/* * Copyright (c) 2005–2012 Goethe Center for Scientific Computing - Simulation and Modelling (G-CSC Frankfurt) * Copyright (c) 2012-2015 Goethe Center for Scientific Computing - Computational Neuroscience (G-CSC Frankfurt) * * This file is part of NeuGen. * * NeuGen is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * as published by the Free Software Foundation. * * see: http://opensource.org/licenses/LGPL-3.0 * file://path/to/NeuGen/LICENSE * * NeuGen is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * This version of NeuGen includes copyright notice and attribution requirements. * According to the LGPL this information must be displayed even if you modify * the source code of NeuGen. The copyright statement/attribution may not be removed. * * Attribution Requirements: * * If you create derived work you must do the following regarding copyright * notice and author attribution. * * Add an additional notice, stating that you modified NeuGen. In addition * you must cite the publications listed below. A suitable notice might read * "NeuGen source code modified by YourName 2012". * * Note, that these requirements are in full accordance with the LGPL v3 * (see 7. Additional Terms, b). * * Publications: * * S. Wolf, S. Grein, G. Queisser. NeuGen 2.0 - * Employing NeuGen 2.0 to automatically generate realistic * morphologies of hippocapal neurons and neural networks in 3D. * Neuroinformatics, 2013, 11(2), pp. 137-148, doi: 10.1007/s12021-012-9170-1 * * * J. P. Eberhard, A. Wanner, G. Wittum. NeuGen - * A tool for the generation of realistic morphology * of cortical neurons and neural networks in 3D. * Neurocomputing, 70(1-3), pp. 327-343, doi: 10.1016/j.neucom.2006.01.028 * */ package org.neugen.quickhull3d; /** * Maintains a single-linked list of faces for use by QuickHull3D */ class FaceList { private Face head; private Face tail; /** * Clears this list. */ public void clear() { head = tail = null; } /** * Adds a vertex to the end of this list. */ public void add(Face vtx) { if (head == null) { head = vtx; } else { tail.next = vtx; } vtx.next = null; tail = vtx; } public Face first() { return head; } /** * Returns true if this list is empty. */ public boolean isEmpty() { return head == null; } }