// ----------------------------------------------------------------------- // // Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // // ----------------------------------------------------------------------- namespace UnityEngine.U2D.Animation.TriangleNet { using System; using System.Collections.Generic; using Animation.TriangleNet.Topology; /// /// Used for triangle sampling in the class. /// class TriangleSampler : IEnumerable { private const int RANDOM_SEED = 110503; // Empirically chosen factor. private const int samplefactor = 11; private Random random; private Mesh mesh; // Number of random samples for point location (at least 1). private int samples = 1; // Number of triangles in mesh. private int triangleCount = 0; public TriangleSampler(Mesh mesh) : this(mesh, new Random(RANDOM_SEED)) { } public TriangleSampler(Mesh mesh, Random random) { this.mesh = mesh; this.random = random; } /// /// Reset the sampler. /// public void Reset() { this.samples = 1; this.triangleCount = 0; } /// /// Update sampling parameters if mesh changed. /// public void Update() { int count = mesh.triangles.Count; if (triangleCount != count) { triangleCount = count; // The number of random samples taken is proportional to the cube root // of the number of triangles in the mesh. The next bit of code assumes // that the number of triangles increases monotonically (or at least // doesn't decrease enough to matter). while (samplefactor * samples * samples * samples < count) { samples++; } } } public IEnumerator GetEnumerator() { return mesh.triangles.Sample(samples, random).GetEnumerator(); } System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); } } }