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TriangulationUtility.cs 25KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Unity.Collections;
  4. using Unity.Collections.LowLevel.Unsafe;
  5. using Unity.Mathematics;
  6. using UnityEngine;
  7. using ModuleHandle = UnityEngine.U2D.Common.UTess.ModuleHandle;
  8. using Unity.Jobs;
  9. #if ENABLE_ANIMATION_BURST
  10. using Unity.Burst;
  11. #endif
  12. namespace UnityEditor.U2D.Animation
  13. {
  14. #if ENABLE_ANIMATION_BURST
  15. [BurstCompile]
  16. #endif
  17. internal struct TriangulateJob : IJob
  18. {
  19. // Input Dataset
  20. [DeallocateOnJobCompletion]
  21. internal NativeArray<float2> inputVertices;
  22. [DeallocateOnJobCompletion]
  23. internal NativeArray<int2> inputEdges;
  24. // Output Dataset.
  25. internal NativeArray<int> outputIndices;
  26. internal NativeArray<int2> outputEdges;
  27. internal NativeArray<float2> outputVertices;
  28. internal NativeArray<int4> result;
  29. public void Execute()
  30. {
  31. int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
  32. ModuleHandle.Tessellate(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, out outputVertexCount, ref outputIndices, out outputIndexCount, ref outputEdges, out outputEdgeCount);
  33. result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
  34. }
  35. }
  36. #if ENABLE_ANIMATION_BURST
  37. [BurstCompile]
  38. #endif
  39. internal struct TessellateJob : IJob
  40. {
  41. // Input Parameters.
  42. internal int refineIterations;
  43. internal int smoothIterations;
  44. internal float minAngle;
  45. internal float maxAngle;
  46. internal float meshArea;
  47. internal float targetArea;
  48. internal float largestTriangleAreaFactor;
  49. // Input Dataset
  50. [DeallocateOnJobCompletion]
  51. internal NativeArray<float2> inputVertices;
  52. [DeallocateOnJobCompletion]
  53. internal NativeArray<int2> inputEdges;
  54. // Output Dataset.
  55. internal NativeArray<int> outputIndices;
  56. internal NativeArray<int2> outputEdges;
  57. internal NativeArray<float2> outputVertices;
  58. internal NativeArray<int4> result;
  59. public void Execute()
  60. {
  61. int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0;
  62. ModuleHandle.Subdivide(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, ref outputVertexCount, ref outputIndices, ref outputIndexCount, ref outputEdges, ref outputEdgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothIterations);
  63. result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0);
  64. }
  65. }
  66. #if ENABLE_ANIMATION_BURST
  67. [BurstCompile]
  68. #endif
  69. internal class TriangulationUtility
  70. {
  71. // Adjust Tolerance for Collinear Check.
  72. static readonly float k_CollinearTolerance = 0.0001f;
  73. #if ENABLE_ANIMATION_BURST
  74. [BurstCompile]
  75. #endif
  76. static unsafe int ValidateCollinear(float2* points, int pointCount, float epsilon)
  77. {
  78. if (pointCount < 3)
  79. return 0;
  80. for (int i = 0; i < pointCount - 2; ++i)
  81. {
  82. double2 a = points[i];
  83. double2 b = points[i + 1];
  84. double2 c = points[i + 2];
  85. // Just check area of triangle and see if its non-zero.
  86. var x = math.abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
  87. if (x > epsilon)
  88. return 1;
  89. }
  90. return 0;
  91. }
  92. #if ENABLE_ANIMATION_BURST
  93. [BurstCompile]
  94. #endif
  95. static unsafe void TessellateBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, int3* result)
  96. {
  97. var _edges = new NativeArray<int2>(edgeCount, allocator);
  98. for (int i = 0; i < _edges.Length; ++i)
  99. _edges[i] = edges[i];
  100. var _points = new NativeArray<float2>(pointCount, allocator);
  101. for (int i = 0; i < _points.Length; ++i)
  102. _points[i] = points[i];
  103. var _outIndices = new NativeArray<int>(arrayCount, allocator);
  104. var _outEdges = new NativeArray<int2>(arrayCount, allocator);
  105. var _outVertices = new NativeArray<float2>(arrayCount, allocator);
  106. var outEdgeCount = 0;
  107. var outIndexCount = 0;
  108. var outVertexCount = 0;
  109. var check = ValidateCollinear((float2*)_points.GetUnsafeReadOnlyPtr(), pointCount, k_CollinearTolerance);
  110. if (0 != check)
  111. ModuleHandle.Tessellate(allocator, in _points, in _edges, ref _outVertices, out outVertexCount, ref _outIndices, out outIndexCount, ref _outEdges, out outEdgeCount);
  112. for (var i = 0; i < outEdgeCount; ++i)
  113. outEdges[i] = _outEdges[i];
  114. for (var i = 0; i < outIndexCount; ++i)
  115. outIndices[i] = _outIndices[i];
  116. for (var i = 0; i < outVertexCount; ++i)
  117. outVertices[i] = _outVertices[i];
  118. result->x = outVertexCount;
  119. result->y = outIndexCount;
  120. result->z = outEdgeCount;
  121. _outVertices.Dispose();
  122. _outEdges.Dispose();
  123. _outIndices.Dispose();
  124. _points.Dispose();
  125. _edges.Dispose();
  126. }
  127. #if ENABLE_ANIMATION_BURST
  128. [BurstCompile]
  129. #endif
  130. 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)
  131. {
  132. var _edges = new NativeArray<int2>(edgeCount, allocator);
  133. for (int i = 0; i < _edges.Length; ++i)
  134. _edges[i] = edges[i];
  135. var _points = new NativeArray<float2>(pointCount, allocator);
  136. for (int i = 0; i < _points.Length; ++i)
  137. _points[i] = points[i];
  138. var _outIndices = new NativeArray<int>(arrayCount, allocator);
  139. var _outEdges = new NativeArray<int2>(arrayCount, allocator);
  140. var _outVertices = new NativeArray<float2>(arrayCount, allocator);
  141. var outEdgeCount = 0;
  142. var outIndexCount = 0;
  143. var outVertexCount = 0;
  144. ModuleHandle.Subdivide(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
  145. for (var i = 0; i < outEdgeCount; ++i)
  146. outEdges[i] = _outEdges[i];
  147. for (var i = 0; i < outIndexCount; ++i)
  148. outIndices[i] = _outIndices[i];
  149. for (var i = 0; i < outVertexCount; ++i)
  150. outVertices[i] = _outVertices[i];
  151. result->x = outVertexCount;
  152. result->y = outIndexCount;
  153. result->z = outEdgeCount;
  154. _outVertices.Dispose();
  155. _outEdges.Dispose();
  156. _outIndices.Dispose();
  157. _points.Dispose();
  158. _edges.Dispose();
  159. }
  160. 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)
  161. {
  162. unsafe
  163. {
  164. var check = ValidateCollinear((float2*)points.GetUnsafeReadOnlyPtr(), points.Length, k_CollinearTolerance);
  165. if (0 == check)
  166. return false;
  167. }
  168. try
  169. {
  170. ModuleHandle.Tessellate(Allocator.Persistent, in points, in edges, ref outVertices, out outVertexCount, ref outIndices, out outIndexCount, ref outEdges, out outEdgeCount);
  171. }
  172. catch (Exception)
  173. {
  174. return false;
  175. }
  176. return true;
  177. }
  178. 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)
  179. {
  180. try
  181. {
  182. ModuleHandle.Subdivide(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
  183. }
  184. catch (Exception)
  185. {
  186. return false;
  187. }
  188. return true;
  189. }
  190. internal static void Quad(IList<Vector2> vertices, IList<Vector2Int> edges, IList<int> indices, Allocator allocator)
  191. {
  192. if (vertices.Count < 3)
  193. return;
  194. var points = new NativeArray<float2>(vertices.Count, allocator);
  195. for (var i = 0; i < vertices.Count; ++i)
  196. points[i] = vertices[i];
  197. var arrayCount = vertices.Count * vertices.Count * 4;
  198. int vertexCount = 0, indexCount = 0, edgeCount = 0;
  199. var outputIndices = new NativeArray<int>(arrayCount, allocator);
  200. var outputEdges = new NativeArray<int2>(arrayCount, allocator);
  201. var outputVertices = new NativeArray<float2>(arrayCount, allocator);
  202. var fallback = new NativeArray<int2>(0, allocator);
  203. TessellateSafe(in points, in fallback, ref outputVertices, ref vertexCount, ref outputIndices,
  204. ref indexCount, ref outputEdges, ref edgeCount);
  205. fallback.Dispose();
  206. vertices.Clear();
  207. for (var i = 0; i < vertexCount; ++i)
  208. vertices.Add(outputVertices[i]);
  209. indices.Clear();
  210. for (var i = 0; i < indexCount; ++i)
  211. indices.Add(outputIndices[i]);
  212. edges.Clear();
  213. for (var i = 0; i < edgeCount; ++i)
  214. edges.Add(new Vector2Int(outputEdges[i].x, outputEdges[i].y));
  215. outputEdges.Dispose();
  216. outputIndices.Dispose();
  217. outputVertices.Dispose();
  218. points.Dispose();
  219. }
  220. internal static void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices, Allocator allocator)
  221. {
  222. if (vertices.Length < 3)
  223. {
  224. indices = new int[0];
  225. return;
  226. }
  227. var points = new NativeArray<float2>(vertices, allocator);
  228. var inputEdges = new NativeArray<int2>(edges, allocator);
  229. var arrayCount = vertices.Length * vertices.Length * 4;
  230. int vertexCount = 0, indexCount = 0, edgeCount = 0;
  231. var outputIndices = new NativeArray<int>(arrayCount, allocator);
  232. var outputEdges = new NativeArray<int2>(arrayCount, allocator);
  233. var outputResult = new NativeArray<int3>(1, allocator);
  234. var outputVertices = new NativeArray<float2>(arrayCount, allocator);
  235. unsafe
  236. {
  237. 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());
  238. vertexCount = outputResult[0].x;
  239. indexCount = outputResult[0].y;
  240. edgeCount = outputResult[0].z;
  241. }
  242. // Fallback on numerical precision errors.
  243. if (vertexCount <= 8 || indexCount == 0)
  244. TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
  245. vertices = new float2[vertexCount];
  246. for (var i = 0; i < vertexCount; ++i)
  247. vertices[i] = outputVertices[i];
  248. indices = new int[indexCount];
  249. for (var i = 0; i < indexCount; ++i)
  250. indices[i] = outputIndices[i];
  251. edges = new int2[edgeCount];
  252. for (var i = 0; i < edgeCount; ++i)
  253. edges[i] = outputEdges[i];
  254. outputEdges.Dispose();
  255. outputResult.Dispose();
  256. outputIndices.Dispose();
  257. outputVertices.Dispose();
  258. inputEdges.Dispose();
  259. points.Dispose();
  260. }
  261. internal static bool TriangulateSafe(ref float2[] vertices, ref int2[] edges, out int[] indices)
  262. {
  263. indices = new int[0];
  264. if (vertices.Length < 3)
  265. return false;
  266. var points = new NativeArray<float2>(vertices, Allocator.Persistent);
  267. var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent);
  268. var arrayCount = vertices.Length * vertices.Length * 4;
  269. int vertexCount = 0, indexCount = 0, edgeCount = 0;
  270. var outputIndices = new NativeArray<int>(arrayCount, Allocator.Persistent);
  271. var outputEdges = new NativeArray<int2>(arrayCount, Allocator.Persistent);
  272. var outputVertices = new NativeArray<float2>(arrayCount, Allocator.Persistent);
  273. var ok = TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
  274. if (ok)
  275. {
  276. vertices = new float2[vertexCount];
  277. for (var i = 0; i < vertexCount; ++i)
  278. vertices[i] = outputVertices[i];
  279. edges = new int2[edgeCount];
  280. for (var i = 0; i < edgeCount; ++i)
  281. edges[i] = outputEdges[i];
  282. indices = new int[indexCount];
  283. for (var i = 0; i < indexCount; ++i)
  284. indices[i] = outputIndices[i];
  285. }
  286. outputEdges.Dispose();
  287. outputIndices.Dispose();
  288. outputVertices.Dispose();
  289. inputEdges.Dispose();
  290. points.Dispose();
  291. return ok;
  292. }
  293. 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)
  294. {
  295. indices = new int[0];
  296. if (vertices.Length < 3)
  297. return;
  298. largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
  299. var points = new NativeArray<float2>(vertices.Length, allocator);
  300. for (var i = 0; i < vertices.Length; ++i)
  301. points[i] = vertices[i];
  302. var inputEdges = new NativeArray<int2>(edges.Length, allocator);
  303. for (var i = 0; i < edges.Length; ++i)
  304. inputEdges[i] = new int2(edges[i].x, edges[i].y);
  305. const int maxDataCount = 65536;
  306. int vertexCount = 0, indexCount = 0, edgeCount = 0;
  307. var outputIndices = new NativeArray<int>(maxDataCount, allocator);
  308. var outputEdges = new NativeArray<int2>(maxDataCount, allocator);
  309. var outputResult = new NativeArray<int3>(1, allocator);
  310. var outputVertices = new NativeArray<float2>(maxDataCount, allocator);
  311. unsafe
  312. {
  313. 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());
  314. vertexCount = outputResult[0].x;
  315. indexCount = outputResult[0].y;
  316. edgeCount = outputResult[0].z;
  317. }
  318. // Fallback on numerical precision errors.
  319. if (vertexCount <= 8)
  320. SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations);
  321. vertices = new float2[vertexCount];
  322. for (var i = 0; i < vertexCount; ++i)
  323. vertices[i] = outputVertices[i];
  324. edges = new int2[edgeCount];
  325. for (var i = 0; i < edgeCount; ++i)
  326. edges[i] = outputEdges[i];
  327. indices = new int[indexCount];
  328. for (var i = 0; i < indexCount; ++i)
  329. indices[i] = outputIndices[i];
  330. outputEdges.Dispose();
  331. outputResult.Dispose();
  332. outputIndices.Dispose();
  333. outputVertices.Dispose();
  334. inputEdges.Dispose();
  335. points.Dispose();
  336. }
  337. 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)
  338. {
  339. if (vertices.Length < 3)
  340. return default(JobHandle);
  341. var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
  342. for (var i = 0; i < vertices.Length; ++i)
  343. inputVertices[i] = vertices[i];
  344. var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
  345. for (var i = 0; i < edges.Length; ++i)
  346. inputEdges[i] = new int2(edges[i].x, edges[i].y);
  347. var tessAsJob = new TriangulateJob();
  348. tessAsJob.inputVertices = inputVertices;
  349. tessAsJob.inputEdges = inputEdges;
  350. tessAsJob.outputVertices = outputVertices;
  351. tessAsJob.outputIndices = outputIndices;
  352. tessAsJob.outputEdges = outputEdges;
  353. tessAsJob.result = result;
  354. return tessAsJob.Schedule();
  355. }
  356. 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)
  357. {
  358. if (vertices.Length < 3)
  359. return default(JobHandle);
  360. largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
  361. var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob);
  362. for (var i = 0; i < vertices.Length; ++i)
  363. inputVertices[i] = vertices[i];
  364. var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob);
  365. for (var i = 0; i < edges.Length; ++i)
  366. inputEdges[i] = new int2(edges[i].x, edges[i].y);
  367. var tessAsJob = new TessellateJob();
  368. tessAsJob.minAngle = minAngle;
  369. tessAsJob.maxAngle = maxAngle;
  370. tessAsJob.meshArea = meshAreaFactor;
  371. tessAsJob.largestTriangleAreaFactor = largestTriangleAreaFactor;
  372. tessAsJob.targetArea = targetArea;
  373. tessAsJob.refineIterations = refineIterations;
  374. tessAsJob.smoothIterations = smoothenIterations;
  375. tessAsJob.inputVertices = inputVertices;
  376. tessAsJob.inputEdges = inputEdges;
  377. tessAsJob.outputVertices = outputVertices;
  378. tessAsJob.outputIndices = outputIndices;
  379. tessAsJob.outputEdges = outputEdges;
  380. tessAsJob.result = result;
  381. return tessAsJob.Schedule();
  382. }
  383. public static void TessellateSafe(float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, ref float2[] vertices, ref int2[] edges, out int[] indices)
  384. {
  385. indices = new int[0];
  386. if (vertices.Length < 3)
  387. return;
  388. largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
  389. var points = new NativeArray<float2>(vertices, Allocator.Persistent);
  390. var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent);
  391. int vertexCount = 0, indexCount = 0, edgeCount = 0, maxDataCount = 65536;
  392. var outputVertices = new NativeArray<float2>(maxDataCount, Allocator.Persistent);
  393. var outputIndices = new NativeArray<int>(maxDataCount, Allocator.Persistent);
  394. var outputEdges = new NativeArray<int2>(maxDataCount, Allocator.Persistent);
  395. var ok = SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations) ;
  396. if (ok)
  397. {
  398. vertices = new float2[vertexCount];
  399. for (var i = 0; i < vertices.Length; ++i)
  400. vertices[i] = outputVertices[i];
  401. indices = new int[indexCount];
  402. for (var i = 0; i < indices.Length; ++i)
  403. indices[i] = outputIndices[i];
  404. edges = new int2[edgeCount];
  405. for (var i = 0; i < edges.Length; ++i)
  406. edges[i] = outputEdges[i];
  407. }
  408. outputEdges.Dispose();
  409. outputIndices.Dispose();
  410. outputVertices.Dispose();
  411. inputEdges.Dispose();
  412. points.Dispose();
  413. }
  414. // Triangulate Bone Samplers. todo: Burst it.
  415. internal static void TriangulateSamplers(in float2[] samplers, ref List<float2> triVertices, ref List<int> triIndices)
  416. {
  417. foreach(var v in samplers)
  418. {
  419. var vertexCount = triVertices.Count;
  420. for (var i = 0; i < triIndices.Count / 3; ++i)
  421. {
  422. var i1 = triIndices[0 + (i * 3)];
  423. var i2 = triIndices[1 + (i * 3)];
  424. var i3 = triIndices[2 + (i * 3)];
  425. var v1 = triVertices[i1];
  426. var v2 = triVertices[i2];
  427. var v3 = triVertices[i3];
  428. var inside = ModuleHandle.IsInsideTriangle(v, v1, v2, v3);
  429. if (inside)
  430. {
  431. triVertices.Add(v);
  432. triIndices.Add(i1); triIndices.Add(i2); triIndices.Add(vertexCount);
  433. triIndices.Add(i2); triIndices.Add(i3); triIndices.Add(vertexCount);
  434. triIndices.Add(i3); triIndices.Add(i1); triIndices.Add(vertexCount);
  435. break;
  436. }
  437. }
  438. }
  439. }
  440. // 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.
  441. internal static void TriangulateInternal(in int[] internalIndices, in float2[] triVertices, ref List<int> triIndices)
  442. {
  443. var triangleCount = triIndices.Count / 3;
  444. foreach(var index in internalIndices)
  445. {
  446. var v = triVertices[index];
  447. for (var i = 0; i < triangleCount; ++i)
  448. {
  449. var i1 = triIndices[0 + (i * 3)];
  450. var i2 = triIndices[1 + (i * 3)];
  451. var i3 = triIndices[2 + (i * 3)];
  452. var v1 = triVertices[i1];
  453. var v2 = triVertices[i2];
  454. var v3 = triVertices[i3];
  455. var c1 = (float)Math.Round(ModuleHandle.OrientFast(v1, v2, v), 2);
  456. if (c1 == 0)
  457. {
  458. triIndices[0 + (i * 3)] = i1; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i3;
  459. triIndices.Add(index); triIndices.Add(i2); triIndices.Add(i3);
  460. }
  461. else
  462. {
  463. var c2 = (float)Math.Round(ModuleHandle.OrientFast(v2, v3, v), 2);
  464. if (c2 == 0)
  465. {
  466. triIndices[0 + (i * 3)] = i2; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i1;
  467. triIndices.Add(index); triIndices.Add(i3); triIndices.Add(i1);
  468. }
  469. else
  470. {
  471. var c3 = (float)Math.Round(ModuleHandle.OrientFast(v3, v1, v), 2);
  472. if (c3 == 0)
  473. {
  474. triIndices[0 + (i * 3)] = i3; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i2;
  475. triIndices.Add(index); triIndices.Add(i1); triIndices.Add(i2);
  476. }
  477. }
  478. }
  479. }
  480. }
  481. }
  482. }
  483. }