//=============================================================================
// That we're passing in a visitation key is actually a sign that there's
// a more fundamental bug going on.
SurfaceMesh::Vertex* SurfaceMesh::Edge::FindAdjacentVertex( VertexType vertexType, int visitationKey ) const
{
	// Which vertex are we pivoting about?
	Vertex* pivotVertex = 0;
	if( vertexType == CCW_VERTEX )
		pivotVertex = vertex[0];
	else if( vertexType == CW_VERTEX )
		pivotVertex = vertex[1];
	assert->Condition( pivotVertex != 0, "Null pivot vertex!" );

	// Find the last triangle we can find while winding about that vertex
	// in the desired direction.
	bool windingTriangleFound = false;
	Triangle* windingTriangle = triangle;
	do
	{
		if( windingTriangle->visitationKey == visitationKey )
			break;
		windingTriangle->visitationKey = visitationKey;
		int vertexIndex = windingTriangle->FindVertexIndex( pivotVertex );
		int triangleIndex = -1;
		if( vertexType == CCW_VERTEX )
			triangleIndex = ( vertexIndex + 2 ) % 3;
		else if( vertexType == CW_VERTEX )
			triangleIndex = vertexIndex;
		Triangle* adjacentTriangle = windingTriangle->adjacentTriangle[ triangleIndex ];
		if( !adjacentTriangle )
			windingTriangleFound = true;
		else
			windingTriangle = adjacentTriangle;
	}
	while( !windingTriangleFound );
	
	// Return null if the edge doesn't have such a vertex.
	if( !windingTriangleFound )
		return 0;

	// Return the correct vertex of the found triangle.
	int vertexIndex = windingTriangle->FindVertexIndex( pivotVertex );
	if( vertexType == CCW_VERTEX )
		vertexIndex = ( vertexIndex + 2 ) % 3;
	else if( vertexType == CW_VERTEX )
		vertexIndex = ( vertexIndex + 1 ) % 3;
	return windingTriangle->vertex[ vertexIndex ];
}
//=============================================================================
void SurfaceMesh::PathConnectedComponent::CalculateVertexNormals( void )
{
	for( Vertex* vertex = ( Vertex* )vertexList.LeftMost(); vertex; vertex = ( Vertex* )vertex->Right() )
	{
		Zero( vertex->normal );
		double triangleCount = 0.0;
		for( Triangle* triangle = ( Triangle* )triangleList.LeftMost(); triangle; triangle = ( Triangle* )triangle->Right() )
		{
			if( triangle->FindVertexIndex( vertex ) != -1 )
			{
				triangleCount += 1.0;
				Add( vertex->normal, vertex->normal, triangle->normal );
			}
		}
		Scale( vertex->normal, vertex->normal, 1.0 / triangleCount );
		Normalize( vertex->normal, vertex->normal );
	}
}