Added player character and step in/out of dialogue in scene 101
This commit is contained in:
@@ -0,0 +1,112 @@
|
||||
/* 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 {
|
||||
static class P2T {
|
||||
private static TriangulationAlgorithm _defaultAlgorithm = TriangulationAlgorithm.DTSweep;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
static void ResetStaticsOnLoad()
|
||||
{
|
||||
_defaultAlgorithm = TriangulationAlgorithm.DTSweep;
|
||||
}
|
||||
#endif
|
||||
|
||||
public static void Triangulate(PolygonSet ps)
|
||||
{
|
||||
TriangulationContext tcx = CreateContext(_defaultAlgorithm);
|
||||
foreach (Polygon p in ps.Polygons)
|
||||
{
|
||||
tcx.PrepareTriangulation(p);
|
||||
Triangulate(tcx);
|
||||
tcx.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Triangulate(Polygon p) {
|
||||
Triangulate(_defaultAlgorithm, p);
|
||||
}
|
||||
|
||||
public static void Triangulate(ConstrainedPointSet cps) {
|
||||
Triangulate(_defaultAlgorithm, cps);
|
||||
}
|
||||
|
||||
public static void Triangulate(PointSet ps) {
|
||||
Triangulate(_defaultAlgorithm, ps);
|
||||
}
|
||||
|
||||
public static TriangulationContext CreateContext(TriangulationAlgorithm algorithm) {
|
||||
switch (algorithm) {
|
||||
case TriangulationAlgorithm.DTSweep:
|
||||
default:
|
||||
return new DTSweepContext();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Triangulate(TriangulationAlgorithm algorithm, Triangulatable t) {
|
||||
TriangulationContext tcx;
|
||||
|
||||
// long time = System.nanoTime();
|
||||
tcx = CreateContext(algorithm);
|
||||
tcx.PrepareTriangulation(t);
|
||||
Triangulate(tcx);
|
||||
// logger.info( "Triangulation of {} points [{}ms]", tcx.getPoints().size(), ( System.nanoTime() - time ) / 1e6 );
|
||||
}
|
||||
|
||||
public static void Triangulate(TriangulationContext tcx) {
|
||||
switch (tcx.Algorithm) {
|
||||
case TriangulationAlgorithm.DTSweep:
|
||||
default:
|
||||
DTSweep.Triangulate((DTSweepContext)tcx);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Will do a warmup run to let the JVM optimize the triangulation code -- or would if this were Java --MM
|
||||
/// </summary>
|
||||
public static void Warmup() {
|
||||
#if false
|
||||
/*
|
||||
* After a method is run 10000 times, the Hotspot compiler will compile
|
||||
* it into native code. Periodically, the Hotspot compiler may recompile
|
||||
* the method. After an unspecified amount of time, then the compilation
|
||||
* system should become quiet.
|
||||
*/
|
||||
Polygon poly = PolygonGenerator.RandomCircleSweep2(50, 50000);
|
||||
TriangulationProcess process = new TriangulationProcess();
|
||||
process.triangulate(poly);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user