301 lines
10 KiB
C#
301 lines
10 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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using Real = System.Single;
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namespace LibTessDotNet
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{
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internal static class Geom
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{
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public static bool IsWindingInside(WindingRule rule, int n)
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{
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switch (rule)
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{
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case WindingRule.EvenOdd:
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return (n & 1) == 1;
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case WindingRule.NonZero:
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return n != 0;
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case WindingRule.Positive:
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return n > 0;
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case WindingRule.Negative:
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return n < 0;
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case WindingRule.AbsGeqTwo:
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return n >= 2 || n <= -2;
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}
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throw new Exception("Wrong winding rule");
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}
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public static bool VertCCW(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
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{
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return (u._s * (v._t - w._t) + v._s * (w._t - u._t) + w._s * (u._t - v._t)) >= 0.0f;
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}
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public static bool VertEq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
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{
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return lhs._s == rhs._s && lhs._t == rhs._t;
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}
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public static bool VertLeq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
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{
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return (lhs._s < rhs._s) || (lhs._s == rhs._s && lhs._t <= rhs._t);
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}
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/// <summary>
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/// Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
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/// evaluates the t-coord of the edge uw at the s-coord of the vertex v.
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/// Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
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/// If uw is vertical (and thus passes thru v), the result is zero.
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///
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/// The calculation is extremely accurate and stable, even when v
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/// is very close to u or w. In particular if we set v->t = 0 and
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/// let r be the negated result (this evaluates (uw)(v->s)), then
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/// r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
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/// </summary>
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public static Real EdgeEval(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
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{
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Debug.Assert(VertLeq(u, v) && VertLeq(v, w));
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var gapL = v._s - u._s;
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var gapR = w._s - v._s;
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if (gapL + gapR > 0.0f)
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{
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if (gapL < gapR)
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{
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return (v._t - u._t) + (u._t - w._t) * (gapL / (gapL + gapR));
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}
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else
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{
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return (v._t - w._t) + (w._t - u._t) * (gapR / (gapL + gapR));
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}
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}
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/* vertical line */
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return 0;
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}
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/// <summary>
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/// Returns a number whose sign matches EdgeEval(u,v,w) but which
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/// is cheaper to evaluate. Returns > 0, == 0 , or < 0
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/// as v is above, on, or below the edge uw.
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/// </summary>
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public static Real EdgeSign(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
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{
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Debug.Assert(VertLeq(u, v) && VertLeq(v, w));
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var gapL = v._s - u._s;
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var gapR = w._s - v._s;
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if (gapL + gapR > 0.0f)
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{
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return (v._t - w._t) * gapL + (v._t - u._t) * gapR;
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}
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/* vertical line */
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return 0;
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}
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public static bool TransLeq(MeshUtils.Vertex lhs, MeshUtils.Vertex rhs)
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{
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return (lhs._t < rhs._t) || (lhs._t == rhs._t && lhs._s <= rhs._s);
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}
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public static Real TransEval(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
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{
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Debug.Assert(TransLeq(u, v) && TransLeq(v, w));
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var gapL = v._t - u._t;
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var gapR = w._t - v._t;
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if (gapL + gapR > 0.0f)
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{
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if (gapL < gapR)
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{
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return (v._s - u._s) + (u._s - w._s) * (gapL / (gapL + gapR));
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}
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else
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{
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return (v._s - w._s) + (w._s - u._s) * (gapR / (gapL + gapR));
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}
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}
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/* vertical line */
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return 0;
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}
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public static Real TransSign(MeshUtils.Vertex u, MeshUtils.Vertex v, MeshUtils.Vertex w)
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{
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Debug.Assert(TransLeq(u, v) && TransLeq(v, w));
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var gapL = v._t - u._t;
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var gapR = w._t - v._t;
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if (gapL + gapR > 0.0f)
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{
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return (v._s - w._s) * gapL + (v._s - u._s) * gapR;
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}
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/* vertical line */
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return 0;
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}
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public static bool EdgeGoesLeft(MeshUtils.Edge e)
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{
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return VertLeq(e._Dst, e._Org);
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}
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public static bool EdgeGoesRight(MeshUtils.Edge e)
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{
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return VertLeq(e._Org, e._Dst);
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}
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public static Real VertL1dist(MeshUtils.Vertex u, MeshUtils.Vertex v)
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{
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return Math.Abs(u._s - v._s) + Math.Abs(u._t - v._t);
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}
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public static void AddWinding(MeshUtils.Edge eDst, MeshUtils.Edge eSrc)
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{
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eDst._winding += eSrc._winding;
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eDst._Sym._winding += eSrc._Sym._winding;
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}
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public static Real Interpolate(Real a, Real x, Real b, Real y)
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{
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if (a < 0.0f)
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{
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a = 0.0f;
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}
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if (b < 0.0f)
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{
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b = 0.0f;
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}
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return ((a <= b) ? ((b == 0.0f) ? ((x+y) / 2.0f)
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: (x + (y-x) * (a/(a+b))))
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: (y + (x-y) * (b/(a+b))));
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}
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static void Swap(ref MeshUtils.Vertex a, ref MeshUtils.Vertex b)
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{
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var tmp = a;
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a = b;
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b = tmp;
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}
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/// <summary>
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/// Given edges (o1,d1) and (o2,d2), compute their point of intersection.
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/// The computed point is guaranteed to lie in the intersection of the
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/// bounding rectangles defined by each edge.
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/// </summary>
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public static void EdgeIntersect(MeshUtils.Vertex o1, MeshUtils.Vertex d1, MeshUtils.Vertex o2, MeshUtils.Vertex d2, MeshUtils.Vertex v)
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{
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// This is certainly not the most efficient way to find the intersection
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// of two line segments, but it is very numerically stable.
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//
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// Strategy: find the two middle vertices in the VertLeq ordering,
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// and interpolate the intersection s-value from these. Then repeat
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// using the TransLeq ordering to find the intersection t-value.
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if (!VertLeq(o1, d1)) { Swap(ref o1, ref d1); }
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if (!VertLeq(o2, d2)) { Swap(ref o2, ref d2); }
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if (!VertLeq(o1, o2)) { Swap(ref o1, ref o2); Swap(ref d1, ref d2); }
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if (!VertLeq(o2, d1))
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{
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// Technically, no intersection -- do our best
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v._s = (o2._s + d1._s) / 2.0f;
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}
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else if (VertLeq(d1, d2))
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{
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// Interpolate between o2 and d1
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var z1 = EdgeEval(o1, o2, d1);
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var z2 = EdgeEval(o2, d1, d2);
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if (z1 + z2 < 0.0f)
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{
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z1 = -z1;
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z2 = -z2;
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}
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v._s = Interpolate(z1, o2._s, z2, d1._s);
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}
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else
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{
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// Interpolate between o2 and d2
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var z1 = EdgeSign(o1, o2, d1);
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var z2 = -EdgeSign(o1, d2, d1);
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if (z1 + z2 < 0.0f)
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{
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z1 = -z1;
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z2 = -z2;
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}
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v._s = Interpolate(z1, o2._s, z2, d2._s);
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}
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// Now repeat the process for t
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if (!TransLeq(o1, d1)) { Swap(ref o1, ref d1); }
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if (!TransLeq(o2, d2)) { Swap(ref o2, ref d2); }
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if (!TransLeq(o1, o2)) { Swap(ref o1, ref o2); Swap(ref d1, ref d2); }
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if (!TransLeq(o2, d1))
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{
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// Technically, no intersection -- do our best
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v._t = (o2._t + d1._t) / 2.0f;
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}
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else if (TransLeq(d1, d2))
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{
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// Interpolate between o2 and d1
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var z1 = TransEval(o1, o2, d1);
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var z2 = TransEval(o2, d1, d2);
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if (z1 + z2 < 0.0f)
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{
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z1 = -z1;
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z2 = -z2;
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}
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v._t = Interpolate(z1, o2._t, z2, d1._t);
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}
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else
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{
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// Interpolate between o2 and d2
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var z1 = TransSign(o1, o2, d1);
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var z2 = -TransSign(o1, d2, d1);
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if (z1 + z2 < 0.0f)
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{
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z1 = -z1;
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z2 = -z2;
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}
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v._t = Interpolate(z1, o2._t, z2, d2._t);
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}
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}
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}
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}
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} // namespace Unity.VectorGraphics.External |