746 lines
26 KiB
C#
746 lines
26 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 enum WindingRule
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{
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EvenOdd,
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NonZero,
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Positive,
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Negative,
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AbsGeqTwo
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}
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internal enum ElementType
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{
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Polygons,
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ConnectedPolygons,
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BoundaryContours
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}
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internal enum ContourOrientation
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{
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Original,
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Clockwise,
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CounterClockwise
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}
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internal struct ContourVertex
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{
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public Vec3 Position;
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public object Data;
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public override string ToString()
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{
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return string.Format("{0}, {1}", Position, Data);
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}
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}
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internal delegate object CombineCallback(Vec3 position, object[] data, Real[] weights);
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internal partial class Tess
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{
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private Mesh _mesh;
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private Vec3 _normal;
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private Vec3 _sUnit;
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private Vec3 _tUnit;
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private Real _bminX, _bminY, _bmaxX, _bmaxY;
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private WindingRule _windingRule;
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private Dict<ActiveRegion> _dict;
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private PriorityQueue<MeshUtils.Vertex> _pq;
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private MeshUtils.Vertex _event;
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private CombineCallback _combineCallback;
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private ContourVertex[] _vertices;
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private int _vertexCount;
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private int[] _elements;
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private int _elementCount;
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public Vec3 Normal { get { return _normal; } set { _normal = value; } }
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public Real SUnitX = 1;
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public Real SUnitY = 0;
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public Real SentinelCoord = 4e30f;
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/// <summary>
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/// If true, will remove empty (zero area) polygons.
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/// </summary>
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public bool NoEmptyPolygons = false;
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/// <summary>
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/// If true, will use pooling to reduce GC (compare performance with/without, can vary wildly).
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/// </summary>
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public bool UsePooling = false;
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public ContourVertex[] Vertices { get { return _vertices; } }
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public int VertexCount { get { return _vertexCount; } }
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public int[] Elements { get { return _elements; } }
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public int ElementCount { get { return _elementCount; } }
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public Tess()
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{
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_normal = Vec3.Zero;
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_bminX = _bminY = _bmaxX = _bmaxY = 0;
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_windingRule = WindingRule.EvenOdd;
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_mesh = null;
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_vertices = null;
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_vertexCount = 0;
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_elements = null;
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_elementCount = 0;
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}
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private void ComputeNormal(ref Vec3 norm)
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{
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var v = _mesh._vHead._next;
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var minVal = new Real[3] { v._coords.X, v._coords.Y, v._coords.Z };
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var minVert = new MeshUtils.Vertex[3] { v, v, v };
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var maxVal = new Real[3] { v._coords.X, v._coords.Y, v._coords.Z };
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var maxVert = new MeshUtils.Vertex[3] { v, v, v };
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for (; v != _mesh._vHead; v = v._next)
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{
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if (v._coords.X < minVal[0]) { minVal[0] = v._coords.X; minVert[0] = v; }
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if (v._coords.Y < minVal[1]) { minVal[1] = v._coords.Y; minVert[1] = v; }
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if (v._coords.Z < minVal[2]) { minVal[2] = v._coords.Z; minVert[2] = v; }
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if (v._coords.X > maxVal[0]) { maxVal[0] = v._coords.X; maxVert[0] = v; }
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if (v._coords.Y > maxVal[1]) { maxVal[1] = v._coords.Y; maxVert[1] = v; }
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if (v._coords.Z > maxVal[2]) { maxVal[2] = v._coords.Z; maxVert[2] = v; }
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}
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// Find two vertices separated by at least 1/sqrt(3) of the maximum
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// distance between any two vertices
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int i = 0;
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if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0]) { i = 1; }
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if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i]) { i = 2; }
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if (minVal[i] >= maxVal[i])
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{
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// All vertices are the same -- normal doesn't matter
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norm = new Vec3 { X = 0, Y = 0, Z = 1 };
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return;
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}
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// Look for a third vertex which forms the triangle with maximum area
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// (Length of normal == twice the triangle area)
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Real maxLen2 = 0, tLen2;
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var v1 = minVert[i];
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var v2 = maxVert[i];
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Vec3 d1, d2, tNorm;
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Vec3.Sub(ref v1._coords, ref v2._coords, out d1);
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for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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{
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Vec3.Sub(ref v._coords, ref v2._coords, out d2);
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tNorm.X = d1.Y * d2.Z - d1.Z * d2.Y;
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tNorm.Y = d1.Z * d2.X - d1.X * d2.Z;
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tNorm.Z = d1.X * d2.Y - d1.Y * d2.X;
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tLen2 = tNorm.X*tNorm.X + tNorm.Y*tNorm.Y + tNorm.Z*tNorm.Z;
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if (tLen2 > maxLen2)
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{
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maxLen2 = tLen2;
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norm = tNorm;
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}
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}
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if (maxLen2 <= 0.0f)
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{
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// All points lie on a single line -- any decent normal will do
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norm = Vec3.Zero;
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i = Vec3.LongAxis(ref d1);
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norm[i] = 1;
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}
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}
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private void CheckOrientation()
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{
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// When we compute the normal automatically, we choose the orientation
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// so that the the sum of the signed areas of all contours is non-negative.
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Real area = 0.0f;
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for (var f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
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{
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if (f._anEdge._winding <= 0)
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{
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continue;
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}
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area += MeshUtils.FaceArea(f);
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}
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if (area < 0.0f)
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{
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// Reverse the orientation by flipping all the t-coordinates
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for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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{
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v._t = -v._t;
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}
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Vec3.Neg(ref _tUnit);
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}
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}
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private void ProjectPolygon()
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{
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var norm = _normal;
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bool computedNormal = false;
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if (norm.X == 0.0f && norm.Y == 0.0f && norm.Z == 0.0f)
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{
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ComputeNormal(ref norm);
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_normal = norm;
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computedNormal = true;
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}
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int i = Vec3.LongAxis(ref norm);
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_sUnit[i] = 0;
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_sUnit[(i + 1) % 3] = SUnitX;
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_sUnit[(i + 2) % 3] = SUnitY;
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_tUnit[i] = 0;
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_tUnit[(i + 1) % 3] = norm[i] > 0.0f ? -SUnitY : SUnitY;
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_tUnit[(i + 2) % 3] = norm[i] > 0.0f ? SUnitX : -SUnitX;
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// Project the vertices onto the sweep plane
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for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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{
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Vec3.Dot(ref v._coords, ref _sUnit, out v._s);
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Vec3.Dot(ref v._coords, ref _tUnit, out v._t);
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}
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if (computedNormal)
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{
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CheckOrientation();
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}
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// Compute ST bounds.
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bool first = true;
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for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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{
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if (first)
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{
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_bminX = _bmaxX = v._s;
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_bminY = _bmaxY = v._t;
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first = false;
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}
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else
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{
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if (v._s < _bminX) _bminX = v._s;
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if (v._s > _bmaxX) _bmaxX = v._s;
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if (v._t < _bminY) _bminY = v._t;
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if (v._t > _bmaxY) _bmaxY = v._t;
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}
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}
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}
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/// <summary>
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/// TessellateMonoRegion( face ) tessellates a monotone region
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/// (what else would it do??) The region must consist of a single
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/// loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
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/// case means that any vertical line intersects the interior of the
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/// region in a single interval.
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///
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/// Tessellation consists of adding interior edges (actually pairs of
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/// half-edges), to split the region into non-overlapping triangles.
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///
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/// The basic idea is explained in Preparata and Shamos (which I don't
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/// have handy right now), although their implementation is more
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/// complicated than this one. The are two edge chains, an upper chain
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/// and a lower chain. We process all vertices from both chains in order,
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/// from right to left.
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///
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/// The algorithm ensures that the following invariant holds after each
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/// vertex is processed: the untessellated region consists of two
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/// chains, where one chain (say the upper) is a single edge, and
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/// the other chain is concave. The left vertex of the single edge
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/// is always to the left of all vertices in the concave chain.
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///
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/// Each step consists of adding the rightmost unprocessed vertex to one
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/// of the two chains, and forming a fan of triangles from the rightmost
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/// of two chain endpoints. Determining whether we can add each triangle
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/// to the fan is a simple orientation test. By making the fan as large
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/// as possible, we restore the invariant (check it yourself).
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/// </summary>
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private void TessellateMonoRegion(MeshUtils.Face face)
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{
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// All edges are oriented CCW around the boundary of the region.
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// First, find the half-edge whose origin vertex is rightmost.
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// Since the sweep goes from left to right, face->anEdge should
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// be close to the edge we want.
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var up = face._anEdge;
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Debug.Assert(up._Lnext != up && up._Lnext._Lnext != up);
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while (Geom.VertLeq(up._Dst, up._Org)) up = up._Lprev;
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while (Geom.VertLeq(up._Org, up._Dst)) up = up._Lnext;
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var lo = up._Lprev;
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while (up._Lnext != lo)
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{
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if (Geom.VertLeq(up._Dst, lo._Org))
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{
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// up.Dst is on the left. It is safe to form triangles from lo.Org.
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// The EdgeGoesLeft test guarantees progress even when some triangles
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// are CW, given that the upper and lower chains are truly monotone.
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while (lo._Lnext != up && (Geom.EdgeGoesLeft(lo._Lnext)
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|| Geom.EdgeSign(lo._Org, lo._Dst, lo._Lnext._Dst) <= 0.0f))
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{
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lo = _mesh.Connect(lo._Lnext, lo)._Sym;
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}
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lo = lo._Lprev;
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}
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else
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{
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// lo.Org is on the left. We can make CCW triangles from up.Dst.
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while (lo._Lnext != up && (Geom.EdgeGoesRight(up._Lprev)
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|| Geom.EdgeSign(up._Dst, up._Org, up._Lprev._Org) >= 0.0f))
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{
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up = _mesh.Connect(up, up._Lprev)._Sym;
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}
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up = up._Lnext;
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}
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}
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// Now lo.Org == up.Dst == the leftmost vertex. The remaining region
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// can be tessellated in a fan from this leftmost vertex.
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Debug.Assert(lo._Lnext != up);
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while (lo._Lnext._Lnext != up)
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{
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lo = _mesh.Connect(lo._Lnext, lo)._Sym;
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}
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}
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/// <summary>
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/// TessellateInterior( mesh ) tessellates each region of
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/// the mesh which is marked "inside" the polygon. Each such region
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/// must be monotone.
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/// </summary>
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private void TessellateInterior()
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{
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MeshUtils.Face f, next;
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for (f = _mesh._fHead._next; f != _mesh._fHead; f = next)
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{
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// Make sure we don't try to tessellate the new triangles.
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next = f._next;
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if (f._inside)
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{
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TessellateMonoRegion(f);
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}
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}
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}
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/// <summary>
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/// DiscardExterior zaps (ie. sets to null) all faces
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/// which are not marked "inside" the polygon. Since further mesh operations
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/// on NULL faces are not allowed, the main purpose is to clean up the
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/// mesh so that exterior loops are not represented in the data structure.
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/// </summary>
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private void DiscardExterior()
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{
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MeshUtils.Face f, next;
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for (f = _mesh._fHead._next; f != _mesh._fHead; f = next)
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{
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// Since f will be destroyed, save its next pointer.
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next = f._next;
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if( ! f._inside ) {
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_mesh.ZapFace(f);
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}
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}
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}
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/// <summary>
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/// SetWindingNumber( value, keepOnlyBoundary ) resets the
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/// winding numbers on all edges so that regions marked "inside" the
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/// polygon have a winding number of "value", and regions outside
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/// have a winding number of 0.
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///
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/// If keepOnlyBoundary is TRUE, it also deletes all edges which do not
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/// separate an interior region from an exterior one.
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/// </summary>
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private void SetWindingNumber(int value, bool keepOnlyBoundary)
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{
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MeshUtils.Edge e, eNext;
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for (e = _mesh._eHead._next; e != _mesh._eHead; e = eNext)
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{
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eNext = e._next;
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if (e._Rface._inside != e._Lface._inside)
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{
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/* This is a boundary edge (one side is interior, one is exterior). */
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e._winding = (e._Lface._inside) ? value : -value;
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}
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else
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{
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/* Both regions are interior, or both are exterior. */
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if (!keepOnlyBoundary)
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{
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e._winding = 0;
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}
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else
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{
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_mesh.Delete(e);
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}
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}
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}
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}
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private int GetNeighbourFace(MeshUtils.Edge edge)
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{
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if (edge._Rface == null)
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return MeshUtils.Undef;
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if (!edge._Rface._inside)
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return MeshUtils.Undef;
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return edge._Rface._n;
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}
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private void OutputPolymesh(ElementType elementType, int polySize)
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{
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MeshUtils.Vertex v;
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MeshUtils.Face f;
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MeshUtils.Edge edge;
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int maxFaceCount = 0;
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int maxVertexCount = 0;
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int faceVerts, i;
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if (polySize < 3)
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{
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polySize = 3;
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}
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// Assume that the input data is triangles now.
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// Try to merge as many polygons as possible
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if (polySize > 3)
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{
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_mesh.MergeConvexFaces(polySize);
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}
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// Mark unused
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for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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v._n = MeshUtils.Undef;
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// Create unique IDs for all vertices and faces.
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for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
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{
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f._n = MeshUtils.Undef;
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if (!f._inside) continue;
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if (NoEmptyPolygons)
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{
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var area = MeshUtils.FaceArea(f);
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if (Math.Abs(area) < Real.Epsilon)
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{
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continue;
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}
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}
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edge = f._anEdge;
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faceVerts = 0;
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do {
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v = edge._Org;
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if (v._n == MeshUtils.Undef)
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{
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v._n = maxVertexCount;
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maxVertexCount++;
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}
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faceVerts++;
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edge = edge._Lnext;
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}
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while (edge != f._anEdge);
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Debug.Assert(faceVerts <= polySize);
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f._n = maxFaceCount;
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++maxFaceCount;
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}
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_elementCount = maxFaceCount;
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if (elementType == ElementType.ConnectedPolygons)
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maxFaceCount *= 2;
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_elements = new int[maxFaceCount * polySize];
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_vertexCount = maxVertexCount;
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_vertices = new ContourVertex[_vertexCount];
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// Output vertices.
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for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
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{
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if (v._n != MeshUtils.Undef)
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{
|
|
// Store coordinate
|
|
_vertices[v._n].Position = v._coords;
|
|
_vertices[v._n].Data = v._data;
|
|
}
|
|
}
|
|
|
|
// Output indices.
|
|
int elementIndex = 0;
|
|
for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
|
|
{
|
|
if (!f._inside) continue;
|
|
|
|
if (NoEmptyPolygons)
|
|
{
|
|
var area = MeshUtils.FaceArea(f);
|
|
if (Math.Abs(area) < Real.Epsilon)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Store polygon
|
|
edge = f._anEdge;
|
|
faceVerts = 0;
|
|
do {
|
|
v = edge._Org;
|
|
_elements[elementIndex++] = v._n;
|
|
faceVerts++;
|
|
edge = edge._Lnext;
|
|
} while (edge != f._anEdge);
|
|
// Fill unused.
|
|
for (i = faceVerts; i < polySize; ++i)
|
|
{
|
|
_elements[elementIndex++] = MeshUtils.Undef;
|
|
}
|
|
|
|
// Store polygon connectivity
|
|
if (elementType == ElementType.ConnectedPolygons)
|
|
{
|
|
edge = f._anEdge;
|
|
do
|
|
{
|
|
_elements[elementIndex++] = GetNeighbourFace(edge);
|
|
edge = edge._Lnext;
|
|
} while (edge != f._anEdge);
|
|
// Fill unused.
|
|
for (i = faceVerts; i < polySize; ++i)
|
|
{
|
|
_elements[elementIndex++] = MeshUtils.Undef;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OutputContours()
|
|
{
|
|
MeshUtils.Face f;
|
|
MeshUtils.Edge edge, start;
|
|
int startVert = 0;
|
|
int vertCount = 0;
|
|
|
|
_vertexCount = 0;
|
|
_elementCount = 0;
|
|
|
|
for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
|
|
{
|
|
if (!f._inside) continue;
|
|
|
|
start = edge = f._anEdge;
|
|
do
|
|
{
|
|
++_vertexCount;
|
|
edge = edge._Lnext;
|
|
}
|
|
while (edge != start);
|
|
|
|
++_elementCount;
|
|
}
|
|
|
|
_elements = new int[_elementCount * 2];
|
|
_vertices = new ContourVertex[_vertexCount];
|
|
|
|
int vertIndex = 0;
|
|
int elementIndex = 0;
|
|
|
|
startVert = 0;
|
|
|
|
for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
|
|
{
|
|
if (!f._inside) continue;
|
|
|
|
vertCount = 0;
|
|
start = edge = f._anEdge;
|
|
do {
|
|
_vertices[vertIndex].Position = edge._Org._coords;
|
|
_vertices[vertIndex].Data = edge._Org._data;
|
|
++vertIndex;
|
|
++vertCount;
|
|
edge = edge._Lnext;
|
|
} while (edge != start);
|
|
|
|
_elements[elementIndex++] = startVert;
|
|
_elements[elementIndex++] = vertCount;
|
|
|
|
startVert += vertCount;
|
|
}
|
|
}
|
|
|
|
private Real SignedArea(ContourVertex[] vertices)
|
|
{
|
|
Real area = 0.0f;
|
|
|
|
for (int i = 0; i < vertices.Length; i++)
|
|
{
|
|
var v0 = vertices[i];
|
|
var v1 = vertices[(i + 1) % vertices.Length];
|
|
|
|
area += v0.Position.X * v1.Position.Y;
|
|
area -= v0.Position.Y * v1.Position.X;
|
|
}
|
|
|
|
return 0.5f * area;
|
|
}
|
|
|
|
public void AddContour(ContourVertex[] vertices)
|
|
{
|
|
AddContour(vertices, ContourOrientation.Original);
|
|
}
|
|
|
|
public void AddContour(ContourVertex[] vertices, ContourOrientation forceOrientation)
|
|
{
|
|
if (_mesh == null)
|
|
{
|
|
_mesh = new Mesh();
|
|
}
|
|
|
|
bool reverse = false;
|
|
if (forceOrientation != ContourOrientation.Original)
|
|
{
|
|
var area = SignedArea(vertices);
|
|
reverse = (forceOrientation == ContourOrientation.Clockwise && area < 0.0f) || (forceOrientation == ContourOrientation.CounterClockwise && area > 0.0f);
|
|
}
|
|
|
|
MeshUtils.Edge e = null;
|
|
for (int i = 0; i < vertices.Length; ++i)
|
|
{
|
|
if (e == null)
|
|
{
|
|
e = _mesh.MakeEdge();
|
|
_mesh.Splice(e, e._Sym);
|
|
}
|
|
else
|
|
{
|
|
// Create a new vertex and edge which immediately follow e
|
|
// in the ordering around the left face.
|
|
_mesh.SplitEdge(e);
|
|
e = e._Lnext;
|
|
}
|
|
|
|
int index = reverse ? vertices.Length - 1 - i : i;
|
|
// The new vertex is now e._Org.
|
|
e._Org._coords = vertices[index].Position;
|
|
e._Org._data = vertices[index].Data;
|
|
|
|
// The winding of an edge says how the winding number changes as we
|
|
// cross from the edge's right face to its left face. We add the
|
|
// vertices in such an order that a CCW contour will add +1 to
|
|
// the winding number of the region inside the contour.
|
|
e._winding = 1;
|
|
e._Sym._winding = -1;
|
|
}
|
|
}
|
|
|
|
public void Tessellate(WindingRule windingRule, ElementType elementType, int polySize)
|
|
{
|
|
Tessellate(windingRule, elementType, polySize, null);
|
|
}
|
|
|
|
public void Tessellate(WindingRule windingRule, ElementType elementType, int polySize, CombineCallback combineCallback)
|
|
{
|
|
_normal = Vec3.Zero;
|
|
_vertices = null;
|
|
_elements = null;
|
|
|
|
_windingRule = windingRule;
|
|
_combineCallback = combineCallback;
|
|
|
|
if (_mesh == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Determine the polygon normal and project vertices onto the plane
|
|
// of the polygon.
|
|
ProjectPolygon();
|
|
|
|
// ComputeInterior computes the planar arrangement specified
|
|
// by the given contours, and further subdivides this arrangement
|
|
// into regions. Each region is marked "inside" if it belongs
|
|
// to the polygon, according to the rule given by windingRule.
|
|
// Each interior region is guaranteed be monotone.
|
|
ComputeInterior();
|
|
|
|
// If the user wants only the boundary contours, we throw away all edges
|
|
// except those which separate the interior from the exterior.
|
|
// Otherwise we tessellate all the regions marked "inside".
|
|
if (elementType == ElementType.BoundaryContours)
|
|
{
|
|
SetWindingNumber(1, true);
|
|
}
|
|
else
|
|
{
|
|
TessellateInterior();
|
|
}
|
|
|
|
_mesh.Check();
|
|
|
|
if (elementType == ElementType.BoundaryContours)
|
|
{
|
|
OutputContours();
|
|
}
|
|
else
|
|
{
|
|
OutputPolymesh(elementType, polySize);
|
|
}
|
|
|
|
if (UsePooling)
|
|
{
|
|
_mesh.Free();
|
|
}
|
|
_mesh = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace Unity.VectorGraphics.External |