1020 lines
38 KiB
C#
1020 lines
38 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Profiling;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.U2D.Common.UTess
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{
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enum UEventType
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{
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EVENT_POINT = 0,
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EVENT_END = 1,
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EVENT_START = 2,
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};
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struct UEvent
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{
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public float2 a;
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public float2 b;
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public int idx;
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public int type;
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};
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struct UHull
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{
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public float2 a;
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public float2 b;
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public int idx;
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public ArraySlice<int> ilarray;
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public int ilcount;
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public ArraySlice<int> iuarray;
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public int iucount;
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};
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struct UStar
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{
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public ArraySlice<int> points;
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public int pointCount;
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};
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struct UBounds
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{
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public double2 min;
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public double2 max;
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};
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struct UCircle
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{
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public float2 center;
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public float radius;
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};
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struct UTriangle
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{
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public float2 va;
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public float2 vb;
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public float2 vc;
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public UCircle c;
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public float area;
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public int3 indices;
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};
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struct UEncroachingSegment
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{
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public float2 a;
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public float2 b;
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public int index;
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}
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internal interface ICondition2<in T, in U>
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{
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bool Test(T x, U y, ref float t);
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}
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struct XCompare : IComparer<double>
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{
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public int Compare(double a, double b)
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{
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return (a < b) ? -1 : 1;
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}
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}
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unsafe struct IntersectionCompare : IComparer<int2>
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{
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public Array<double2> points;
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public Array<int2> edges;
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public fixed double xvasort[4];
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public fixed double xvbsort[4];
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public int Compare(int2 a, int2 b)
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{
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var e1a = edges[a.x];
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var e1b = edges[a.y];
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var e2a = edges[b.x];
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var e2b = edges[b.y];
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xvasort[0] = points[e1a.x].x;
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xvasort[1] = points[e1a.y].x;
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xvasort[2] = points[e1b.x].x;
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xvasort[3] = points[e1b.y].x;
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xvbsort[0] = points[e2a.x].x;
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xvbsort[1] = points[e2a.y].x;
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xvbsort[2] = points[e2b.x].x;
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xvbsort[3] = points[e2b.y].x;
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fixed (double* xvasortPtr = xvasort)
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{
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ModuleHandle.InsertionSort<double, XCompare>(xvasortPtr, 0, 3, new XCompare());
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}
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fixed (double* xvbsortPtr = xvbsort)
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{
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ModuleHandle.InsertionSort<double, XCompare>(xvbsortPtr, 0, 3, new XCompare());
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}
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for (int i = 0; i < 4; ++i)
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if (xvasort[i] - xvbsort[i] != 0)
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return xvasort[i] < xvbsort[i] ? -1 : 1;
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return points[e1a.x].y < points[e1a.x].y ? -1 : 1;
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}
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}
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struct TessEventCompare : IComparer<UEvent>
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{
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public int Compare(UEvent a, UEvent b)
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{
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float f = (a.a.x - b.a.x);
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if (0 != f)
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return (f > 0) ? 1 : -1;
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f = (a.a.y - b.a.y);
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if (0 != f)
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return (f > 0) ? 1 : -1;
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int i = a.type - b.type;
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if (0 != i)
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return i;
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if (a.type != (int)UEventType.EVENT_POINT)
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{
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float o = ModuleHandle.OrientFast(a.a, a.b, b.b);
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if (0 != o)
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{
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return (o > 0) ? 1 : -1;
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}
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}
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return a.idx - b.idx;
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}
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}
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struct TessEdgeCompare : IComparer<int2>
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{
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public int Compare(int2 a, int2 b)
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{
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int i = a.x - b.x;
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if (0 != i)
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return i;
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i = a.y - b.y;
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return i;
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}
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}
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struct TessCellCompare : IComparer<int3>
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{
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public int Compare(int3 a, int3 b)
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{
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int i = a.x - b.x;
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if (0 != i)
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return i;
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i = a.y - b.y;
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if (0 != i)
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return i;
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i = a.z - b.z;
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return i;
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}
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}
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struct TessJunctionCompare : IComparer<int2>
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{
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public int Compare(int2 a, int2 b)
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{
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int i = a.x - b.x;
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if (0 != i)
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return i;
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i = a.y - b.y;
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return i;
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}
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}
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struct DelaEdgeCompare : IComparer<int4>
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{
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public int Compare(int4 a, int4 b)
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{
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int i = a.x - b.x;
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if (0 != i)
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return i;
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i = a.y - b.y;
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if (0 != i)
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return i;
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i = a.z - b.z;
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if (0 != i)
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return i;
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i = a.w - b.w;
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return i;
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}
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}
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struct TessLink
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{
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internal NativeArray<int> roots;
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internal NativeArray<int> ranks;
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internal static TessLink CreateLink(int count, Allocator allocator)
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{
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TessLink link = new TessLink();
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link.roots = new NativeArray<int>(count, allocator);
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link.ranks = new NativeArray<int>(count, allocator);
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for (int i = 0; i < count; ++i)
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{
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link.roots[i] = i;
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link.ranks[i] = 0;
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}
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return link;
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}
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internal static void DestroyLink(TessLink link)
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{
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link.ranks.Dispose();
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link.roots.Dispose();
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}
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internal int Find(int x)
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{
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var x0 = x;
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while (roots[x] != x)
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{
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x = roots[x];
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}
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while (roots[x0] != x)
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{
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var y = roots[x0];
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roots[x0] = x;
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x0 = y;
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}
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return x;
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}
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internal void Link(int x, int y)
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{
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var xr = Find(x);
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var yr = Find(y);
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if (xr == yr)
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{
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return;
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}
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var xd = ranks[xr];
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var yd = ranks[yr];
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if (xd < yd)
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{
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roots[xr] = yr;
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}
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else if (yd < xd)
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{
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roots[yr] = xr;
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}
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else
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{
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roots[yr] = xr;
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++ranks[xr];
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}
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}
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};
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internal struct ModuleHandle
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{
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// Max Edge Count with Subdivision allowed. This is already a very relaxed limit
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// and anything beyond are basically littered with numerous paths.
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internal static readonly int kMaxArea = 65536;
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internal static readonly int kMaxEdgeCount = 65536;
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internal static readonly int kMaxIndexCount = 65536;
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internal static readonly int kMaxVertexCount = 65536;
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internal static readonly int kMaxTriangleCount = kMaxIndexCount / 3;
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internal static readonly int kMaxRefineIterations = 48;
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internal static readonly int kMaxSmoothenIterations = 256;
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internal static readonly float kIncrementAreaFactor = 1.2f;
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internal static void Copy<T>(NativeArray<T> src, int srcIndex, NativeArray<T> dst, int dstIndex, int length)
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where T : struct
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{
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NativeArray<T>.Copy(src, srcIndex, dst, dstIndex, length);
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}
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internal static void Copy<T>(NativeArray<T> src, NativeArray<T> dst, int length)
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where T : struct
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{
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Copy(src, 0, dst, 0, length);
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}
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internal static unsafe void InsertionSort<T, U>(void* array, int lo, int hi, U comp)
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where T : struct where U : IComparer<T>
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{
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int i, j;
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T t;
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for (i = lo; i < hi; i++)
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{
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j = i;
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t = UnsafeUtility.ReadArrayElement<T>(array, i + 1);
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while (j >= lo && comp.Compare(t, UnsafeUtility.ReadArrayElement<T>(array, j)) < 0)
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{
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UnsafeUtility.WriteArrayElement<T>(array, j + 1, UnsafeUtility.ReadArrayElement<T>(array, j));
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j--;
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}
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UnsafeUtility.WriteArrayElement<T>(array, j + 1, t);
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}
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}
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// Search Lower Bounds
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internal static int GetLower<T, U, X>(NativeArray<T> values, int count, U check, X condition)
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where T : struct where U : struct where X : ICondition2<T, U>
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{
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int l = 0;
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int h = count - 1;
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int i = l - 1;
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while (l <= h)
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{
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int m = ((int)(l + h)) >> 1;
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float t = 0;
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if (condition.Test(values[m], check, ref t))
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{
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i = m;
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l = m + 1;
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}
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else
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{
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h = m - 1;
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}
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}
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return i;
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}
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// Search Upper Bounds
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internal static int GetUpper<T, U, X>(NativeArray<T> values, int count, U check, X condition)
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where T : struct where U : struct where X : ICondition2<T, U>
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{
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int l = 0;
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int h = count - 1;
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int i = h + 1;
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while (l <= h)
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{
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int m = ((int)(l + h)) >> 1;
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float t = 0;
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if (condition.Test(values[m], check, ref t))
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{
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i = m;
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h = m - 1;
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}
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else
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{
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l = m + 1;
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}
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}
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return i;
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}
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|
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// Search for Equal
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internal static int GetEqual<T, U, X>(Array<T> values, int count, U check, X condition)
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where T : struct where U : struct where X : ICondition2<T, U>
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{
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int l = 0;
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int h = count - 1;
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while (l <= h)
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{
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int m = ((int)(l + h)) >> 1;
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float t = 0;
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condition.Test(values[m], check, ref t);
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if (t == 0)
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{
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return m;
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}
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else if (t <= 0)
|
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{
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l = m + 1;
|
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|
}
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else
|
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|
{
|
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h = m - 1;
|
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|
}
|
|||
|
}
|
|||
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return -1;
|
|||
|
}
|
|||
|
|
|||
|
// Search for Equal
|
|||
|
internal static int GetEqual<T, U, X>(NativeArray<T> values, int count, U check, X condition)
|
|||
|
where T : struct where U : struct where X : ICondition2<T, U>
|
|||
|
{
|
|||
|
int l = 0;
|
|||
|
int h = count - 1;
|
|||
|
while (l <= h)
|
|||
|
{
|
|||
|
int m = ((int)(l + h)) >> 1;
|
|||
|
float t = 0;
|
|||
|
condition.Test(values[m], check, ref t);
|
|||
|
if (t == 0)
|
|||
|
{
|
|||
|
return m;
|
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|
}
|
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|
else if (t <= 0)
|
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|
{
|
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|
l = m + 1;
|
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|
}
|
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|
else
|
|||
|
{
|
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|
h = m - 1;
|
|||
|
}
|
|||
|
}
|
|||
|
return -1;
|
|||
|
}
|
|||
|
|
|||
|
// From https://www.cs.cmu.edu/afs/cs/project/quake/public/code/predicates.c and is public domain. Can't find one within Unity.
|
|||
|
internal static float OrientFast(float2 a, float2 b, float2 c)
|
|||
|
{
|
|||
|
float epsilon = 1.1102230246251565e-16f;
|
|||
|
float errbound3 = (3.0f + 16.0f * epsilon) * epsilon;
|
|||
|
float l = (a.y - c.y) * (b.x - c.x);
|
|||
|
float r = (a.x - c.x) * (b.y - c.y);
|
|||
|
float det = l - r;
|
|||
|
float s = 0;
|
|||
|
if (l > 0)
|
|||
|
{
|
|||
|
if (r <= 0)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
s = l + r;
|
|||
|
}
|
|||
|
}
|
|||
|
else if (l < 0)
|
|||
|
{
|
|||
|
if (r >= 0)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
s = -(l + r);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
|
|||
|
float tol = errbound3 * s;
|
|||
|
if (det >= tol || det <= -tol)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
return epsilon;
|
|||
|
}
|
|||
|
|
|||
|
// This is needed when doing PlanarGraph as it requires high precision separation of points.
|
|||
|
internal static double OrientFastDouble(double2 a, double2 b, double2 c)
|
|||
|
{
|
|||
|
double epsilon = 1.1102230246251565e-16f;
|
|||
|
double errbound3 = (3.0 + 16.0 * epsilon) * epsilon;
|
|||
|
double l = (a.y - c.y) * (b.x - c.x);
|
|||
|
double r = (a.x - c.x) * (b.y - c.y);
|
|||
|
double det = l - r;
|
|||
|
double s = 0;
|
|||
|
if (l > 0)
|
|||
|
{
|
|||
|
if (r <= 0)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
s = l + r;
|
|||
|
}
|
|||
|
}
|
|||
|
else if (l < 0)
|
|||
|
{
|
|||
|
if (r >= 0)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
s = -(l + r);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
|
|||
|
double tol = errbound3 * s;
|
|||
|
if (det >= tol || det <= -tol)
|
|||
|
{
|
|||
|
return det;
|
|||
|
}
|
|||
|
return epsilon;
|
|||
|
}
|
|||
|
|
|||
|
internal static UCircle CircumCircle(UTriangle tri)
|
|||
|
{
|
|||
|
float xa = tri.va.x * tri.va.x;
|
|||
|
float xb = tri.vb.x * tri.vb.x;
|
|||
|
float xc = tri.vc.x * tri.vc.x;
|
|||
|
float ya = tri.va.y * tri.va.y;
|
|||
|
float yb = tri.vb.y * tri.vb.y;
|
|||
|
float yc = tri.vc.y * tri.vc.y;
|
|||
|
float c = 2f * ((tri.vb.x - tri.va.x) * (tri.vc.y - tri.va.y) - (tri.vb.y - tri.va.y) * (tri.vc.x - tri.va.x));
|
|||
|
float x = ((tri.vc.y - tri.va.y) * (xb - xa + yb - ya) + (tri.va.y - tri.vb.y) * (xc - xa + yc - ya)) / c;
|
|||
|
float y = ((tri.va.x - tri.vc.x) * (xb - xa + yb - ya) + (tri.vb.x - tri.va.x) * (xc - xa + yc - ya)) / c;
|
|||
|
float vx = (tri.va.x - x);
|
|||
|
float vy = (tri.va.y - y);
|
|||
|
return new UCircle { center = new float2(x, y), radius = math.sqrt((vx * vx) + (vy * vy)) };
|
|||
|
}
|
|||
|
|
|||
|
internal static bool IsInsideCircle(UCircle c, float2 v)
|
|||
|
{
|
|||
|
return math.distance(v, c.center) < c.radius;
|
|||
|
}
|
|||
|
|
|||
|
internal static float TriangleArea(float2 va, float2 vb, float2 vc)
|
|||
|
{
|
|||
|
float3 a = new float3(va.x, va.y, 0);
|
|||
|
float3 b = new float3(vb.x, vb.y, 0);
|
|||
|
float3 c = new float3(vc.x, vc.y, 0);
|
|||
|
float3 v = math.cross(a - b, a - c);
|
|||
|
return math.abs(v.z) * 0.5f;
|
|||
|
}
|
|||
|
|
|||
|
internal static float Sign(float2 p1, float2 p2, float2 p3)
|
|||
|
{
|
|||
|
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
|
|||
|
}
|
|||
|
|
|||
|
internal static bool IsInsideTriangle(float2 pt, float2 v1, float2 v2, float2 v3)
|
|||
|
{
|
|||
|
float d1, d2, d3;
|
|||
|
bool has_neg, has_pos;
|
|||
|
|
|||
|
d1 = Sign(pt, v1, v2);
|
|||
|
d2 = Sign(pt, v2, v3);
|
|||
|
d3 = Sign(pt, v3, v1);
|
|||
|
|
|||
|
has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
|
|||
|
has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);
|
|||
|
|
|||
|
return !(has_neg && has_pos);
|
|||
|
}
|
|||
|
|
|||
|
internal static bool IsInsideTriangleApproximate(float2 pt, float2 v1, float2 v2, float2 v3)
|
|||
|
{
|
|||
|
float d0, d1, d2, d3;
|
|||
|
d0 = TriangleArea(v1, v2, v3);
|
|||
|
d1 = TriangleArea(pt, v1, v2);
|
|||
|
d2 = TriangleArea(pt, v2, v3);
|
|||
|
d3 = TriangleArea(pt, v3, v1);
|
|||
|
float epsilon = 1.1102230246251565e-16f;
|
|||
|
return Mathf.Abs(d0 - (d1 + d2 + d3)) < epsilon;
|
|||
|
}
|
|||
|
|
|||
|
internal static bool IsInsideCircle(float2 a, float2 b, float2 c, float2 p)
|
|||
|
{
|
|||
|
float ab = math.dot(a, a);
|
|||
|
float cd = math.dot(b, b);
|
|||
|
float ef = math.dot(c, c);
|
|||
|
|
|||
|
float ax = a.x;
|
|||
|
float ay = a.y;
|
|||
|
float bx = b.x;
|
|||
|
float by = b.y;
|
|||
|
float cx = c.x;
|
|||
|
float cy = c.y;
|
|||
|
|
|||
|
float circum_x = (ab * (cy - by) + cd * (ay - cy) + ef * (by - ay)) /
|
|||
|
(ax * (cy - by) + bx * (ay - cy) + cx * (by - ay));
|
|||
|
float circum_y = (ab * (cx - bx) + cd * (ax - cx) + ef * (bx - ax)) /
|
|||
|
(ay * (cx - bx) + by * (ax - cx) + cy * (bx - ax));
|
|||
|
|
|||
|
float2 circum = new float2();
|
|||
|
circum.x = circum_x / 2;
|
|||
|
circum.y = circum_y / 2;
|
|||
|
float circum_radius = math.distance(a, circum);
|
|||
|
float dist = math.distance(p, circum);
|
|||
|
return circum_radius - dist > 0.00001f;
|
|||
|
}
|
|||
|
|
|||
|
internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea)
|
|||
|
{
|
|||
|
// Check if there are invalid triangles or segments.
|
|||
|
for (int i = 0; i < indexCount; i += 3)
|
|||
|
{
|
|||
|
UTriangle tri = new UTriangle();
|
|||
|
var i0 = indices[i + 0];
|
|||
|
var i1 = indices[i + 1];
|
|||
|
var i2 = indices[i + 2];
|
|||
|
tri.va = vertices[i0];
|
|||
|
tri.vb = vertices[i1];
|
|||
|
tri.vc = vertices[i2];
|
|||
|
tri.c = CircumCircle(tri);
|
|||
|
tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
|
|||
|
maxArea = math.max(tri.area, maxArea);
|
|||
|
minArea = math.min(tri.area, minArea);
|
|||
|
avgArea = avgArea + tri.area;
|
|||
|
triangles[triangleCount++] = tri;
|
|||
|
}
|
|||
|
avgArea = avgArea / triangleCount;
|
|||
|
}
|
|||
|
|
|||
|
internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref Array<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea)
|
|||
|
{
|
|||
|
// Check if there are invalid triangles or segments.
|
|||
|
for (int i = 0; i < indexCount; i += 3)
|
|||
|
{
|
|||
|
UTriangle tri = new UTriangle();
|
|||
|
var i0 = indices[i + 0];
|
|||
|
var i1 = indices[i + 1];
|
|||
|
var i2 = indices[i + 2];
|
|||
|
tri.va = vertices[i0];
|
|||
|
tri.vb = vertices[i1];
|
|||
|
tri.vc = vertices[i2];
|
|||
|
tri.c = CircumCircle(tri);
|
|||
|
tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
|
|||
|
maxArea = math.max(tri.area, maxArea);
|
|||
|
minArea = math.min(tri.area, minArea);
|
|||
|
avgArea = avgArea + tri.area;
|
|||
|
triangles[triangleCount++] = tri;
|
|||
|
}
|
|||
|
avgArea = avgArea / triangleCount;
|
|||
|
}
|
|||
|
|
|||
|
internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea, ref float maxEdge, ref float avgEdge, ref float minEdge)
|
|||
|
{
|
|||
|
// Check if there are invalid triangles or segments.
|
|||
|
for (int i = 0; i < indexCount; i += 3)
|
|||
|
{
|
|||
|
UTriangle tri = new UTriangle();
|
|||
|
var i0 = indices[i + 0];
|
|||
|
var i1 = indices[i + 1];
|
|||
|
var i2 = indices[i + 2];
|
|||
|
tri.va = vertices[i0];
|
|||
|
tri.vb = vertices[i1];
|
|||
|
tri.vc = vertices[i2];
|
|||
|
tri.c = CircumCircle(tri);
|
|||
|
|
|||
|
tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
|
|||
|
maxArea = math.max(tri.area, maxArea);
|
|||
|
minArea = math.min(tri.area, minArea);
|
|||
|
avgArea = avgArea + tri.area;
|
|||
|
|
|||
|
var e1 = math.distance(tri.va, tri.vb);
|
|||
|
var e2 = math.distance(tri.vb, tri.vc);
|
|||
|
var e3 = math.distance(tri.vc, tri.va);
|
|||
|
maxEdge = math.max(e1, maxEdge);
|
|||
|
maxEdge = math.max(e2, maxEdge);
|
|||
|
maxEdge = math.max(e3, maxEdge);
|
|||
|
minEdge = math.min(e1, minEdge);
|
|||
|
minEdge = math.min(e2, minEdge);
|
|||
|
minEdge = math.min(e3, minEdge);
|
|||
|
|
|||
|
avgEdge = avgEdge + e1;
|
|||
|
avgEdge = avgEdge + e2;
|
|||
|
avgEdge = avgEdge + e3;
|
|||
|
triangles[triangleCount++] = tri;
|
|||
|
}
|
|||
|
avgArea = avgArea / triangleCount;
|
|||
|
avgEdge = avgEdge / indexCount;
|
|||
|
}
|
|||
|
|
|||
|
internal static void BuildTrianglesAndEdges(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref NativeArray<int4> delaEdges, ref int delaEdgeCount, ref float maxArea, ref float avgArea, ref float minArea)
|
|||
|
{
|
|||
|
// Check if there are invalid triangles or segments.
|
|||
|
for (int i = 0; i < indexCount; i += 3)
|
|||
|
{
|
|||
|
UTriangle tri = new UTriangle();
|
|||
|
var i0 = indices[i + 0];
|
|||
|
var i1 = indices[i + 1];
|
|||
|
var i2 = indices[i + 2];
|
|||
|
tri.va = vertices[i0];
|
|||
|
tri.vb = vertices[i1];
|
|||
|
tri.vc = vertices[i2];
|
|||
|
tri.c = CircumCircle(tri);
|
|||
|
tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
|
|||
|
maxArea = math.max(tri.area, maxArea);
|
|||
|
minArea = math.min(tri.area, minArea);
|
|||
|
avgArea = avgArea + tri.area;
|
|||
|
tri.indices = new int3(i0, i1, i2);
|
|||
|
|
|||
|
// Outputs.
|
|||
|
delaEdges[delaEdgeCount++] = new int4(math.min(i0, i1), math.max(i0, i1), triangleCount, -1);
|
|||
|
delaEdges[delaEdgeCount++] = new int4(math.min(i1, i2), math.max(i1, i2), triangleCount, -1);
|
|||
|
delaEdges[delaEdgeCount++] = new int4(math.min(i2, i0), math.max(i2, i0), triangleCount, -1);
|
|||
|
triangles[triangleCount++] = tri;
|
|||
|
}
|
|||
|
avgArea = avgArea / triangleCount;
|
|||
|
}
|
|||
|
|
|||
|
static void CopyGraph(NativeArray<float2> srcPoints, int srcPointCount, ref NativeArray<float2> dstPoints, ref int dstPointCount, NativeArray<int2> srcEdges, int srcEdgeCount, ref NativeArray<int2> dstEdges, ref int dstEdgeCount)
|
|||
|
{
|
|||
|
dstEdgeCount = srcEdgeCount;
|
|||
|
dstPointCount = srcPointCount;
|
|||
|
Copy(srcEdges, dstEdges, srcEdgeCount);
|
|||
|
Copy(srcPoints, dstPoints, srcPointCount);
|
|||
|
}
|
|||
|
|
|||
|
static void CopyGeometry(NativeArray<int> srcIndices, int srcIndexCount, ref NativeArray<int> dstIndices, ref int dstIndexCount, NativeArray<float2> srcVertices, int srcVertexCount, ref NativeArray<float2> dstVertices, ref int dstVertexCount)
|
|||
|
{
|
|||
|
dstIndexCount = srcIndexCount;
|
|||
|
dstVertexCount = srcVertexCount;
|
|||
|
Copy(srcIndices, dstIndices, srcIndexCount);
|
|||
|
Copy(srcVertices, dstVertices, srcVertexCount);
|
|||
|
}
|
|||
|
|
|||
|
static void TransferOutput(NativeArray<int2> srcEdges, int srcEdgeCount, ref NativeArray<int2> dstEdges, ref int dstEdgeCount, NativeArray<int> srcIndices, int srcIndexCount, ref NativeArray<int> dstIndices, ref int dstIndexCount, NativeArray<float2> srcVertices, int srcVertexCount, ref NativeArray<float2> dstVertices, ref int dstVertexCount)
|
|||
|
{
|
|||
|
dstEdgeCount = srcEdgeCount;
|
|||
|
dstIndexCount = srcIndexCount;
|
|||
|
dstVertexCount = srcVertexCount;
|
|||
|
Copy(srcEdges, dstEdges, srcEdgeCount);
|
|||
|
Copy(srcIndices, dstIndices, srcIndexCount);
|
|||
|
Copy(srcVertices, dstVertices, srcVertexCount);
|
|||
|
}
|
|||
|
|
|||
|
static void GraphConditioner(NativeArray<float2> points, ref NativeArray<float2> pgPoints, ref int pgPointCount, ref NativeArray<int2> pgEdges, ref int pgEdgeCount, bool resetTopology)
|
|||
|
{
|
|||
|
var min = new float2(math.INFINITY, math.INFINITY);
|
|||
|
var max = float2.zero;
|
|||
|
for (int i = 0; i < points.Length; ++i)
|
|||
|
{
|
|||
|
min = math.min(points[i], min);
|
|||
|
max = math.max(points[i], max);
|
|||
|
}
|
|||
|
|
|||
|
var ext = (max - min);
|
|||
|
var mid = ext * 0.5f;
|
|||
|
var kNonRect = 0.0001f;
|
|||
|
|
|||
|
// Construct a simple convex hull rect!.
|
|||
|
pgPointCount = resetTopology ? 0 : pgPointCount;
|
|||
|
var pc = pgPointCount;
|
|||
|
pgPoints[pgPointCount++] = new float2(min.x, min.y); pgPoints[pgPointCount++] = new float2(min.x - kNonRect, min.y + mid.y); pgPoints[pgPointCount++] = new float2(min.x, max.y); pgPoints[pgPointCount++] = new float2(min.x + mid.x, max.y + kNonRect);
|
|||
|
pgPoints[pgPointCount++] = new float2(max.x, max.y); pgPoints[pgPointCount++] = new float2(max.x + kNonRect, min.y + mid.y); pgPoints[pgPointCount++] = new float2(max.x, min.y); pgPoints[pgPointCount++] = new float2(min.x + mid.x, min.y - kNonRect);
|
|||
|
|
|||
|
pgEdgeCount = 8;
|
|||
|
pgEdges[0] = new int2(pc + 0, pc + 1); pgEdges[1] = new int2(pc + 1, pc + 2); pgEdges[2] = new int2(pc + 2, pc + 3); pgEdges[3] = new int2(pc + 3, pc + 4);
|
|||
|
pgEdges[4] = new int2(pc + 4, pc + 5); pgEdges[5] = new int2(pc + 5, pc + 6); pgEdges[6] = new int2(pc + 6, pc + 7); pgEdges[7] = new int2(pc + 7, pc + 0);
|
|||
|
}
|
|||
|
|
|||
|
// Reorder vertices.
|
|||
|
static void Reorder(int startVertexCount, int index, ref NativeArray<int> indices, ref int indexCount, ref NativeArray<float2> vertices, ref int vertexCount)
|
|||
|
{
|
|||
|
|
|||
|
var found = false;
|
|||
|
|
|||
|
for (var i = 0; i < indexCount; ++i)
|
|||
|
{
|
|||
|
if (indices[i] != index) continue;
|
|||
|
found = true;
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
if (!found)
|
|||
|
{
|
|||
|
vertexCount--;
|
|||
|
vertices[index] = vertices[vertexCount];
|
|||
|
for (var i = 0; i < indexCount; ++i)
|
|||
|
if (indices[i] == vertexCount)
|
|||
|
indices[i] = index;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// Perform Sanitization.
|
|||
|
internal static void VertexCleanupConditioner(int startVertexCount, ref NativeArray<int> indices, ref int indexCount, ref NativeArray<float2> vertices, ref int vertexCount)
|
|||
|
{
|
|||
|
|
|||
|
for (int i = startVertexCount; i < vertexCount; ++i)
|
|||
|
{
|
|||
|
Reorder(startVertexCount,i, ref indices, ref indexCount, ref vertices, ref vertexCount);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public static float4 ConvexQuad(Allocator allocator, NativeArray<float2> points, NativeArray<int2> edges, ref NativeArray<float2> outVertices, ref int outVertexCount, ref NativeArray<int> outIndices, ref int outIndexCount, ref NativeArray<int2> outEdges, ref int outEdgeCount)
|
|||
|
{
|
|||
|
// Inputs are garbage, just early out.
|
|||
|
float4 ret = float4.zero;
|
|||
|
outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
|
|||
|
if (points.Length < 3 || points.Length >= kMaxVertexCount)
|
|||
|
return ret;
|
|||
|
|
|||
|
// Ensure inputs form a proper PlanarGraph.
|
|||
|
int pgEdgeCount = 0, pgPointCount = 0;
|
|||
|
NativeArray<int2> pgEdges = new NativeArray<int2>(kMaxEdgeCount, allocator);
|
|||
|
NativeArray<float2> pgPoints = new NativeArray<float2>(kMaxVertexCount, allocator);
|
|||
|
|
|||
|
// Valid Edges and Paths, correct the Planar Graph. If invalid create a simple convex hull rect.
|
|||
|
GraphConditioner(points, ref pgPoints, ref pgPointCount, ref pgEdges, ref pgEdgeCount, true);
|
|||
|
Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount);
|
|||
|
|
|||
|
// Dispose Temp Memory.
|
|||
|
pgPoints.Dispose();
|
|||
|
pgEdges.Dispose();
|
|||
|
return ret;
|
|||
|
}
|
|||
|
|
|||
|
public static float4 Tessellate(Allocator allocator, in NativeArray<float2> points, in NativeArray<int2> edges, ref NativeArray<float2> outVertices, out int outVertexCount, ref NativeArray<int> outIndices, out int outIndexCount, ref NativeArray<int2> outEdges, out int outEdgeCount)
|
|||
|
{
|
|||
|
// Inputs are garbage, just early out.
|
|||
|
float4 ret = float4.zero;
|
|||
|
outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
|
|||
|
if (points.Length < 3 || points.Length >= kMaxVertexCount)
|
|||
|
return ret;
|
|||
|
|
|||
|
// Ensure inputs form a proper PlanarGraph.
|
|||
|
bool validGraph = false, handleEdgeCase = false;
|
|||
|
int pgEdgeCount = 0, pgPointCount = 0;
|
|||
|
NativeArray<int2> pgEdges = new NativeArray<int2>(edges.Length * 8, allocator);
|
|||
|
NativeArray<float2> pgPoints = new NativeArray<float2>(points.Length * 4, allocator);
|
|||
|
|
|||
|
// Valid Edges and Paths, correct the Planar Graph. If invalid create a simple convex hull rect.
|
|||
|
if (0 != edges.Length)
|
|||
|
{
|
|||
|
validGraph = PlanarGraph.Validate(allocator, in points, points.Length, in edges, edges.Length, ref pgPoints,out pgPointCount, ref pgEdges, out pgEdgeCount);
|
|||
|
}
|
|||
|
|
|||
|
// Fallbacks are now handled by the Higher level packages. Enable if UTess needs to handle it.
|
|||
|
// #if UTESS_QUAD_FALLBACK
|
|||
|
// if (!validGraph)
|
|||
|
// {
|
|||
|
// pgPointCount = 0;
|
|||
|
// handleEdgeCase = true;
|
|||
|
// ModuleHandle.Copy(points, pgPoints, points.Length);
|
|||
|
// GraphConditioner(points, ref pgPoints, ref pgPointCount, ref pgEdges, ref pgEdgeCount, false);
|
|||
|
// }
|
|||
|
// #else
|
|||
|
|
|||
|
// If its not a valid Graph simply return back input Data without triangulation instead of going through UTess (pointless wasted cpu cycles).
|
|||
|
if (!validGraph)
|
|||
|
{
|
|||
|
outEdgeCount = edges.Length;
|
|||
|
outVertexCount = points.Length;
|
|||
|
ModuleHandle.Copy(edges, outEdges, edges.Length);
|
|||
|
ModuleHandle.Copy(points, outVertices, points.Length);
|
|||
|
}
|
|||
|
|
|||
|
// Do a proper Delaunay Triangulation if Inputs are valid.
|
|||
|
if (pgPointCount > 2 && pgEdgeCount > 2)
|
|||
|
{
|
|||
|
// Tessellate does not add new points, only PG and SD does. Assuming each point creates a degenerate triangle, * 4 is more than enough.
|
|||
|
NativeArray<int> tsIndices = new NativeArray<int>(pgPointCount * 8, allocator);
|
|||
|
NativeArray<float2> tsVertices = new NativeArray<float2>(pgPointCount * 4, allocator);
|
|||
|
int tsIndexCount = 0, tsVertexCount = 0;
|
|||
|
validGraph = Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref tsVertices, ref tsVertexCount, ref tsIndices, ref tsIndexCount);
|
|||
|
if (validGraph)
|
|||
|
{
|
|||
|
// Copy Out
|
|||
|
TransferOutput(pgEdges, pgEdgeCount, ref outEdges, ref outEdgeCount, tsIndices, tsIndexCount, ref outIndices, ref outIndexCount, tsVertices, tsVertexCount, ref outVertices, ref outVertexCount);
|
|||
|
if (handleEdgeCase == true)
|
|||
|
outEdgeCount = 0;
|
|||
|
}
|
|||
|
tsVertices.Dispose();
|
|||
|
tsIndices.Dispose();
|
|||
|
}
|
|||
|
|
|||
|
// Dispose Temp Memory.
|
|||
|
pgPoints.Dispose();
|
|||
|
pgEdges.Dispose();
|
|||
|
return ret;
|
|||
|
}
|
|||
|
|
|||
|
public static float4 Subdivide(Allocator allocator, NativeArray<float2> points, NativeArray<int2> edges, ref NativeArray<float2> outVertices, ref int outVertexCount, ref NativeArray<int> outIndices, ref int outIndexCount, ref NativeArray<int2> outEdges, ref int outEdgeCount, float areaFactor, float targetArea, int refineIterations, int smoothenIterations)
|
|||
|
{
|
|||
|
// Inputs are garbage, just early out.
|
|||
|
float4 ret = float4.zero;
|
|||
|
outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
|
|||
|
if (points.Length < 3 || points.Length >= kMaxVertexCount || 0 == edges.Length)
|
|||
|
return ret;
|
|||
|
|
|||
|
// Do a proper Delaunay Triangulation.
|
|||
|
int tsIndexCount = 0, tsVertexCount = 0;
|
|||
|
NativeArray<int> tsIndices = new NativeArray<int>(kMaxIndexCount, allocator);
|
|||
|
NativeArray<float2> tsVertices = new NativeArray<float2>(kMaxVertexCount, allocator);
|
|||
|
var validGraph = Tessellator.Tessellate(allocator, points, points.Length, edges, edges.Length, ref tsVertices, ref tsVertexCount, ref tsIndices, ref tsIndexCount);
|
|||
|
|
|||
|
// Refinement and Smoothing.
|
|||
|
bool refined = false;
|
|||
|
bool refinementRequired = (targetArea != 0 || areaFactor != 0);
|
|||
|
if (validGraph && refinementRequired)
|
|||
|
{
|
|||
|
// Do Refinement until success.
|
|||
|
float maxArea = 0;
|
|||
|
float incArea = 0;
|
|||
|
int rfEdgeCount = 0, rfPointCount = 0, rfIndexCount = 0, rfVertexCount = 0;
|
|||
|
NativeArray<int2> rfEdges = new NativeArray<int2>(kMaxEdgeCount, allocator);
|
|||
|
NativeArray<float2> rfPoints = new NativeArray<float2>(kMaxVertexCount, allocator);
|
|||
|
NativeArray<int> rfIndices = new NativeArray<int>(kMaxIndexCount, allocator);
|
|||
|
NativeArray<float2> rfVertices = new NativeArray<float2>(kMaxVertexCount, allocator);
|
|||
|
ret.x = 0;
|
|||
|
refineIterations = Math.Min(refineIterations, kMaxRefineIterations);
|
|||
|
|
|||
|
if (targetArea != 0)
|
|||
|
{
|
|||
|
// Increment for Iterations.
|
|||
|
incArea = (targetArea / 10);
|
|||
|
|
|||
|
while (targetArea < kMaxArea && refineIterations > 0)
|
|||
|
{
|
|||
|
// Do Mesh Refinement.
|
|||
|
CopyGraph(points, points.Length, ref rfPoints, ref rfPointCount, edges, edges.Length, ref rfEdges, ref rfEdgeCount);
|
|||
|
CopyGeometry(tsIndices, tsIndexCount, ref rfIndices, ref rfIndexCount, tsVertices, tsVertexCount, ref rfVertices, ref rfVertexCount);
|
|||
|
refined = Refinery.Condition(allocator, areaFactor, targetArea, ref rfPoints, ref rfPointCount, ref rfEdges, ref rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount, ref maxArea);
|
|||
|
|
|||
|
if (refined && rfIndexCount > rfPointCount)
|
|||
|
{
|
|||
|
// Copy Out
|
|||
|
ret.x = areaFactor;
|
|||
|
TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
refined = false;
|
|||
|
targetArea = targetArea + incArea;
|
|||
|
refineIterations--;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
else if (areaFactor != 0)
|
|||
|
{
|
|||
|
// Increment for Iterations.
|
|||
|
areaFactor = math.lerp(0.1f, 0.54f, (areaFactor - 0.05f) / 0.45f); // Specific to Animation.
|
|||
|
incArea = (areaFactor / 10);
|
|||
|
|
|||
|
while (areaFactor < 0.8f && refineIterations > 0)
|
|||
|
{
|
|||
|
// Do Mesh Refinement.
|
|||
|
CopyGraph(points, points.Length, ref rfPoints, ref rfPointCount, edges, edges.Length, ref rfEdges, ref rfEdgeCount);
|
|||
|
CopyGeometry(tsIndices, tsIndexCount, ref rfIndices, ref rfIndexCount, tsVertices, tsVertexCount, ref rfVertices, ref rfVertexCount);
|
|||
|
refined = Refinery.Condition(allocator, areaFactor, targetArea, ref rfPoints, ref rfPointCount, ref rfEdges, ref rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount, ref maxArea);
|
|||
|
|
|||
|
if (refined && rfIndexCount > rfPointCount)
|
|||
|
{
|
|||
|
// Copy Out
|
|||
|
ret.x = areaFactor;
|
|||
|
TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
refined = false;
|
|||
|
areaFactor = areaFactor + incArea;
|
|||
|
refineIterations--;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (refined)
|
|||
|
{
|
|||
|
// Sanitize generated geometry data.
|
|||
|
var preSmoothen = outVertexCount;
|
|||
|
if (ret.x != 0)
|
|||
|
VertexCleanupConditioner(tsVertexCount, ref rfIndices, ref rfIndexCount, ref rfVertices, ref rfVertexCount);
|
|||
|
|
|||
|
// Smoothen. At this point only vertex relocation is allowed, not vertex addition/removal.
|
|||
|
// Note: Only refined mesh contains Steiner points and we only smoothen these points.
|
|||
|
ret.y = 0;
|
|||
|
smoothenIterations = math.clamp(smoothenIterations, 0, kMaxSmoothenIterations);
|
|||
|
while (smoothenIterations > 0)
|
|||
|
{
|
|||
|
var smoothen = Smoothen.Condition(allocator, ref rfPoints, rfPointCount, rfEdges, rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount);
|
|||
|
if (!smoothen)
|
|||
|
break;
|
|||
|
// Copy Out
|
|||
|
ret.y = (float)(smoothenIterations);
|
|||
|
TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
|
|||
|
smoothenIterations--;
|
|||
|
}
|
|||
|
|
|||
|
// Sanitize generated geometry data.
|
|||
|
var postSmoothen = outVertexCount;
|
|||
|
if (ret.y != 0)
|
|||
|
VertexCleanupConditioner(tsVertexCount, ref outIndices, ref outIndexCount, ref outVertices, ref outVertexCount);
|
|||
|
}
|
|||
|
|
|||
|
rfVertices.Dispose();
|
|||
|
rfIndices.Dispose();
|
|||
|
rfPoints.Dispose();
|
|||
|
rfEdges.Dispose();
|
|||
|
}
|
|||
|
|
|||
|
// Refinement failed but Graph succeeded.
|
|||
|
if (validGraph && !refined)
|
|||
|
{
|
|||
|
// Copy Out
|
|||
|
TransferOutput(edges, edges.Length, ref outEdges, ref outEdgeCount, tsIndices, tsIndexCount, ref outIndices, ref outIndexCount, tsVertices, tsVertexCount, ref outVertices, ref outVertexCount);
|
|||
|
}
|
|||
|
|
|||
|
// Dispose Temp Memory.
|
|||
|
tsVertices.Dispose();
|
|||
|
tsIndices.Dispose();
|
|||
|
return ret;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|