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- using Unity.Mathematics;
- using Unity.Collections;
- using Unity.Collections.LowLevel.Unsafe;
-
- namespace UnityEngine.U2D.Common.UTess
- {
-
- struct Smoothen
- {
-
- // This is an arbitrary value less than 2 to ensure points are not moved too far away from the source polygon.
- private static readonly float kMaxAreaTolerance = 1.842f;
- private static readonly float kMaxEdgeTolerance = 2.482f;
-
- // Trim Edges
- static void RefineEdges(ref NativeArray<int4> refinedEdges, ref NativeArray<int4> delaEdges, ref int delaEdgeCount, ref NativeArray<int4> voronoiEdges)
- {
- int origEdgeCount = delaEdgeCount;
- delaEdgeCount = 0;
-
- // Check Neighbour Triangles.
- for (int i = 0; i < origEdgeCount - 1; ++i)
- {
- var edge = delaEdges[i];
- var neighbor = delaEdges[i + 1];
- if (edge.x == neighbor.x && edge.y == neighbor.y)
- {
- // Found the Opposite Edge. i.e Nearby Triangle.
- edge.w = neighbor.z;
- ++i;
- }
- // Update new list.
- refinedEdges[delaEdgeCount++] = edge;
- }
-
- // Generate Voronoi Edges.
- for (int i = 0; i < delaEdgeCount; ++i)
- {
- var ti1 = refinedEdges[i].z;
- var ti2 = refinedEdges[i].w;
-
- // We only really care about Bounded Edges. This is simplification. Hoping this garbage works.
- if (ti1 != -1 && ti2 != -1)
- {
- // Get Triangles
- int4 e = new int4(ti2, ti1, i, 0);
- voronoiEdges[i] = e;
- }
- }
-
- ModuleHandle.Copy(refinedEdges, delaEdges, delaEdgeCount);
- }
-
- // Get all the Edges that has this Point.
- static void GetAffectingEdges(int pointIndex, NativeArray<int4> edges, int edgeCount, ref NativeArray<int> resultSet, ref NativeArray<int> checkSet, ref int resultCount)
- {
- resultCount = 0;
- for (int i = 0; i < edgeCount; ++i)
- {
- if (pointIndex == edges[i].x || pointIndex == edges[i].y)
- resultSet[resultCount++] = i;
- checkSet[i] = 0;
- }
- }
-
- // Add to Centroids Triangles.
- static void CentroidByPoints(int triIndex, NativeArray<UTriangle> triangles, ref NativeArray<int> centroidTris, ref int centroidCount, ref float2 aggregate, ref float2 point)
- {
- for (int i = 0; i < centroidCount; ++i)
- if (triIndex == centroidTris[i])
- return;
- centroidTris[centroidCount++] = triIndex;
- aggregate += triangles[triIndex].c.center;
- point = aggregate / centroidCount;
- }
-
- static void CentroidByPolygon(int4 e, NativeArray<UTriangle> triangles, ref float2 centroid, ref float area, ref float distance)
- {
- var es = triangles[e.x].c.center;
- var ee = triangles[e.y].c.center;
- var d = es.x * ee.y - ee.x * es.y;
- distance = distance + math.distance(es, ee);
- area = area + d;
- centroid.x += (ee.x + es.x) * d;
- centroid.y += (ee.y + es.y) * d;
- }
-
- // Connect Triangles
- static bool ConnectTriangles(ref NativeArray<int4> connectedTri, ref NativeArray<int> affectEdges, ref NativeArray<int> checkSet, NativeArray<int4> voronoiEdges, int triangleCount)
- {
- var ei = affectEdges[0];
- var ni = affectEdges[0];
- connectedTri[0] = new int4(voronoiEdges[ei].x, voronoiEdges[ei].y, 0, 0);
- checkSet[ni] = 1;
-
- for (int i = 1; i < triangleCount; ++i)
- {
- ni = affectEdges[i];
- if (checkSet[ni] == 0)
- {
- if (voronoiEdges[ni].x == connectedTri[i - 1].y)
- {
- connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
- checkSet[ni] = 1;
- continue;
- }
- else
- {
- if (voronoiEdges[ni].y == connectedTri[i - 1].y)
- {
- connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
- checkSet[ni] = 1;
- continue;
- }
- }
- }
-
- var connected = false;
- for (int j = 0; j < triangleCount; ++j)
- {
- ni = affectEdges[j];
- if (checkSet[ni] == 1)
- continue;
- if (voronoiEdges[ni].x == connectedTri[i - 1].y)
- {
- connectedTri[i] = new int4(voronoiEdges[ni].x, voronoiEdges[ni].y, 0, 0);
- checkSet[ni] = 1;
- connected = true;
- break;
- }
- else if (voronoiEdges[ni].y == connectedTri[i - 1].y)
- {
- connectedTri[i] = new int4(voronoiEdges[ni].y, voronoiEdges[ni].x, 0, 0);
- checkSet[ni] = 1;
- connected = true;
- break;
- }
- }
- if (!connected)
- return false;
- }
-
- return true;
- }
-
-
- // Perform Voronoi based Smoothing. Does not add/remove points but merely relocates internal vertices so they are uniform distributed.
- 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)
- {
-
- // Build Triangles and Edges.
- float maxArea = 0, cmxArea = 0, minArea = 0, cmnArea = 0, avgArea = 0, minEdge = 0, maxEdge = 0, avgEdge = 0;
- bool polygonCentroid = true, validGraph = true;
- int triangleCount = 0, delaEdgeCount = 0, affectingEdgeCount = 0;
- var triangles = new NativeArray<UTriangle>(indexCount, allocator); // Intentionally added more room than actual Triangles needed here.
- var delaEdges = new NativeArray<int4>(indexCount, allocator);
- var voronoiEdges = new NativeArray<int4>(indexCount, allocator);
- var connectedTri = new NativeArray<int4>(vertexCount, allocator);
- var voronoiCheck = new NativeArray<int>(indexCount, allocator);
- var affectsEdges = new NativeArray<int>(indexCount, allocator);
- var triCentroids = new NativeArray<int>(vertexCount, allocator);
- ModuleHandle.BuildTrianglesAndEdges(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref delaEdges, ref delaEdgeCount, ref maxArea, ref avgArea, ref minArea);
- var refinedEdges = new NativeArray<int4>(delaEdgeCount, allocator);
-
- // Sort the Delaunay Edges.
- unsafe
- {
- ModuleHandle.InsertionSort<int4, DelaEdgeCompare>(
- NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(delaEdges), 0, delaEdgeCount - 1,
- new DelaEdgeCompare());
- }
-
- // TrimEdges. Update Triangle Info for Shared Edges and remove Duplicates.
- RefineEdges(ref refinedEdges, ref delaEdges, ref delaEdgeCount, ref voronoiEdges);
-
- // Now for each point, generate Voronoi diagram.
- for (int i = 0; i < vertexCount; ++i)
- {
-
- // Try moving this to Centroid of the Voronoi Polygon.
- GetAffectingEdges(i, delaEdges, delaEdgeCount, ref affectsEdges, ref voronoiCheck, ref affectingEdgeCount);
- var bounded = affectingEdgeCount != 0;
-
- // Check for Boundedness
- for (int j = 0; j < affectingEdgeCount; ++j)
- {
- // Edge Index.
- var ei = affectsEdges[j];
- if (delaEdges[ei].z == -1 || delaEdges[ei].w == -1)
- {
- bounded = false;
- break;
- }
- }
-
- // If this is bounded point, relocate to Voronoi Diagram's Centroid
- if (bounded)
- {
- polygonCentroid = ConnectTriangles(ref connectedTri, ref affectsEdges, ref voronoiCheck, voronoiEdges, affectingEdgeCount);
- if (!polygonCentroid)
- {
- break;
- }
-
- float2 point = float2.zero;
- float area = 0, distance = 0;
- for (int k = 0; k < affectingEdgeCount; ++k)
- {
- CentroidByPolygon(connectedTri[k], triangles, ref point, ref area, ref distance);
- }
- point /= (3 * area);
- pgPoints[i] = point;
- }
-
- }
-
- // Do Delaunay Again.
- int srcIndexCount = indexCount, srcVertexCount = vertexCount;
- indexCount = 0; vertexCount = 0; triangleCount = 0;
- if (polygonCentroid)
- {
- validGraph = Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref vertices, ref vertexCount, ref indices, ref indexCount);
- if (validGraph)
- ModuleHandle.BuildTriangles(vertices, vertexCount, indices, indexCount, ref triangles, ref triangleCount, ref cmxArea, ref avgArea, ref cmnArea, ref maxEdge, ref avgEdge, ref minEdge);
- // This Edge validation prevents artifacts by forcing a fallback. todo: Fix the actual bug in Outline generation.
- validGraph = validGraph && (cmxArea < maxArea * kMaxAreaTolerance) && (maxEdge < avgEdge * kMaxEdgeTolerance);
- }
-
- // Cleanup.
- triangles.Dispose();
- delaEdges.Dispose();
- refinedEdges.Dispose();
- voronoiCheck.Dispose();
- voronoiEdges.Dispose();
- affectsEdges.Dispose();
- triCentroids.Dispose();
- connectedTri.Dispose();
- return (validGraph && srcIndexCount == indexCount && srcVertexCount == vertexCount);
-
- }
-
- }
-
- }
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