245 lines
10 KiB
C#
245 lines
10 KiB
C#
using Unity.Mathematics;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.Rendering.Universal.UTess
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{
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struct Smoothen
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{
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// This is an arbitrary value less than 2 to ensure points are not moved too far away from the source polygon.
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private static readonly float kMaxAreaTolerance = 1.842f;
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private static readonly float kMaxEdgeTolerance = 2.482f;
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// Trim Edges
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static void RefineEdges(ref NativeArray<int4> refinedEdges, ref NativeArray<int4> delaEdges, ref int delaEdgeCount, ref NativeArray<int4> voronoiEdges)
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{
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int origEdgeCount = delaEdgeCount;
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delaEdgeCount = 0;
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// Check Neighbour Triangles.
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for (int i = 0; i < origEdgeCount - 1; ++i)
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{
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var edge = delaEdges[i];
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var neighbor = delaEdges[i + 1];
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if (edge.x == neighbor.x && edge.y == neighbor.y)
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{
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// Found the Opposite Edge. i.e Nearby Triangle.
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edge.w = neighbor.z;
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++i;
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}
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// Update new list.
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refinedEdges[delaEdgeCount++] = edge;
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}
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// Generate Voronoi Edges.
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for (int i = 0; i < delaEdgeCount; ++i)
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{
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var ti1 = refinedEdges[i].z;
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var ti2 = refinedEdges[i].w;
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// We only really care about Bounded Edges. This is simplification. Hoping this garbage works.
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if (ti1 != -1 && ti2 != -1)
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{
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// Get Triangles
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int4 e = new int4(ti2, ti1, i, 0);
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voronoiEdges[i] = e;
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}
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}
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ModuleHandle.Copy(refinedEdges, delaEdges, delaEdgeCount);
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}
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// Get all the Edges that has this Point.
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static void GetAffectingEdges(int pointIndex, NativeArray<int4> edges, int edgeCount, ref NativeArray<int> resultSet, ref NativeArray<int> checkSet, ref int resultCount)
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{
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resultCount = 0;
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for (int i = 0; i < edgeCount; ++i)
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{
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if (pointIndex == edges[i].x || pointIndex == edges[i].y)
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resultSet[resultCount++] = i;
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checkSet[i] = 0;
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}
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}
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// Add to Centroids Triangles.
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static void CentroidByPoints(int triIndex, NativeArray<UTriangle> triangles, ref NativeArray<int> centroidTris, ref int centroidCount, ref float2 aggregate, ref float2 point)
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{
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for (int i = 0; i < centroidCount; ++i)
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if (triIndex == centroidTris[i])
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return;
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centroidTris[centroidCount++] = triIndex;
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aggregate += triangles[triIndex].c.center;
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point = aggregate / centroidCount;
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}
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static void CentroidByPolygon(int4 e, NativeArray<UTriangle> triangles, ref float2 centroid, ref float area, ref float distance)
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{
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var es = triangles[e.x].c.center;
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var ee = triangles[e.y].c.center;
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var d = es.x * ee.y - ee.x * es.y;
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distance = distance + math.distance(es, ee);
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area = area + d;
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centroid.x += (ee.x + es.x) * d;
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centroid.y += (ee.y + es.y) * d;
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}
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// Connect Triangles
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static bool ConnectTriangles(ref NativeArray<int4> connectedTri, ref NativeArray<int> affectEdges, ref NativeArray<int> checkSet, NativeArray<int4> voronoiEdges, int triangleCount)
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{
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var ei = affectEdges[0];
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var ni = affectEdges[0];
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connectedTri[0] = new int4(voronoiEdges[ei].x, voronoiEdges[ei].y, 0, 0);
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checkSet[ni] = 1;
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for (int i = 1; i < triangleCount; ++i)
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{
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ni = affectEdges[i];
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if (checkSet[ni] == 0)
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{
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if (voronoiEdges[ni].x == connectedTri[i - 1].y)
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{
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connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
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checkSet[ni] = 1;
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continue;
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}
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else
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{
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if (voronoiEdges[ni].y == connectedTri[i - 1].y)
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{
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connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
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checkSet[ni] = 1;
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continue;
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}
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}
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}
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var connected = false;
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for (int j = 0; j < triangleCount; ++j)
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{
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ni = affectEdges[j];
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if (checkSet[ni] == 1)
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continue;
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if (voronoiEdges[ni].x == connectedTri[i - 1].y)
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{
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connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
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checkSet[ni] = 1;
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connected = true;
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break;
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}
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else if (voronoiEdges[ni].y == connectedTri[i - 1].y)
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{
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connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
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checkSet[ni] = 1;
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connected = true;
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break;
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}
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}
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if (!connected)
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return false;
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}
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return true;
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}
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// Perform Voronoi based Smoothing. Does not add/remove points but merely relocates internal vertices so they are uniform distributed.
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internal static bool Condition(Allocator allocator, ref NativeArray<float2> pgPoints, int pgPointCount, NativeArray<int2> pgEdges, int pgEdgeCount, ref NativeArray<float2> vertices, ref int vertexCount, ref NativeArray<int> indices, ref int indexCount)
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{
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// Build Triangles and Edges.
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float maxArea = 0, cmxArea = 0, minArea = 0, cmnArea = 0, avgArea = 0, minEdge = 0, maxEdge = 0, avgEdge = 0;
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bool polygonCentroid = true, validGraph = true;
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int triangleCount = 0, delaEdgeCount = 0, affectingEdgeCount = 0;
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var triangles = new NativeArray<UTriangle>(indexCount, allocator); // Intentionally added more room than actual Triangles needed here.
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var delaEdges = new NativeArray<int4>(indexCount, allocator);
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var voronoiEdges = new NativeArray<int4>(indexCount, allocator);
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var connectedTri = new NativeArray<int4>(vertexCount, allocator);
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var voronoiCheck = new NativeArray<int>(indexCount, allocator);
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var affectsEdges = new NativeArray<int>(indexCount, allocator);
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var triCentroids = new NativeArray<int>(vertexCount, allocator);
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ModuleHandle.BuildTrianglesAndEdges(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref delaEdges, ref delaEdgeCount, ref maxArea, ref avgArea, ref minArea);
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var refinedEdges = new NativeArray<int4>(delaEdgeCount, allocator);
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// Sort the Delaunay Edges.
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unsafe
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{
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ModuleHandle.InsertionSort<int4, DelaEdgeCompare>(
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NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(delaEdges), 0, delaEdgeCount - 1,
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new DelaEdgeCompare());
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}
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// TrimEdges. Update Triangle Info for Shared Edges and remove Duplicates.
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RefineEdges(ref refinedEdges, ref delaEdges, ref delaEdgeCount, ref voronoiEdges);
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// Now for each point, generate Voronoi diagram.
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for (int i = 0; i < vertexCount; ++i)
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{
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// Try moving this to Centroid of the Voronoi Polygon.
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GetAffectingEdges(i, delaEdges, delaEdgeCount, ref affectsEdges, ref voronoiCheck, ref affectingEdgeCount);
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var bounded = affectingEdgeCount != 0;
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// Check for Boundedness
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for (int j = 0; j < affectingEdgeCount; ++j)
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{
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// Edge Index.
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var ei = affectsEdges[j];
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if (delaEdges[ei].z == -1 || delaEdges[ei].w == -1)
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{
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bounded = false;
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break;
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}
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}
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// If this is bounded point, relocate to Voronoi Diagram's Centroid
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if (bounded)
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{
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polygonCentroid = ConnectTriangles(ref connectedTri, ref affectsEdges, ref voronoiCheck, voronoiEdges, affectingEdgeCount);
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if (!polygonCentroid)
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{
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break;
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}
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float2 point = float2.zero;
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float area = 0, distance = 0;
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for (int k = 0; k < affectingEdgeCount; ++k)
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{
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CentroidByPolygon(connectedTri[k], triangles, ref point, ref area, ref distance);
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}
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point /= (3 * area);
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pgPoints[i] = point;
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}
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}
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// Do Delaunay Again.
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int srcIndexCount = indexCount, srcVertexCount = vertexCount;
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indexCount = 0; vertexCount = 0; triangleCount = 0;
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if (polygonCentroid)
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{
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validGraph = Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref vertices, ref vertexCount, ref indices, ref indexCount);
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if (validGraph)
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ModuleHandle.BuildTriangles(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref cmxArea, ref avgArea, ref cmnArea, ref maxEdge, ref avgEdge, ref minEdge);
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// This Edge validation prevents artifacts by forcing a fallback. todo: Fix the actual bug in Outline generation.
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validGraph = validGraph && (cmxArea < maxArea * kMaxAreaTolerance) && (maxEdge < avgEdge * kMaxEdgeTolerance);
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}
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// Cleanup.
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triangles.Dispose();
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delaEdges.Dispose();
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refinedEdges.Dispose();
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voronoiCheck.Dispose();
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voronoiEdges.Dispose();
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affectsEdges.Dispose();
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triCentroids.Dispose();
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connectedTri.Dispose();
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return (validGraph && srcIndexCount == indexCount && srcVertexCount == vertexCount);
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}
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}
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}
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