Added player character and step in/out of dialogue in scene 101
This commit is contained in:
+3
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("Unity.ProBuilder")]
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e6d7500d036914f3b9768689959295b4
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||||
MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
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executionOrder: 0
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userData:
|
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assetBundleName:
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||||
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||||
@@ -0,0 +1,112 @@
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*/
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namespace UnityEngine.ProBuilder.Poly2Tri {
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static class P2T {
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private static TriangulationAlgorithm _defaultAlgorithm = TriangulationAlgorithm.DTSweep;
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#if UNITY_EDITOR
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void ResetStaticsOnLoad()
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{
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_defaultAlgorithm = TriangulationAlgorithm.DTSweep;
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}
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#endif
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public static void Triangulate(PolygonSet ps)
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{
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TriangulationContext tcx = CreateContext(_defaultAlgorithm);
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foreach (Polygon p in ps.Polygons)
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{
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tcx.PrepareTriangulation(p);
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Triangulate(tcx);
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tcx.Clear();
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}
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}
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public static void Triangulate(Polygon p) {
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Triangulate(_defaultAlgorithm, p);
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}
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public static void Triangulate(ConstrainedPointSet cps) {
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Triangulate(_defaultAlgorithm, cps);
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}
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public static void Triangulate(PointSet ps) {
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Triangulate(_defaultAlgorithm, ps);
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}
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public static TriangulationContext CreateContext(TriangulationAlgorithm algorithm) {
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switch (algorithm) {
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case TriangulationAlgorithm.DTSweep:
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default:
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return new DTSweepContext();
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}
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}
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public static void Triangulate(TriangulationAlgorithm algorithm, Triangulatable t) {
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TriangulationContext tcx;
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// long time = System.nanoTime();
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tcx = CreateContext(algorithm);
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tcx.PrepareTriangulation(t);
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Triangulate(tcx);
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// logger.info( "Triangulation of {} points [{}ms]", tcx.getPoints().size(), ( System.nanoTime() - time ) / 1e6 );
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}
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public static void Triangulate(TriangulationContext tcx) {
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switch (tcx.Algorithm) {
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case TriangulationAlgorithm.DTSweep:
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default:
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DTSweep.Triangulate((DTSweepContext)tcx);
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break;
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}
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}
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/// <summary>
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/// Will do a warmup run to let the JVM optimize the triangulation code -- or would if this were Java --MM
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/// </summary>
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public static void Warmup() {
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#if false
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/*
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* After a method is run 10000 times, the Hotspot compiler will compile
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* it into native code. Periodically, the Hotspot compiler may recompile
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* the method. After an unspecified amount of time, then the compilation
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* system should become quiet.
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*/
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Polygon poly = PolygonGenerator.RandomCircleSweep2(50, 50000);
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TriangulationProcess process = new TriangulationProcess();
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process.triangulate(poly);
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#endif
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}
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}
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}
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@@ -0,0 +1,11 @@
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|
||||
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|
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externalObjects: {}
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serializedVersion: 2
|
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|
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icon: {instanceID: 0}
|
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userData:
|
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
||||
guid: 53da0e7aea43ea649a18555f801ee05e
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folderAsset: yes
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||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
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assetBundleName:
|
||||
assetBundleVariant:
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||||
+214
@@ -0,0 +1,214 @@
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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||||
*
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||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
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/// Changes from the Java version
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/// Polygon constructors sprused up, checks for 3+ polys
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/// Naming of everything
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/// getTriangulationMode() -> TriangulationMode { get; }
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/// Exceptions replaced
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/// Future possibilities
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/// We have a lot of Add/Clear methods -- we may prefer to just expose the container
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/// Some self-explanitory methods may deserve commenting anyways
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace UnityEngine.ProBuilder.Poly2Tri {
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class Polygon : Triangulatable {
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protected List<TriangulationPoint> _points = new List<TriangulationPoint>();
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protected List<TriangulationPoint> _steinerPoints;
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protected List<Polygon> _holes;
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protected List<DelaunayTriangle> _triangles;
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protected PolygonPoint _last;
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points</param>
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public Polygon( IList<PolygonPoint> points ) {
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if (points.Count < 3) throw new ArgumentException("List has fewer than 3 points", "points");
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// Lets do one sanity check that first and last point hasn't got same position
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// Its something that often happen when importing polygon data from other formats
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if (points[0].Equals(points[points.Count - 1])) points.RemoveAt(points.Count - 1);
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_points.AddRange(points.Cast<TriangulationPoint>());
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}
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points.</param>
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public Polygon( IEnumerable<PolygonPoint> points ): this( (points as IList<PolygonPoint>) ?? points.ToArray() ) {}
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/// <summary>
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/// Create a polygon from a list of at least 3 points with no duplicates.
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/// </summary>
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/// <param name="points">A list of unique points.</param>
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public Polygon( params PolygonPoint[] points ) : this((IList<PolygonPoint>)points) { }
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public TriangulationMode TriangulationMode { get { return TriangulationMode.Polygon; } }
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public void AddSteinerPoint( TriangulationPoint point ) {
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if (_steinerPoints == null) _steinerPoints = new List<TriangulationPoint>();
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_steinerPoints.Add(point);
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}
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||||
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public void AddSteinerPoints( List<TriangulationPoint> points ) {
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if (_steinerPoints == null) _steinerPoints = new List<TriangulationPoint>();
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_steinerPoints.AddRange(points);
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}
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public void ClearSteinerPoints() {
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if (_steinerPoints != null) _steinerPoints.Clear();
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}
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/// <summary>
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/// Add a hole to the polygon.
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/// </summary>
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||||
/// <param name="poly">A subtraction polygon fully contained inside this polygon.</param>
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||||
public void AddHole( Polygon poly ) {
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if (_holes == null) _holes = new List<Polygon>();
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_holes.Add(poly);
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||||
// XXX: tests could be made here to be sure it is fully inside
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// addSubtraction( poly.getPoints() );
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}
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||||
|
||||
/// <summary>
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||||
/// Inserts newPoint after point.
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/// </summary>
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||||
/// <param name="point">The point to insert after in the polygon</param>
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||||
/// <param name="newPoint">The point to insert into the polygon</param>
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public void InsertPointAfter( PolygonPoint point, PolygonPoint newPoint ) {
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// Validate that
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int index = _points.IndexOf(point);
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if (index == -1) throw new ArgumentException("Tried to insert a point into a Polygon after a point not belonging to the Polygon", "point");
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newPoint.Next = point.Next;
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newPoint.Previous = point;
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point.Next.Previous = newPoint;
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||||
point.Next = newPoint;
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||||
_points.Insert(index + 1, newPoint);
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||||
}
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||||
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||||
/// <summary>
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||||
/// Inserts list (after last point in polygon?)
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/// </summary>
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||||
/// <param name="list"></param>
|
||||
public void AddPoints( IEnumerable<PolygonPoint> list ) {
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||||
PolygonPoint first;
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||||
foreach (PolygonPoint p in list) {
|
||||
p.Previous = _last;
|
||||
if (_last != null) {
|
||||
p.Next = _last.Next;
|
||||
_last.Next = p;
|
||||
}
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||||
_last = p;
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||||
_points.Add(p);
|
||||
}
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||||
first = (PolygonPoint)_points[0];
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||||
_last.Next = first;
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||||
first.Previous = _last;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a point after the last in the polygon.
|
||||
/// </summary>
|
||||
/// <param name="p">The point to add</param>
|
||||
public void AddPoint( PolygonPoint p ) {
|
||||
p.Previous = _last;
|
||||
p.Next = _last.Next;
|
||||
_last.Next = p;
|
||||
_points.Add(p);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a point from the polygon.
|
||||
/// </summary>
|
||||
/// <param name="p"></param>
|
||||
public void RemovePoint( PolygonPoint p ) {
|
||||
PolygonPoint next, prev;
|
||||
|
||||
next = p.Next;
|
||||
prev = p.Previous;
|
||||
prev.Next = next;
|
||||
next.Previous = prev;
|
||||
_points.Remove(p);
|
||||
}
|
||||
|
||||
public IList<TriangulationPoint> Points { get { return _points; } }
|
||||
public IList<DelaunayTriangle> Triangles { get { return _triangles; } }
|
||||
public IList<Polygon> Holes { get { return _holes; }}
|
||||
|
||||
public void AddTriangle( DelaunayTriangle t ) {
|
||||
_triangles.Add(t);
|
||||
}
|
||||
|
||||
public void AddTriangles( IEnumerable<DelaunayTriangle> list ) {
|
||||
_triangles.AddRange(list);
|
||||
}
|
||||
|
||||
public void ClearTriangles() {
|
||||
if (_triangles != null) _triangles.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates constraints and populates the context with points
|
||||
/// </summary>
|
||||
/// <param name="tcx">The context</param>
|
||||
public void Prepare( TriangulationContext tcx ) {
|
||||
if (_triangles == null) {
|
||||
_triangles = new List<DelaunayTriangle>(_points.Count);
|
||||
} else {
|
||||
_triangles.Clear();
|
||||
}
|
||||
|
||||
// Outer constraints
|
||||
for (int i = 0; i < _points.Count - 1; i++) tcx.NewConstraint(_points[i], _points[i + 1]);
|
||||
tcx.NewConstraint(_points[0], _points[_points.Count - 1]);
|
||||
tcx.Points.AddRange(_points);
|
||||
|
||||
// Hole constraints
|
||||
if (_holes != null) {
|
||||
foreach (Polygon p in _holes) {
|
||||
for (int i = 0; i < p._points.Count - 1; i++) tcx.NewConstraint(p._points[i], p._points[i + 1]);
|
||||
tcx.NewConstraint(p._points[0], p._points[p._points.Count - 1]);
|
||||
tcx.Points.AddRange(p._points);
|
||||
}
|
||||
}
|
||||
|
||||
if (_steinerPoints != null) {
|
||||
tcx.Points.AddRange(_steinerPoints);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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userData:
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assetBundleName:
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+44
@@ -0,0 +1,44 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Replaced get/set Next/Previous with attributes
|
||||
/// Future possibilities
|
||||
/// Documentation!
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PolygonPoint : TriangulationPoint {
|
||||
public PolygonPoint( double x, double y, int index = INSERTED_INDEX ) : base(x, y, index) { }
|
||||
|
||||
public PolygonPoint Next { get; set; }
|
||||
public PolygonPoint Previous { get; set; }
|
||||
}
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: a34d12b3d3eeda641bac82627738a726
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
+56
@@ -0,0 +1,56 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Replaced getPolygons with attribute
|
||||
/// Future possibilities
|
||||
/// Replace Add(Polygon) with exposed container?
|
||||
/// Replace entire class with HashSet<Polygon> ?
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PolygonSet {
|
||||
protected List<Polygon> _polygons = new List<Polygon>();
|
||||
|
||||
public PolygonSet() {}
|
||||
|
||||
public PolygonSet(Polygon poly) {
|
||||
_polygons.Add(poly);
|
||||
}
|
||||
|
||||
public void Add(Polygon p) {
|
||||
_polygons.Add(p);
|
||||
}
|
||||
|
||||
public IEnumerable<Polygon> Polygons { get { return _polygons; } }
|
||||
}
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a73369e033539a42ae8067a8fa967c0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3f53fade6ed6c14aad5577862937e1c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d880a3d3b580e384db43a01ff5d06326
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+215
@@ -0,0 +1,215 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// attributification
|
||||
/// Future possibilities
|
||||
/// Flattening out the number of indirections
|
||||
/// Replacing arrays of 3 with fixed-length arrays?
|
||||
/// Replacing bool[3] with a bit array of some sort?
|
||||
/// Bundling everything into an AoS mess?
|
||||
/// Hardcode them all as ABC ?
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DelaunayTriangle {
|
||||
public FixedArray3<TriangulationPoint> Points;
|
||||
public FixedArray3<DelaunayTriangle > Neighbors;
|
||||
public FixedBitArray3 EdgeIsConstrained, EdgeIsDelaunay;
|
||||
public bool IsInterior { get; set; }
|
||||
|
||||
public DelaunayTriangle(TriangulationPoint p1, TriangulationPoint p2, TriangulationPoint p3) {
|
||||
Points[0] = p1;
|
||||
Points[1] = p2;
|
||||
Points[2] = p3;
|
||||
}
|
||||
|
||||
public int IndexOf(TriangulationPoint p) {
|
||||
int i = Points.IndexOf(p);
|
||||
if (i==-1) throw new Exception("Calling index with a point that doesn't exist in triangle");
|
||||
return i;
|
||||
}
|
||||
|
||||
public int IndexCWFrom (TriangulationPoint p) { return (IndexOf(p)+2)%3; }
|
||||
public int IndexCCWFrom(TriangulationPoint p) { return (IndexOf(p)+1)%3; }
|
||||
|
||||
public bool Contains(TriangulationPoint p) { return Points.Contains(p); }
|
||||
|
||||
/// <summary>
|
||||
/// Update neighbor pointers
|
||||
/// </summary>
|
||||
/// <param name="p1">Point 1 of the shared edge</param>
|
||||
/// <param name="p2">Point 2 of the shared edge</param>
|
||||
/// <param name="t">This triangle's new neighbor</param>
|
||||
private void MarkNeighbor( TriangulationPoint p1, TriangulationPoint p2, DelaunayTriangle t ) {
|
||||
int i = EdgeIndex(p1,p2);
|
||||
if ( i==-1 ) throw new Exception( "Error marking neighbors -- t doesn't contain edge p1-p2!" );
|
||||
Neighbors[i] = t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exhaustive search to update neighbor pointers
|
||||
/// </summary>
|
||||
public void MarkNeighbor( DelaunayTriangle t ) {
|
||||
// Points of this triangle also belonging to t
|
||||
bool a = t.Contains(Points[0]);
|
||||
bool b = t.Contains(Points[1]);
|
||||
bool c = t.Contains(Points[2]);
|
||||
|
||||
if (b&&c) { Neighbors[0]=t; t.MarkNeighbor(Points[1],Points[2],this); }
|
||||
else if (a&&c) { Neighbors[1]=t; t.MarkNeighbor(Points[0],Points[2],this); }
|
||||
else if (a&&b) { Neighbors[2]=t; t.MarkNeighbor(Points[0],Points[1],this); }
|
||||
else throw new Exception( "Failed to mark neighbor, doesn't share an edge!");
|
||||
}
|
||||
|
||||
/// <param name="t">Opposite triangle</param>
|
||||
/// <param name="p">The point in t that isn't shared between the triangles</param>
|
||||
public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) {
|
||||
System.Diagnostics.Debug.Assert(t != this, "self-pointer error");
|
||||
return PointCWFrom(t.PointCWFrom(p));
|
||||
}
|
||||
|
||||
public DelaunayTriangle NeighborCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+1)%3]; }
|
||||
public DelaunayTriangle NeighborCCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+2)%3]; }
|
||||
public DelaunayTriangle NeighborAcrossFrom(TriangulationPoint point) { return Neighbors[ Points.IndexOf(point) ]; }
|
||||
|
||||
public TriangulationPoint PointCCWFrom(TriangulationPoint point) { return Points[(IndexOf(point)+1)%3]; }
|
||||
public TriangulationPoint PointCWFrom (TriangulationPoint point) { return Points[(IndexOf(point)+2)%3]; }
|
||||
|
||||
private void RotateCW() {
|
||||
var t = Points[2];
|
||||
Points[2] = Points[1];
|
||||
Points[1] = Points[0];
|
||||
Points[0] = t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Legalize triangle by rotating clockwise around oPoint
|
||||
/// </summary>
|
||||
/// <param name="oPoint">The origin point to rotate around</param>
|
||||
/// <param name="nPoint">???</param>
|
||||
public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) {
|
||||
RotateCW();
|
||||
Points[IndexCCWFrom(oPoint)] = nPoint;
|
||||
}
|
||||
|
||||
public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; }
|
||||
|
||||
/// <summary>
|
||||
/// Finalize edge marking
|
||||
/// </summary>
|
||||
public void MarkNeighborEdges() {
|
||||
for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] && Neighbors[i] != null ) {
|
||||
Neighbors[i].MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkEdge(DelaunayTriangle triangle) {
|
||||
for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] ) {
|
||||
triangle.MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkEdge(List<DelaunayTriangle> tList) {
|
||||
foreach ( DelaunayTriangle t in tList )
|
||||
for ( int i = 0; i < 3; i++ )
|
||||
if ( t.EdgeIsConstrained[i] )
|
||||
{
|
||||
MarkConstrainedEdge( t.Points[(i+1)%3], t.Points[(i+2)%3] );
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkConstrainedEdge(int index) {
|
||||
EdgeIsConstrained[index] = true;
|
||||
}
|
||||
|
||||
public void MarkConstrainedEdge(DTSweepConstraint edge) {
|
||||
MarkConstrainedEdge(edge.P, edge.Q);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mark edge as constrained
|
||||
/// </summary>
|
||||
public void MarkConstrainedEdge(TriangulationPoint p, TriangulationPoint q) {
|
||||
int i = EdgeIndex(p,q);
|
||||
if ( i != -1 ) EdgeIsConstrained[i] = true;
|
||||
}
|
||||
|
||||
public double Area() {
|
||||
double b = Points[0].X - Points[1].X;
|
||||
double h = Points[2].Y - Points[1].Y;
|
||||
|
||||
return Math.Abs((b * h * 0.5f));
|
||||
}
|
||||
|
||||
public TriangulationPoint Centroid() {
|
||||
double cx = (Points[0].X + Points[1].X + Points[2].X) / 3f;
|
||||
double cy = (Points[0].Y + Points[1].Y + Points[2].Y) / 3f;
|
||||
return new TriangulationPoint(cx, cy);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the index of the neighbor that shares this edge (or -1 if it isn't shared)
|
||||
/// </summary>
|
||||
/// <returns>index of the shared edge or -1 if edge isn't shared</returns>
|
||||
public int EdgeIndex(TriangulationPoint p1, TriangulationPoint p2) {
|
||||
int i1 = Points.IndexOf(p1);
|
||||
int i2 = Points.IndexOf(p2);
|
||||
|
||||
// Points of this triangle in the edge p1-p2
|
||||
bool a = (i1==0 || i2==0);
|
||||
bool b = (i1==1 || i2==1);
|
||||
bool c = (i1==2 || i2==2);
|
||||
|
||||
if (b&&c) return 0;
|
||||
if (a&&c) return 1;
|
||||
if (a&&b) return 2;
|
||||
return -1;
|
||||
}
|
||||
|
||||
public bool GetConstrainedEdgeCCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+2)%3]; }
|
||||
public bool GetConstrainedEdgeCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+1)%3]; }
|
||||
public bool GetConstrainedEdgeAcross( TriangulationPoint p ) { return EdgeIsConstrained[ IndexOf(p) ]; }
|
||||
public void SetConstrainedEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+2)%3] = ce; }
|
||||
public void SetConstrainedEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+1)%3] = ce; }
|
||||
public void SetConstrainedEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsConstrained[ IndexOf(p) ] = ce; }
|
||||
|
||||
public bool GetDelaunayEdgeCCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+2)%3]; }
|
||||
public bool GetDelaunayEdgeCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+1)%3]; }
|
||||
public bool GetDelaunayEdgeAcross( TriangulationPoint p ) { return EdgeIsDelaunay[ IndexOf(p) ]; }
|
||||
public void SetDelaunayEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+2)%3] = ce; }
|
||||
public void SetDelaunayEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+1)%3] = ce; }
|
||||
public void SetDelaunayEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[ IndexOf(p) ] = ce; }
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec676d2a8ccecde4f8eb0d32aeaafb98
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9db8260d0bbb07e4bb0356d0b21fbc20
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+133
@@ -0,0 +1,133 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Removed BST code, but not all artifacts of it
|
||||
/// Future possibilities
|
||||
/// Eliminate Add/RemoveNode ?
|
||||
/// Comments comments and more comments!
|
||||
|
||||
using System.Text;
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
/**
|
||||
* @author Thomas Åhlen ([email protected])
|
||||
*/
|
||||
class AdvancingFront {
|
||||
public AdvancingFrontNode Head;
|
||||
public AdvancingFrontNode Tail;
|
||||
protected AdvancingFrontNode Search;
|
||||
|
||||
public AdvancingFront( AdvancingFrontNode head, AdvancingFrontNode tail ) {
|
||||
this.Head = head;
|
||||
this.Tail = tail;
|
||||
this.Search = head;
|
||||
AddNode(head);
|
||||
AddNode(tail);
|
||||
}
|
||||
|
||||
public void AddNode( AdvancingFrontNode node ) { }
|
||||
public void RemoveNode( AdvancingFrontNode node ) { }
|
||||
|
||||
public override string ToString() {
|
||||
StringBuilder sb = new StringBuilder();
|
||||
AdvancingFrontNode node = Head;
|
||||
while (node != Tail) {
|
||||
sb.Append(node.Point.X).Append("->");
|
||||
node = node.Next;
|
||||
}
|
||||
sb.Append(Tail.Point.X);
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// MM: This seems to be used by LocateNode to guess a position in the implicit linked list of AdvancingFrontNodes near x
|
||||
/// Removed an overload that depended on this being exact
|
||||
/// </summary>
|
||||
private AdvancingFrontNode FindSearchNode( double x ) {
|
||||
return Search;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// We use a balancing tree to locate a node smaller or equal to given key value (in theory)
|
||||
/// </summary>
|
||||
public AdvancingFrontNode LocateNode( TriangulationPoint point ) {
|
||||
return LocateNode(point.X);
|
||||
}
|
||||
|
||||
private AdvancingFrontNode LocateNode( double x ) {
|
||||
AdvancingFrontNode node = FindSearchNode(x);
|
||||
if (x < node.Value) {
|
||||
while ((node = node.Prev) != null)
|
||||
if (x >= node.Value) {
|
||||
Search = node;
|
||||
return node;
|
||||
}
|
||||
} else {
|
||||
while ((node = node.Next) != null)
|
||||
if (x < node.Value) {
|
||||
Search = node.Prev;
|
||||
return node.Prev;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This implementation will use simple node traversal algorithm to find a point on the front
|
||||
/// </summary>
|
||||
public AdvancingFrontNode LocatePoint( TriangulationPoint point ) {
|
||||
double px = point.X;
|
||||
AdvancingFrontNode node = FindSearchNode(px);
|
||||
double nx = node.Point.X;
|
||||
|
||||
if (px == nx) {
|
||||
if (point != node.Point) {
|
||||
// We might have two nodes with same x value for a short time
|
||||
if (point == node.Prev.Point) {
|
||||
node = node.Prev;
|
||||
} else if (point == node.Next.Point) {
|
||||
node = node.Next;
|
||||
} else {
|
||||
throw new Exception("Failed to find Node for given afront point");
|
||||
}
|
||||
}
|
||||
} else if (px < nx) {
|
||||
while ((node = node.Prev) != null) if (point == node.Point) break;
|
||||
} else {
|
||||
while ((node = node.Next) != null) if (point == node.Point) break;
|
||||
}
|
||||
Search = node;
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53aa5497892312842a4c059529cd2397
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+54
@@ -0,0 +1,54 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Removed getters
|
||||
/// Has* turned into attributes
|
||||
/// Future possibilities
|
||||
/// Comments!
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class AdvancingFrontNode {
|
||||
public AdvancingFrontNode Next;
|
||||
public AdvancingFrontNode Prev;
|
||||
public double Value;
|
||||
public TriangulationPoint Point;
|
||||
public DelaunayTriangle Triangle;
|
||||
|
||||
public AdvancingFrontNode(TriangulationPoint point) {
|
||||
this.Point = point;
|
||||
Value = point.X;
|
||||
}
|
||||
|
||||
public bool HasNext { get { return Next != null; } }
|
||||
public bool HasPrev { get { return Prev != null; } }
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d6fbeb339bff0f4cb3744bd60aec40f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+908
@@ -0,0 +1,908 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
|
||||
* Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
|
||||
* International Journal of Geographical Information Science
|
||||
*
|
||||
* "FlipScan" Constrained Edge Algorithm invented by author of this code.
|
||||
*
|
||||
* Author: Thomas Åhlén, [email protected]
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Turned DTSweep into a static class
|
||||
/// Lots of deindentation via early bailout
|
||||
/// Future possibilities
|
||||
/// Comments!
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
static class DTSweep {
|
||||
private const double PI_div2 = Math.PI / 2;
|
||||
private const double PI_3div4 = 3 * Math.PI / 4;
|
||||
|
||||
/// <summary>
|
||||
/// Triangulate simple polygon with holes
|
||||
/// </summary>
|
||||
public static void Triangulate( DTSweepContext tcx ) {
|
||||
tcx.CreateAdvancingFront();
|
||||
|
||||
Sweep(tcx);
|
||||
|
||||
// TODO: remove temporary
|
||||
// Check if the sweep algorithm is legalize robust
|
||||
// By doing a legalize on all triangles and see if anything happens
|
||||
// we know if the sweep algorithm missed some legalizations
|
||||
// Console.WriteLine("============================");
|
||||
// foreach ( DelaunayTriangle t in tcx.Triangles )
|
||||
// {
|
||||
// if( Legalize( tcx, t ) )
|
||||
// {
|
||||
// tcx.getDebugContext().setPrimaryTriangle( t );
|
||||
// Console.WriteLine("[FIX] Triangle needed legalization after sweep");
|
||||
// }
|
||||
// }
|
||||
|
||||
// Finalize triangulation
|
||||
if (tcx.TriangulationMode == TriangulationMode.Polygon) {
|
||||
FinalizationPolygon(tcx);
|
||||
} else {
|
||||
FinalizationConvexHull(tcx);
|
||||
}
|
||||
|
||||
tcx.Done();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start sweeping the Y-sorted point set from bottom to top
|
||||
/// </summary>
|
||||
private static void Sweep( DTSweepContext tcx ) {
|
||||
var points = tcx.Points;
|
||||
TriangulationPoint point;
|
||||
AdvancingFrontNode node;
|
||||
|
||||
for (int i = 1; i < points.Count; i++) {
|
||||
point = points[i];
|
||||
|
||||
node = PointEvent(tcx, point);
|
||||
|
||||
if (point.HasEdges) foreach (DTSweepConstraint e in point.Edges) {
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveConstraint = e;
|
||||
EdgeEvent(tcx, e, node);
|
||||
}
|
||||
tcx.Update(null);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
|
||||
/// </summary>
|
||||
private static void FinalizationConvexHull( DTSweepContext tcx ) {
|
||||
AdvancingFrontNode n1, n2;
|
||||
DelaunayTriangle t1;
|
||||
TriangulationPoint first, p1;
|
||||
|
||||
n1 = tcx.Front.Head.Next;
|
||||
n2 = n1.Next;
|
||||
first = n1.Point;
|
||||
|
||||
TurnAdvancingFrontConvex(tcx, n1, n2);
|
||||
|
||||
n1 = tcx.Front.Tail.Prev;
|
||||
if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point)) {
|
||||
t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
|
||||
RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
|
||||
tcx.MapTriangleToNodes(n1.Triangle);
|
||||
tcx.MapTriangleToNodes(t1);
|
||||
}
|
||||
n1 = tcx.Front.Head.Next;
|
||||
if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point)) {
|
||||
t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
|
||||
RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
|
||||
tcx.MapTriangleToNodes(n1.Triangle);
|
||||
tcx.MapTriangleToNodes(t1);
|
||||
}
|
||||
|
||||
// TODO: implement ConvexHull for lower right and left boundary
|
||||
// Lower right boundary
|
||||
first = tcx.Front.Head.Point;
|
||||
n2 = tcx.Front.Tail.Prev;
|
||||
t1 = n2.Triangle;
|
||||
p1 = n2.Point;
|
||||
do {
|
||||
tcx.RemoveFromList(t1);
|
||||
p1 = t1.PointCCWFrom(p1);
|
||||
if (p1 == first) break;
|
||||
t1 = t1.NeighborCCWFrom(p1);
|
||||
} while (true);
|
||||
|
||||
// Lower left boundary
|
||||
first = tcx.Front.Head.Next.Point;
|
||||
p1 = t1.PointCWFrom(tcx.Front.Head.Point);
|
||||
t1 = t1.NeighborCWFrom(tcx.Front.Head.Point);
|
||||
do {
|
||||
tcx.RemoveFromList(t1);
|
||||
p1 = t1.PointCCWFrom(p1);
|
||||
t1 = t1.NeighborCCWFrom(p1);
|
||||
} while (p1 != first);
|
||||
|
||||
tcx.FinalizeTriangulation();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// We will traverse the entire advancing front and fill it to form a convex hull.
|
||||
/// </summary>
|
||||
private static void TurnAdvancingFrontConvex( DTSweepContext tcx, AdvancingFrontNode b, AdvancingFrontNode c ) {
|
||||
AdvancingFrontNode first = b;
|
||||
while (c != tcx.Front.Tail) {
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = c;
|
||||
|
||||
if (TriangulationUtil.Orient2d(b.Point, c.Point, c.Next.Point) == Orientation.CCW) {
|
||||
// [b,c,d] Concave - fill around c
|
||||
Fill(tcx, c);
|
||||
c = c.Next;
|
||||
} else {
|
||||
// [b,c,d] Convex
|
||||
if (b != first && TriangulationUtil.Orient2d(b.Prev.Point, b.Point, c.Point) == Orientation.CCW) {
|
||||
// [a,b,c] Concave - fill around b
|
||||
Fill(tcx, b);
|
||||
b = b.Prev;
|
||||
} else {
|
||||
// [a,b,c] Convex - nothing to fill
|
||||
b = c;
|
||||
c = c.Next;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FinalizationPolygon( DTSweepContext tcx ) {
|
||||
// Get an Internal triangle to start with
|
||||
DelaunayTriangle t = tcx.Front.Head.Next.Triangle;
|
||||
TriangulationPoint p = tcx.Front.Head.Next.Point;
|
||||
while (!t.GetConstrainedEdgeCW(p)) t = t.NeighborCCWFrom(p);
|
||||
|
||||
// Collect interior triangles constrained by edges
|
||||
tcx.MeshClean(t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find closes node to the left of the new point and
|
||||
/// create a new triangle. If needed new holes and basins
|
||||
/// will be filled to.
|
||||
/// </summary>
|
||||
private static AdvancingFrontNode PointEvent( DTSweepContext tcx, TriangulationPoint point ) {
|
||||
AdvancingFrontNode node, newNode;
|
||||
|
||||
node = tcx.LocateNode(point);
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
|
||||
newNode = NewFrontTriangle(tcx, point, node);
|
||||
|
||||
// Only need to check +epsilon since point never have smaller
|
||||
// x value than node due to how we fetch nodes from the front
|
||||
if (point.X <= node.Point.X + TriangulationUtil.EPSILON) Fill(tcx, node);
|
||||
|
||||
tcx.AddNode(newNode);
|
||||
|
||||
FillAdvancingFront(tcx, newNode);
|
||||
return newNode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new front triangle and legalize it
|
||||
/// </summary>
|
||||
private static AdvancingFrontNode NewFrontTriangle( DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node ) {
|
||||
AdvancingFrontNode newNode;
|
||||
DelaunayTriangle triangle;
|
||||
|
||||
triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);
|
||||
triangle.MarkNeighbor(node.Triangle);
|
||||
tcx.Triangles.Add(triangle);
|
||||
|
||||
newNode = new AdvancingFrontNode(point);
|
||||
newNode.Next = node.Next;
|
||||
newNode.Prev = node;
|
||||
node.Next.Prev = newNode;
|
||||
node.Next = newNode;
|
||||
|
||||
tcx.AddNode(newNode); // XXX: BST
|
||||
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = newNode;
|
||||
|
||||
if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
|
||||
|
||||
return newNode;
|
||||
}
|
||||
|
||||
private static void EdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
try
|
||||
{
|
||||
tcx.EdgeEvent.ConstrainedEdge = edge;
|
||||
tcx.EdgeEvent.Right = edge.P.X > edge.Q.X;
|
||||
|
||||
if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = node.Triangle; }
|
||||
|
||||
if (IsEdgeSideOfTriangle(node.Triangle, edge.P, edge.Q))
|
||||
return;
|
||||
|
||||
// For now we will do all needed filling
|
||||
// TODO: integrate with flip process might give some better performance
|
||||
// but for now this avoid the issue with cases that needs both flips and fills
|
||||
FillEdgeEvent(tcx, edge, node);
|
||||
|
||||
EdgeEvent(tcx, edge.P, edge.Q, node.Triangle, edge.Q);
|
||||
}
|
||||
catch { }
|
||||
// catch (PointOnEdgeException e)
|
||||
// {
|
||||
// //Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) );
|
||||
// throw;
|
||||
// }
|
||||
}
|
||||
|
||||
private static void FillEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
if (tcx.EdgeEvent.Right) {
|
||||
FillRightAboveEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
FillLeftAboveEdgeEvent(tcx, edge, node);
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillRightConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
Fill(tcx, node.Next);
|
||||
if (node.Next.Point != edge.P) {
|
||||
// Next above or below edge?
|
||||
if (TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P) == Orientation.CCW) {
|
||||
// Below
|
||||
if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
|
||||
// Next is concave
|
||||
FillRightConcaveEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
// Next is convex
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillRightConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
// Next concave or convex?
|
||||
if (TriangulationUtil.Orient2d(node.Next.Point, node.Next.Next.Point, node.Next.Next.Next.Point) == Orientation.CCW) {
|
||||
// Concave
|
||||
FillRightConcaveEdgeEvent(tcx, edge, node.Next);
|
||||
} else {
|
||||
// Convex
|
||||
// Next above or below edge?
|
||||
if (TriangulationUtil.Orient2d(edge.Q, node.Next.Next.Point, edge.P) == Orientation.CCW) {
|
||||
// Below
|
||||
FillRightConvexEdgeEvent(tcx, edge, node.Next);
|
||||
} else {
|
||||
// Above
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillRightBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
|
||||
|
||||
if (node.Point.X < edge.P.X) { // needed?
|
||||
if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
|
||||
// Concave
|
||||
FillRightConcaveEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
// Convex
|
||||
FillRightConvexEdgeEvent(tcx, edge, node);
|
||||
// Retry this one
|
||||
FillRightBelowEdgeEvent(tcx, edge, node);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillRightAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
while (node.Next.Point.X < edge.P.X) {
|
||||
if (tcx.IsDebugEnabled) { tcx.DTDebugContext.ActiveNode = node; }
|
||||
// Check if next node is below the edge
|
||||
Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P);
|
||||
if (o1 == Orientation.CCW) {
|
||||
FillRightBelowEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
node = node.Next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillLeftConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
// Next concave or convex?
|
||||
if (TriangulationUtil.Orient2d(node.Prev.Point, node.Prev.Prev.Point, node.Prev.Prev.Prev.Point) == Orientation.CW) {
|
||||
// Concave
|
||||
FillLeftConcaveEdgeEvent(tcx, edge, node.Prev);
|
||||
} else {
|
||||
// Convex
|
||||
// Next above or below edge?
|
||||
if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Prev.Point, edge.P) == Orientation.CW) {
|
||||
// Below
|
||||
FillLeftConvexEdgeEvent(tcx, edge, node.Prev);
|
||||
} else {
|
||||
// Above
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillLeftConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
Fill(tcx, node.Prev);
|
||||
if (node.Prev.Point != edge.P) {
|
||||
// Next above or below edge?
|
||||
if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P) == Orientation.CW) {
|
||||
// Below
|
||||
if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
|
||||
// Next is concave
|
||||
FillLeftConcaveEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
// Next is convex
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillLeftBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
|
||||
|
||||
if (node.Point.X > edge.P.X) {
|
||||
if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
|
||||
// Concave
|
||||
FillLeftConcaveEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
// Convex
|
||||
FillLeftConvexEdgeEvent(tcx, edge, node);
|
||||
// Retry this one
|
||||
FillLeftBelowEdgeEvent(tcx, edge, node);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private static void FillLeftAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
|
||||
while (node.Prev.Point.X > edge.P.X) {
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
|
||||
// Check if next node is below the edge
|
||||
Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P);
|
||||
if (o1 == Orientation.CW) {
|
||||
FillLeftBelowEdgeEvent(tcx, edge, node);
|
||||
} else {
|
||||
node = node.Prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsEdgeSideOfTriangle( DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq ) {
|
||||
int index = triangle.EdgeIndex(ep, eq);
|
||||
if ( index == -1 ) return false;
|
||||
triangle.MarkConstrainedEdge(index);
|
||||
triangle = triangle.Neighbors[index];
|
||||
if (triangle != null) triangle.MarkConstrainedEdge(ep, eq);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void EdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point ) {
|
||||
TriangulationPoint p1, p2;
|
||||
|
||||
if (tcx.IsDebugEnabled) tcx.DTDebugContext.PrimaryTriangle=triangle;
|
||||
|
||||
if (IsEdgeSideOfTriangle(triangle, ep, eq)) return;
|
||||
|
||||
p1 = triangle.PointCCWFrom(point);
|
||||
Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
|
||||
if (o1 == Orientation.Collinear) {
|
||||
// TODO: Split edge in two
|
||||
//// splitEdge( ep, eq, p1 );
|
||||
// edgeEvent( tcx, p1, eq, triangle, point );
|
||||
// edgeEvent( tcx, ep, p1, triangle, p1 );
|
||||
// return;
|
||||
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p1,ep);
|
||||
}
|
||||
|
||||
p2 = triangle.PointCWFrom(point);
|
||||
Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
|
||||
if (o2 == Orientation.Collinear) {
|
||||
// TODO: Split edge in two
|
||||
// edgeEvent( tcx, p2, eq, triangle, point );
|
||||
// edgeEvent( tcx, ep, p2, triangle, p2 );
|
||||
// return;
|
||||
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p2,ep);
|
||||
}
|
||||
|
||||
if (o1 == o2) {
|
||||
// Need to decide if we are rotating CW or CCW to get to a triangle
|
||||
// that will cross edge
|
||||
if (o1 == Orientation.CW) {
|
||||
triangle = triangle.NeighborCCWFrom(point);
|
||||
} else {
|
||||
triangle = triangle.NeighborCWFrom(point);
|
||||
}
|
||||
EdgeEvent(tcx, ep, eq, triangle, point);
|
||||
} else {
|
||||
// This triangle crosses constraint so lets flippin start!
|
||||
FlipEdgeEvent(tcx, ep, eq, triangle, point);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// In the case of a pointset with some constraint edges. If a triangle side is collinear
|
||||
/// with a part of the constraint we split the constraint into two constraints. This could
|
||||
/// happen when the given constraint migth intersect a point in the set.<br>
|
||||
/// This can never happen in the case when we are working with a polygon.
|
||||
///
|
||||
/// Think of two triangles that have non shared sides that are collinear and the constraint
|
||||
/// is set from a point in triangle A to a point in triangle B so that the constraint is
|
||||
/// the union of both those sides. We then have to split the constraint into two so we get
|
||||
/// one constraint for each triangle.
|
||||
/// </summary>
|
||||
/// <param name="ep"></param>
|
||||
/// <param name="eq"></param>
|
||||
/// <param name="p">point on the edge between ep->eq</param>
|
||||
private static void SplitEdge( TriangulationPoint ep, TriangulationPoint eq, TriangulationPoint p ) {
|
||||
DTSweepConstraint edge = eq.Edges.First( e => e.Q==ep || e.P==ep );
|
||||
edge.P = p;
|
||||
new DTSweepConstraint(ep, p); // Et tu, Brute? --MM
|
||||
|
||||
// // Redo this edge now that we have split the constraint
|
||||
// newEdgeEvent( tcx, edge, triangle, point );
|
||||
// // Continue with new edge
|
||||
// newEdgeEvent( tcx, edge, triangle, p2 );
|
||||
}
|
||||
|
||||
private static void FlipEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p ) {
|
||||
DelaunayTriangle ot = t.NeighborAcrossFrom(p);
|
||||
TriangulationPoint op = ot.OppositePoint(t, p);
|
||||
|
||||
if (ot == null) {
|
||||
// If we want to integrate the fillEdgeEvent do it here
|
||||
// With current implementation we should never get here
|
||||
throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
|
||||
}
|
||||
|
||||
if (tcx.IsDebugEnabled) {
|
||||
tcx.DTDebugContext.PrimaryTriangle = t;
|
||||
tcx.DTDebugContext.SecondaryTriangle = ot;
|
||||
} // TODO: remove
|
||||
|
||||
bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), op);
|
||||
if (inScanArea) {
|
||||
// Lets rotate shared edge one vertex CW
|
||||
RotateTrianglePair(t, p, ot, op);
|
||||
tcx.MapTriangleToNodes(t);
|
||||
tcx.MapTriangleToNodes(ot);
|
||||
|
||||
if (p == eq && op == ep) {
|
||||
if (eq == tcx.EdgeEvent.ConstrainedEdge.Q
|
||||
&& ep == tcx.EdgeEvent.ConstrainedEdge.P) {
|
||||
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
|
||||
t.MarkConstrainedEdge(ep, eq);
|
||||
ot.MarkConstrainedEdge(ep, eq);
|
||||
Legalize(tcx, t);
|
||||
Legalize(tcx, ot);
|
||||
} else {
|
||||
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
|
||||
// XXX: I think one of the triangles should be legalized here?
|
||||
}
|
||||
} else {
|
||||
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
|
||||
Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
|
||||
t = NextFlipTriangle(tcx, o, t, ot, p, op);
|
||||
FlipEdgeEvent(tcx, ep, eq, t, p);
|
||||
}
|
||||
} else {
|
||||
TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
|
||||
FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
|
||||
EdgeEvent(tcx, ep, eq, t, p);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we need to traverse from one triangle to the next we need
|
||||
/// the point in current triangle that is the opposite point to the next
|
||||
/// triangle.
|
||||
/// </summary>
|
||||
private static TriangulationPoint NextFlipPoint( TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op ) {
|
||||
Orientation o2d = TriangulationUtil.Orient2d(eq, op, ep);
|
||||
switch ( o2d ) {
|
||||
case Orientation.CW: return ot.PointCCWFrom(op);
|
||||
case Orientation.CCW: return ot.PointCWFrom(op);
|
||||
case Orientation.Collinear:
|
||||
// TODO: implement support for point on constraint edge
|
||||
throw new PointOnEdgeException("Point on constrained edge not supported yet",eq,op,ep);
|
||||
default:
|
||||
throw new NotImplementedException("Orientation not handled");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// After a flip we have two triangles and know that only one will still be
|
||||
/// intersecting the edge. So decide which to contiune with and legalize the other
|
||||
/// </summary>
|
||||
/// <param name="tcx"></param>
|
||||
/// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
|
||||
/// <param name="t">triangle 1</param>
|
||||
/// <param name="ot">triangle 2</param>
|
||||
/// <param name="p">a point shared by both triangles</param>
|
||||
/// <param name="op">another point shared by both triangles</param>
|
||||
/// <returns>returns the triangle still intersecting the edge</returns>
|
||||
private static DelaunayTriangle NextFlipTriangle( DTSweepContext tcx, Orientation o, DelaunayTriangle t, DelaunayTriangle ot, TriangulationPoint p, TriangulationPoint op ) {
|
||||
int edgeIndex;
|
||||
if (o == Orientation.CCW) {
|
||||
// ot is not crossing edge after flip
|
||||
edgeIndex = ot.EdgeIndex(p, op);
|
||||
ot.EdgeIsDelaunay[edgeIndex] = true;
|
||||
Legalize(tcx, ot);
|
||||
ot.EdgeIsDelaunay.Clear();
|
||||
return t;
|
||||
}
|
||||
// t is not crossing edge after flip
|
||||
edgeIndex = t.EdgeIndex(p, op);
|
||||
t.EdgeIsDelaunay[edgeIndex] = true;
|
||||
Legalize(tcx, t);
|
||||
t.EdgeIsDelaunay.Clear();
|
||||
return ot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scan part of the FlipScan algorithm<br>
|
||||
/// When a triangle pair isn't flippable we will scan for the next
|
||||
/// point that is inside the flip triangle scan area. When found
|
||||
/// we generate a new flipEdgeEvent
|
||||
/// </summary>
|
||||
/// <param name="tcx"></param>
|
||||
/// <param name="ep">last point on the edge we are traversing</param>
|
||||
/// <param name="eq">first point on the edge we are traversing</param>
|
||||
/// <param name="flipTriangle">the current triangle sharing the point eq with edge</param>
|
||||
/// <param name="t"></param>
|
||||
/// <param name="p"></param>
|
||||
private static void FlipScanEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle flipTriangle, DelaunayTriangle t, TriangulationPoint p ) {
|
||||
DelaunayTriangle ot;
|
||||
TriangulationPoint op, newP;
|
||||
bool inScanArea;
|
||||
|
||||
ot = t.NeighborAcrossFrom(p);
|
||||
op = ot.OppositePoint(t, p);
|
||||
|
||||
if (ot == null) {
|
||||
// If we want to integrate the fillEdgeEvent do it here
|
||||
// With current implementation we should never get here
|
||||
throw new Exception("[BUG:FIXME] FLIP failed due to missing triangle");
|
||||
}
|
||||
|
||||
if (tcx.IsDebugEnabled) {
|
||||
Console.WriteLine("[FLIP:SCAN] - scan next point"); // TODO: remove
|
||||
tcx.DTDebugContext.PrimaryTriangle = t;
|
||||
tcx.DTDebugContext.SecondaryTriangle = ot;
|
||||
}
|
||||
|
||||
inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), op);
|
||||
if (inScanArea) {
|
||||
// flip with new edge op->eq
|
||||
FlipEdgeEvent(tcx, eq, op, ot, op);
|
||||
// TODO: Actually I just figured out that it should be possible to
|
||||
// improve this by getting the next ot and op before the the above
|
||||
// flip and continue the flipScanEdgeEvent here
|
||||
// set new ot and op here and loop back to inScanArea test
|
||||
// also need to set a new flipTriangle first
|
||||
// Turns out at first glance that this is somewhat complicated
|
||||
// so it will have to wait.
|
||||
} else {
|
||||
newP = NextFlipPoint(ep, eq, ot, op);
|
||||
FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills holes in the Advancing Front
|
||||
/// </summary>
|
||||
private static void FillAdvancingFront( DTSweepContext tcx, AdvancingFrontNode n ) {
|
||||
AdvancingFrontNode node;
|
||||
double angle;
|
||||
|
||||
// Fill right holes
|
||||
node = n.Next;
|
||||
while (node.HasNext) {
|
||||
angle = HoleAngle(node);
|
||||
if (angle > PI_div2 || angle < -PI_div2) break;
|
||||
Fill(tcx, node);
|
||||
node = node.Next;
|
||||
}
|
||||
|
||||
// Fill left holes
|
||||
node = n.Prev;
|
||||
while (node.HasPrev) {
|
||||
angle = HoleAngle(node);
|
||||
if (angle > PI_div2 || angle < -PI_div2) break;
|
||||
Fill(tcx, node);
|
||||
node = node.Prev;
|
||||
}
|
||||
|
||||
// Fill right basins
|
||||
if (n.HasNext && n.Next.HasNext) {
|
||||
angle = BasinAngle(n);
|
||||
if (angle < PI_3div4) FillBasin(tcx, n);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills a basin that has formed on the Advancing Front to the right
|
||||
/// of given node.<br>
|
||||
/// First we decide a left,bottom and right node that forms the
|
||||
/// boundaries of the basin. Then we do a reqursive fill.
|
||||
/// </summary>
|
||||
/// <param name="tcx"></param>
|
||||
/// <param name="node">starting node, this or next node will be left node</param>
|
||||
private static void FillBasin( DTSweepContext tcx, AdvancingFrontNode node ) {
|
||||
if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
|
||||
// tcx.basin.leftNode = node.next.next;
|
||||
tcx.Basin.leftNode = node;
|
||||
} else {
|
||||
tcx.Basin.leftNode = node.Next;
|
||||
}
|
||||
|
||||
// Find the bottom and right node
|
||||
tcx.Basin.bottomNode = tcx.Basin.leftNode;
|
||||
while (tcx.Basin.bottomNode.HasNext && tcx.Basin.bottomNode.Point.Y >= tcx.Basin.bottomNode.Next.Point.Y) tcx.Basin.bottomNode = tcx.Basin.bottomNode.Next;
|
||||
|
||||
if (tcx.Basin.bottomNode == tcx.Basin.leftNode) return; // No valid basin
|
||||
|
||||
tcx.Basin.rightNode = tcx.Basin.bottomNode;
|
||||
while (tcx.Basin.rightNode.HasNext && tcx.Basin.rightNode.Point.Y < tcx.Basin.rightNode.Next.Point.Y) tcx.Basin.rightNode = tcx.Basin.rightNode.Next;
|
||||
|
||||
if (tcx.Basin.rightNode == tcx.Basin.bottomNode) return; // No valid basins
|
||||
|
||||
tcx.Basin.width = tcx.Basin.rightNode.Point.X - tcx.Basin.leftNode.Point.X;
|
||||
tcx.Basin.leftHighest = tcx.Basin.leftNode.Point.Y > tcx.Basin.rightNode.Point.Y;
|
||||
|
||||
FillBasinReq(tcx, tcx.Basin.bottomNode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursive algorithm to fill a Basin with triangles
|
||||
/// </summary>
|
||||
private static void FillBasinReq( DTSweepContext tcx, AdvancingFrontNode node ) {
|
||||
if (IsShallow(tcx, node)) return; // if shallow stop filling
|
||||
|
||||
Fill(tcx, node);
|
||||
if (node.Prev == tcx.Basin.leftNode && node.Next == tcx.Basin.rightNode) {
|
||||
return;
|
||||
} else if (node.Prev == tcx.Basin.leftNode) {
|
||||
Orientation o = TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point);
|
||||
if (o == Orientation.CW) return;
|
||||
node = node.Next;
|
||||
} else if (node.Next == tcx.Basin.rightNode) {
|
||||
Orientation o = TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point);
|
||||
if (o == Orientation.CCW) return;
|
||||
node = node.Prev;
|
||||
} else {
|
||||
// Continue with the neighbor node with lowest Y value
|
||||
if (node.Prev.Point.Y < node.Next.Point.Y) {
|
||||
node = node.Prev;
|
||||
} else {
|
||||
node = node.Next;
|
||||
}
|
||||
}
|
||||
FillBasinReq(tcx, node);
|
||||
}
|
||||
|
||||
private static bool IsShallow( DTSweepContext tcx, AdvancingFrontNode node ) {
|
||||
double height;
|
||||
|
||||
if (tcx.Basin.leftHighest) {
|
||||
height = tcx.Basin.leftNode.Point.Y - node.Point.Y;
|
||||
} else {
|
||||
height = tcx.Basin.rightNode.Point.Y - node.Point.Y;
|
||||
}
|
||||
if (tcx.Basin.width > height) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ???
|
||||
/// </summary>
|
||||
/// <param name="node">middle node</param>
|
||||
/// <returns>the angle between 3 front nodes</returns>
|
||||
private static double HoleAngle( AdvancingFrontNode node ) {
|
||||
// XXX: do we really need a signed angle for holeAngle?
|
||||
// could possible save some cycles here
|
||||
/* Complex plane
|
||||
* ab = cosA +i*sinA
|
||||
* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
|
||||
* atan2(y,x) computes the principal value of the argument function
|
||||
* applied to the complex number x+iy
|
||||
* Where x = ax*bx + ay*by
|
||||
* y = ax*by - ay*bx
|
||||
*/
|
||||
double px = node.Point.X;
|
||||
double py = node.Point.Y;
|
||||
double ax = node.Next.Point.X - px;
|
||||
double ay = node.Next.Point.Y - py;
|
||||
double bx = node.Prev.Point.X - px;
|
||||
double by = node.Prev.Point.Y - py;
|
||||
return Math.Atan2(ax * by - ay * bx, ax * bx + ay * by);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The basin angle is decided against the horizontal line [1,0]
|
||||
/// </summary>
|
||||
private static double BasinAngle( AdvancingFrontNode node ) {
|
||||
double ax = node.Point.X - node.Next.Next.Point.X;
|
||||
double ay = node.Point.Y - node.Next.Next.Point.Y;
|
||||
return Math.Atan2(ay, ax);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a triangle to the advancing front to fill a hole.
|
||||
/// </summary>
|
||||
/// <param name="tcx"></param>
|
||||
/// <param name="node">middle node, that is the bottom of the hole</param>
|
||||
private static void Fill( DTSweepContext tcx, AdvancingFrontNode node ) {
|
||||
DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);
|
||||
// TODO: should copy the cEdge value from neighbor triangles
|
||||
// for now cEdge values are copied during the legalize
|
||||
triangle.MarkNeighbor(node.Prev.Triangle);
|
||||
triangle.MarkNeighbor(node.Triangle);
|
||||
tcx.Triangles.Add(triangle);
|
||||
|
||||
// Update the advancing front
|
||||
node.Prev.Next = node.Next;
|
||||
node.Next.Prev = node.Prev;
|
||||
tcx.RemoveNode(node);
|
||||
|
||||
// If it was legalized the triangle has already been mapped
|
||||
if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if triangle was legalized
|
||||
/// </summary>
|
||||
private static bool Legalize( DTSweepContext tcx, DelaunayTriangle t ) {
|
||||
// To legalize a triangle we start by finding if any of the three edges
|
||||
// violate the Delaunay condition
|
||||
for (int i = 0; i < 3; i++) {
|
||||
// TODO: fix so that cEdge is always valid when creating new triangles then we can check it here
|
||||
// instead of below with ot
|
||||
if (t.EdgeIsDelaunay[i]) continue;
|
||||
|
||||
DelaunayTriangle ot = t.Neighbors[i];
|
||||
if (ot == null) continue;
|
||||
|
||||
TriangulationPoint p = t.Points[i];
|
||||
TriangulationPoint op = ot.OppositePoint(t, p);
|
||||
int oi = ot.IndexOf(op);
|
||||
// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
|
||||
// then we should not try to legalize
|
||||
if (ot.EdgeIsConstrained[oi] || ot.EdgeIsDelaunay[oi]) {
|
||||
t.EdgeIsConstrained[i] = ot.EdgeIsConstrained[oi]; // XXX: have no good way of setting this property when creating new triangles so lets set it here
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TriangulationUtil.SmartIncircle(p,t.PointCCWFrom(p),t.PointCWFrom(p),op)) continue;
|
||||
|
||||
// Lets mark this shared edge as Delaunay
|
||||
t.EdgeIsDelaunay[i] = true;
|
||||
ot.EdgeIsDelaunay[oi] = true;
|
||||
|
||||
// Lets rotate shared edge one vertex CW to legalize it
|
||||
RotateTrianglePair(t, p, ot, op);
|
||||
|
||||
// We now got one valid Delaunay Edge shared by two triangles
|
||||
// This gives us 4 new edges to check for Delaunay
|
||||
|
||||
// Make sure that triangle to node mapping is done only one time for a specific triangle
|
||||
if (!Legalize(tcx, t)) tcx.MapTriangleToNodes(t);
|
||||
if (!Legalize(tcx, ot)) tcx.MapTriangleToNodes(ot);
|
||||
|
||||
// Reset the Delaunay edges, since they only are valid Delaunay edges
|
||||
// until we add a new triangle or point.
|
||||
// XXX: need to think about this. Can these edges be tried after we
|
||||
// return to previous recursive level?
|
||||
t.EdgeIsDelaunay[i] = false;
|
||||
ot.EdgeIsDelaunay[oi] = false;
|
||||
|
||||
// If triangle have been legalized no need to check the other edges since
|
||||
// the recursive legalization will handles those so we can end here.
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates a triangle pair one vertex CW
|
||||
/// n2 n2
|
||||
/// P +-----+ P +-----+
|
||||
/// | t /| |\ t |
|
||||
/// | / | | \ |
|
||||
/// n1| / |n3 n1| \ |n3
|
||||
/// | / | after CW | \ |
|
||||
/// |/ oT | | oT \|
|
||||
/// +-----+ oP +-----+
|
||||
/// n4 n4
|
||||
/// </summary>
|
||||
private static void RotateTrianglePair( DelaunayTriangle t, TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op ) {
|
||||
DelaunayTriangle n1, n2, n3, n4;
|
||||
n1 = t.NeighborCCWFrom(p);
|
||||
n2 = t.NeighborCWFrom(p);
|
||||
n3 = ot.NeighborCCWFrom(op);
|
||||
n4 = ot.NeighborCWFrom(op);
|
||||
|
||||
bool ce1, ce2, ce3, ce4;
|
||||
ce1 = t.GetConstrainedEdgeCCW(p);
|
||||
ce2 = t.GetConstrainedEdgeCW(p);
|
||||
ce3 = ot.GetConstrainedEdgeCCW(op);
|
||||
ce4 = ot.GetConstrainedEdgeCW(op);
|
||||
|
||||
bool de1, de2, de3, de4;
|
||||
de1 = t.GetDelaunayEdgeCCW(p);
|
||||
de2 = t.GetDelaunayEdgeCW(p);
|
||||
de3 = ot.GetDelaunayEdgeCCW(op);
|
||||
de4 = ot.GetDelaunayEdgeCW(op);
|
||||
|
||||
t.Legalize(p, op);
|
||||
ot.Legalize(op, p);
|
||||
|
||||
// Remap dEdge
|
||||
ot.SetDelaunayEdgeCCW(p, de1);
|
||||
t.SetDelaunayEdgeCW(p, de2);
|
||||
t.SetDelaunayEdgeCCW(op, de3);
|
||||
ot.SetDelaunayEdgeCW(op, de4);
|
||||
|
||||
// Remap cEdge
|
||||
ot.SetConstrainedEdgeCCW(p, ce1);
|
||||
t.SetConstrainedEdgeCW(p, ce2);
|
||||
t.SetConstrainedEdgeCCW(op, ce3);
|
||||
ot.SetConstrainedEdgeCW(op, ce4);
|
||||
|
||||
// Remap neighbors
|
||||
// XXX: might optimize the markNeighbor by keeping track of
|
||||
// what side should be assigned to what neighbor after the
|
||||
// rotation. Now mark neighbor does lots of testing to find
|
||||
// the right side.
|
||||
t.Neighbors.Clear();
|
||||
ot.Neighbors.Clear();
|
||||
if (n1 != null) ot.MarkNeighbor(n1);
|
||||
if (n2 != null) t.MarkNeighbor(n2);
|
||||
if (n3 != null) t.MarkNeighbor(n3);
|
||||
if (n4 != null) ot.MarkNeighbor(n4);
|
||||
t.MarkNeighbor(ot);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b3f77c5dfa698a478ad5d291674b8a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+40
@@ -0,0 +1,40 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DTSweepBasin {
|
||||
public AdvancingFrontNode leftNode;
|
||||
public AdvancingFrontNode bottomNode;
|
||||
public AdvancingFrontNode rightNode;
|
||||
public double width;
|
||||
public bool leftHighest;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6658a80b0b3b964281a5312b39c9203
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+57
@@ -0,0 +1,57 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DTSweepConstraint : TriangulationConstraint {
|
||||
/// <summary>
|
||||
/// Give two points in any order. Will always be ordered so
|
||||
/// that q.y > p.y and q.x > p.x if same y value
|
||||
/// </summary>
|
||||
public DTSweepConstraint( TriangulationPoint p1, TriangulationPoint p2 ) {
|
||||
P = p1;
|
||||
Q = p2;
|
||||
if (p1.Y > p2.Y) {
|
||||
Q = p1;
|
||||
P = p2;
|
||||
} else if (p1.Y == p2.Y) {
|
||||
if (p1.X > p2.X) {
|
||||
Q = p1;
|
||||
P = p2;
|
||||
} else if (p1.X == p2.X) {
|
||||
// logger.info( "Failed to create constraint {}={}", p1, p2 );
|
||||
// throw new DuplicatePointException( p1 + "=" + p2 );
|
||||
// return;
|
||||
}
|
||||
}
|
||||
Q.AddEdge(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2efa3d03c26294747aaa61c2a09ac41f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+197
@@ -0,0 +1,197 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
/**
|
||||
*
|
||||
* @author Thomas Åhlén, [email protected]
|
||||
*
|
||||
*/
|
||||
class DTSweepContext : TriangulationContext {
|
||||
// Inital triangle factor, seed triangle will extend 30% of
|
||||
// PointSet width to both left and right.
|
||||
private readonly float ALPHA = 0.3f;
|
||||
|
||||
public AdvancingFront Front;
|
||||
public TriangulationPoint Head { get; set; }
|
||||
public TriangulationPoint Tail { get; set; }
|
||||
|
||||
public DTSweepBasin Basin = new DTSweepBasin();
|
||||
public DTSweepEdgeEvent EdgeEvent = new DTSweepEdgeEvent();
|
||||
|
||||
private DTSweepPointComparator _comparator = new DTSweepPointComparator();
|
||||
|
||||
public DTSweepContext() {
|
||||
Clear();
|
||||
}
|
||||
|
||||
public override bool IsDebugEnabled { get {
|
||||
return base.IsDebugEnabled;
|
||||
} protected set {
|
||||
if (value && DebugContext == null) DebugContext = new DTSweepDebugContext(this);
|
||||
base.IsDebugEnabled = value;
|
||||
}}
|
||||
|
||||
public void RemoveFromList( DelaunayTriangle triangle ) {
|
||||
Triangles.Remove(triangle);
|
||||
// TODO: remove all neighbor pointers to this triangle
|
||||
// for( int i=0; i<3; i++ )
|
||||
// {
|
||||
// if( triangle.neighbors[i] != null )
|
||||
// {
|
||||
// triangle.neighbors[i].clearNeighbor( triangle );
|
||||
// }
|
||||
// }
|
||||
// triangle.clearNeighbors();
|
||||
}
|
||||
|
||||
public void MeshClean( DelaunayTriangle triangle ) {
|
||||
MeshCleanReq(triangle);
|
||||
}
|
||||
|
||||
private void MeshCleanReq( DelaunayTriangle triangle ) {
|
||||
if (triangle != null && !triangle.IsInterior) {
|
||||
triangle.IsInterior = true;
|
||||
Triangulatable.AddTriangle(triangle);
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (!triangle.EdgeIsConstrained[i])
|
||||
{
|
||||
MeshCleanReq(triangle.Neighbors[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Clear() {
|
||||
base.Clear();
|
||||
Triangles.Clear();
|
||||
}
|
||||
|
||||
public void AddNode( AdvancingFrontNode node ) {
|
||||
// Console.WriteLine( "add:" + node.key + ":" + System.identityHashCode(node.key));
|
||||
// m_nodeTree.put( node.getKey(), node );
|
||||
Front.AddNode(node);
|
||||
}
|
||||
|
||||
public void RemoveNode( AdvancingFrontNode node ) {
|
||||
// Console.WriteLine( "remove:" + node.key + ":" + System.identityHashCode(node.key));
|
||||
// m_nodeTree.delete( node.getKey() );
|
||||
Front.RemoveNode(node);
|
||||
}
|
||||
|
||||
public AdvancingFrontNode LocateNode( TriangulationPoint point ) {
|
||||
return Front.LocateNode(point);
|
||||
}
|
||||
|
||||
public void CreateAdvancingFront() {
|
||||
AdvancingFrontNode head, tail, middle;
|
||||
// Initial triangle
|
||||
DelaunayTriangle iTriangle = new DelaunayTriangle(Points[0], Tail, Head);
|
||||
Triangles.Add(iTriangle);
|
||||
|
||||
head = new AdvancingFrontNode(iTriangle.Points[1]);
|
||||
head.Triangle = iTriangle;
|
||||
middle = new AdvancingFrontNode(iTriangle.Points[0]);
|
||||
middle.Triangle = iTriangle;
|
||||
tail = new AdvancingFrontNode(iTriangle.Points[2]);
|
||||
|
||||
Front = new AdvancingFront(head, tail);
|
||||
Front.AddNode(middle);
|
||||
|
||||
// TODO: I think it would be more intuitive if head is middles next and not previous
|
||||
// so swap head and tail
|
||||
Front.Head.Next = middle;
|
||||
middle.Next = Front.Tail;
|
||||
middle.Prev = Front.Head;
|
||||
Front.Tail.Prev = middle;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Try to map a node to all sides of this triangle that don't have
|
||||
/// a neighbor.
|
||||
/// </summary>
|
||||
public void MapTriangleToNodes( DelaunayTriangle t ) {
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (t.Neighbors[i] == null)
|
||||
{
|
||||
AdvancingFrontNode n = Front.LocatePoint(t.PointCWFrom(t.Points[i]));
|
||||
if (n != null) n.Triangle = t;
|
||||
}
|
||||
}
|
||||
|
||||
public override void PrepareTriangulation( Triangulatable t ) {
|
||||
base.PrepareTriangulation(t);
|
||||
|
||||
double xmax, xmin;
|
||||
double ymax, ymin;
|
||||
|
||||
xmax = xmin = Points[0].X;
|
||||
ymax = ymin = Points[0].Y;
|
||||
|
||||
// Calculate bounds. Should be combined with the sorting
|
||||
foreach (TriangulationPoint p in Points) {
|
||||
if (p.X > xmax) xmax = p.X;
|
||||
if (p.X < xmin) xmin = p.X;
|
||||
if (p.Y > ymax) ymax = p.Y;
|
||||
if (p.Y < ymin) ymin = p.Y;
|
||||
}
|
||||
|
||||
double deltaX = ALPHA * (xmax - xmin);
|
||||
double deltaY = ALPHA * (ymax - ymin);
|
||||
TriangulationPoint p1 = new TriangulationPoint(xmax + deltaX, ymin - deltaY, -1);
|
||||
TriangulationPoint p2 = new TriangulationPoint(xmin - deltaX, ymin - deltaY, -1);
|
||||
|
||||
Head = p1;
|
||||
Tail = p2;
|
||||
|
||||
// long time = System.nanoTime();
|
||||
// Sort the points along y-axis
|
||||
Points.Sort(_comparator);
|
||||
// logger.info( "Triangulation setup [{}ms]", ( System.nanoTime() - time ) / 1e6 );
|
||||
}
|
||||
|
||||
|
||||
public void FinalizeTriangulation() {
|
||||
Triangulatable.AddTriangles(Triangles);
|
||||
Triangles.Clear();
|
||||
}
|
||||
|
||||
public override TriangulationConstraint NewConstraint( TriangulationPoint a, TriangulationPoint b ) {
|
||||
return new DTSweepConstraint(a, b);
|
||||
}
|
||||
|
||||
public override TriangulationAlgorithm Algorithm { get { return TriangulationAlgorithm.DTSweep; }}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a943be722733e6741978a775d47f8e2c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+62
@@ -0,0 +1,62 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DTSweepDebugContext : TriangulationDebugContext {
|
||||
/*
|
||||
* Fields used for visual representation of current triangulation
|
||||
*/
|
||||
|
||||
public DelaunayTriangle PrimaryTriangle { get { return _primaryTriangle ; } set { _primaryTriangle = value; _tcx.Update("set PrimaryTriangle"); } }
|
||||
public DelaunayTriangle SecondaryTriangle { get { return _secondaryTriangle; } set { _secondaryTriangle = value; _tcx.Update("set SecondaryTriangle"); } }
|
||||
public TriangulationPoint ActivePoint { get { return _activePoint ; } set { _activePoint = value; _tcx.Update("set ActivePoint"); } }
|
||||
public AdvancingFrontNode ActiveNode { get { return _activeNode ; } set { _activeNode = value; _tcx.Update("set ActiveNode"); } }
|
||||
public DTSweepConstraint ActiveConstraint { get { return _activeConstraint ; } set { _activeConstraint = value; _tcx.Update("set ActiveConstraint"); } }
|
||||
|
||||
public DTSweepDebugContext( DTSweepContext tcx ) : base(tcx) { }
|
||||
|
||||
public bool IsDebugContext { get { return true; } }
|
||||
|
||||
public override void Clear() {
|
||||
PrimaryTriangle = null;
|
||||
SecondaryTriangle = null;
|
||||
ActivePoint = null;
|
||||
ActiveNode = null;
|
||||
ActiveConstraint = null;
|
||||
}
|
||||
|
||||
private DelaunayTriangle _primaryTriangle;
|
||||
private DelaunayTriangle _secondaryTriangle;
|
||||
private TriangulationPoint _activePoint;
|
||||
private AdvancingFrontNode _activeNode;
|
||||
private DTSweepConstraint _activeConstraint;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe5e031b8d5fd9d43b054ae08c843652
|
||||
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|
||||
externalObjects: {}
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||||
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
+40
@@ -0,0 +1,40 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/// Changes from the Java version
|
||||
/// Turned DTSweepEdgeEvent into a value type
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DTSweepEdgeEvent {
|
||||
public DTSweepConstraint ConstrainedEdge;
|
||||
public bool Right;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c90a3667d9b2154bb538feb303989f8
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||||
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|
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+52
@@ -0,0 +1,52 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class DTSweepPointComparator : IComparer<TriangulationPoint> {
|
||||
public int Compare(TriangulationPoint p1, TriangulationPoint p2) {
|
||||
if (p1.Y < p2.Y) {
|
||||
return -1;
|
||||
} else if (p1.Y > p2.Y) {
|
||||
return 1;
|
||||
} else {
|
||||
if (p1.X < p2.X) {
|
||||
return -1;
|
||||
} else if (p1.X > p2.X) {
|
||||
return 1;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 881b617b0cb15574f93592b7b6a3e373
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+46
@@ -0,0 +1,46 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PointOnEdgeException : NotImplementedException {
|
||||
public readonly TriangulationPoint A,B,C;
|
||||
|
||||
public PointOnEdgeException( string message, TriangulationPoint a, TriangulationPoint b, TriangulationPoint c )
|
||||
: base(message)
|
||||
{
|
||||
A=a;
|
||||
B=b;
|
||||
C=c;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 659601bba69c8e747bcc79ca9e877a2f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+47
@@ -0,0 +1,47 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
interface Triangulatable {
|
||||
void Prepare(TriangulationContext tcx);
|
||||
|
||||
IList<TriangulationPoint> Points { get; } // MM: Neither of these are used via interface (yet?)
|
||||
IList<DelaunayTriangle> Triangles { get; }
|
||||
|
||||
void AddTriangle(DelaunayTriangle t);
|
||||
void AddTriangles(IEnumerable<DelaunayTriangle> list);
|
||||
void ClearTriangles();
|
||||
|
||||
TriangulationMode TriangulationMode { get; }
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
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||||
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||||
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||||
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Vendored
+36
@@ -0,0 +1,36 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
enum Orientation {
|
||||
CW, CCW, Collinear
|
||||
}
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
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||||
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||||
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+61
@@ -0,0 +1,61 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
/*
|
||||
* Extends the PointSet by adding some Constraints on how it will be triangulated<br>
|
||||
* A constraint defines an edge between two points in the set, these edges can not
|
||||
* be crossed. They will be enforced triangle edges after a triangulation.
|
||||
* <p>
|
||||
*
|
||||
*
|
||||
* @author Thomas Åhlén, [email protected]
|
||||
*/
|
||||
class ConstrainedPointSet : PointSet {
|
||||
public int[] EdgeIndex { get; private set; }
|
||||
|
||||
public ConstrainedPointSet(List<TriangulationPoint> points, int[] index)
|
||||
: base(points) {
|
||||
EdgeIndex = index;
|
||||
}
|
||||
|
||||
public override TriangulationMode TriangulationMode { get { return TriangulationMode.Constrained; } }
|
||||
|
||||
public override void Prepare(TriangulationContext tcx) {
|
||||
base.Prepare(tcx);
|
||||
for (int i = 0; i < EdgeIndex.Length; i += 2) {
|
||||
// XXX: must change!!
|
||||
tcx.NewConstraint(Points[EdgeIndex[i]], Points[EdgeIndex[i + 1]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
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Vendored
+66
@@ -0,0 +1,66 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PointSet : Triangulatable {
|
||||
public IList<TriangulationPoint> Points { get; private set; }
|
||||
public IList<DelaunayTriangle> Triangles { get; private set; }
|
||||
|
||||
public PointSet(List<TriangulationPoint> points) {
|
||||
Points = new List<TriangulationPoint>(points);
|
||||
}
|
||||
|
||||
public virtual TriangulationMode TriangulationMode { get { return TriangulationMode.Unconstrained; }}
|
||||
|
||||
public void AddTriangle(DelaunayTriangle t) {
|
||||
Triangles.Add(t);
|
||||
}
|
||||
|
||||
public void AddTriangles(IEnumerable<DelaunayTriangle> list) {
|
||||
foreach ( var tri in list ) Triangles.Add(tri);
|
||||
}
|
||||
|
||||
public void ClearTriangles() {
|
||||
Triangles.Clear();
|
||||
}
|
||||
|
||||
public virtual void Prepare(TriangulationContext tcx) {
|
||||
if (Triangles == null) {
|
||||
Triangles = new List<DelaunayTriangle>(Points.Count);
|
||||
} else {
|
||||
Triangles.Clear();
|
||||
}
|
||||
tcx.Points.AddRange(Points);
|
||||
}
|
||||
}
|
||||
}
|
||||
NightclubArcadia/Packages/com.unity.probuilder/External/Poly2Tri/Triangulation/Sets/PointSet.cs.meta
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 906ae4b0ce907194cb4d1d255e03675b
|
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|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+36
@@ -0,0 +1,36 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
enum TriangulationAlgorithm {
|
||||
DTSweep
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5b66ff70e896a64ebe5aa9cb28dd535
|
||||
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|
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|
||||
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|
||||
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|
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+44
@@ -0,0 +1,44 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
/**
|
||||
* Forces a triangle edge between two points p and q
|
||||
* when triangulating. For example used to enforce
|
||||
* Polygon Edges during a polygon triangulation.
|
||||
*
|
||||
* @author Thomas Åhlén, [email protected]
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class TriangulationConstraint {
|
||||
public TriangulationPoint P;
|
||||
public TriangulationPoint Q;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d42d456e720b1c5438d87059c69284bd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+71
@@ -0,0 +1,71 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
abstract class TriangulationContext {
|
||||
public TriangulationDebugContext DebugContext { get; protected set; }
|
||||
|
||||
public readonly List<DelaunayTriangle> Triangles = new List<DelaunayTriangle>();
|
||||
public readonly List<TriangulationPoint> Points = new List<TriangulationPoint>();
|
||||
public TriangulationMode TriangulationMode { get; protected set; }
|
||||
public Triangulatable Triangulatable { get; private set; }
|
||||
|
||||
public int StepCount { get; private set; }
|
||||
|
||||
public void Done() {
|
||||
StepCount++;
|
||||
}
|
||||
|
||||
public abstract TriangulationAlgorithm Algorithm { get; }
|
||||
|
||||
public virtual void PrepareTriangulation(Triangulatable t) {
|
||||
Triangulatable = t;
|
||||
TriangulationMode = t.TriangulationMode;
|
||||
t.Prepare(this);
|
||||
}
|
||||
|
||||
public abstract TriangulationConstraint NewConstraint(TriangulationPoint a, TriangulationPoint b);
|
||||
|
||||
public void Update(string message) {}
|
||||
|
||||
public virtual void Clear() {
|
||||
Points.Clear();
|
||||
if (DebugContext != null) DebugContext.Clear();
|
||||
StepCount = 0;
|
||||
}
|
||||
|
||||
public virtual bool IsDebugEnabled { get; protected set; }
|
||||
|
||||
public DTSweepDebugContext DTDebugContext { get { return DebugContext as DTSweepDebugContext; } }
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 848eabc153ab891409f3d562463a0efe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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+42
@@ -0,0 +1,42 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
abstract class TriangulationDebugContext {
|
||||
protected TriangulationContext _tcx;
|
||||
|
||||
public TriangulationDebugContext(TriangulationContext tcx) {
|
||||
_tcx = tcx;
|
||||
}
|
||||
|
||||
public abstract void Clear();
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
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|
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MonoImporter:
|
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|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+36
@@ -0,0 +1,36 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
enum TriangulationMode {
|
||||
Unconstrained,Constrained,Polygon
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
NightclubArcadia/Packages/com.unity.probuilder/External/Poly2Tri/Triangulation/TriangulationPoint.cs
Vendored
+65
@@ -0,0 +1,65 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
|
||||
class TriangulationPoint {
|
||||
|
||||
// This point was an inserted index.
|
||||
public const int INSERTED_INDEX = -1;
|
||||
|
||||
// This point is not a valid index.
|
||||
public const int INVALID_INDEX = -2;
|
||||
|
||||
// List of edges this point constitutes an upper ending point (CDT)
|
||||
public List<DTSweepConstraint> Edges { get; private set; }
|
||||
|
||||
public TriangulationPoint( double x, double y, int index = INSERTED_INDEX) { X=x; Y=y; Index = index; }
|
||||
|
||||
public override string ToString() {
|
||||
return "[" + X + "," + Y + "]";
|
||||
}
|
||||
|
||||
public double X,Y;
|
||||
public int Index;
|
||||
public float Xf { get { return (float)X; } set { X=value; } }
|
||||
public float Yf { get { return (float)Y; } set { Y=value; } }
|
||||
|
||||
public void AddEdge(DTSweepConstraint e) {
|
||||
if (Edges == null) Edges = new List<DTSweepConstraint>();
|
||||
Edges.Add(e);
|
||||
}
|
||||
|
||||
public bool HasEdges { get { return Edges != null; } }
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 267c7f09b45427d4596b29d4c39055fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+154
@@ -0,0 +1,154 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
/**
|
||||
* @author Thomas Åhlén, [email protected]
|
||||
*/
|
||||
class TriangulationUtil {
|
||||
public static double EPSILON = 1e-12;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
static void ResetStaticsOnLoad()
|
||||
{
|
||||
EPSILON = 1e-12;
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Requirements:
|
||||
/// 1. a,b and c form a triangle.
|
||||
/// 2. a and d is know to be on opposite side of bc
|
||||
/// <code>
|
||||
/// a
|
||||
/// +
|
||||
/// / \
|
||||
/// / \
|
||||
/// b/ \c
|
||||
/// +-------+
|
||||
/// / B \
|
||||
/// / \
|
||||
/// </code>
|
||||
/// Facts:
|
||||
/// d has to be in area B to have a chance to be inside the circle formed by a,b and c
|
||||
/// d is outside B if orient2d(a,b,d) or orient2d(c,a,d) is CW
|
||||
/// This preknowledge gives us a way to optimize the incircle test
|
||||
/// </summary>
|
||||
/// <param name="pa">triangle point, opposite d</param>
|
||||
/// <param name="pb">triangle point</param>
|
||||
/// <param name="pc">triangle point</param>
|
||||
/// <param name="pd">point opposite a</param>
|
||||
/// <returns>true if d is inside circle, false if on circle edge</returns>
|
||||
public static bool SmartIncircle(TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc, TriangulationPoint pd)
|
||||
{
|
||||
double pdx = pd.X;
|
||||
double pdy = pd.Y;
|
||||
double adx = pa.X - pdx;
|
||||
double ady = pa.Y - pdy;
|
||||
double bdx = pb.X - pdx;
|
||||
double bdy = pb.Y - pdy;
|
||||
|
||||
double adxbdy = adx * bdy;
|
||||
double bdxady = bdx * ady;
|
||||
double oabd = adxbdy - bdxady;
|
||||
// oabd = orient2d(pa,pb,pd);
|
||||
if (oabd <= 0) return false;
|
||||
|
||||
double cdx = pc.X - pdx;
|
||||
double cdy = pc.Y - pdy;
|
||||
|
||||
double cdxady = cdx * ady;
|
||||
double adxcdy = adx * cdy;
|
||||
double ocad = cdxady - adxcdy;
|
||||
// ocad = orient2d(pc,pa,pd);
|
||||
if (ocad <= 0) return false;
|
||||
|
||||
double bdxcdy = bdx * cdy;
|
||||
double cdxbdy = cdx * bdy;
|
||||
|
||||
double alift = adx * adx + ady * ady;
|
||||
double blift = bdx * bdx + bdy * bdy;
|
||||
double clift = cdx * cdx + cdy * cdy;
|
||||
|
||||
double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
|
||||
|
||||
return det > 0;
|
||||
}
|
||||
|
||||
public static bool InScanArea( TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc, TriangulationPoint pd ) {
|
||||
double pdx = pd.X;
|
||||
double pdy = pd.Y;
|
||||
double adx = pa.X - pdx;
|
||||
double ady = pa.Y - pdy;
|
||||
double bdx = pb.X - pdx;
|
||||
double bdy = pb.Y - pdy;
|
||||
|
||||
double adxbdy = adx * bdy;
|
||||
double bdxady = bdx * ady;
|
||||
double oabd = adxbdy - bdxady;
|
||||
// oabd = orient2d(pa,pb,pd);
|
||||
if (oabd <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
double cdx = pc.X - pdx;
|
||||
double cdy = pc.Y - pdy;
|
||||
|
||||
double cdxady = cdx * ady;
|
||||
double adxcdy = adx * cdy;
|
||||
double ocad = cdxady - adxcdy;
|
||||
// ocad = orient2d(pc,pa,pd);
|
||||
if (ocad <= 0) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Forumla to calculate signed area
|
||||
/// Positive if CCW
|
||||
/// Negative if CW
|
||||
/// 0 if collinear
|
||||
/// A[P1,P2,P3] = (x1*y2 - y1*x2) + (x2*y3 - y2*x3) + (x3*y1 - y3*x1)
|
||||
/// = (x1-x3)*(y2-y3) - (y1-y3)*(x2-x3)
|
||||
public static Orientation Orient2d( TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc ) {
|
||||
double detleft = (pa.X - pc.X) * (pb.Y - pc.Y);
|
||||
double detright = (pa.Y - pc.Y) * (pb.X - pc.X);
|
||||
double val = detleft - detright;
|
||||
if (val > -EPSILON && val < EPSILON) {
|
||||
return Orientation.Collinear;
|
||||
} else if (val > 0) {
|
||||
return Orientation.CCW;
|
||||
}
|
||||
return Orientation.CW;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bedfc9d5ebff70f4896001f60a9b2790
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b46e64067adbbe341bf0afb1ee309299
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+58
@@ -0,0 +1,58 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PointGenerator {
|
||||
static readonly System.Random RNG = new System.Random();
|
||||
|
||||
public static List<TriangulationPoint> UniformDistribution(int n, double scale) {
|
||||
List<TriangulationPoint> points = new List<TriangulationPoint>();
|
||||
for (int i = 0; i < n; i++) points.Add(new TriangulationPoint(scale * (0.5 - RNG.NextDouble()), scale * (0.5 - RNG.NextDouble()), i));
|
||||
return points;
|
||||
}
|
||||
|
||||
public static List<TriangulationPoint> UniformGrid(int n, double scale) {
|
||||
double x = 0;
|
||||
double size = scale / n;
|
||||
double halfScale = 0.5 * scale;
|
||||
|
||||
List<TriangulationPoint> points = new List<TriangulationPoint>();
|
||||
for (int i = 0; i < n + 1; i++) {
|
||||
x = halfScale - i * size;
|
||||
for (int j = 0; j < n + 1; j++) points.Add(new TriangulationPoint(x, halfScale - j * size, i));
|
||||
}
|
||||
return points;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e41f6d30b7fa6543a40193098cf4eae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+99
@@ -0,0 +1,99 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
class PolygonGenerator {
|
||||
static readonly System.Random RNG = new System.Random();
|
||||
private static double PI_2 = 2.0 * Math.PI;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
static void ResetStaticsOnLoad()
|
||||
{
|
||||
PI_2 = 2.0 * Math.PI;
|
||||
}
|
||||
#endif
|
||||
|
||||
public static Polygon RandomCircleSweep(double scale, int vertexCount)
|
||||
{
|
||||
PolygonPoint point;
|
||||
PolygonPoint[] points;
|
||||
double radius = scale / 4;
|
||||
|
||||
points = new PolygonPoint[vertexCount];
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
do
|
||||
{
|
||||
if (i % 250 == 0)
|
||||
{
|
||||
radius += scale / 2 * (0.5 - RNG.NextDouble());
|
||||
}
|
||||
else if (i % 50 == 0)
|
||||
{
|
||||
radius += scale / 5 * (0.5 - RNG.NextDouble());
|
||||
}
|
||||
else
|
||||
{
|
||||
radius += 25 * scale / vertexCount * (0.5 - RNG.NextDouble());
|
||||
}
|
||||
radius = radius > scale / 2 ? scale / 2 : radius;
|
||||
radius = radius < scale / 10 ? scale / 10 : radius;
|
||||
} while (radius < scale / 10 || radius > scale / 2);
|
||||
point = new PolygonPoint(radius * Math.Cos((PI_2 * i) / vertexCount),
|
||||
radius * Math.Sin((PI_2 * i) / vertexCount), i);
|
||||
points[i] = point;
|
||||
}
|
||||
return new Polygon(points);
|
||||
}
|
||||
|
||||
public static Polygon RandomCircleSweep2(double scale, int vertexCount) {
|
||||
PolygonPoint point;
|
||||
PolygonPoint[] points;
|
||||
double radius = scale / 4;
|
||||
|
||||
points = new PolygonPoint[vertexCount];
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
do {
|
||||
radius += scale / 5 * (0.5 - RNG.NextDouble());
|
||||
radius = radius > scale / 2 ? scale / 2 : radius;
|
||||
radius = radius < scale / 10 ? scale / 10 : radius;
|
||||
} while (radius < scale / 10 || radius > scale / 2);
|
||||
point = new PolygonPoint(radius * Math.Cos((PI_2 * i) / vertexCount),
|
||||
radius * Math.Sin((PI_2 * i) / vertexCount), i);
|
||||
points[i] = point;
|
||||
}
|
||||
return new Polygon(points);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9652f5ea32e3966499300efa0597ba92
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Vendored
+12
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"name": "Unity.ProBuilder.Poly2Tri",
|
||||
"references": [],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": false,
|
||||
"defineConstraints": []
|
||||
}
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: acb1d68b7aba97b4f9cc7dbabc38314c
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 818d74d2fcd94fd45abde8d39eed7700
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
struct FixedArray3<T> : IEnumerable<T> where T:class {
|
||||
public T _0, _1, _2;
|
||||
public T this[ int index ] { get {
|
||||
switch ( index ) {
|
||||
case 0: return _0;
|
||||
case 1: return _1;
|
||||
case 2: return _2;
|
||||
default: throw new IndexOutOfRangeException();
|
||||
}
|
||||
} set {
|
||||
switch ( index ) {
|
||||
case 0: _0 = value; break;
|
||||
case 1: _1 = value; break;
|
||||
case 2: _2 = value; break;
|
||||
default: throw new IndexOutOfRangeException();
|
||||
}
|
||||
}}
|
||||
public bool Contains( T value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return true;
|
||||
return false;
|
||||
}
|
||||
public int IndexOf( T value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return i;
|
||||
return -1;
|
||||
}
|
||||
public void Clear() {
|
||||
_0=_1=_2=null;
|
||||
}
|
||||
public void Clear( T value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) this[i] = null;
|
||||
}
|
||||
|
||||
private IEnumerable<T> Enumerate() {
|
||||
for ( int i=0 ; i<3 ; ++i ) yield return this[i];
|
||||
}
|
||||
public IEnumerator<T> GetEnumerator() { return Enumerate().GetEnumerator(); }
|
||||
IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
|
||||
}
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc2e025c327cbba4ca8373dd8923ff88
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
/* Poly2Tri
|
||||
* Copyright (c) 2009-2010, Poly2Tri Contributors
|
||||
* http://code.google.com/p/poly2tri/
|
||||
*
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification,
|
||||
* are permitted provided that the following conditions are met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright notice,
|
||||
* this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
* * Neither the name of Poly2Tri nor the names of its contributors may be
|
||||
* used to endorse or promote products derived from this software without specific
|
||||
* prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace UnityEngine.ProBuilder.Poly2Tri {
|
||||
struct FixedBitArray3 : IEnumerable<bool> {
|
||||
public bool _0, _1, _2;
|
||||
public bool this[ int index ] { get {
|
||||
switch ( index ) {
|
||||
case 0: return _0;
|
||||
case 1: return _1;
|
||||
case 2: return _2;
|
||||
default: throw new IndexOutOfRangeException();
|
||||
}
|
||||
} set {
|
||||
switch ( index ) {
|
||||
case 0: _0 = value; break;
|
||||
case 1: _1 = value; break;
|
||||
case 2: _2 = value; break;
|
||||
default: throw new IndexOutOfRangeException();
|
||||
}
|
||||
}}
|
||||
public bool Contains( bool value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return true;
|
||||
return false;
|
||||
}
|
||||
public int IndexOf( bool value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) return i;
|
||||
return -1;
|
||||
}
|
||||
public void Clear() {
|
||||
_0=_1=_2=false;
|
||||
}
|
||||
public void Clear( bool value ) {
|
||||
for ( int i = 0 ; i < 3 ; ++i ) if ( this[i]==value ) this[i] = false;
|
||||
}
|
||||
|
||||
private IEnumerable<bool> Enumerate() {
|
||||
for ( int i=0 ; i<3 ; ++i ) yield return this[i];
|
||||
}
|
||||
public IEnumerator<bool> GetEnumerator() { return Enumerate().GetEnumerator(); }
|
||||
IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
|
||||
}
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e74c868e28c92e84abb0ae91f8496d26
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user