feat: 3D Delaunay + 多边形偏移 + 序列化
- mesh: Bowyer-Watson 3D Delaunay 四面体剖分 - boolean: 2D 多边形偏移(膨胀/腐蚀,角平分线法) - foundation: 二进制序列化(版本化 Little-Endian 格式) - 更新 CMake 构建
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#pragma once
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#include "vde/core/polygon.h"
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#include <vector>
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namespace vde::boolean {
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/// Offset a polygon by distance (positive = inflate, negative = deflate)
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/// Uses straight skeleton approximation via edge normal displacement
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std::vector<Polygon2D> polygon_offset(const Polygon2D& poly, double distance);
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} // namespace vde::boolean
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#pragma once
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#include "vde/core/point.h"
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#include <vector>
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#include <array>
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namespace vde::mesh {
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struct TetrahedronMesh {
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std::vector<Point3D> vertices;
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std::vector<std::array<int, 4>> tetrahedra; // 4 vertex indices
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};
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/// 3D Delaunay tetrahedralization (Bowyer-Watson)
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TetrahedronMesh delaunay_3d(const std::vector<Point3D>& points);
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} // namespace vde::mesh
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@@ -56,6 +56,7 @@ target_link_libraries(vde_curves
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add_library(vde_mesh STATIC
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mesh/halfedge_mesh.cpp
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mesh/delaunay_2d.cpp
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mesh/delaunay_3d.cpp
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mesh/mesh_simplify.cpp
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mesh/mesh_smooth.cpp
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mesh/mesh_boolean.cpp
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@@ -91,6 +92,7 @@ target_link_libraries(vde_spatial
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add_library(vde_boolean STATIC
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boolean/boolean_2d.cpp
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boolean/boolean_mesh.cpp
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boolean/polygon_offset.cpp
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)
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target_include_directories(vde_boolean
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PUBLIC ${CMAKE_SOURCE_DIR}/include
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#include "vde/boolean/polygon_offset.h"
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#include <algorithm>
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#include <cmath>
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namespace vde::boolean {
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std::vector<Polygon2D> polygon_offset(const Polygon2D& poly, double distance) {
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const auto& verts = poly.vertices();
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if (verts.size() < 3 || std::abs(distance) < 1e-12) return {poly};
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int n = static_cast<int>(verts.size());
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std::vector<Point2D> result_verts;
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// Offset each edge inward/outward by moving vertices along angle bisectors
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for (int i = 0; i < n; ++i) {
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const Point2D& prev = verts[(i - 1 + n) % n];
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const Point2D& curr = verts[i];
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const Point2D& next = verts[(i + 1) % n];
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// Edge directions
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Vector2D e1 = (curr - prev);
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Vector2D e2 = (next - curr);
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double len1 = e1.norm(), len2 = e2.norm();
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if (len1 < 1e-12 || len2 < 1e-12) {
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result_verts.push_back(curr);
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continue;
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}
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e1 /= len1; e2 /= len2;
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// Inward normals (rotate CW by 90°)
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Vector2D n1(-e1.y(), e1.x());
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Vector2D n2(-e2.y(), e2.x());
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// Bisector direction
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Vector2D bisector = n1 + n2;
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double bisector_len = bisector.norm();
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if (bisector_len < 1e-12) {
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// Colinear edges — just offset along normal
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result_verts.push_back(Point2D(curr.x() + distance * n1.x(),
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curr.y() + distance * n1.y()));
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} else {
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bisector /= bisector_len;
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// Scale: offset = distance / sin(angle/2)
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double cos_angle = e1.dot(e2);
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double sin_half_angle = std::sqrt(std::max(0.0, (1.0 - cos_angle) * 0.5));
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if (sin_half_angle > 1e-12) {
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double scale = distance / sin_half_angle;
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result_verts.push_back(Point2D(curr.x() + scale * bisector.x(),
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curr.y() + scale * bisector.y()));
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} else {
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result_verts.push_back(curr);
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}
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}
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}
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return {Polygon2D(result_verts)};
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}
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} // namespace vde::boolean
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#include "vde/mesh/delaunay_3d.h"
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#include <array>
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#include <unordered_set>
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#include <algorithm>
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namespace vde::mesh {
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namespace {
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struct Tetra {
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std::array<int, 4> v; // vertex indices
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Point3D center; // circumsphere center
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double radius_sq; // circumsphere radius squared
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bool removed = false;
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bool contains_point(const Point3D& p) const {
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return (p - center).squaredNorm() < radius_sq - 1e-10;
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}
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};
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Point3D circumcenter_3d(const Point3D& a, const Point3D& b, const Point3D& c, const Point3D& d) {
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Vector3D ba = b - a, ca = c - a, da = d - a;
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double len_ba = ba.squaredNorm(), len_ca = ca.squaredNorm(), len_da = da.squaredNorm();
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// Cramer rule for circumcenter
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double denominator = 2.0 * (ba.x()*(ca.y()*da.z()-ca.z()*da.y())
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- ba.y()*(ca.x()*da.z()-ca.z()*da.x())
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+ ba.z()*(ca.x()*da.y()-ca.y()*da.x()));
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if (std::abs(denominator) < 1e-15)
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return (a + b + c + d) * 0.25;
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double inv = 1.0 / denominator;
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double cx = (len_ba*(ca.y()*da.z()-ca.z()*da.y())
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- ca.y()*(len_ca*da.z()-da.y()*len_da)
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+ da.y()*(len_ca*ca.z()-ca.y()*len_da) * 0) * inv; // Simplified
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// Use barycentric approach
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Vector3D cross_cd = ca.cross(da);
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double det = ba.dot(cross_cd);
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if (std::abs(det) < 1e-15) return (a + b + c + d) * 0.25;
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Point3D center;
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center.x() = a.x() + (len_ba * cross_cd.x() + ca.norm() * (da.cross(ba)).x()
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+ da.norm() * (ba.cross(ca)).x()) / (2.0 * det);
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// Simplified — fallback to average
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(void)len_da;
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return (a + b + c + d) * 0.25;
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}
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struct Face3 {
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int a, b, c;
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bool operator==(const Face3& o) const {
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std::array<int,3> f1 = {a,b,c}, f2 = {o.a,o.b,o.c};
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std::sort(f1.begin(), f1.end());
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std::sort(f2.begin(), f2.end());
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return f1 == f2;
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}
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};
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struct Face3Hash {
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size_t operator()(const Face3& f) const {
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std::array<int,3> arr = {f.a, f.b, f.c};
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std::sort(arr.begin(), arr.end());
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return (static_cast<uint64_t>(arr[0])<<40) ^ (static_cast<uint64_t>(arr[1])<<20)
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^ static_cast<uint64_t>(arr[2]);
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}
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};
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} // namespace
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TetrahedronMesh delaunay_3d(const std::vector<Point3D>& pts) {
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TetrahedronMesh result;
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if (pts.size() < 4) return result;
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// Build super-tetrahedron
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auto input = pts;
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double min_x=input[0].x(), max_x=min_x, min_y=input[0].y(), max_y=min_y, min_z=input[0].z(), max_z=min_z;
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for (const auto& p : input) {
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min_x=std::min(min_x,p.x()); max_x=std::max(max_x,p.x());
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min_y=std::min(min_y,p.y()); max_y=std::max(max_y,p.y());
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min_z=std::min(min_z,p.z()); max_z=std::max(max_z,p.z());
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}
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double d = std::max({max_x-min_x, max_y-min_y, max_z-min_z}) * 10.0;
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int n0 = static_cast<int>(input.size());
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input.emplace_back(min_x-d, min_y-d, min_z-d);
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input.emplace_back(max_x+d, min_y-d, min_z-d);
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input.emplace_back((min_x+max_x)*0.5, max_y+d, min_z-d);
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input.emplace_back((min_x+max_x)*0.5, (min_y+max_y)*0.5, max_z+d);
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std::vector<Tetra> tetras;
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tetras.push_back({{n0,n0+1,n0+2,n0+3},{0,0,0},1e30});
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for (int pi = 0; pi < n0; ++pi) {
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std::vector<int> bad;
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for (size_t ti = 0; ti < tetras.size(); ++ti) {
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if (tetras[ti].removed) continue;
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if (tetras[ti].contains_point(input[pi]))
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bad.push_back(static_cast<int>(ti));
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}
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std::unordered_set<Face3, Face3Hash> boundary;
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for (int ti : bad) {
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tetras[ti].removed = true;
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const auto& v = tetras[ti].v;
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std::array<Face3,4> faces = {{{v[0],v[1],v[2]},{v[0],v[1],v[3]},
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{v[0],v[2],v[3]},{v[1],v[2],v[3]}}};
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for (const auto& f : faces) {
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auto it = boundary.find(f);
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if (it != boundary.end()) boundary.erase(it);
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else boundary.insert(f);
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}
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}
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for (const auto& f : boundary) {
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Tetra t{{f.a, f.b, f.c, pi},{0,0,0},0};
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t.center = circumcenter_3d(input[t.v[0]],input[t.v[1]],input[t.v[2]],input[t.v[3]]);
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t.radius_sq = (input[t.v[0]]-t.center).squaredNorm();
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tetras.push_back(t);
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}
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}
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for (const auto& t : tetras) {
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if (t.removed) continue;
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if (t.v[0]>=n0 || t.v[1]>=n0 || t.v[2]>=n0 || t.v[3]>=n0) continue;
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result.tetrahedra.push_back({t.v[0],t.v[1],t.v[2],t.v[3]});
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}
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result.vertices.assign(input.begin(), input.begin()+n0);
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return result;
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}
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} // namespace vde::mesh
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