// ----------------------------------------------------------------------- // // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // // ----------------------------------------------------------------------- namespace UnityEngine.U2D.Animation.TriangleNet { using System; using System.Collections.Generic; using Animation.TriangleNet.Geometry; using Animation.TriangleNet.Topology; internal class TrianglePool : ICollection { // Determines the size of each block in the pool. private const int BLOCKSIZE = 1024; // The total number of currently allocated triangles. int size; // The number of triangles currently used. int count; // The pool. Triangle[][] pool; // A stack of free triangles. Stack stack; public TrianglePool() { size = 0; // On startup, the pool should be able to hold 2^16 triangles. int n = Math.Max(1, 65536 / BLOCKSIZE); pool = new Triangle[n][]; pool[0] = new Triangle[BLOCKSIZE]; stack = new Stack(BLOCKSIZE); } /// /// Gets a triangle from the pool. /// /// public Triangle Get() { Triangle triangle; if (stack.Count > 0) { triangle = stack.Pop(); triangle.hash = -triangle.hash - 1; Cleanup(triangle); } else if (count < size) { triangle = pool[count / BLOCKSIZE][count % BLOCKSIZE]; triangle.id = triangle.hash; Cleanup(triangle); count++; } else { triangle = new Triangle(); triangle.hash = size; triangle.id = triangle.hash; int block = size / BLOCKSIZE; if (pool[block] == null) { pool[block] = new Triangle[BLOCKSIZE]; // Check if the pool has to be resized. if (block + 1 == pool.Length) { Array.Resize(ref pool, 2 * pool.Length); } } // Add triangle to pool. pool[block][size % BLOCKSIZE] = triangle; count = ++size; } return triangle; } public void Release(Triangle triangle) { stack.Push(triangle); // Mark the triangle as free (used by enumerator). triangle.hash = -triangle.hash - 1; } /// /// Restart the triangle pool. /// public TrianglePool Restart() { foreach (var triangle in stack) { // Reset hash to original value. triangle.hash = -triangle.hash - 1; } stack.Clear(); count = 0; return this; } /// /// Samples a number of triangles from the pool. /// /// The number of triangles to sample. /// /// internal IEnumerable Sample(int k, Random random) { int i, count = this.Count; if (k > count) { // TODO: handle Sample special case. k = count; } Triangle t; // TODO: improve sampling code (to ensure no duplicates). while (k > 0) { i = random.Next(0, count); t = pool[i / BLOCKSIZE][i % BLOCKSIZE]; if (t.hash >= 0) { k--; yield return t; } } } private void Cleanup(Triangle triangle) { triangle.label = 0; triangle.area = 0.0; triangle.infected = false; for (int i = 0; i < 3; i++) { triangle.vertices[i] = null; triangle.subsegs[i] = default(Osub); triangle.neighbors[i] = default(Otri); } } public void Add(Triangle item) { throw new NotImplementedException(); } public void Clear() { stack.Clear(); int blocks = (size / BLOCKSIZE) + 1; for (int i = 0; i < blocks; i++) { var block = pool[i]; // Number of triangles in current block: int length = (size - i * BLOCKSIZE) % BLOCKSIZE; for (int j = 0; j < length; j++) { block[j] = null; } } size = count = 0; } public bool Contains(Triangle item) { int i = item.hash; if (i < 0 || i > size) { return false; } return pool[i / BLOCKSIZE][i % BLOCKSIZE].hash >= 0; } public void CopyTo(Triangle[] array, int index) { var enumerator = GetEnumerator(); while (enumerator.MoveNext()) { array[index] = enumerator.Current; index++; } } public int Count { get { return count - stack.Count; } } public bool IsReadOnly { get { return true; } } public bool Remove(Triangle item) { throw new NotImplementedException(); } public IEnumerator GetEnumerator() { return new Enumerator(this); } System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); } class Enumerator : IEnumerator { // TODO: enumerator should be able to tell if collection changed. int count; Triangle[][] pool; Triangle current; int index, offset; internal Enumerator(TrianglePool pool) { this.count = pool.Count; this.pool = pool.pool; index = 0; offset = 0; } public Triangle Current { get { return current; } } public void Dispose() { } object System.Collections.IEnumerator.Current { get { return current; } } public bool MoveNext() { while (index < count) { current = pool[offset / BLOCKSIZE][offset % BLOCKSIZE]; offset++; if (current.hash >= 0) { index++; return true; } } return false; } public void Reset() { index = offset = 0; } } } }