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Smoothen.cs 10KB

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  1. using Unity.Mathematics;
  2. using Unity.Collections;
  3. using Unity.Collections.LowLevel.Unsafe;
  4. namespace UnityEngine.U2D.Common.UTess
  5. {
  6. struct Smoothen
  7. {
  8. // This is an arbitrary value less than 2 to ensure points are not moved too far away from the source polygon.
  9. private static readonly float kMaxAreaTolerance = 1.842f;
  10. private static readonly float kMaxEdgeTolerance = 2.482f;
  11. // Trim Edges
  12. static void RefineEdges(ref NativeArray<int4> refinedEdges, ref NativeArray<int4> delaEdges, ref int delaEdgeCount, ref NativeArray<int4> voronoiEdges)
  13. {
  14. int origEdgeCount = delaEdgeCount;
  15. delaEdgeCount = 0;
  16. // Check Neighbour Triangles.
  17. for (int i = 0; i < origEdgeCount - 1; ++i)
  18. {
  19. var edge = delaEdges[i];
  20. var neighbor = delaEdges[i + 1];
  21. if (edge.x == neighbor.x && edge.y == neighbor.y)
  22. {
  23. // Found the Opposite Edge. i.e Nearby Triangle.
  24. edge.w = neighbor.z;
  25. ++i;
  26. }
  27. // Update new list.
  28. refinedEdges[delaEdgeCount++] = edge;
  29. }
  30. // Generate Voronoi Edges.
  31. for (int i = 0; i < delaEdgeCount; ++i)
  32. {
  33. var ti1 = refinedEdges[i].z;
  34. var ti2 = refinedEdges[i].w;
  35. // We only really care about Bounded Edges. This is simplification. Hoping this garbage works.
  36. if (ti1 != -1 && ti2 != -1)
  37. {
  38. // Get Triangles
  39. int4 e = new int4(ti2, ti1, i, 0);
  40. voronoiEdges[i] = e;
  41. }
  42. }
  43. ModuleHandle.Copy(refinedEdges, delaEdges, delaEdgeCount);
  44. }
  45. // Get all the Edges that has this Point.
  46. static void GetAffectingEdges(int pointIndex, NativeArray<int4> edges, int edgeCount, ref NativeArray<int> resultSet, ref NativeArray<int> checkSet, ref int resultCount)
  47. {
  48. resultCount = 0;
  49. for (int i = 0; i < edgeCount; ++i)
  50. {
  51. if (pointIndex == edges[i].x || pointIndex == edges[i].y)
  52. resultSet[resultCount++] = i;
  53. checkSet[i] = 0;
  54. }
  55. }
  56. // Add to Centroids Triangles.
  57. static void CentroidByPoints(int triIndex, NativeArray<UTriangle> triangles, ref NativeArray<int> centroidTris, ref int centroidCount, ref float2 aggregate, ref float2 point)
  58. {
  59. for (int i = 0; i < centroidCount; ++i)
  60. if (triIndex == centroidTris[i])
  61. return;
  62. centroidTris[centroidCount++] = triIndex;
  63. aggregate += triangles[triIndex].c.center;
  64. point = aggregate / centroidCount;
  65. }
  66. static void CentroidByPolygon(int4 e, NativeArray<UTriangle> triangles, ref float2 centroid, ref float area, ref float distance)
  67. {
  68. var es = triangles[e.x].c.center;
  69. var ee = triangles[e.y].c.center;
  70. var d = es.x * ee.y - ee.x * es.y;
  71. distance = distance + math.distance(es, ee);
  72. area = area + d;
  73. centroid.x += (ee.x + es.x) * d;
  74. centroid.y += (ee.y + es.y) * d;
  75. }
  76. // Connect Triangles
  77. static bool ConnectTriangles(ref NativeArray<int4> connectedTri, ref NativeArray<int> affectEdges, ref NativeArray<int> checkSet, NativeArray<int4> voronoiEdges, int triangleCount)
  78. {
  79. var ei = affectEdges[0];
  80. var ni = affectEdges[0];
  81. connectedTri[0] = new int4(voronoiEdges[ei].x, voronoiEdges[ei].y, 0, 0);
  82. checkSet[ni] = 1;
  83. for (int i = 1; i < triangleCount; ++i)
  84. {
  85. ni = affectEdges[i];
  86. if (checkSet[ni] == 0)
  87. {
  88. if (voronoiEdges[ni].x == connectedTri[i - 1].y)
  89. {
  90. connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
  91. checkSet[ni] = 1;
  92. continue;
  93. }
  94. else
  95. {
  96. if (voronoiEdges[ni].y == connectedTri[i - 1].y)
  97. {
  98. connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
  99. checkSet[ni] = 1;
  100. continue;
  101. }
  102. }
  103. }
  104. var connected = false;
  105. for (int j = 0; j < triangleCount; ++j)
  106. {
  107. ni = affectEdges[j];
  108. if (checkSet[ni] == 1)
  109. continue;
  110. if (voronoiEdges[ni].x == connectedTri[i - 1].y)
  111. {
  112. connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
  113. checkSet[ni] = 1;
  114. connected = true;
  115. break;
  116. }
  117. else if (voronoiEdges[ni].y == connectedTri[i - 1].y)
  118. {
  119. connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
  120. checkSet[ni] = 1;
  121. connected = true;
  122. break;
  123. }
  124. }
  125. if (!connected)
  126. return false;
  127. }
  128. return true;
  129. }
  130. // Perform Voronoi based Smoothing. Does not add/remove points but merely relocates internal vertices so they are uniform distributed.
  131. 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)
  132. {
  133. // Build Triangles and Edges.
  134. float maxArea = 0, cmxArea = 0, minArea = 0, cmnArea = 0, avgArea = 0, minEdge = 0, maxEdge = 0, avgEdge = 0;
  135. bool polygonCentroid = true, validGraph = true;
  136. int triangleCount = 0, delaEdgeCount = 0, affectingEdgeCount = 0;
  137. var triangles = new NativeArray<UTriangle>(indexCount, allocator); // Intentionally added more room than actual Triangles needed here.
  138. var delaEdges = new NativeArray<int4>(indexCount, allocator);
  139. var voronoiEdges = new NativeArray<int4>(indexCount, allocator);
  140. var connectedTri = new NativeArray<int4>(vertexCount, allocator);
  141. var voronoiCheck = new NativeArray<int>(indexCount, allocator);
  142. var affectsEdges = new NativeArray<int>(indexCount, allocator);
  143. var triCentroids = new NativeArray<int>(vertexCount, allocator);
  144. ModuleHandle.BuildTrianglesAndEdges(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref delaEdges, ref delaEdgeCount, ref maxArea, ref avgArea, ref minArea);
  145. var refinedEdges = new NativeArray<int4>(delaEdgeCount, allocator);
  146. // Sort the Delaunay Edges.
  147. unsafe
  148. {
  149. ModuleHandle.InsertionSort<int4, DelaEdgeCompare>(
  150. NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(delaEdges), 0, delaEdgeCount - 1,
  151. new DelaEdgeCompare());
  152. }
  153. // TrimEdges. Update Triangle Info for Shared Edges and remove Duplicates.
  154. RefineEdges(ref refinedEdges, ref delaEdges, ref delaEdgeCount, ref voronoiEdges);
  155. // Now for each point, generate Voronoi diagram.
  156. for (int i = 0; i < vertexCount; ++i)
  157. {
  158. // Try moving this to Centroid of the Voronoi Polygon.
  159. GetAffectingEdges(i, delaEdges, delaEdgeCount, ref affectsEdges, ref voronoiCheck, ref affectingEdgeCount);
  160. var bounded = affectingEdgeCount != 0;
  161. // Check for Boundedness
  162. for (int j = 0; j < affectingEdgeCount; ++j)
  163. {
  164. // Edge Index.
  165. var ei = affectsEdges[j];
  166. if (delaEdges[ei].z == -1 || delaEdges[ei].w == -1)
  167. {
  168. bounded = false;
  169. break;
  170. }
  171. }
  172. // If this is bounded point, relocate to Voronoi Diagram's Centroid
  173. if (bounded)
  174. {
  175. polygonCentroid = ConnectTriangles(ref connectedTri, ref affectsEdges, ref voronoiCheck, voronoiEdges, affectingEdgeCount);
  176. if (!polygonCentroid)
  177. {
  178. break;
  179. }
  180. float2 point = float2.zero;
  181. float area = 0, distance = 0;
  182. for (int k = 0; k < affectingEdgeCount; ++k)
  183. {
  184. CentroidByPolygon(connectedTri[k], triangles, ref point, ref area, ref distance);
  185. }
  186. point /= (3 * area);
  187. pgPoints[i] = point;
  188. }
  189. }
  190. // Do Delaunay Again.
  191. int srcIndexCount = indexCount, srcVertexCount = vertexCount;
  192. indexCount = 0; vertexCount = 0; triangleCount = 0;
  193. if (polygonCentroid)
  194. {
  195. validGraph = Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref vertices, ref vertexCount, ref indices, ref indexCount);
  196. if (validGraph)
  197. ModuleHandle.BuildTriangles(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref cmxArea, ref avgArea, ref cmnArea, ref maxEdge, ref avgEdge, ref minEdge);
  198. // This Edge validation prevents artifacts by forcing a fallback. todo: Fix the actual bug in Outline generation.
  199. validGraph = validGraph && (cmxArea < maxArea * kMaxAreaTolerance) && (maxEdge < avgEdge * kMaxEdgeTolerance);
  200. }
  201. // Cleanup.
  202. triangles.Dispose();
  203. delaEdges.Dispose();
  204. refinedEdges.Dispose();
  205. voronoiCheck.Dispose();
  206. voronoiEdges.Dispose();
  207. affectsEdges.Dispose();
  208. triCentroids.Dispose();
  209. connectedTri.Dispose();
  210. return (validGraph && srcIndexCount == indexCount && srcVertexCount == vertexCount);
  211. }
  212. }
  213. }