500 lines
18 KiB
C#
500 lines
18 KiB
C#
/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) 2011 Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Original Author: Eric Veach, July 1994.
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** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/.
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** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet
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*/
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using System;
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using System.Diagnostics;
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namespace Unity.SpriteShape.External
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{
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namespace LibTessDotNet
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{
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internal class Mesh : MeshUtils.Pooled<Mesh>
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{
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internal MeshUtils.Vertex _vHead;
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internal MeshUtils.Face _fHead;
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internal MeshUtils.Edge _eHead, _eHeadSym;
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public Mesh()
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{
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var v = _vHead = MeshUtils.Vertex.Create();
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var f = _fHead = MeshUtils.Face.Create();
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var pair = MeshUtils.EdgePair.Create();
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var e = _eHead = pair._e;
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var eSym = _eHeadSym = pair._eSym;
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v._next = v._prev = v;
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v._anEdge = null;
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f._next = f._prev = f;
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f._anEdge = null;
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f._trail = null;
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f._marked = false;
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f._inside = false;
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e._next = e;
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e._Sym = eSym;
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e._Onext = null;
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e._Lnext = null;
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e._Org = null;
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e._Lface = null;
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e._winding = 0;
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e._activeRegion = null;
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eSym._next = eSym;
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eSym._Sym = e;
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eSym._Onext = null;
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eSym._Lnext = null;
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eSym._Org = null;
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eSym._Lface = null;
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eSym._winding = 0;
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eSym._activeRegion = null;
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}
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public override void Reset()
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{
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_vHead = null;
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_fHead = null;
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_eHead = _eHeadSym = null;
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}
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public override void OnFree()
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{
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for (MeshUtils.Face f = _fHead._next, fNext = _fHead; f != _fHead; f = fNext)
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{
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fNext = f._next;
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f.Free();
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}
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for (MeshUtils.Vertex v = _vHead._next, vNext = _vHead; v != _vHead; v = vNext)
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{
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vNext = v._next;
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v.Free();
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}
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for (MeshUtils.Edge e = _eHead._next, eNext = _eHead; e != _eHead; e = eNext)
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{
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eNext = e._next;
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e.Free();
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}
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}
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/// <summary>
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/// Creates one edge, two vertices and a loop (face).
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/// The loop consists of the two new half-edges.
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/// </summary>
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public MeshUtils.Edge MakeEdge()
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{
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var e = MeshUtils.MakeEdge(_eHead);
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MeshUtils.MakeVertex(e, _vHead);
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MeshUtils.MakeVertex(e._Sym, _vHead);
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MeshUtils.MakeFace(e, _fHead);
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return e;
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}
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/// <summary>
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/// Splice is the basic operation for changing the
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/// mesh connectivity and topology. It changes the mesh so that
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/// eOrg->Onext = OLD( eDst->Onext )
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/// eDst->Onext = OLD( eOrg->Onext )
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/// where OLD(...) means the value before the meshSplice operation.
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///
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/// This can have two effects on the vertex structure:
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/// - if eOrg->Org != eDst->Org, the two vertices are merged together
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/// - if eOrg->Org == eDst->Org, the origin is split into two vertices
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/// In both cases, eDst->Org is changed and eOrg->Org is untouched.
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///
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/// Similarly (and independently) for the face structure,
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/// - if eOrg->Lface == eDst->Lface, one loop is split into two
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/// - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
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/// In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
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///
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/// Some special cases:
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/// If eDst == eOrg, the operation has no effect.
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/// If eDst == eOrg->Lnext, the new face will have a single edge.
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/// If eDst == eOrg->Lprev, the old face will have a single edge.
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/// If eDst == eOrg->Onext, the new vertex will have a single edge.
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/// If eDst == eOrg->Oprev, the old vertex will have a single edge.
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/// </summary>
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public void Splice(MeshUtils.Edge eOrg, MeshUtils.Edge eDst)
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{
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if (eOrg == eDst)
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{
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return;
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}
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bool joiningVertices = false;
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if (eDst._Org != eOrg._Org)
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{
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// We are merging two disjoint vertices -- destroy eDst->Org
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joiningVertices = true;
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MeshUtils.KillVertex(eDst._Org, eOrg._Org);
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}
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bool joiningLoops = false;
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if (eDst._Lface != eOrg._Lface)
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{
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// We are connecting two disjoint loops -- destroy eDst->Lface
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joiningLoops = true;
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MeshUtils.KillFace(eDst._Lface, eOrg._Lface);
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}
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// Change the edge structure
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MeshUtils.Splice(eDst, eOrg);
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if (!joiningVertices)
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{
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// We split one vertex into two -- the new vertex is eDst->Org.
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// Make sure the old vertex points to a valid half-edge.
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MeshUtils.MakeVertex(eDst, eOrg._Org);
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eOrg._Org._anEdge = eOrg;
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}
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if (!joiningLoops)
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{
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// We split one loop into two -- the new loop is eDst->Lface.
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// Make sure the old face points to a valid half-edge.
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MeshUtils.MakeFace(eDst, eOrg._Lface);
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eOrg._Lface._anEdge = eOrg;
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}
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}
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/// <summary>
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/// Removes the edge eDel. There are several cases:
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/// if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
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/// eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
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/// the newly created loop will contain eDel->Dst. If the deletion of eDel
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/// would create isolated vertices, those are deleted as well.
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/// </summary>
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public void Delete(MeshUtils.Edge eDel)
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{
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var eDelSym = eDel._Sym;
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// First step: disconnect the origin vertex eDel->Org. We make all
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// changes to get a consistent mesh in this "intermediate" state.
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bool joiningLoops = false;
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if (eDel._Lface != eDel._Rface)
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{
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// We are joining two loops into one -- remove the left face
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joiningLoops = true;
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MeshUtils.KillFace(eDel._Lface, eDel._Rface);
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}
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if (eDel._Onext == eDel)
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{
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MeshUtils.KillVertex(eDel._Org, null);
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}
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else
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{
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// Make sure that eDel->Org and eDel->Rface point to valid half-edges
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eDel._Rface._anEdge = eDel._Oprev;
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eDel._Org._anEdge = eDel._Onext;
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MeshUtils.Splice(eDel, eDel._Oprev);
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if (!joiningLoops)
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{
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// We are splitting one loop into two -- create a new loop for eDel.
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MeshUtils.MakeFace(eDel, eDel._Lface);
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}
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}
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// Claim: the mesh is now in a consistent state, except that eDel->Org
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// may have been deleted. Now we disconnect eDel->Dst.
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if (eDelSym._Onext == eDelSym)
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{
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MeshUtils.KillVertex(eDelSym._Org, null);
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MeshUtils.KillFace(eDelSym._Lface, null);
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}
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else
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{
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// Make sure that eDel->Dst and eDel->Lface point to valid half-edges
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eDel._Lface._anEdge = eDelSym._Oprev;
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eDelSym._Org._anEdge = eDelSym._Onext;
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MeshUtils.Splice(eDelSym, eDelSym._Oprev);
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}
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// Any isolated vertices or faces have already been freed.
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MeshUtils.KillEdge(eDel);
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}
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/// <summary>
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/// Creates a new edge such that eNew == eOrg.Lnext and eNew.Dst is a newly created vertex.
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/// eOrg and eNew will have the same left face.
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/// </summary>
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public MeshUtils.Edge AddEdgeVertex(MeshUtils.Edge eOrg)
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{
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var eNew = MeshUtils.MakeEdge(eOrg);
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var eNewSym = eNew._Sym;
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// Connect the new edge appropriately
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MeshUtils.Splice(eNew, eOrg._Lnext);
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// Set vertex and face information
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eNew._Org = eOrg._Dst;
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MeshUtils.MakeVertex(eNewSym, eNew._Org);
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eNew._Lface = eNewSym._Lface = eOrg._Lface;
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return eNew;
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}
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/// <summary>
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/// Splits eOrg into two edges eOrg and eNew such that eNew == eOrg.Lnext.
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/// The new vertex is eOrg.Dst == eNew.Org.
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/// eOrg and eNew will have the same left face.
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/// </summary>
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public MeshUtils.Edge SplitEdge(MeshUtils.Edge eOrg)
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{
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var eTmp = AddEdgeVertex(eOrg);
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var eNew = eTmp._Sym;
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// Disconnect eOrg from eOrg->Dst and connect it to eNew->Org
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MeshUtils.Splice(eOrg._Sym, eOrg._Sym._Oprev);
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MeshUtils.Splice(eOrg._Sym, eNew);
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// Set the vertex and face information
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eOrg._Dst = eNew._Org;
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eNew._Dst._anEdge = eNew._Sym; // may have pointed to eOrg->Sym
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eNew._Rface = eOrg._Rface;
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eNew._winding = eOrg._winding; // copy old winding information
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eNew._Sym._winding = eOrg._Sym._winding;
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return eNew;
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}
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/// <summary>
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/// Creates a new edge from eOrg->Dst to eDst->Org, and returns the corresponding half-edge eNew.
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/// If eOrg->Lface == eDst->Lface, this splits one loop into two,
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/// and the newly created loop is eNew->Lface. Otherwise, two disjoint
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/// loops are merged into one, and the loop eDst->Lface is destroyed.
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///
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/// If (eOrg == eDst), the new face will have only two edges.
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/// If (eOrg->Lnext == eDst), the old face is reduced to a single edge.
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/// If (eOrg->Lnext->Lnext == eDst), the old face is reduced to two edges.
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/// </summary>
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public MeshUtils.Edge Connect(MeshUtils.Edge eOrg, MeshUtils.Edge eDst)
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{
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var eNew = MeshUtils.MakeEdge(eOrg);
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var eNewSym = eNew._Sym;
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bool joiningLoops = false;
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if (eDst._Lface != eOrg._Lface)
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{
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// We are connecting two disjoint loops -- destroy eDst->Lface
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joiningLoops = true;
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MeshUtils.KillFace(eDst._Lface, eOrg._Lface);
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}
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// Connect the new edge appropriately
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MeshUtils.Splice(eNew, eOrg._Lnext);
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MeshUtils.Splice(eNewSym, eDst);
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// Set the vertex and face information
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eNew._Org = eOrg._Dst;
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eNewSym._Org = eDst._Org;
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eNew._Lface = eNewSym._Lface = eOrg._Lface;
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// Make sure the old face points to a valid half-edge
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eOrg._Lface._anEdge = eNewSym;
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if (!joiningLoops)
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{
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MeshUtils.MakeFace(eNew, eOrg._Lface);
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}
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return eNew;
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}
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/// <summary>
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/// Destroys a face and removes it from the global face list. All edges of
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/// fZap will have a NULL pointer as their left face. Any edges which
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/// also have a NULL pointer as their right face are deleted entirely
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/// (along with any isolated vertices this produces).
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/// An entire mesh can be deleted by zapping its faces, one at a time,
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/// in any order. Zapped faces cannot be used in further mesh operations!
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/// </summary>
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public void ZapFace(MeshUtils.Face fZap)
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{
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var eStart = fZap._anEdge;
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// walk around face, deleting edges whose right face is also NULL
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var eNext = eStart._Lnext;
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MeshUtils.Edge e, eSym;
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do {
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e = eNext;
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eNext = e._Lnext;
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e._Lface = null;
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if (e._Rface == null)
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{
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// delete the edge -- see TESSmeshDelete above
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if (e._Onext == e)
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{
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MeshUtils.KillVertex(e._Org, null);
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}
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else
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{
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// Make sure that e._Org points to a valid half-edge
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e._Org._anEdge = e._Onext;
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MeshUtils.Splice(e, e._Oprev);
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}
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eSym = e._Sym;
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if (eSym._Onext == eSym)
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{
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MeshUtils.KillVertex(eSym._Org, null);
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}
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else
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{
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// Make sure that eSym._Org points to a valid half-edge
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eSym._Org._anEdge = eSym._Onext;
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MeshUtils.Splice(eSym, eSym._Oprev);
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}
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MeshUtils.KillEdge(e);
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}
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} while (e != eStart);
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/* delete from circular doubly-linked list */
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var fPrev = fZap._prev;
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var fNext = fZap._next;
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fNext._prev = fPrev;
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fPrev._next = fNext;
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fZap.Free();
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}
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public void MergeConvexFaces(int maxVertsPerFace)
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{
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for (var f = _fHead._next; f != _fHead; f = f._next)
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{
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// Skip faces which are outside the result
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if (!f._inside)
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{
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continue;
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}
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var eCur = f._anEdge;
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var vStart = eCur._Org;
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while (true)
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{
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var eNext = eCur._Lnext;
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var eSym = eCur._Sym;
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if (eSym != null && eSym._Lface != null && eSym._Lface._inside)
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{
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// Try to merge the neighbour faces if the resulting polygons
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// does not exceed maximum number of vertices.
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int curNv = f.VertsCount;
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int symNv = eSym._Lface.VertsCount;
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if ((curNv + symNv - 2) <= maxVertsPerFace)
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{
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// Merge if the resulting poly is convex.
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if (Geom.VertCCW(eCur._Lprev._Org, eCur._Org, eSym._Lnext._Lnext._Org) &&
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Geom.VertCCW(eSym._Lprev._Org, eSym._Org, eCur._Lnext._Lnext._Org))
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{
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eNext = eSym._Lnext;
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Delete(eSym);
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eCur = null;
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}
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}
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}
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if (eCur != null && eCur._Lnext._Org == vStart)
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break;
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// Continue to next edge.
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eCur = eNext;
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}
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}
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}
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[Conditional("DEBUG")]
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public void Check()
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{
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MeshUtils.Edge e;
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MeshUtils.Face fPrev = _fHead, f;
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for (fPrev = _fHead; (f = fPrev._next) != _fHead; fPrev = f)
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{
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e = f._anEdge;
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do {
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Debug.Assert(e._Sym != e);
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Debug.Assert(e._Sym._Sym == e);
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Debug.Assert(e._Lnext._Onext._Sym == e);
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Debug.Assert(e._Onext._Sym._Lnext == e);
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Debug.Assert(e._Lface == f);
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e = e._Lnext;
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} while (e != f._anEdge);
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}
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Debug.Assert(f._prev == fPrev && f._anEdge == null);
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MeshUtils.Vertex vPrev = _vHead, v;
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for (vPrev = _vHead; (v = vPrev._next) != _vHead; vPrev = v)
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{
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Debug.Assert(v._prev == vPrev);
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e = v._anEdge;
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do
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{
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Debug.Assert(e._Sym != e);
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Debug.Assert(e._Sym._Sym == e);
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Debug.Assert(e._Lnext._Onext._Sym == e);
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Debug.Assert(e._Onext._Sym._Lnext == e);
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Debug.Assert(e._Org == v);
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e = e._Onext;
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} while (e != v._anEdge);
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}
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Debug.Assert(v._prev == vPrev && v._anEdge == null);
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MeshUtils.Edge ePrev = _eHead;
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for (ePrev = _eHead; (e = ePrev._next) != _eHead; ePrev = e)
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{
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Debug.Assert(e._Sym._next == ePrev._Sym);
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Debug.Assert(e._Sym != e);
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Debug.Assert(e._Sym._Sym == e);
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Debug.Assert(e._Org != null);
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Debug.Assert(e._Dst != null);
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Debug.Assert(e._Lnext._Onext._Sym == e);
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Debug.Assert(e._Onext._Sym._Lnext == e);
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}
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Debug.Assert(e._Sym._next == ePrev._Sym
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&& e._Sym == _eHeadSym
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&& e._Sym._Sym == e
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&& e._Org == null && e._Dst == null
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&& e._Lface == null && e._Rface == null);
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}
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}
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}
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} // namespace Unity.VectorGraphics.External |