176 lines
5.1 KiB
C#
176 lines
5.1 KiB
C#
// -----------------------------------------------------------------------
|
|
// <copyright file="SimpleSmoother.cs" company="">
|
|
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
|
// </copyright>
|
|
// -----------------------------------------------------------------------
|
|
|
|
namespace UnityEngine.U2D.Animation.TriangleNet
|
|
.Smoothing
|
|
{
|
|
using System.Linq;
|
|
using Animation.TriangleNet.Geometry;
|
|
using Animation.TriangleNet.Meshing;
|
|
using Animation.TriangleNet.Topology.DCEL;
|
|
using Animation.TriangleNet.Voronoi;
|
|
|
|
/// <summary>
|
|
/// Simple mesh smoother implementation.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Vertices wich should not move (e.g. segment vertices) MUST have a
|
|
/// boundary mark greater than 0.
|
|
/// </remarks>
|
|
internal class SimpleSmoother : ISmoother
|
|
{
|
|
TrianglePool pool;
|
|
Configuration config;
|
|
|
|
IVoronoiFactory factory;
|
|
|
|
ConstraintOptions options;
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
|
/// </summary>
|
|
public SimpleSmoother()
|
|
: this(new VoronoiFactory())
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
|
/// </summary>
|
|
public SimpleSmoother(IVoronoiFactory factory)
|
|
{
|
|
this.factory = factory;
|
|
this.pool = new TrianglePool();
|
|
|
|
this.config = new Configuration(
|
|
() => RobustPredicates.Default,
|
|
() => pool.Restart());
|
|
|
|
this.options = new ConstraintOptions() { ConformingDelaunay = true };
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
|
/// </summary>
|
|
/// <param name="factory">Voronoi object factory.</param>
|
|
/// <param name="config">Configuration.</param>
|
|
public SimpleSmoother(IVoronoiFactory factory, Configuration config)
|
|
{
|
|
this.factory = factory;
|
|
this.config = config;
|
|
|
|
this.options = new ConstraintOptions() { ConformingDelaunay = true };
|
|
}
|
|
|
|
public void Smooth(IMesh mesh)
|
|
{
|
|
Smooth(mesh, 10);
|
|
}
|
|
|
|
public void Smooth(IMesh mesh, int limit)
|
|
{
|
|
var smoothedMesh = (Mesh)mesh;
|
|
|
|
var mesher = new GenericMesher(config);
|
|
var predicates = config.Predicates();
|
|
|
|
// The smoother should respect the mesh segment splitting behavior.
|
|
this.options.SegmentSplitting = smoothedMesh.behavior.NoBisect;
|
|
|
|
// Take a few smoothing rounds (Lloyd's algorithm).
|
|
for (int i = 0; i < limit; i++)
|
|
{
|
|
Step(smoothedMesh, factory, predicates);
|
|
|
|
// Actually, we only want to rebuild, if the mesh is no longer
|
|
// Delaunay. Flipping edges could be the right choice instead
|
|
// of re-triangulating...
|
|
smoothedMesh = (Mesh)mesher.Triangulate(Rebuild(smoothedMesh), options);
|
|
|
|
factory.Reset();
|
|
}
|
|
|
|
smoothedMesh.CopyTo((Mesh)mesh);
|
|
}
|
|
|
|
private void Step(Mesh mesh, IVoronoiFactory factory, IPredicates predicates)
|
|
{
|
|
var voronoi = new BoundedVoronoi(mesh, factory, predicates);
|
|
|
|
if (!voronoi.IsConsistent())
|
|
return;
|
|
|
|
double x, y;
|
|
|
|
foreach (var face in voronoi.Faces)
|
|
{
|
|
if (face.generator.label == 0)
|
|
{
|
|
Centroid(face, out x, out y);
|
|
|
|
face.generator.x = x;
|
|
face.generator.y = y;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the centroid of a polygon.
|
|
/// </summary>
|
|
private void Centroid(Face face, out double x, out double y)
|
|
{
|
|
double ai, atmp = 0, xtmp = 0, ytmp = 0;
|
|
|
|
var edge = face.Edge;
|
|
var first = edge.Next.ID;
|
|
|
|
Point p, q;
|
|
|
|
do
|
|
{
|
|
p = edge.Origin;
|
|
q = edge.Twin.Origin;
|
|
|
|
ai = p.x * q.y - q.x * p.y;
|
|
atmp += ai;
|
|
xtmp += (q.x + p.x) * ai;
|
|
ytmp += (q.y + p.y) * ai;
|
|
|
|
edge = edge.Next;
|
|
}
|
|
while (edge.Next.ID != first);
|
|
|
|
x = xtmp / (3 * atmp);
|
|
y = ytmp / (3 * atmp);
|
|
|
|
//area = atmp / 2;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rebuild the input geometry.
|
|
/// </summary>
|
|
private Polygon Rebuild(Mesh mesh)
|
|
{
|
|
var data = new Polygon(mesh.vertices.Count);
|
|
|
|
foreach (var v in mesh.vertices.Values)
|
|
{
|
|
// Reset to input vertex.
|
|
v.type = VertexType.InputVertex;
|
|
|
|
data.Points.Add(v);
|
|
}
|
|
|
|
data.Segments.AddRange(mesh.subsegs.Values.Cast<ISegment>());
|
|
|
|
data.Holes.AddRange(mesh.holes);
|
|
data.Regions.AddRange(mesh.regions);
|
|
|
|
return data;
|
|
}
|
|
}
|
|
}
|