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- using System;
- using System.Collections.Generic;
- using Unity.Collections;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.Burst;
- using Unity.Mathematics;
- using UnityEngine;
- using ModuleHandle = UnityEngine.U2D.Common.UTess.ModuleHandle;
- using Unity.Jobs;
-
- namespace UnityEditor.U2D.Animation
- {
-
- [BurstCompile]
- internal struct TriangulateJob : IJob
- {
- // Input Dataset
- [DeallocateOnJobCompletion]
- internal NativeArray<float2> inputVertices;
- [DeallocateOnJobCompletion]
- internal NativeArray<int2> inputEdges;
-
- // Output Dataset.
- internal NativeArray<int> outputIndices;
- internal NativeArray<int2> outputEdges;
- internal NativeArray<float2> outputVertices;
- internal NativeArray<int4> result;
-
- public void Execute()
- {
- int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
- ModuleHandle.Tessellate(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, out outputVertexCount, ref outputIndices, out outputIndexCount, ref outputEdges, out outputEdgeCount, true);
- result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
- }
- }
-
- [BurstCompile]
- internal struct TessellateJob : IJob
- {
- // Input Parameters.
- internal int refineIterations;
- internal int smoothIterations;
- internal float minAngle;
- internal float maxAngle;
- internal float meshArea;
- internal float targetArea;
- internal float largestTriangleAreaFactor;
-
- // Input Dataset
- [DeallocateOnJobCompletion]
- internal NativeArray<float2> inputVertices;
- [DeallocateOnJobCompletion]
- internal NativeArray<int2> inputEdges;
-
- // Output Dataset.
- internal NativeArray<int> outputIndices;
- internal NativeArray<int2> outputEdges;
- internal NativeArray<float2> outputVertices;
- internal NativeArray<int4> result;
-
- public void Execute()
- {
- int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
- ModuleHandle.Subdivide(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, ref outputVertexCount, ref outputIndices, ref outputIndexCount, ref outputEdges, ref outputEdgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothIterations);
- result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
- }
- }
-
- [BurstCompile]
- internal class TriangulationUtility
- {
-
- // Adjust Tolerance for Collinear Check.
- static readonly float k_CollinearTolerance = 0.0001f;
-
- [BurstCompile]
- static unsafe int ValidateCollinear(float2* points, int pointCount, float epsilon)
- {
- if (pointCount < 3)
- return 0;
-
- for (int i = 0; i < pointCount - 2; ++i)
- {
- double2 a = points[i];
- double2 b = points[i + 1];
- double2 c = points[i + 2];
-
- // Just check area of triangle and see if its non-zero.
- var x = math.abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
- if (x > epsilon)
- return 1;
- }
-
- return 0;
- }
-
- [BurstCompile]
- static unsafe void TessellateBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, int3* result)
- {
-
- var _edges = new NativeArray<int2>(edgeCount, allocator);
- for (int i = 0; i < _edges.Length; ++i)
- _edges[i] = edges[i];
-
- var _points = new NativeArray<float2>(pointCount, allocator);
- for (int i = 0; i < _points.Length; ++i)
- _points[i] = points[i];
-
- var _outIndices = new NativeArray<int>(arrayCount, allocator);
- var _outEdges = new NativeArray<int2>(arrayCount, allocator);
- var _outVertices = new NativeArray<float2>(arrayCount, allocator);
-
- var outEdgeCount = 0;
- var outIndexCount = 0;
- var outVertexCount = 0;
-
- var check = ValidateCollinear((float2*)_points.GetUnsafeReadOnlyPtr(), pointCount, k_CollinearTolerance);
- if (0 != check)
- ModuleHandle.Tessellate(allocator, in _points, in _edges, ref _outVertices, out outVertexCount, ref _outIndices, out outIndexCount, ref _outEdges, out outEdgeCount, true);
-
- for (var i = 0; i < outEdgeCount; ++i)
- outEdges[i] = _outEdges[i];
- for (var i = 0; i < outIndexCount; ++i)
- outIndices[i] = _outIndices[i];
- for (var i = 0; i < outVertexCount; ++i)
- outVertices[i] = _outVertices[i];
-
- result->x = outVertexCount;
- result->y = outIndexCount;
- result->z = outEdgeCount;
-
- _outVertices.Dispose();
- _outEdges.Dispose();
- _outIndices.Dispose();
- _points.Dispose();
- _edges.Dispose();
-
- }
-
- [BurstCompile]
- 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)
- {
- var _edges = new NativeArray<int2>(edgeCount, allocator);
- for (int i = 0; i < _edges.Length; ++i)
- _edges[i] = edges[i];
-
- var _points = new NativeArray<float2>(pointCount, allocator);
- for (int i = 0; i < _points.Length; ++i)
- _points[i] = points[i];
-
- var _outIndices = new NativeArray<int>(arrayCount, allocator);
- var _outEdges = new NativeArray<int2>(arrayCount, allocator);
- var _outVertices = new NativeArray<float2>(arrayCount, allocator);
- var outEdgeCount = 0;
- var outIndexCount = 0;
- var outVertexCount = 0;
-
- ModuleHandle.Subdivide(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
-
- for (var i = 0; i < outEdgeCount; ++i)
- outEdges[i] = _outEdges[i];
- for (var i = 0; i < outIndexCount; ++i)
- outIndices[i] = _outIndices[i];
- for (var i = 0; i < outVertexCount; ++i)
- outVertices[i] = _outVertices[i];
-
- result->x = outVertexCount;
- result->y = outIndexCount;
- result->z = outEdgeCount;
-
- _outVertices.Dispose();
- _outEdges.Dispose();
- _outIndices.Dispose();
- _points.Dispose();
- _edges.Dispose();
- }
-
- 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)
- {
- unsafe
- {
- var check = ValidateCollinear((float2*)points.GetUnsafeReadOnlyPtr(), points.Length, k_CollinearTolerance);
- if (0 == check)
- return false;
- }
-
- try
- {
- ModuleHandle.Tessellate(Allocator.Persistent, in points, in edges, ref outVertices, out outVertexCount, ref outIndices, out outIndexCount, ref outEdges, out outEdgeCount, true);
- }
- catch (Exception)
- {
- return false;
- }
- return true;
- }
- 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)
- {
- try
- {
- ModuleHandle.Subdivide(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
- }
- catch (Exception)
- {
- return false;
- }
- return true;
- }
-
- internal static void Quad(IList<Vector2> vertices, IList<Vector2Int> edges, IList<int> indices, Allocator allocator)
- {
- if (vertices.Count < 3)
- return;
-
- var points = new NativeArray<float2>(vertices.Count, allocator);
- for (var i = 0; i < vertices.Count; ++i)
- points[i] = vertices[i];
-
- var arrayCount = vertices.Count * vertices.Count * 4;
- int vertexCount = 0, indexCount = 0, edgeCount = 0;
- var outputIndices = new NativeArray<int>(arrayCount, allocator);
- var outputEdges = new NativeArray<int2>(arrayCount, allocator);
- var outputVertices = new NativeArray<float2>(arrayCount, allocator);
-
- var fallback = new NativeArray<int2>(0, allocator);
- TessellateSafe(in points, in fallback, ref outputVertices, ref vertexCount, ref outputIndices,
- ref indexCount, ref outputEdges, ref edgeCount);
- fallback.Dispose();
-
- vertices.Clear();
- for (var i = 0; i < vertexCount; ++i)
- vertices.Add(outputVertices[i]);
- indices.Clear();
- for (var i = 0; i < indexCount; ++i)
- indices.Add(outputIndices[i]);
- edges.Clear();
- for (var i = 0; i < edgeCount; ++i)
- edges.Add(new Vector2Int(outputEdges[i].x, outputEdges[i].y));
-
- outputEdges.Dispose();
- outputIndices.Dispose();
- outputVertices.Dispose();
- points.Dispose();
- }
-
- internal static void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices, Allocator allocator)
- {
- if (vertices.Length < 3)
- {
- indices = new int[0];
- return;
- }
-
- var points = new NativeArray<float2>(vertices, allocator);
- var inputEdges = new NativeArray<int2>(edges, allocator);
-
- var arrayCount = vertices.Length * vertices.Length * 4;
- int vertexCount = 0, indexCount = 0, edgeCount = 0;
- var outputIndices = new NativeArray<int>(arrayCount, allocator);
- var outputEdges = new NativeArray<int2>(arrayCount, allocator);
- var outputResult = new NativeArray<int3>(1, allocator);
- var outputVertices = new NativeArray<float2>(arrayCount, allocator);
-
- unsafe
- {
- 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());
- vertexCount = outputResult[0].x;
- indexCount = outputResult[0].y;
- edgeCount = outputResult[0].z;
- }
- // Fallback on numerical precision errors.
- if (vertexCount <= 8 || indexCount == 0)
- TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
-
- vertices = new float2[vertexCount];
- for (var i = 0; i < vertexCount; ++i)
- vertices[i] = outputVertices[i];
- indices = new int[indexCount];
- for (var i = 0; i < indexCount; ++i)
- indices[i] = outputIndices[i];
- edges = new int2[edgeCount];
- for (var i = 0; i < edgeCount; ++i)
- edges[i] = outputEdges[i];
-
- outputEdges.Dispose();
- outputResult.Dispose();
- outputIndices.Dispose();
- outputVertices.Dispose();
- inputEdges.Dispose();
- points.Dispose();
- }
-
- internal static bool TriangulateSafe(ref float2[] vertices, ref int2[] edges, out int[] indices)
- {
- indices = new int[0];
-
- if (vertices.Length < 3)
- return false;
-
- var points = new NativeArray<float2>(vertices, Allocator.Persistent);
- var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent);
-
- var arrayCount = vertices.Length * vertices.Length * 4;
- int vertexCount = 0, indexCount = 0, edgeCount = 0;
- var outputIndices = new NativeArray<int>(arrayCount, Allocator.Persistent);
- var outputEdges = new NativeArray<int2>(arrayCount, Allocator.Persistent);
- var outputVertices = new NativeArray<float2>(arrayCount, Allocator.Persistent);
- var ok = TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
-
- if (ok)
- {
- vertices = new float2[vertexCount];
- for (var i = 0; i < vertexCount; ++i)
- vertices[i] = outputVertices[i];
- edges = new int2[edgeCount];
- for (var i = 0; i < edgeCount; ++i)
- edges[i] = outputEdges[i];
- indices = new int[indexCount];
- for (var i = 0; i < indexCount; ++i)
- indices[i] = outputIndices[i];
- }
-
- outputEdges.Dispose();
- outputIndices.Dispose();
- outputVertices.Dispose();
- inputEdges.Dispose();
- points.Dispose();
- return ok;
- }
-
- 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)
- {
- indices = new int[0];
-
- if (vertices.Length < 3)
- return;
-
- largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
-
- var points = new NativeArray<float2>(vertices.Length, allocator);
- for (var i = 0; i < vertices.Length; ++i)
- points[i] = vertices[i];
- var inputEdges = new NativeArray<int2>(edges.Length, allocator);
- for (var i = 0; i < edges.Length; ++i)
- inputEdges[i] = new int2(edges[i].x, edges[i].y);
-
- const int maxDataCount = 65536;
- int vertexCount = 0, indexCount = 0, edgeCount = 0;
- var outputIndices = new NativeArray<int>(maxDataCount, allocator);
- var outputEdges = new NativeArray<int2>(maxDataCount, allocator);
- var outputResult = new NativeArray<int3>(1, allocator);
- var outputVertices = new NativeArray<float2>(maxDataCount, allocator);
-
- unsafe
- {
- 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());
- vertexCount = outputResult[0].x;
- indexCount = outputResult[0].y;
- edgeCount = outputResult[0].z;
- }
- // Fallback on numerical precision errors.
- if (vertexCount <= 8)
- SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations);
-
- vertices = new float2[vertexCount];
- for (var i = 0; i < vertexCount; ++i)
- vertices[i] = outputVertices[i];
- edges = new int2[edgeCount];
- for (var i = 0; i < edgeCount; ++i)
- edges[i] = outputEdges[i];
- indices = new int[indexCount];
- for (var i = 0; i < indexCount; ++i)
- indices[i] = outputIndices[i];
-
- outputEdges.Dispose();
- outputResult.Dispose();
- outputIndices.Dispose();
- outputVertices.Dispose();
- inputEdges.Dispose();
- points.Dispose();
- }
-
- 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)
- {
- if (vertices.Length < 3)
- return default(JobHandle);
-
- var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
- for (var i = 0; i < vertices.Length; ++i)
- inputVertices[i] = vertices[i];
- var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
- for (var i = 0; i < edges.Length; ++i)
- inputEdges[i] = new int2(edges[i].x, edges[i].y);
-
- var tessAsJob = new TriangulateJob();
- tessAsJob.inputVertices = inputVertices;
- tessAsJob.inputEdges = inputEdges;
- tessAsJob.outputVertices = outputVertices;
- tessAsJob.outputIndices = outputIndices;
- tessAsJob.outputEdges = outputEdges;
- tessAsJob.result = result;
- return tessAsJob.Schedule();
- }
-
- 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)
- {
- if (vertices.Length < 3)
- return default(JobHandle);
-
- largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
-
- var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
- for (var i = 0; i < vertices.Length; ++i)
- inputVertices[i] = vertices[i];
- var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
- for (var i = 0; i < edges.Length; ++i)
- inputEdges[i] = new int2(edges[i].x, edges[i].y);
-
- var tessAsJob = new TessellateJob();
- tessAsJob.minAngle = minAngle;
- tessAsJob.maxAngle = maxAngle;
- tessAsJob.meshArea = meshAreaFactor;
- tessAsJob.largestTriangleAreaFactor = largestTriangleAreaFactor;
- tessAsJob.targetArea = targetArea;
- tessAsJob.refineIterations = refineIterations;
- tessAsJob.smoothIterations = smoothenIterations;
- tessAsJob.inputVertices = inputVertices;
- tessAsJob.inputEdges = inputEdges;
- tessAsJob.outputVertices = outputVertices;
- tessAsJob.outputIndices = outputIndices;
- 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);
- }
- }
- }
- }
- }
- }
-
- }
- }
|