 // Error handling for iCurrentIndex==-1 should go here (and probably never will) 151 // Error handling for iCurrentIndex==-1 should go here (and probably never will)
152 152
153 iCurrentIndex++; 153 iCurrentIndex++;
154 if (iCurrentIndex == vertices.Count) 154 if (iCurrentIndex == vertices.Count)
155 iCurrentIndex = 0; 155 iCurrentIndex = 0;
156 156
157 return vertices[iCurrentIndex]; 157 return vertices[iCurrentIndex];
158 } 158 }
159 159
160 public Vertex FindVertex(Vertex vBase, float tolerance) { 160 public Vertex FindVertex(Vertex vBase, float tolerance) {
161 foreach (Vertex v in vertices) { 161 foreach (Vertex v in vertices) {
162 if (v.IsIdentical(vBase, tolerance)) 162 if (v.IsIdentical(vBase, tolerance))
163 return v; 163 return v;
164 } 164 }
165 165
166 return null; 166 return null;
167 } 167 }
168 168
169 public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) 169 public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex)
170 { 170 {
171 Vertex bestIntersection=null; 171 Vertex bestIntersection=null;
172 float distToV1=Single.PositiveInfinity; 172 float distToV1=Single.PositiveInfinity;
173 Simplex bestIntersectingSimplex=null; 173 Simplex bestIntersectingSimplex=null;
174 174
175 List<Simplex> simple = buildSimplexList(); 175 List<Simplex> simple = buildSimplexList();
176 foreach (Simplex sTest in simple) 176 foreach (Simplex sTest in simple)
177 { 177 {
178 Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); 178 Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f);
179 179
180 Vertex vTemp=null; 180 Vertex vTemp=null;
181 if (vvTemp != null) 181 if (vvTemp != null)
182 vTemp = new Vertex(vvTemp); 182 vTemp = new Vertex(vvTemp);
183 183
184 if (vTemp!=null) { 184 if (vTemp!=null) {
185 185
186 Manager.PhysicsVector diff=(s.v1-vTemp); 186 Manager.PhysicsVector diff=(s.v1-vTemp);
187 float distTemp=diff.length(); 187 float distTemp=diff.length();
188 188
189 if (bestIntersection==null || distTemp<distToV1) { 189 if (bestIntersection==null || distTemp<distToV1) {
190 bestIntersection=vTemp; 190 bestIntersection=vTemp;
191 distToV1=distTemp; 191 distToV1=distTemp;
192 bestIntersectingSimplex = sTest; 192 bestIntersectingSimplex = sTest;
193 } 193 }
194 194
195 } // end if vTemp 195 } // end if vTemp
196 196
197 } // end foreach 197 } // end foreach
198 198
199 Intersection = bestIntersection; 199 Intersection = bestIntersection;
200 if (bestIntersectingSimplex != null) 200 if (bestIntersectingSimplex != null)
201 nextVertex = bestIntersectingSimplex.v2; 201 nextVertex = bestIntersectingSimplex.v2;
202 else 202 else
203 nextVertex = null; 203 nextVertex = null;
204 } 204 }
205 205
206 206
207 public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) 207 public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull)
208 { 208 {
209 209
210 SimpleHull baseHullClone = baseHull.Clone(); 210 SimpleHull baseHullClone = baseHull.Clone();
211 SimpleHull otherHullClone = otherHull.Clone(); 211 SimpleHull otherHullClone = otherHull.Clone();
212 bool intersects = false; 212 bool intersects = false;
213 213
214 MainLog.Instance.Debug("State before intersection detection"); 214 MainLog.Instance.Debug("State before intersection detection");
215 MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); 215 MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString());
216 MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); 216 MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString());
217 217
218 { 218 {
219 int iBase, iOther; 219 int iBase, iOther;
220 220
221 // Insert into baseHull 221 // Insert into baseHull
222 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) 222 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
223 { 223 {
224 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; 224 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
225 Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); 225 Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
226 226
227 for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) 227 for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
228 { 228 {
229 int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; 229 int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count;
230 Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); 230 Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
231 231
232 Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); 232 Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f);
233 if (intersect != null) 233 if (intersect != null)
234 { 234 {
235 Vertex vIntersect = new Vertex(intersect); 235 Vertex vIntersect = new Vertex(intersect);
236 baseHullClone.vertices.Insert(iBase + 1, vIntersect); 236 baseHullClone.vertices.Insert(iBase + 1, vIntersect);
237 sBase.v2 = vIntersect; 237 sBase.v2 = vIntersect;
238 intersects = true; 238 intersects = true;
239 } 239 }
240 } 240 }
241 } 241 }
242 } 242 }
243 243
244 MainLog.Instance.Debug("State after intersection detection for the base hull"); 244 MainLog.Instance.Debug("State after intersection detection for the base hull");
245 MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); 245 MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString());
246 246
247 { 247 {
248 int iOther, iBase; 248 int iOther, iBase;
249 249
250 // Insert into otherHull 250 // Insert into otherHull
251 for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) 251 for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
252 { 252 {
253 int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; 253 int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count;
254 Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); 254 Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
255 255
256 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) 256 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
257 { 257 {
258 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; 258 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
259 Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); 259 Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
260 260
261 Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); 261 Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f);
262 if (intersect != null) 262 if (intersect != null)
263 { 263 {
264 Vertex vIntersect = new Vertex(intersect); 264 Vertex vIntersect = new Vertex(intersect);
265 otherHullClone.vertices.Insert(iOther + 1, vIntersect); 265 otherHullClone.vertices.Insert(iOther + 1, vIntersect);
266 sOther.v2 = vIntersect; 266 sOther.v2 = vIntersect;
267 intersects = true; 267 intersects = true;
268 } 268 }
269 } 269 }
270 } 270 }
271 } 271 }
272 272
273 MainLog.Instance.Debug("State after intersection detection for the base hull"); 273 MainLog.Instance.Debug("State after intersection detection for the base hull");
274 MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); 274 MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString());
275 275
276 276
277 bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone); 277 bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone);
278 if (!intersects && otherIsInBase) 278 if (!intersects && otherIsInBase)
279 { 279 {
280 // We have a hole here 280 // We have a hole here
281 baseHullClone.holeVertices = otherHullClone.vertices; 281 baseHullClone.holeVertices = otherHullClone.vertices;
282 return baseHullClone; 282 return baseHullClone;
283 } 283 }
284 284
285 285
286 SimpleHull result = new SimpleHull(); 286 SimpleHull result = new SimpleHull();
287 287
288 // Find a good starting Simplex from baseHull 288 // Find a good starting Simplex from baseHull
289 // A good starting simplex is one that is outside otherHull 289 // A good starting simplex is one that is outside otherHull
290 // Such a simplex must exist, otherwise the result will be empty 290 // Such a simplex must exist, otherwise the result will be empty
291 Vertex baseStartVertex = null; 291 Vertex baseStartVertex = null;
292 { 292 {
293 int iBase; 293 int iBase;
294 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) 294 for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
295 { 295 {
296 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; 296 int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count;
297 Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f); 297 Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f);
298 bool isOutside = !otherHullClone.IsPointIn(center); 298 bool isOutside = !otherHullClone.IsPointIn(center);
299 if (isOutside) 299 if (isOutside)
300 { 300 {
301 baseStartVertex = baseHullClone.vertices[iBaseNext]; 301 baseStartVertex = baseHullClone.vertices[iBaseNext];
302 break; 302 break;
303 } 303 }
304 } 304 }
305 } 305 }
306 306
307 307
308 if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. 308 if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition.
309 // In otherwords, subtractHull completely embraces baseHull 309 // In otherwords, subtractHull completely embraces baseHull
310 { 310 {
311 return result; 311 return result;
312 } 312 }
313 313
314 // The simplex that *starts* with baseStartVertex is outside the cutting hull, 314 // The simplex that *starts* with baseStartVertex is outside the cutting hull,
315 // so we can start our walk with the next vertex without loosing a branch 315 // so we can start our walk with the next vertex without loosing a branch
316 Vertex V1 = baseStartVertex; 316 Vertex V1 = baseStartVertex;
317 bool onBase = true; 317 bool onBase = true;
318 318
319 // And here is how we do the magic :-) 319 // And here is how we do the magic :-)
320 // Start on the base hull. 320 // Start on the base hull.
321 // Walk the vertices in the positive direction 321 // Walk the vertices in the positive direction
322 // For each vertex check, whether it is a vertex shared with the other hull 322 // For each vertex check, whether it is a vertex shared with the other hull
323 // if this is the case, switch over to walking the other vertex list. 323 // if this is the case, switch over to walking the other vertex list.
324 // Note: The other hull *must* go backwards to our starting point (via several orther vertices) 324 // Note: The other hull *must* go backwards to our starting point (via several orther vertices)
325 // Thus it is important that the cutting hull has the inverse directional sense than the 325 // Thus it is important that the cutting hull has the inverse directional sense than the
326 // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW) 326 // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW)
327 327
328 bool done = false; 328 bool done = false;
329 while (!done) 329 while (!done)
330 { 330 {
331 result.AddVertex(V1); 331 result.AddVertex(V1);
332 Vertex nextVertex = null; 332 Vertex nextVertex = null;
333 if (onBase) 333 if (onBase)
334 { 334 {
335 nextVertex = otherHullClone.FindVertex(V1, 0.001f); 335 nextVertex = otherHullClone.FindVertex(V1, 0.001f);
336 } 336 }
337 else 337 else
338 { 338 {
339 nextVertex = baseHullClone.FindVertex(V1, 0.001f); 339 nextVertex = baseHullClone.FindVertex(V1, 0.001f);
340 } 340 }
341 341
342 if (nextVertex != null) // A node that represents an intersection 342 if (nextVertex != null) // A node that represents an intersection
343 { 343 {
344 V1 = nextVertex; // Needed to find the next vertex on the other hull 344 V1 = nextVertex; // Needed to find the next vertex on the other hull
345 onBase = !onBase; 345 onBase = !onBase;
346 } 346 }
347 347
348 if (onBase) 348 if (onBase)
349 V1 = baseHullClone.getNextVertex(V1); 349 V1 = baseHullClone.getNextVertex(V1);
350 else 350 else
351 V1 = otherHullClone.getNextVertex(V1); 351 V1 = otherHullClone.getNextVertex(V1);
352 352
353 if (V1 == baseStartVertex) 353 if (V1 == baseStartVertex)
354 done = true; 354 done = true;
355 } 355 }
356 356
357 MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); 357 MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString());
358 358
359 return result; 359 return result;
360 360
361 } 361 }
362 } 362 }
363} 363}