563 lines
25 KiB
C#
563 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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using UnityEngine;
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using ModuleHandle = UnityEngine.U2D.Common.UTess.ModuleHandle;
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using Unity.Jobs;
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#if ENABLE_ANIMATION_BURST
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using Unity.Burst;
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#endif
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namespace UnityEditor.U2D.Animation
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{
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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internal struct TriangulateJob : IJob
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{
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// Input Dataset
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[DeallocateOnJobCompletion]
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internal NativeArray<float2> inputVertices;
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[DeallocateOnJobCompletion]
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internal NativeArray<int2> inputEdges;
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// Output Dataset.
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internal NativeArray<int> outputIndices;
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internal NativeArray<int2> outputEdges;
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internal NativeArray<float2> outputVertices;
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internal NativeArray<int4> result;
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public void Execute()
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{
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int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
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ModuleHandle.Tessellate(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, out outputVertexCount, ref outputIndices, out outputIndexCount, ref outputEdges, out outputEdgeCount);
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result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
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}
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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internal struct TessellateJob : IJob
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{
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// Input Parameters.
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internal int refineIterations;
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internal int smoothIterations;
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internal float minAngle;
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internal float maxAngle;
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internal float meshArea;
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internal float targetArea;
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internal float largestTriangleAreaFactor;
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// Input Dataset
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[DeallocateOnJobCompletion]
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internal NativeArray<float2> inputVertices;
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[DeallocateOnJobCompletion]
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internal NativeArray<int2> inputEdges;
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// Output Dataset.
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internal NativeArray<int> outputIndices;
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internal NativeArray<int2> outputEdges;
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internal NativeArray<float2> outputVertices;
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internal NativeArray<int4> result;
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public void Execute()
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{
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int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
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ModuleHandle.Subdivide(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, ref outputVertexCount, ref outputIndices, ref outputIndexCount, ref outputEdges, ref outputEdgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothIterations);
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result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
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}
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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internal class TriangulationUtility
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{
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// Adjust Tolerance for Collinear Check.
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static readonly float k_CollinearTolerance = 0.0001f;
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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static unsafe int ValidateCollinear(float2* points, int pointCount, float epsilon)
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{
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if (pointCount < 3)
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return 0;
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for (int i = 0; i < pointCount - 2; ++i)
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{
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double2 a = points[i];
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double2 b = points[i + 1];
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double2 c = points[i + 2];
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// Just check area of triangle and see if its non-zero.
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var x = math.abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
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if (x > epsilon)
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return 1;
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}
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return 0;
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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static unsafe void TessellateBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, int3* result)
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{
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var _edges = new NativeArray<int2>(edgeCount, allocator);
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for (int i = 0; i < _edges.Length; ++i)
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_edges[i] = edges[i];
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var _points = new NativeArray<float2>(pointCount, allocator);
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for (int i = 0; i < _points.Length; ++i)
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_points[i] = points[i];
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var _outIndices = new NativeArray<int>(arrayCount, allocator);
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var _outEdges = new NativeArray<int2>(arrayCount, allocator);
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var _outVertices = new NativeArray<float2>(arrayCount, allocator);
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var outEdgeCount = 0;
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var outIndexCount = 0;
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var outVertexCount = 0;
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var check = ValidateCollinear((float2*)_points.GetUnsafeReadOnlyPtr(), pointCount, k_CollinearTolerance);
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if (0 != check)
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ModuleHandle.Tessellate(allocator, in _points, in _edges, ref _outVertices, out outVertexCount, ref _outIndices, out outIndexCount, ref _outEdges, out outEdgeCount);
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for (var i = 0; i < outEdgeCount; ++i)
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outEdges[i] = _outEdges[i];
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for (var i = 0; i < outIndexCount; ++i)
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outIndices[i] = _outIndices[i];
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for (var i = 0; i < outVertexCount; ++i)
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outVertices[i] = _outVertices[i];
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result->x = outVertexCount;
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result->y = outIndexCount;
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result->z = outEdgeCount;
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_outVertices.Dispose();
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_outEdges.Dispose();
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_outIndices.Dispose();
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_points.Dispose();
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_edges.Dispose();
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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static unsafe void SubdivideBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, float areaFactor, float areaThreshold, int refineIterations, int smoothenIterations, int3* result)
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{
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var _edges = new NativeArray<int2>(edgeCount, allocator);
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for (int i = 0; i < _edges.Length; ++i)
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_edges[i] = edges[i];
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var _points = new NativeArray<float2>(pointCount, allocator);
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for (int i = 0; i < _points.Length; ++i)
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_points[i] = points[i];
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var _outIndices = new NativeArray<int>(arrayCount, allocator);
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var _outEdges = new NativeArray<int2>(arrayCount, allocator);
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var _outVertices = new NativeArray<float2>(arrayCount, allocator);
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var outEdgeCount = 0;
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var outIndexCount = 0;
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var outVertexCount = 0;
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ModuleHandle.Subdivide(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
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for (var i = 0; i < outEdgeCount; ++i)
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outEdges[i] = _outEdges[i];
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for (var i = 0; i < outIndexCount; ++i)
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outIndices[i] = _outIndices[i];
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for (var i = 0; i < outVertexCount; ++i)
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outVertices[i] = _outVertices[i];
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result->x = outVertexCount;
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result->y = outIndexCount;
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result->z = outEdgeCount;
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_outVertices.Dispose();
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_outEdges.Dispose();
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_outIndices.Dispose();
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_points.Dispose();
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_edges.Dispose();
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}
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static bool TessellateSafe(in NativeArray<float2> points, in NativeArray<int2> edges, ref NativeArray<float2> outVertices, ref int outVertexCount, ref NativeArray<int> outIndices, ref int outIndexCount, ref NativeArray<int2> outEdges, ref int outEdgeCount)
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{
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unsafe
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{
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var check = ValidateCollinear((float2*)points.GetUnsafeReadOnlyPtr(), points.Length, k_CollinearTolerance);
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if (0 == check)
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return false;
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}
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try
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{
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ModuleHandle.Tessellate(Allocator.Persistent, in points, in edges, ref outVertices, out outVertexCount, ref outIndices, out outIndexCount, ref outEdges, out outEdgeCount);
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}
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catch (Exception)
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{
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return false;
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}
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return true;
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}
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static bool SubdivideSafe(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 areaThreshold, int refineIterations, int smoothenIterations)
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{
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try
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{
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ModuleHandle.Subdivide(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
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}
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catch (Exception)
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{
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return false;
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}
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return true;
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}
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internal static void Quad(IList<Vector2> vertices, IList<Vector2Int> edges, IList<int> indices, Allocator allocator)
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{
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if (vertices.Count < 3)
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return;
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var points = new NativeArray<float2>(vertices.Count, allocator);
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for (var i = 0; i < vertices.Count; ++i)
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points[i] = vertices[i];
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var arrayCount = vertices.Count * vertices.Count * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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var outputIndices = new NativeArray<int>(arrayCount, allocator);
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var outputEdges = new NativeArray<int2>(arrayCount, allocator);
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var outputVertices = new NativeArray<float2>(arrayCount, allocator);
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var fallback = new NativeArray<int2>(0, allocator);
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TessellateSafe(in points, in fallback, ref outputVertices, ref vertexCount, ref outputIndices,
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ref indexCount, ref outputEdges, ref edgeCount);
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fallback.Dispose();
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vertices.Clear();
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for (var i = 0; i < vertexCount; ++i)
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vertices.Add(outputVertices[i]);
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indices.Clear();
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for (var i = 0; i < indexCount; ++i)
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indices.Add(outputIndices[i]);
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edges.Clear();
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for (var i = 0; i < edgeCount; ++i)
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edges.Add(new Vector2Int(outputEdges[i].x, outputEdges[i].y));
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outputEdges.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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points.Dispose();
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}
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internal static void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices, Allocator allocator)
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{
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if (vertices.Length < 3)
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{
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indices = new int[0];
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return;
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}
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var points = new NativeArray<float2>(vertices, allocator);
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var inputEdges = new NativeArray<int2>(edges, allocator);
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var arrayCount = vertices.Length * vertices.Length * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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var outputIndices = new NativeArray<int>(arrayCount, allocator);
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var outputEdges = new NativeArray<int2>(arrayCount, allocator);
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var outputResult = new NativeArray<int3>(1, allocator);
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var outputVertices = new NativeArray<float2>(arrayCount, allocator);
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unsafe
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{
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TessellateBurst(allocator, (float2*)points.GetUnsafePtr(), points.Length, (int2*)inputEdges.GetUnsafePtr(), inputEdges.Length, (float2*)outputVertices.GetUnsafePtr(), (int*)outputIndices.GetUnsafePtr(), (int2*)outputEdges.GetUnsafePtr(), arrayCount, (int3*)outputResult.GetUnsafePtr());
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vertexCount = outputResult[0].x;
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indexCount = outputResult[0].y;
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edgeCount = outputResult[0].z;
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}
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// Fallback on numerical precision errors.
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if (vertexCount <= 8 || indexCount == 0)
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TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
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vertices = new float2[vertexCount];
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for (var i = 0; i < vertexCount; ++i)
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vertices[i] = outputVertices[i];
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indices = new int[indexCount];
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for (var i = 0; i < indexCount; ++i)
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indices[i] = outputIndices[i];
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edges = new int2[edgeCount];
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for (var i = 0; i < edgeCount; ++i)
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edges[i] = outputEdges[i];
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outputEdges.Dispose();
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outputResult.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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inputEdges.Dispose();
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points.Dispose();
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}
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internal static bool TriangulateSafe(ref float2[] vertices, ref int2[] edges, out int[] indices)
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{
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indices = new int[0];
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if (vertices.Length < 3)
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return false;
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var points = new NativeArray<float2>(vertices, Allocator.Persistent);
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var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent);
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var arrayCount = vertices.Length * vertices.Length * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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var outputIndices = new NativeArray<int>(arrayCount, Allocator.Persistent);
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var outputEdges = new NativeArray<int2>(arrayCount, Allocator.Persistent);
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var outputVertices = new NativeArray<float2>(arrayCount, Allocator.Persistent);
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var ok = TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
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if (ok)
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{
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vertices = new float2[vertexCount];
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for (var i = 0; i < vertexCount; ++i)
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vertices[i] = outputVertices[i];
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edges = new int2[edgeCount];
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for (var i = 0; i < edgeCount; ++i)
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edges[i] = outputEdges[i];
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indices = new int[indexCount];
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for (var i = 0; i < indexCount; ++i)
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indices[i] = outputIndices[i];
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}
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outputEdges.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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inputEdges.Dispose();
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points.Dispose();
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return ok;
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}
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public static void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, ref float2[] vertices, ref int2[] edges, out int[] indices, Allocator allocator)
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{
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indices = new int[0];
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if (vertices.Length < 3)
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return;
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largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
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var points = new NativeArray<float2>(vertices.Length, allocator);
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for (var i = 0; i < vertices.Length; ++i)
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points[i] = vertices[i];
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var inputEdges = new NativeArray<int2>(edges.Length, allocator);
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for (var i = 0; i < edges.Length; ++i)
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inputEdges[i] = new int2(edges[i].x, edges[i].y);
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const int maxDataCount = 65536;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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var outputIndices = new NativeArray<int>(maxDataCount, allocator);
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var outputEdges = new NativeArray<int2>(maxDataCount, allocator);
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var outputResult = new NativeArray<int3>(1, allocator);
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var outputVertices = new NativeArray<float2>(maxDataCount, allocator);
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unsafe
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{
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SubdivideBurst(allocator, (float2*)points.GetUnsafePtr(), points.Length, (int2*)inputEdges.GetUnsafePtr(), inputEdges.Length, (float2*)outputVertices.GetUnsafePtr(), (int*)outputIndices.GetUnsafePtr(), (int2*)outputEdges.GetUnsafePtr(), maxDataCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations, (int3*)outputResult.GetUnsafePtr());
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vertexCount = outputResult[0].x;
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indexCount = outputResult[0].y;
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edgeCount = outputResult[0].z;
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}
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// Fallback on numerical precision errors.
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if (vertexCount <= 8)
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SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations);
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vertices = new float2[vertexCount];
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for (var i = 0; i < vertexCount; ++i)
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vertices[i] = outputVertices[i];
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edges = new int2[edgeCount];
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for (var i = 0; i < edgeCount; ++i)
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edges[i] = outputEdges[i];
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indices = new int[indexCount];
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for (var i = 0; i < indexCount; ++i)
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indices[i] = outputIndices[i];
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outputEdges.Dispose();
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outputResult.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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inputEdges.Dispose();
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points.Dispose();
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}
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public static JobHandle ScheduleTriangulate(in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int2> outputEdges, ref NativeArray<int> outputIndices, ref NativeArray<int4> result)
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{
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if (vertices.Length < 3)
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return default(JobHandle);
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var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
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for (var i = 0; i < vertices.Length; ++i)
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inputVertices[i] = vertices[i];
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var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
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for (var i = 0; i < edges.Length; ++i)
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inputEdges[i] = new int2(edges[i].x, edges[i].y);
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var tessAsJob = new TriangulateJob();
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tessAsJob.inputVertices = inputVertices;
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tessAsJob.inputEdges = inputEdges;
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tessAsJob.outputVertices = outputVertices;
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tessAsJob.outputIndices = outputIndices;
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tessAsJob.outputEdges = outputEdges;
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tessAsJob.result = result;
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return tessAsJob.Schedule();
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}
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public static JobHandle ScheduleTessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int2> outputEdges, ref NativeArray<int> outputIndices, ref NativeArray<int4> result)
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{
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if (vertices.Length < 3)
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return default(JobHandle);
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largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
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var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
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for (var i = 0; i < vertices.Length; ++i)
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inputVertices[i] = vertices[i];
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var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
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for (var i = 0; i < edges.Length; ++i)
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inputEdges[i] = new int2(edges[i].x, edges[i].y);
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var tessAsJob = new TessellateJob();
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tessAsJob.minAngle = minAngle;
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tessAsJob.maxAngle = maxAngle;
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tessAsJob.meshArea = meshAreaFactor;
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tessAsJob.largestTriangleAreaFactor = largestTriangleAreaFactor;
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tessAsJob.targetArea = targetArea;
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tessAsJob.refineIterations = refineIterations;
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tessAsJob.smoothIterations = smoothenIterations;
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tessAsJob.inputVertices = inputVertices;
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tessAsJob.inputEdges = inputEdges;
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tessAsJob.outputVertices = outputVertices;
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tessAsJob.outputIndices = outputIndices;
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tessAsJob.outputEdges = outputEdges;
|
|
tessAsJob.result = result;
|
|
return tessAsJob.Schedule();
|
|
}
|
|
|
|
public static void TessellateSafe(float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, ref float2[] vertices, ref int2[] edges, out int[] indices)
|
|
{
|
|
indices = new int[0];
|
|
|
|
if (vertices.Length < 3)
|
|
return;
|
|
|
|
largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
|
|
|
|
var points = new NativeArray<float2>(vertices, Allocator.Persistent);
|
|
var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent);
|
|
|
|
int vertexCount = 0, indexCount = 0, edgeCount = 0, maxDataCount = 65536;
|
|
var outputVertices = new NativeArray<float2>(maxDataCount, Allocator.Persistent);
|
|
var outputIndices = new NativeArray<int>(maxDataCount, Allocator.Persistent);
|
|
var outputEdges = new NativeArray<int2>(maxDataCount, Allocator.Persistent);
|
|
var ok = SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations) ;
|
|
|
|
if (ok)
|
|
{
|
|
vertices = new float2[vertexCount];
|
|
for (var i = 0; i < vertices.Length; ++i)
|
|
vertices[i] = outputVertices[i];
|
|
indices = new int[indexCount];
|
|
for (var i = 0; i < indices.Length; ++i)
|
|
indices[i] = outputIndices[i];
|
|
edges = new int2[edgeCount];
|
|
for (var i = 0; i < edges.Length; ++i)
|
|
edges[i] = outputEdges[i];
|
|
}
|
|
|
|
outputEdges.Dispose();
|
|
outputIndices.Dispose();
|
|
outputVertices.Dispose();
|
|
inputEdges.Dispose();
|
|
points.Dispose();
|
|
}
|
|
|
|
// Triangulate Bone Samplers. todo: Burst it.
|
|
internal static void TriangulateSamplers(in float2[] samplers, ref List<float2> triVertices, ref List<int> triIndices)
|
|
{
|
|
foreach(var v in samplers)
|
|
{
|
|
var vertexCount = triVertices.Count;
|
|
|
|
for (var i = 0; i < triIndices.Count / 3; ++i)
|
|
{
|
|
var i1 = triIndices[0 + (i * 3)];
|
|
var i2 = triIndices[1 + (i * 3)];
|
|
var i3 = triIndices[2 + (i * 3)];
|
|
var v1 = triVertices[i1];
|
|
var v2 = triVertices[i2];
|
|
var v3 = triVertices[i3];
|
|
var inside = ModuleHandle.IsInsideTriangle(v, v1, v2, v3);
|
|
if (inside)
|
|
{
|
|
triVertices.Add(v);
|
|
triIndices.Add(i1); triIndices.Add(i2); triIndices.Add(vertexCount);
|
|
triIndices.Add(i2); triIndices.Add(i3); triIndices.Add(vertexCount);
|
|
triIndices.Add(i3); triIndices.Add(i1); triIndices.Add(vertexCount);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Triangulate Skipped Original Points. These points are discarded during PlanarGrapg cleanup. But bbw only cares if these are part of any geometry. So just insert them. todo: Burst it.
|
|
internal static void TriangulateInternal(in int[] internalIndices, in float2[] triVertices, ref List<int> triIndices)
|
|
{
|
|
var triangleCount = triIndices.Count / 3;
|
|
|
|
foreach(var index in internalIndices)
|
|
{
|
|
var v = triVertices[index];
|
|
for (var i = 0; i < triangleCount; ++i)
|
|
{
|
|
var i1 = triIndices[0 + (i * 3)];
|
|
var i2 = triIndices[1 + (i * 3)];
|
|
var i3 = triIndices[2 + (i * 3)];
|
|
var v1 = triVertices[i1];
|
|
var v2 = triVertices[i2];
|
|
var v3 = triVertices[i3];
|
|
var c1 = (float)Math.Round(ModuleHandle.OrientFast(v1, v2, v), 2);
|
|
if (c1 == 0)
|
|
{
|
|
triIndices[0 + (i * 3)] = i1; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i3;
|
|
triIndices.Add(index); triIndices.Add(i2); triIndices.Add(i3);
|
|
}
|
|
else
|
|
{
|
|
var c2 = (float)Math.Round(ModuleHandle.OrientFast(v2, v3, v), 2);
|
|
if (c2 == 0)
|
|
{
|
|
triIndices[0 + (i * 3)] = i2; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i1;
|
|
triIndices.Add(index); triIndices.Add(i3); triIndices.Add(i1);
|
|
}
|
|
else
|
|
{
|
|
var c3 = (float)Math.Round(ModuleHandle.OrientFast(v3, v1, v), 2);
|
|
if (c3 == 0)
|
|
{
|
|
triIndices[0 + (i * 3)] = i3; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i2;
|
|
triIndices.Add(index); triIndices.Add(i1); triIndices.Add(i2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|