471 lines
22 KiB
C#
471 lines
22 KiB
C#
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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using UnityEngine;
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using ModuleHandle = UnityEngine.U2D.Common.UTess.ModuleHandle;
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#if ENABLE_ANIMATION_BURST
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using Unity.Burst;
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#endif
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namespace UnityEditor.U2D.Animation
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{
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[BurstCompile]
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internal class TriangulationUtility
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{
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// Adjust Tolerance for Collinear Check.
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static readonly float k_CollinearTolerance = 0.0001f;
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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private static unsafe int ValidateCollinear(float2* points, int pointCount, float epsilon)
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{
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if (pointCount < 3)
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return 0;
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for (int i = 0; i < pointCount - 2; ++i)
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{
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double2 a = points[i];
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double2 b = points[i + 1];
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double2 c = points[i + 2];
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// Just check area of triangle and see if its non-zero.
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var x = math.abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
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if (x > epsilon)
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return 1;
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}
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return 0;
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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private static unsafe void TessellateBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, int3* result)
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{
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NativeArray<int2> _edges = new NativeArray<int2>(edgeCount, allocator);
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for (int i = 0; i < _edges.Length; ++i)
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_edges[i] = edges[i];
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NativeArray<float2> _points = new NativeArray<float2>(pointCount, allocator);
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for (int i = 0; i < _points.Length; ++i)
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_points[i] = points[i];
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NativeArray<int> _outIndices = new NativeArray<int>(arrayCount, allocator);
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NativeArray<int2> _outEdges = new NativeArray<int2>(arrayCount, allocator);
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NativeArray<float2> _outVertices = new NativeArray<float2>(arrayCount, allocator);
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int outEdgeCount = 0;
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int outIndexCount = 0;
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int outVertexCount = 0;
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var check = ValidateCollinear((float2*)_points.GetUnsafeReadOnlyPtr(), pointCount, k_CollinearTolerance);
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if (0 != check)
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ModuleHandle.Tessellate(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount);
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for (int i = 0; i < outEdgeCount; ++i)
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outEdges[i] = _outEdges[i];
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for (int i = 0; i < outIndexCount; ++i)
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outIndices[i] = _outIndices[i];
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for (int i = 0; i < outVertexCount; ++i)
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outVertices[i] = _outVertices[i];
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result->x = outVertexCount;
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result->y = outIndexCount;
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result->z = outEdgeCount;
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_outVertices.Dispose();
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_outEdges.Dispose();
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_outIndices.Dispose();
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_points.Dispose();
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_edges.Dispose();
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}
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#if ENABLE_ANIMATION_BURST
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[BurstCompile]
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#endif
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private 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)
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{
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NativeArray<int2> _edges = new NativeArray<int2>(edgeCount, allocator);
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for (int i = 0; i < _edges.Length; ++i)
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_edges[i] = edges[i];
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NativeArray<float2> _points = new NativeArray<float2>(pointCount, allocator);
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for (int i = 0; i < _points.Length; ++i)
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_points[i] = points[i];
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NativeArray<int> _outIndices = new NativeArray<int>(arrayCount, allocator);
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NativeArray<int2> _outEdges = new NativeArray<int2>(arrayCount, allocator);
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NativeArray<float2> _outVertices = new NativeArray<float2>(arrayCount, allocator);
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int outEdgeCount = 0;
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int outIndexCount = 0;
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int outVertexCount = 0;
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ModuleHandle.Subdivide(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
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for (int i = 0; i < outEdgeCount; ++i)
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outEdges[i] = _outEdges[i];
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for (int i = 0; i < outIndexCount; ++i)
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outIndices[i] = _outIndices[i];
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for (int i = 0; i < outVertexCount; ++i)
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outVertices[i] = _outVertices[i];
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result->x = outVertexCount;
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result->y = outIndexCount;
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result->z = outEdgeCount;
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_outVertices.Dispose();
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_outEdges.Dispose();
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_outIndices.Dispose();
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_points.Dispose();
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_edges.Dispose();
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}
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private static bool TessellateSafe(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)
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{
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unsafe
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{
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var check = ValidateCollinear((float2*)points.GetUnsafeReadOnlyPtr(), points.Length, k_CollinearTolerance);
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if (0 == check)
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return false;
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}
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try
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{
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ModuleHandle.Tessellate(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount);
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}
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catch (Exception)
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{
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return false;
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}
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return true;
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}
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private 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)
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{
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try
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{
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ModuleHandle.Subdivide(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations);
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}
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catch (Exception)
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{
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return false;
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}
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return true;
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}
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internal static void Quad(IList<Vector2> vertices, IList<Edge> edges, IList<int> indices, Allocator allocator)
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{
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if (vertices.Count < 3)
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return;
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NativeArray<float2> points = new NativeArray<float2>(vertices.Count, allocator);
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for (int i = 0; i < vertices.Count; ++i)
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points[i] = vertices[i];
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int arrayCount = vertices.Count * vertices.Count * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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NativeArray<int> outputIndices = new NativeArray<int>(arrayCount, allocator);
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NativeArray<int2> outputEdges = new NativeArray<int2>(arrayCount, allocator);
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NativeArray<float2> outputVertices = new NativeArray<float2>(arrayCount, allocator);
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NativeArray<int2> fallback = new NativeArray<int2>(0, allocator);
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TessellateSafe(points, fallback, ref outputVertices, ref vertexCount, ref outputIndices,
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ref indexCount, ref outputEdges, ref edgeCount);
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fallback.Dispose();
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vertices.Clear();
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for (int i = 0; i < vertexCount; ++i)
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vertices.Add(outputVertices[i]);
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indices.Clear();
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for (int i = 0; i < indexCount; ++i)
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indices.Add(outputIndices[i]);
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edges.Clear();
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for (int i = 0; i < edgeCount; ++i)
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edges.Add(new Edge(){index1 = outputEdges[i].x, index2 = outputEdges[i].y});
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outputEdges.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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points.Dispose();
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}
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internal static void Triangulate(IList<Vector2> vertices, IList<Edge> edges, IList<int> indices, Allocator allocator)
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{
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if (vertices.Count < 3)
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return;
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NativeArray<float2> points = new NativeArray<float2>(vertices.Count, allocator);
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for (int i = 0; i < vertices.Count; ++i)
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points[i] = vertices[i];
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NativeArray<int2> inputEdges = new NativeArray<int2>(edges.Count, allocator);
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for (int i = 0; i < edges.Count; ++i)
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inputEdges[i] = new int2(edges[i].index1, edges[i].index2);
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int arrayCount = vertices.Count * vertices.Count * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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NativeArray<int> outputIndices = new NativeArray<int>(arrayCount, allocator);
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NativeArray<int2> outputEdges = new NativeArray<int2>(arrayCount, allocator);
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NativeArray<int3> outputResult = new NativeArray<int3>(1, allocator);
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NativeArray<float2> outputVertices = new NativeArray<float2>(arrayCount, allocator);
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unsafe
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{
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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());
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vertexCount = outputResult[0].x;
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indexCount = outputResult[0].y;
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edgeCount = outputResult[0].z;
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}
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// Fallback on numerical precision errors.
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if (vertexCount <= 8 || indexCount == 0)
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TessellateSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
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vertices.Clear();
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for (int i = 0; i < vertexCount; ++i)
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vertices.Add(outputVertices[i]);
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indices.Clear();
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for (int i = 0; i < indexCount; ++i)
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indices.Add(outputIndices[i]);
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edges.Clear();
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for (int i = 0; i < edgeCount; ++i)
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edges.Add(new Edge(){index1 = outputEdges[i].x, index2 = outputEdges[i].y});
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outputEdges.Dispose();
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outputResult.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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inputEdges.Dispose();
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points.Dispose();
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}
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internal static bool TriangulateSafe(IList<Vector2> vertices, IList<Edge> edges, IList<int> indices)
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{
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if (vertices.Count < 3)
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return false;
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NativeArray<float2> points = new NativeArray<float2>(vertices.Count, Allocator.Persistent);
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for (int i = 0; i < vertices.Count; ++i)
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points[i] = vertices[i];
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NativeArray<int2> inputEdges = new NativeArray<int2>(edges.Count, Allocator.Persistent);
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for (int i = 0; i < edges.Count; ++i)
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inputEdges[i] = new int2(edges[i].index1, edges[i].index2);
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int arrayCount = vertices.Count * vertices.Count * 4;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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NativeArray<int> outputIndices = new NativeArray<int>(arrayCount, Allocator.Persistent);
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NativeArray<int2> outputEdges = new NativeArray<int2>(arrayCount, Allocator.Persistent);
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NativeArray<float2> outputVertices = new NativeArray<float2>(arrayCount, Allocator.Persistent);
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bool ok = TessellateSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount);
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if (ok)
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{
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vertices.Clear();
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for (int i = 0; i < vertexCount; ++i)
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vertices.Add(outputVertices[i]);
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indices.Clear();
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for (int i = 0; i < indexCount; ++i)
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indices.Add(outputIndices[i]);
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edges.Clear();
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for (int i = 0; i < edgeCount; ++i)
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edges.Add(new Edge() {index1 = outputEdges[i].x, index2 = outputEdges[i].y});
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}
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outputEdges.Dispose();
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outputIndices.Dispose();
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outputVertices.Dispose();
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inputEdges.Dispose();
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points.Dispose();
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return ok;
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}
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public static void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, IList<Vector2> vertices, IList<Edge> edges, IList<int> indices, Allocator allocator)
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{
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if (vertices.Count < 3)
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return;
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largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
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NativeArray<float2> points = new NativeArray<float2>(vertices.Count, allocator);
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for (int i = 0; i < vertices.Count; ++i)
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points[i] = vertices[i];
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NativeArray<int2> inputEdges = new NativeArray<int2>(edges.Count, allocator);
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for (int i = 0; i < edges.Count; ++i)
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inputEdges[i] = new int2(edges[i].index1, edges[i].index2);
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int maxDataCount = 65536;
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int vertexCount = 0, indexCount = 0, edgeCount = 0;
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NativeArray<int> outputIndices = new NativeArray<int>(maxDataCount, allocator);
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NativeArray<int2> outputEdges = new NativeArray<int2>(maxDataCount, allocator);
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NativeArray<int3> outputResult = new NativeArray<int3>(1, allocator);
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NativeArray<float2> outputVertices = new NativeArray<float2>(maxDataCount, allocator);
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unsafe
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{
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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());
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vertexCount = outputResult[0].x;
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indexCount = outputResult[0].y;
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edgeCount = outputResult[0].z;
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}
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// Fallback on numerical precision errors.
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if (vertexCount <= 8)
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SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations);
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vertices.Clear();
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for (int i = 0; i < vertexCount; ++i)
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vertices.Add(outputVertices[i]);
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indices.Clear();
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for (int i = 0; i < indexCount; ++i)
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indices.Add(outputIndices[i]);
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edges.Clear();
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for (int i = 0; i < edgeCount; ++i)
|
||
|
|
edges.Add(new Edge(){index1 = outputEdges[i].x, index2 = outputEdges[i].y});
|
||
|
|
|
||
|
|
outputEdges.Dispose();
|
||
|
|
outputResult.Dispose();
|
||
|
|
outputIndices.Dispose();
|
||
|
|
outputVertices.Dispose();
|
||
|
|
inputEdges.Dispose();
|
||
|
|
points.Dispose();
|
||
|
|
}
|
||
|
|
|
||
|
|
public static void TessellateSafe(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, IList<Vector2> vertices, IList<Edge> edges, IList<int> indices)
|
||
|
|
{
|
||
|
|
if (vertices.Count < 3)
|
||
|
|
return;
|
||
|
|
|
||
|
|
largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor);
|
||
|
|
|
||
|
|
NativeArray<float2> points = new NativeArray<float2>(vertices.Count, Allocator.Persistent);
|
||
|
|
for (int i = 0; i < vertices.Count; ++i)
|
||
|
|
points[i] = vertices[i];
|
||
|
|
NativeArray<int2> inputEdges = new NativeArray<int2>(edges.Count, Allocator.Persistent);
|
||
|
|
for (int i = 0; i < edges.Count; ++i)
|
||
|
|
inputEdges[i] = new int2(edges[i].index1, edges[i].index2);
|
||
|
|
|
||
|
|
int vertexCount = 0, indexCount = 0, edgeCount = 0, maxDataCount = 65536;
|
||
|
|
NativeArray<float2> outputVertices = new NativeArray<float2>(maxDataCount, Allocator.Persistent);
|
||
|
|
NativeArray<int> outputIndices = new NativeArray<int>(maxDataCount, Allocator.Persistent);
|
||
|
|
NativeArray<int2> outputEdges = new NativeArray<int2>(maxDataCount, Allocator.Persistent);
|
||
|
|
bool ok = SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations) ;
|
||
|
|
|
||
|
|
if (ok)
|
||
|
|
{
|
||
|
|
vertices.Clear();
|
||
|
|
for (int i = 0; i < vertexCount; ++i)
|
||
|
|
vertices.Add(outputVertices[i]);
|
||
|
|
indices.Clear();
|
||
|
|
for (int i = 0; i < indexCount; ++i)
|
||
|
|
indices.Add(outputIndices[i]);
|
||
|
|
edges.Clear();
|
||
|
|
for (int i = 0; i < edgeCount; ++i)
|
||
|
|
edges.Add(new Edge() {index1 = outputEdges[i].x, index2 = outputEdges[i].y});
|
||
|
|
}
|
||
|
|
|
||
|
|
outputEdges.Dispose();
|
||
|
|
outputIndices.Dispose();
|
||
|
|
outputVertices.Dispose();
|
||
|
|
inputEdges.Dispose();
|
||
|
|
points.Dispose();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Find Target Area to Subdivide for BBW. todo: Burst it.
|
||
|
|
internal static float FindTargetAreaForWeightMesh(List<Vector2> triVertices, List<int> triIndices, float meshAreaFactor, float largestTriangleFactor)
|
||
|
|
{
|
||
|
|
float totalArea = 0, largestArea = 0, targetArea = 0;
|
||
|
|
|
||
|
|
for (int i = 0; i < triIndices.Count / 3; ++i)
|
||
|
|
{
|
||
|
|
int i1 = triIndices[0 + (i * 3)];
|
||
|
|
int i2 = triIndices[1 + (i * 3)];
|
||
|
|
int i3 = triIndices[2 + (i * 3)];
|
||
|
|
float2 v1 = triVertices[i1];
|
||
|
|
float2 v2 = triVertices[i2];
|
||
|
|
float2 v3 = triVertices[i3];
|
||
|
|
float area = ModuleHandle.TriangleArea(v1, v2, v3);
|
||
|
|
totalArea = totalArea + area;
|
||
|
|
largestArea = largestArea > area ? largestArea : area;
|
||
|
|
}
|
||
|
|
|
||
|
|
targetArea = Mathf.Max(meshAreaFactor * totalArea, largestTriangleFactor * largestArea);
|
||
|
|
return targetArea;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Triangulate Bone Samplers. todo: Burst it.
|
||
|
|
internal static void TriangulateSamplers(Vector2[] samplers, List<Vector2> triVertices, List<int> triIndices)
|
||
|
|
{
|
||
|
|
foreach(var v in samplers)
|
||
|
|
{
|
||
|
|
var vertexCount = triVertices.Count;
|
||
|
|
|
||
|
|
for (int i = 0; i < triIndices.Count / 3; ++i)
|
||
|
|
{
|
||
|
|
int i1 = triIndices[0 + (i * 3)];
|
||
|
|
int i2 = triIndices[1 + (i * 3)];
|
||
|
|
int i3 = triIndices[2 + (i * 3)];
|
||
|
|
float2 v1 = triVertices[i1];
|
||
|
|
float2 v2 = triVertices[i2];
|
||
|
|
float2 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(int[] internalIndices, List<Vector2> triVertices, List<int> triIndices)
|
||
|
|
{
|
||
|
|
var triangleCount = triIndices.Count / 3;
|
||
|
|
|
||
|
|
foreach(var index in internalIndices)
|
||
|
|
{
|
||
|
|
var v = triVertices[index];
|
||
|
|
for (int i = 0; i < triangleCount; ++i)
|
||
|
|
{
|
||
|
|
int i1 = triIndices[0 + (i * 3)];
|
||
|
|
int i2 = triIndices[1 + (i * 3)];
|
||
|
|
int i3 = triIndices[2 + (i * 3)];
|
||
|
|
float2 v1 = triVertices[i1];
|
||
|
|
float2 v2 = triVertices[i2];
|
||
|
|
float2 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);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
}
|