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- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using Unity.Profiling;
- using Unity.Collections;
- using Unity.Mathematics;
- using Unity.Collections.LowLevel.Unsafe;
-
- namespace UnityEngine.U2D.Common.UTess
- {
- enum UEventType
- {
- EVENT_POINT = 0,
- EVENT_END = 1,
- EVENT_START = 2,
- };
-
- struct UEvent
- {
- public float2 a;
- public float2 b;
- public int idx;
- public int type;
- };
-
- struct UHull
- {
- public float2 a;
- public float2 b;
- public int idx;
-
- public ArraySlice<int> ilarray;
- public int ilcount;
- public ArraySlice<int> iuarray;
- public int iucount;
- };
-
- struct UStar
- {
- public ArraySlice<int> points;
- public int pointCount;
- };
-
- struct UBounds
- {
- public double2 min;
- public double2 max;
- };
-
- struct UCircle
- {
- public float2 center;
- public float radius;
- };
-
- struct UTriangle
- {
- public float2 va;
- public float2 vb;
- public float2 vc;
- public UCircle c;
- public float area;
- public int3 indices;
- };
-
- struct UEncroachingSegment
- {
- public float2 a;
- public float2 b;
- public int index;
- }
-
- internal interface ICondition2<in T, in U>
- {
- bool Test(T x, U y, ref float t);
- }
-
- struct XCompare : IComparer<double>
- {
- public int Compare(double a, double b)
- {
- return (a < b) ? -1 : 1;
- }
- }
-
- unsafe struct IntersectionCompare : IComparer<int2>
- {
- public Array<double2> points;
- public Array<int2> edges;
-
- public fixed double xvasort[4];
- public fixed double xvbsort[4];
-
- public int Compare(int2 a, int2 b)
- {
- var e1a = edges[a.x];
- var e1b = edges[a.y];
- var e2a = edges[b.x];
- var e2b = edges[b.y];
-
- xvasort[0] = points[e1a.x].x;
- xvasort[1] = points[e1a.y].x;
- xvasort[2] = points[e1b.x].x;
- xvasort[3] = points[e1b.y].x;
-
- xvbsort[0] = points[e2a.x].x;
- xvbsort[1] = points[e2a.y].x;
- xvbsort[2] = points[e2b.x].x;
- xvbsort[3] = points[e2b.y].x;
-
- fixed (double* xvasortPtr = xvasort)
- {
- ModuleHandle.InsertionSort<double, XCompare>(xvasortPtr, 0, 3, new XCompare());
- }
-
- fixed (double* xvbsortPtr = xvbsort)
- {
- ModuleHandle.InsertionSort<double, XCompare>(xvbsortPtr, 0, 3, new XCompare());
- }
-
- for (int i = 0; i < 4; ++i)
- if (xvasort[i] - xvbsort[i] != 0)
- return xvasort[i] < xvbsort[i] ? -1 : 1;
- return points[e1a.x].y < points[e1a.x].y ? -1 : 1;
- }
- }
-
- struct TessEventCompare : IComparer<UEvent>
- {
- public int Compare(UEvent a, UEvent b)
- {
- float f = (a.a.x - b.a.x);
- if (0 != f)
- return (f > 0) ? 1 : -1;
-
- f = (a.a.y - b.a.y);
- if (0 != f)
- return (f > 0) ? 1 : -1;
-
- int i = a.type - b.type;
- if (0 != i)
- return i;
-
- if (a.type != (int)UEventType.EVENT_POINT)
- {
- float o = ModuleHandle.OrientFast(a.a, a.b, b.b);
- if (0 != o)
- {
- return (o > 0) ? 1 : -1;
- }
- }
-
- return a.idx - b.idx;
- }
- }
-
- struct TessEdgeCompare : IComparer<int2>
- {
- public int Compare(int2 a, int2 b)
- {
- int i = a.x - b.x;
- if (0 != i)
- return i;
- i = a.y - b.y;
- return i;
- }
- }
-
- struct TessCellCompare : IComparer<int3>
- {
- public int Compare(int3 a, int3 b)
- {
- int i = a.x - b.x;
- if (0 != i)
- return i;
- i = a.y - b.y;
- if (0 != i)
- return i;
- i = a.z - b.z;
- return i;
- }
- }
-
- struct TessJunctionCompare : IComparer<int2>
- {
- public int Compare(int2 a, int2 b)
- {
- int i = a.x - b.x;
- if (0 != i)
- return i;
- i = a.y - b.y;
- return i;
- }
- }
-
- struct DelaEdgeCompare : IComparer<int4>
- {
- public int Compare(int4 a, int4 b)
- {
- int i = a.x - b.x;
- if (0 != i)
- return i;
- i = a.y - b.y;
- if (0 != i)
- return i;
- i = a.z - b.z;
- if (0 != i)
- return i;
- i = a.w - b.w;
- return i;
- }
- }
-
- struct TessLink
- {
-
- internal NativeArray<int> roots;
- internal NativeArray<int> ranks;
-
- internal static TessLink CreateLink(int count, Allocator allocator)
- {
- TessLink link = new TessLink();
- link.roots = new NativeArray<int>(count, allocator);
- link.ranks = new NativeArray<int>(count, allocator);
-
- for (int i = 0; i < count; ++i)
- {
- link.roots[i] = i;
- link.ranks[i] = 0;
- }
- return link;
- }
-
- internal static void DestroyLink(TessLink link)
- {
- link.ranks.Dispose();
- link.roots.Dispose();
- }
-
- internal int Find(int x)
- {
- var x0 = x;
- while (roots[x] != x)
- {
- x = roots[x];
- }
- while (roots[x0] != x)
- {
- var y = roots[x0];
- roots[x0] = x;
- x0 = y;
- }
- return x;
- }
-
- internal void Link(int x, int y)
- {
- var xr = Find(x);
- var yr = Find(y);
- if (xr == yr)
- {
- return;
- }
- var xd = ranks[xr];
- var yd = ranks[yr];
- if (xd < yd)
- {
- roots[xr] = yr;
- }
- else if (yd < xd)
- {
- roots[yr] = xr;
- }
- else
- {
- roots[yr] = xr;
- ++ranks[xr];
- }
- }
- };
-
- internal struct ModuleHandle
- {
-
- // Max Edge Count with Subdivision allowed. This is already a very relaxed limit
- // and anything beyond are basically littered with numerous paths.
- internal static readonly int kMaxArea = 65536;
- internal static readonly int kMaxEdgeCount = 65536;
- internal static readonly int kMaxIndexCount = 65536;
- internal static readonly int kMaxVertexCount = 65536;
- internal static readonly int kMaxTriangleCount = kMaxIndexCount / 3;
- internal static readonly int kMaxRefineIterations = 48;
- internal static readonly int kMaxSmoothenIterations = 256;
- internal static readonly float kIncrementAreaFactor = 1.2f;
-
- internal static void Copy<T>(NativeArray<T> src, int srcIndex, NativeArray<T> dst, int dstIndex, int length)
- where T : struct
- {
- NativeArray<T>.Copy(src, srcIndex, dst, dstIndex, length);
- }
-
- internal static void Copy<T>(NativeArray<T> src, NativeArray<T> dst, int length)
- where T : struct
- {
- Copy(src, 0, dst, 0, length);
- }
-
- internal static unsafe void InsertionSort<T, U>(void* array, int lo, int hi, U comp)
- where T : struct where U : IComparer<T>
- {
- int i, j;
- T t;
- for (i = lo; i < hi; i++)
- {
- j = i;
- t = UnsafeUtility.ReadArrayElement<T>(array, i + 1);
- while (j >= lo && comp.Compare(t, UnsafeUtility.ReadArrayElement<T>(array, j)) < 0)
- {
- UnsafeUtility.WriteArrayElement<T>(array, j + 1, UnsafeUtility.ReadArrayElement<T>(array, j));
- j--;
- }
- UnsafeUtility.WriteArrayElement<T>(array, j + 1, t);
- }
- }
-
- // Search Lower Bounds
- internal static int GetLower<T, U, X>(NativeArray<T> values, int count, U check, X condition)
- where T : struct where U : struct where X : ICondition2<T, U>
- {
- int l = 0;
- int h = count - 1;
- int i = l - 1;
- while (l <= h)
- {
- int m = ((int)(l + h)) >> 1;
- float t = 0;
- if (condition.Test(values[m], check, ref t))
- {
- i = m;
- l = m + 1;
- }
- else
- {
- h = m - 1;
- }
- }
- return i;
- }
-
- // Search Upper Bounds
- internal static int GetUpper<T, U, X>(NativeArray<T> values, int count, U check, X condition)
- where T : struct where U : struct where X : ICondition2<T, U>
- {
- int l = 0;
- int h = count - 1;
- int i = h + 1;
- while (l <= h)
- {
- int m = ((int)(l + h)) >> 1;
- float t = 0;
- if (condition.Test(values[m], check, ref t))
- {
- i = m;
- h = m - 1;
- }
- else
- {
- l = m + 1;
- }
- }
- return i;
- }
-
- // Search for Equal
- internal static int GetEqual<T, U, X>(Array<T> values, int count, U check, X condition)
- where T : struct where U : struct where X : ICondition2<T, U>
- {
- int l = 0;
- int h = count - 1;
- while (l <= h)
- {
- int m = ((int)(l + h)) >> 1;
- float t = 0;
- condition.Test(values[m], check, ref t);
- if (t == 0)
- {
- return m;
- }
- else if (t <= 0)
- {
- l = m + 1;
- }
- else
- {
- h = m - 1;
- }
- }
- return -1;
- }
-
- // Search for Equal
- internal static int GetEqual<T, U, X>(NativeArray<T> values, int count, U check, X condition)
- where T : struct where U : struct where X : ICondition2<T, U>
- {
- int l = 0;
- int h = count - 1;
- while (l <= h)
- {
- int m = ((int)(l + h)) >> 1;
- float t = 0;
- condition.Test(values[m], check, ref t);
- if (t == 0)
- {
- return m;
- }
- else if (t <= 0)
- {
- l = m + 1;
- }
- else
- {
- h = m - 1;
- }
- }
- return -1;
- }
-
- // From https://www.cs.cmu.edu/afs/cs/project/quake/public/code/predicates.c and is public domain. Can't find one within Unity.
- internal static float OrientFast(float2 a, float2 b, float2 c)
- {
- float epsilon = 1.1102230246251565e-16f;
- float errbound3 = (3.0f + 16.0f * epsilon) * epsilon;
- float l = (a.y - c.y) * (b.x - c.x);
- float r = (a.x - c.x) * (b.y - c.y);
- float det = l - r;
- float s = 0;
- if (l > 0)
- {
- if (r <= 0)
- {
- return det;
- }
- else
- {
- s = l + r;
- }
- }
- else if (l < 0)
- {
- if (r >= 0)
- {
- return det;
- }
- else
- {
- s = -(l + r);
- }
- }
- else
- {
- return det;
- }
-
- float tol = errbound3 * s;
- if (det >= tol || det <= -tol)
- {
- return det;
- }
- return epsilon;
- }
-
- // This is needed when doing PlanarGraph as it requires high precision separation of points.
- internal static double OrientFastDouble(double2 a, double2 b, double2 c)
- {
- double epsilon = 1.1102230246251565e-16f;
- double errbound3 = (3.0 + 16.0 * epsilon) * epsilon;
- double l = (a.y - c.y) * (b.x - c.x);
- double r = (a.x - c.x) * (b.y - c.y);
- double det = l - r;
- double s = 0;
- if (l > 0)
- {
- if (r <= 0)
- {
- return det;
- }
- else
- {
- s = l + r;
- }
- }
- else if (l < 0)
- {
- if (r >= 0)
- {
- return det;
- }
- else
- {
- s = -(l + r);
- }
- }
- else
- {
- return det;
- }
-
- double tol = errbound3 * s;
- if (det >= tol || det <= -tol)
- {
- return det;
- }
- return epsilon;
- }
-
- internal static UCircle CircumCircle(UTriangle tri)
- {
- float xa = tri.va.x * tri.va.x;
- float xb = tri.vb.x * tri.vb.x;
- float xc = tri.vc.x * tri.vc.x;
- float ya = tri.va.y * tri.va.y;
- float yb = tri.vb.y * tri.vb.y;
- float yc = tri.vc.y * tri.vc.y;
- float c = 2f * ((tri.vb.x - tri.va.x) * (tri.vc.y - tri.va.y) - (tri.vb.y - tri.va.y) * (tri.vc.x - tri.va.x));
- float x = ((tri.vc.y - tri.va.y) * (xb - xa + yb - ya) + (tri.va.y - tri.vb.y) * (xc - xa + yc - ya)) / c;
- float y = ((tri.va.x - tri.vc.x) * (xb - xa + yb - ya) + (tri.vb.x - tri.va.x) * (xc - xa + yc - ya)) / c;
- float vx = (tri.va.x - x);
- float vy = (tri.va.y - y);
- return new UCircle { center = new float2(x, y), radius = math.sqrt((vx * vx) + (vy * vy)) };
- }
-
- internal static bool IsInsideCircle(UCircle c, float2 v)
- {
- return math.distance(v, c.center) < c.radius;
- }
-
- internal static float TriangleArea(float2 va, float2 vb, float2 vc)
- {
- float3 a = new float3(va.x, va.y, 0);
- float3 b = new float3(vb.x, vb.y, 0);
- float3 c = new float3(vc.x, vc.y, 0);
- float3 v = math.cross(a - b, a - c);
- return math.abs(v.z) * 0.5f;
- }
-
- internal static float Sign(float2 p1, float2 p2, float2 p3)
- {
- return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
- }
-
- internal static bool IsInsideTriangle(float2 pt, float2 v1, float2 v2, float2 v3)
- {
- float d1, d2, d3;
- bool has_neg, has_pos;
-
- d1 = Sign(pt, v1, v2);
- d2 = Sign(pt, v2, v3);
- d3 = Sign(pt, v3, v1);
-
- has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
- has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);
-
- return !(has_neg && has_pos);
- }
-
- internal static bool IsInsideTriangleApproximate(float2 pt, float2 v1, float2 v2, float2 v3)
- {
- float d0, d1, d2, d3;
- d0 = TriangleArea(v1, v2, v3);
- d1 = TriangleArea(pt, v1, v2);
- d2 = TriangleArea(pt, v2, v3);
- d3 = TriangleArea(pt, v3, v1);
- float epsilon = 1.1102230246251565e-16f;
- return Mathf.Abs(d0 - (d1 + d2 + d3)) < epsilon;
- }
-
- internal static bool IsInsideCircle(float2 a, float2 b, float2 c, float2 p)
- {
- float ab = math.dot(a, a);
- float cd = math.dot(b, b);
- float ef = math.dot(c, c);
-
- float ax = a.x;
- float ay = a.y;
- float bx = b.x;
- float by = b.y;
- float cx = c.x;
- float cy = c.y;
-
- float circum_x = (ab * (cy - by) + cd * (ay - cy) + ef * (by - ay)) /
- (ax * (cy - by) + bx * (ay - cy) + cx * (by - ay));
- float circum_y = (ab * (cx - bx) + cd * (ax - cx) + ef * (bx - ax)) /
- (ay * (cx - bx) + by * (ax - cx) + cy * (bx - ax));
-
- float2 circum = new float2();
- circum.x = circum_x / 2;
- circum.y = circum_y / 2;
- float circum_radius = math.distance(a, circum);
- float dist = math.distance(p, circum);
- return circum_radius - dist > 0.00001f;
- }
-
- internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea)
- {
- // Check if there are invalid triangles or segments.
- for (int i = 0; i < indexCount; i += 3)
- {
- UTriangle tri = new UTriangle();
- var i0 = indices[i + 0];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- tri.va = vertices[i0];
- tri.vb = vertices[i1];
- tri.vc = vertices[i2];
- tri.c = CircumCircle(tri);
- tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
- maxArea = math.max(tri.area, maxArea);
- minArea = math.min(tri.area, minArea);
- avgArea = avgArea + tri.area;
- triangles[triangleCount++] = tri;
- }
- avgArea = avgArea / triangleCount;
- }
-
- internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref Array<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea)
- {
- // Check if there are invalid triangles or segments.
- for (int i = 0; i < indexCount; i += 3)
- {
- UTriangle tri = new UTriangle();
- var i0 = indices[i + 0];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- tri.va = vertices[i0];
- tri.vb = vertices[i1];
- tri.vc = vertices[i2];
- tri.c = CircumCircle(tri);
- tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
- maxArea = math.max(tri.area, maxArea);
- minArea = math.min(tri.area, minArea);
- avgArea = avgArea + tri.area;
- triangles[triangleCount++] = tri;
- }
- avgArea = avgArea / triangleCount;
- }
-
- internal static void BuildTriangles(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref float maxArea, ref float avgArea, ref float minArea, ref float maxEdge, ref float avgEdge, ref float minEdge)
- {
- // Check if there are invalid triangles or segments.
- for (int i = 0; i < indexCount; i += 3)
- {
- UTriangle tri = new UTriangle();
- var i0 = indices[i + 0];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- tri.va = vertices[i0];
- tri.vb = vertices[i1];
- tri.vc = vertices[i2];
- tri.c = CircumCircle(tri);
-
- tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
- maxArea = math.max(tri.area, maxArea);
- minArea = math.min(tri.area, minArea);
- avgArea = avgArea + tri.area;
-
- var e1 = math.distance(tri.va, tri.vb);
- var e2 = math.distance(tri.vb, tri.vc);
- var e3 = math.distance(tri.vc, tri.va);
- maxEdge = math.max(e1, maxEdge);
- maxEdge = math.max(e2, maxEdge);
- maxEdge = math.max(e3, maxEdge);
- minEdge = math.min(e1, minEdge);
- minEdge = math.min(e2, minEdge);
- minEdge = math.min(e3, minEdge);
-
- avgEdge = avgEdge + e1;
- avgEdge = avgEdge + e2;
- avgEdge = avgEdge + e3;
- triangles[triangleCount++] = tri;
- }
- avgArea = avgArea / triangleCount;
- avgEdge = avgEdge / indexCount;
- }
-
- internal static void BuildTrianglesAndEdges(NativeArray<float2> vertices, int vertexCount, NativeArray<int> indices, int indexCount, ref NativeArray<UTriangle> triangles, ref int triangleCount, ref NativeArray<int4> delaEdges, ref int delaEdgeCount, ref float maxArea, ref float avgArea, ref float minArea)
- {
- // Check if there are invalid triangles or segments.
- for (int i = 0; i < indexCount; i += 3)
- {
- UTriangle tri = new UTriangle();
- var i0 = indices[i + 0];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- tri.va = vertices[i0];
- tri.vb = vertices[i1];
- tri.vc = vertices[i2];
- tri.c = CircumCircle(tri);
- tri.area = TriangleArea(tri.va, tri.vb, tri.vc);
- maxArea = math.max(tri.area, maxArea);
- minArea = math.min(tri.area, minArea);
- avgArea = avgArea + tri.area;
- tri.indices = new int3(i0, i1, i2);
-
- // Outputs.
- delaEdges[delaEdgeCount++] = new int4(math.min(i0, i1), math.max(i0, i1), triangleCount, -1);
- delaEdges[delaEdgeCount++] = new int4(math.min(i1, i2), math.max(i1, i2), triangleCount, -1);
- delaEdges[delaEdgeCount++] = new int4(math.min(i2, i0), math.max(i2, i0), triangleCount, -1);
- triangles[triangleCount++] = tri;
- }
- avgArea = avgArea / triangleCount;
- }
-
- static void CopyGraph(NativeArray<float2> srcPoints, int srcPointCount, ref NativeArray<float2> dstPoints, ref int dstPointCount, NativeArray<int2> srcEdges, int srcEdgeCount, ref NativeArray<int2> dstEdges, ref int dstEdgeCount)
- {
- dstEdgeCount = srcEdgeCount;
- dstPointCount = srcPointCount;
- Copy(srcEdges, dstEdges, srcEdgeCount);
- Copy(srcPoints, dstPoints, srcPointCount);
- }
-
- static void CopyGeometry(NativeArray<int> srcIndices, int srcIndexCount, ref NativeArray<int> dstIndices, ref int dstIndexCount, NativeArray<float2> srcVertices, int srcVertexCount, ref NativeArray<float2> dstVertices, ref int dstVertexCount)
- {
- dstIndexCount = srcIndexCount;
- dstVertexCount = srcVertexCount;
- Copy(srcIndices, dstIndices, srcIndexCount);
- Copy(srcVertices, dstVertices, srcVertexCount);
- }
-
- static void TransferOutput(NativeArray<int2> srcEdges, int srcEdgeCount, ref NativeArray<int2> dstEdges, ref int dstEdgeCount, NativeArray<int> srcIndices, int srcIndexCount, ref NativeArray<int> dstIndices, ref int dstIndexCount, NativeArray<float2> srcVertices, int srcVertexCount, ref NativeArray<float2> dstVertices, ref int dstVertexCount)
- {
- dstEdgeCount = srcEdgeCount;
- dstIndexCount = srcIndexCount;
- dstVertexCount = srcVertexCount;
- Copy(srcEdges, dstEdges, srcEdgeCount);
- Copy(srcIndices, dstIndices, srcIndexCount);
- Copy(srcVertices, dstVertices, srcVertexCount);
- }
-
- static void GraphConditioner(NativeArray<float2> points, ref NativeArray<float2> pgPoints, ref int pgPointCount, ref NativeArray<int2> pgEdges, ref int pgEdgeCount, bool resetTopology)
- {
- var min = new float2(math.INFINITY, math.INFINITY);
- var max = float2.zero;
- for (int i = 0; i < points.Length; ++i)
- {
- min = math.min(points[i], min);
- max = math.max(points[i], max);
- }
-
- var ext = (max - min);
- var mid = ext * 0.5f;
- var kNonRect = 0.0001f;
-
- // Construct a simple convex hull rect!.
- pgPointCount = resetTopology ? 0 : pgPointCount;
- var pc = pgPointCount;
- pgPoints[pgPointCount++] = new float2(min.x, min.y); pgPoints[pgPointCount++] = new float2(min.x - kNonRect, min.y + mid.y); pgPoints[pgPointCount++] = new float2(min.x, max.y); pgPoints[pgPointCount++] = new float2(min.x + mid.x, max.y + kNonRect);
- pgPoints[pgPointCount++] = new float2(max.x, max.y); pgPoints[pgPointCount++] = new float2(max.x + kNonRect, min.y + mid.y); pgPoints[pgPointCount++] = new float2(max.x, min.y); pgPoints[pgPointCount++] = new float2(min.x + mid.x, min.y - kNonRect);
-
- pgEdgeCount = 8;
- pgEdges[0] = new int2(pc + 0, pc + 1); pgEdges[1] = new int2(pc + 1, pc + 2); pgEdges[2] = new int2(pc + 2, pc + 3); pgEdges[3] = new int2(pc + 3, pc + 4);
- pgEdges[4] = new int2(pc + 4, pc + 5); pgEdges[5] = new int2(pc + 5, pc + 6); pgEdges[6] = new int2(pc + 6, pc + 7); pgEdges[7] = new int2(pc + 7, pc + 0);
- }
-
- // Reorder vertices.
- static void Reorder(int startVertexCount, int index, ref NativeArray<int> indices, ref int indexCount, ref NativeArray<float2> vertices, ref int vertexCount)
- {
-
- var found = false;
-
- for (var i = 0; i < indexCount; ++i)
- {
- if (indices[i] != index) continue;
- found = true;
- break;
- }
-
- if (!found)
- {
- vertexCount--;
- vertices[index] = vertices[vertexCount];
- for (var i = 0; i < indexCount; ++i)
- if (indices[i] == vertexCount)
- indices[i] = index;
- }
-
- }
-
- // Perform Sanitization.
- internal static void VertexCleanupConditioner(int startVertexCount, ref NativeArray<int> indices, ref int indexCount, ref NativeArray<float2> vertices, ref int vertexCount)
- {
-
- for (int i = startVertexCount; i < vertexCount; ++i)
- {
- Reorder(startVertexCount,i, ref indices, ref indexCount, ref vertices, ref vertexCount);
- }
-
- }
-
- public static float4 ConvexQuad(Allocator allocator, 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)
- {
- // Inputs are garbage, just early out.
- float4 ret = float4.zero;
- outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
- if (points.Length < 3 || points.Length >= kMaxVertexCount)
- return ret;
-
- // Ensure inputs form a proper PlanarGraph.
- int pgEdgeCount = 0, pgPointCount = 0;
- NativeArray<int2> pgEdges = new NativeArray<int2>(kMaxEdgeCount, allocator);
- NativeArray<float2> pgPoints = new NativeArray<float2>(kMaxVertexCount, allocator);
-
- // Valid Edges and Paths, correct the Planar Graph. If invalid create a simple convex hull rect.
- GraphConditioner(points, ref pgPoints, ref pgPointCount, ref pgEdges, ref pgEdgeCount, true);
- Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount);
-
- // Dispose Temp Memory.
- pgPoints.Dispose();
- pgEdges.Dispose();
- return ret;
- }
-
- public static float4 Tessellate(Allocator allocator, in NativeArray<float2> points, in NativeArray<int2> edges, ref NativeArray<float2> outVertices, out int outVertexCount, ref NativeArray<int> outIndices, out int outIndexCount, ref NativeArray<int2> outEdges, out int outEdgeCount)
- {
- // Inputs are garbage, just early out.
- float4 ret = float4.zero;
- outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
- if (points.Length < 3 || points.Length >= kMaxVertexCount)
- return ret;
-
- // Ensure inputs form a proper PlanarGraph.
- bool validGraph = false, handleEdgeCase = false;
- int pgEdgeCount = 0, pgPointCount = 0;
- NativeArray<int2> pgEdges = new NativeArray<int2>(edges.Length * 8, allocator);
- NativeArray<float2> pgPoints = new NativeArray<float2>(points.Length * 4, allocator);
-
- // Valid Edges and Paths, correct the Planar Graph. If invalid create a simple convex hull rect.
- if (0 != edges.Length)
- {
- validGraph = PlanarGraph.Validate(allocator, in points, points.Length, in edges, edges.Length, ref pgPoints,out pgPointCount, ref pgEdges, out pgEdgeCount);
- }
-
- // Fallbacks are now handled by the Higher level packages. Enable if UTess needs to handle it.
- // #if UTESS_QUAD_FALLBACK
- // if (!validGraph)
- // {
- // pgPointCount = 0;
- // handleEdgeCase = true;
- // ModuleHandle.Copy(points, pgPoints, points.Length);
- // GraphConditioner(points, ref pgPoints, ref pgPointCount, ref pgEdges, ref pgEdgeCount, false);
- // }
- // #else
-
- // If its not a valid Graph simply return back input Data without triangulation instead of going through UTess (pointless wasted cpu cycles).
- if (!validGraph)
- {
- outEdgeCount = edges.Length;
- outVertexCount = points.Length;
- ModuleHandle.Copy(edges, outEdges, edges.Length);
- ModuleHandle.Copy(points, outVertices, points.Length);
- }
-
- // Do a proper Delaunay Triangulation if Inputs are valid.
- if (pgPointCount > 2 && pgEdgeCount > 2)
- {
- // Tessellate does not add new points, only PG and SD does. Assuming each point creates a degenerate triangle, * 4 is more than enough.
- NativeArray<int> tsIndices = new NativeArray<int>(pgPointCount * 8, allocator);
- NativeArray<float2> tsVertices = new NativeArray<float2>(pgPointCount * 4, allocator);
- int tsIndexCount = 0, tsVertexCount = 0;
- validGraph = Tessellator.Tessellate(allocator, pgPoints, pgPointCount, pgEdges, pgEdgeCount, ref tsVertices, ref tsVertexCount, ref tsIndices, ref tsIndexCount);
- if (validGraph)
- {
- // Copy Out
- TransferOutput(pgEdges, pgEdgeCount, ref outEdges, ref outEdgeCount, tsIndices, tsIndexCount, ref outIndices, ref outIndexCount, tsVertices, tsVertexCount, ref outVertices, ref outVertexCount);
- if (handleEdgeCase == true)
- outEdgeCount = 0;
- }
- tsVertices.Dispose();
- tsIndices.Dispose();
- }
-
- // Dispose Temp Memory.
- pgPoints.Dispose();
- pgEdges.Dispose();
- return ret;
- }
-
- public static float4 Subdivide(Allocator allocator, 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 targetArea, int refineIterations, int smoothenIterations)
- {
- // Inputs are garbage, just early out.
- float4 ret = float4.zero;
- outEdgeCount = 0; outIndexCount = 0; outVertexCount = 0;
- if (points.Length < 3 || points.Length >= kMaxVertexCount || 0 == edges.Length)
- return ret;
-
- // Do a proper Delaunay Triangulation.
- int tsIndexCount = 0, tsVertexCount = 0;
- NativeArray<int> tsIndices = new NativeArray<int>(kMaxIndexCount, allocator);
- NativeArray<float2> tsVertices = new NativeArray<float2>(kMaxVertexCount, allocator);
- var validGraph = Tessellator.Tessellate(allocator, points, points.Length, edges, edges.Length, ref tsVertices, ref tsVertexCount, ref tsIndices, ref tsIndexCount);
-
- // Refinement and Smoothing.
- bool refined = false;
- bool refinementRequired = (targetArea != 0 || areaFactor != 0);
- if (validGraph && refinementRequired)
- {
- // Do Refinement until success.
- float maxArea = 0;
- float incArea = 0;
- int rfEdgeCount = 0, rfPointCount = 0, rfIndexCount = 0, rfVertexCount = 0;
- NativeArray<int2> rfEdges = new NativeArray<int2>(kMaxEdgeCount, allocator);
- NativeArray<float2> rfPoints = new NativeArray<float2>(kMaxVertexCount, allocator);
- NativeArray<int> rfIndices = new NativeArray<int>(kMaxIndexCount, allocator);
- NativeArray<float2> rfVertices = new NativeArray<float2>(kMaxVertexCount, allocator);
- ret.x = 0;
- refineIterations = Math.Min(refineIterations, kMaxRefineIterations);
-
- if (targetArea != 0)
- {
- // Increment for Iterations.
- incArea = (targetArea / 10);
-
- while (targetArea < kMaxArea && refineIterations > 0)
- {
- // Do Mesh Refinement.
- CopyGraph(points, points.Length, ref rfPoints, ref rfPointCount, edges, edges.Length, ref rfEdges, ref rfEdgeCount);
- CopyGeometry(tsIndices, tsIndexCount, ref rfIndices, ref rfIndexCount, tsVertices, tsVertexCount, ref rfVertices, ref rfVertexCount);
- refined = Refinery.Condition(allocator, areaFactor, targetArea, ref rfPoints, ref rfPointCount, ref rfEdges, ref rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount, ref maxArea);
-
- if (refined && rfIndexCount > rfPointCount)
- {
- // Copy Out
- ret.x = areaFactor;
- TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
- break;
- }
-
- refined = false;
- targetArea = targetArea + incArea;
- refineIterations--;
- }
-
- }
- else if (areaFactor != 0)
- {
- // Increment for Iterations.
- areaFactor = math.lerp(0.1f, 0.54f, (areaFactor - 0.05f) / 0.45f); // Specific to Animation.
- incArea = (areaFactor / 10);
-
- while (areaFactor < 0.8f && refineIterations > 0)
- {
- // Do Mesh Refinement.
- CopyGraph(points, points.Length, ref rfPoints, ref rfPointCount, edges, edges.Length, ref rfEdges, ref rfEdgeCount);
- CopyGeometry(tsIndices, tsIndexCount, ref rfIndices, ref rfIndexCount, tsVertices, tsVertexCount, ref rfVertices, ref rfVertexCount);
- refined = Refinery.Condition(allocator, areaFactor, targetArea, ref rfPoints, ref rfPointCount, ref rfEdges, ref rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount, ref maxArea);
-
- if (refined && rfIndexCount > rfPointCount)
- {
- // Copy Out
- ret.x = areaFactor;
- TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
- break;
- }
-
- refined = false;
- areaFactor = areaFactor + incArea;
- refineIterations--;
- }
- }
-
- if (refined)
- {
- // Sanitize generated geometry data.
- var preSmoothen = outVertexCount;
- if (ret.x != 0)
- VertexCleanupConditioner(tsVertexCount, ref rfIndices, ref rfIndexCount, ref rfVertices, ref rfVertexCount);
-
- // Smoothen. At this point only vertex relocation is allowed, not vertex addition/removal.
- // Note: Only refined mesh contains Steiner points and we only smoothen these points.
- ret.y = 0;
- smoothenIterations = math.clamp(smoothenIterations, 0, kMaxSmoothenIterations);
- while (smoothenIterations > 0)
- {
- var smoothen = Smoothen.Condition(allocator, ref rfPoints, rfPointCount, rfEdges, rfEdgeCount, ref rfVertices, ref rfVertexCount, ref rfIndices, ref rfIndexCount);
- if (!smoothen)
- break;
- // Copy Out
- ret.y = (float)(smoothenIterations);
- TransferOutput(rfEdges, rfEdgeCount, ref outEdges, ref outEdgeCount, rfIndices, rfIndexCount, ref outIndices, ref outIndexCount, rfVertices, rfVertexCount, ref outVertices, ref outVertexCount);
- smoothenIterations--;
- }
-
- // Sanitize generated geometry data.
- var postSmoothen = outVertexCount;
- if (ret.y != 0)
- VertexCleanupConditioner(tsVertexCount, ref outIndices, ref outIndexCount, ref outVertices, ref outVertexCount);
- }
-
- rfVertices.Dispose();
- rfIndices.Dispose();
- rfPoints.Dispose();
- rfEdges.Dispose();
- }
-
- // Refinement failed but Graph succeeded.
- if (validGraph && !refined)
- {
- // Copy Out
- TransferOutput(edges, edges.Length, ref outEdges, ref outEdgeCount, tsIndices, tsIndexCount, ref outIndices, ref outIndexCount, tsVertices, tsVertexCount, ref outVertices, ref outVertexCount);
- }
-
- // Dispose Temp Memory.
- tsVertices.Dispose();
- tsIndices.Dispose();
- return ret;
- }
-
- }
-
- }
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