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// -----------------------------------------------------------------------
// <copyright file="Contour.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Linq;
using System.Collections.Generic;
internal class Contour
{
int marker;
bool convex;
/// <summary>
/// Gets or sets the list of points making up the contour.
/// </summary>
public List<Vertex> Points { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="Contour" /> class.
/// </summary>
/// <param name="points">The points that make up the contour.</param>
public Contour(IEnumerable<Vertex> points)
: this(points, 0, false)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Contour" /> class.
/// </summary>
/// <param name="points">The points that make up the contour.</param>
/// <param name="marker">Contour marker.</param>
public Contour(IEnumerable<Vertex> points, int marker)
: this(points, marker, false)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Contour" /> class.
/// </summary>
/// <param name="points">The points that make up the contour.</param>
/// <param name="marker">Contour marker.</param>
/// <param name="convex">The hole is convex.</param>
public Contour(IEnumerable<Vertex> points, int marker, bool convex)
{
AddPoints(points);
this.marker = marker;
this.convex = convex;
}
public List<ISegment> GetSegments()
{
var segments = new List<ISegment>();
var p = this.Points;
int count = p.Count - 1;
for (int i = 0; i < count; i++)
{
// Add segments to polygon.
segments.Add(new Segment(p[i], p[i + 1], marker));
}
// Close the contour.
segments.Add(new Segment(p[count], p[0], marker));
return segments;
}
/// <summary>
/// Try to find a point inside the contour.
/// </summary>
/// <param name="limit">The number of iterations on each segment (default = 5).</param>
/// <param name="eps">Threshold for co-linear points (default = 2e-5).</param>
/// <returns>Point inside the contour</returns>
/// <exception cref="Exception">Throws if no point could be found.</exception>
/// <remarks>
/// For each corner (index i) of the contour, the 3 points with indices i-1, i and i+1
/// are considered and a search on the line through the corner vertex is started (either
/// on the bisecting line, or, if <see cref="IPredicates.CounterClockwise"/> is less than
/// eps, on the perpendicular line.
/// A given number of points will be tested (limit), while the distance to the contour
/// boundary will be reduced in each iteration (with a factor 1 / 2^i, i = 1 ... limit).
/// </remarks>
public Point FindInteriorPoint(int limit = 5, double eps = 2e-5)
{
if (convex)
{
int count = this.Points.Count;
var point = new Point(0.0, 0.0);
for (int i = 0; i < count; i++)
{
point.x += this.Points[i].x;
point.y += this.Points[i].y;
}
// If the contour is convex, use its centroid.
point.x /= count;
point.y /= count;
return point;
}
return FindPointInPolygon(this.Points, limit, eps);
}
private void AddPoints(IEnumerable<Vertex> points)
{
this.Points = new List<Vertex>(points);
int count = Points.Count - 1;
// Check if first vertex equals last vertex.
if (Points[0] == Points[count])
{
Points.RemoveAt(count);
}
}
#region Helper methods
private static Point FindPointInPolygon(List<Vertex> contour, int limit, double eps)
{
var bounds = new Rectangle();
bounds.Expand(contour.Cast<Point>());
int length = contour.Count;
var test = new Point();
Point a, b, c; // Current corner points.
double bx, by;
double dx, dy;
double h;
var predicates = new RobustPredicates();
a = contour[0];
b = contour[1];
for (int i = 0; i < length; i++)
{
c = contour[(i + 2) % length];
// Corner point.
bx = b.x;
by = b.y;
// NOTE: if we knew the contour points were in counterclockwise order, we
// could skip concave corners and search only in one direction.
h = predicates.CounterClockwise(a, b, c);
if (Math.Abs(h) < eps)
{
// Points are nearly co-linear. Use perpendicular direction.
dx = (c.y - a.y) / 2;
dy = (a.x - c.x) / 2;
}
else
{
// Direction [midpoint(a-c) -> corner point]
dx = (a.x + c.x) / 2 - bx;
dy = (a.y + c.y) / 2 - by;
}
// Move around the contour.
a = b;
b = c;
h = 1.0;
for (int j = 0; j < limit; j++)
{
// Search in direction.
test.x = bx + dx * h;
test.y = by + dy * h;
if (bounds.Contains(test) && IsPointInPolygon(test, contour))
{
return test;
}
// Search in opposite direction (see NOTE above).
test.x = bx - dx * h;
test.y = by - dy * h;
if (bounds.Contains(test) && IsPointInPolygon(test, contour))
{
return test;
}
h = h / 2;
}
}
throw new Exception();
}
/// <summary>
/// Return true if the given point is inside the polygon, or false if it is not.
/// </summary>
/// <param name="point">The point to check.</param>
/// <param name="poly">The polygon (list of contour points).</param>
/// <returns></returns>
/// <remarks>
/// WARNING: If the point is exactly on the edge of the polygon, then the function
/// may return true or false.
///
/// See http://alienryderflex.com/polygon/
/// </remarks>
private static bool IsPointInPolygon(Point point, List<Vertex> poly)
{
bool inside = false;
double x = point.x;
double y = point.y;
int count = poly.Count;
for (int i = 0, j = count - 1; i < count; i++)
{
if (((poly[i].y < y && poly[j].y >= y) || (poly[j].y < y && poly[i].y >= y))
&& (poly[i].x <= x || poly[j].x <= x))
{
inside ^= (poly[i].x + (y - poly[i].y) / (poly[j].y - poly[i].y) * (poly[j].x - poly[i].x) < x);
}
j = i;
}
return inside;
}
#endregion
}
}

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// -----------------------------------------------------------------------
// <copyright file="Edge.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
/// <summary>
/// Represents a straight line segment in 2D space.
/// </summary>
internal class Edge : IEdge
{
/// <summary>
/// Gets the first endpoints index.
/// </summary>
public int P0
{
get;
private set;
}
/// <summary>
/// Gets the second endpoints index.
/// </summary>
public int P1
{
get;
private set;
}
/// <summary>
/// Gets the segments boundary mark.
/// </summary>
public int Label
{
get;
private set;
}
/// <summary>
/// Initializes a new instance of the <see cref="Edge" /> class.
/// </summary>
public Edge(int p0, int p1)
: this(p0, p1, 0)
{}
/// <summary>
/// Initializes a new instance of the <see cref="Edge" /> class.
/// </summary>
public Edge(int p0, int p1, int label)
{
this.P0 = p0;
this.P1 = p1;
this.Label = label;
}
}
}

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namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using Animation.TriangleNet.Meshing;
internal static class ExtensionMethods
{
#region IPolygon extensions
/// <summary>
/// Triangulates a polygon.
/// </summary>
internal static IMesh Triangulate(this IPolygon polygon)
{
return (new GenericMesher()).Triangulate(polygon, null, null);
}
/// <summary>
/// Triangulates a polygon, applying constraint options.
/// </summary>
/// <param name="options">Constraint options.</param>
internal static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options)
{
return (new GenericMesher()).Triangulate(polygon, options, null);
}
/// <summary>
/// Triangulates a polygon, applying quality options.
/// </summary>
/// <param name="quality">Quality options.</param>
internal static IMesh Triangulate(this IPolygon polygon, QualityOptions quality)
{
return (new GenericMesher()).Triangulate(polygon, null, quality);
}
/// <summary>
/// Triangulates a polygon, applying quality and constraint options.
/// </summary>
/// <param name="options">Constraint options.</param>
/// <param name="quality">Quality options.</param>
internal static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality)
{
return (new GenericMesher()).Triangulate(polygon, options, quality);
}
/// <summary>
/// Triangulates a polygon, applying quality and constraint options.
/// </summary>
/// <param name="options">Constraint options.</param>
/// <param name="quality">Quality options.</param>
/// <param name="triangulator">The triangulation algorithm.</param>
internal static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality,
ITriangulator triangulator)
{
return (new GenericMesher(triangulator)).Triangulate(polygon, options, quality);
}
#endregion
#region Rectangle extensions
#endregion
#region ITriangle extensions
/// <summary>
/// Test whether a given point lies inside a triangle or not.
/// </summary>
/// <param name="p">Point to locate.</param>
/// <returns>True, if point is inside or on the edge of this triangle.</returns>
internal static bool Contains(this ITriangle triangle, Point p)
{
return Contains(triangle, p.X, p.Y);
}
/// <summary>
/// Test whether a given point lies inside a triangle or not.
/// </summary>
/// <param name="x">Point to locate.</param>
/// <param name="y">Point to locate.</param>
/// <returns>True, if point is inside or on the edge of this triangle.</returns>
internal static bool Contains(this ITriangle triangle, double x, double y)
{
var t0 = triangle.GetVertex(0);
var t1 = triangle.GetVertex(1);
var t2 = triangle.GetVertex(2);
// TODO: no need to create new Point instances here
Point d0 = new Point(t1.X - t0.X, t1.Y - t0.Y);
Point d1 = new Point(t2.X - t0.X, t2.Y - t0.Y);
Point d2 = new Point(x - t0.X, y - t0.Y);
// crossproduct of (0, 0, 1) and d0
Point c0 = new Point(-d0.Y, d0.X);
// crossproduct of (0, 0, 1) and d1
Point c1 = new Point(-d1.Y, d1.X);
// Linear combination d2 = s * d0 + v * d1.
//
// Multiply both sides of the equation with c0 and c1
// and solve for s and v respectively
//
// s = d2 * c1 / d0 * c1
// v = d2 * c0 / d1 * c0
double s = DotProduct(d2, c1) / DotProduct(d0, c1);
double v = DotProduct(d2, c0) / DotProduct(d1, c0);
if (s >= 0 && v >= 0 && ((s + v) <= 1))
{
// Point is inside or on the edge of this triangle.
return true;
}
return false;
}
internal static Rectangle Bounds(this ITriangle triangle)
{
var bounds = new Rectangle();
for (int i = 0; i < 3; i++)
{
bounds.Expand(triangle.GetVertex(i));
}
return bounds;
}
#endregion
#region Helper methods
internal static double DotProduct(Point p, Point q)
{
return p.X * q.X + p.Y * q.Y;
}
#endregion
}
}

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// -----------------------------------------------------------------------
// <copyright file="IEdge.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
internal interface IEdge
{
/// <summary>
/// Gets the first endpoints index.
/// </summary>
int P0 { get; }
/// <summary>
/// Gets the second endpoints index.
/// </summary>
int P1 { get; }
/// <summary>
/// Gets or sets a general-purpose label.
/// </summary>
/// <remarks>
/// This is used for the segments boundary mark.
/// </remarks>
int Label { get; }
}
}

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// -----------------------------------------------------------------------
// <copyright file="IPolygon.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Collections.Generic;
/// <summary>
/// Polygon interface.
/// </summary>
internal interface IPolygon
{
/// <summary>
/// Gets the vertices of the polygon.
/// </summary>
List<Vertex> Points { get; }
/// <summary>
/// Gets the segments of the polygon.
/// </summary>
List<ISegment> Segments { get; }
/// <summary>
/// Gets a list of points defining the holes of the polygon.
/// </summary>
List<Point> Holes { get; }
/// <summary>
/// Gets a list of pointers defining the regions of the polygon.
/// </summary>
List<RegionPointer> Regions { get; }
/// <summary>
/// Gets or sets a value indicating whether the vertices have marks or not.
/// </summary>
bool HasPointMarkers { get; set; }
/// <summary>
/// Gets or sets a value indicating whether the segments have marks or not.
/// </summary>
bool HasSegmentMarkers { get; set; }
[Obsolete("Use polygon.Add(contour) method instead.")]
void AddContour(IEnumerable<Vertex> points, int marker, bool hole, bool convex);
[Obsolete("Use polygon.Add(contour) method instead.")]
void AddContour(IEnumerable<Vertex> points, int marker, Point hole);
/// <summary>
/// Compute the bounds of the polygon.
/// </summary>
/// <returns>Rectangle defining an axis-aligned bounding box.</returns>
Rectangle Bounds();
/// <summary>
/// Add a vertex to the polygon.
/// </summary>
/// <param name="vertex">The vertex to insert.</param>
void Add(Vertex vertex);
/// <summary>
/// Add a segment to the polygon.
/// </summary>
/// <param name="segment">The segment to insert.</param>
/// <param name="insert">If true, both endpoints will be added to the points list.</param>
void Add(ISegment segment, bool insert = false);
/// <summary>
/// Add a segment to the polygon.
/// </summary>
/// <param name="segment">The segment to insert.</param>
/// <param name="index">The index of the segment endpoint to add to the points list (must be 0 or 1).</param>
void Add(ISegment segment, int index);
/// <summary>
/// Add a contour to the polygon.
/// </summary>
/// <param name="contour">The contour to insert.</param>
/// <param name="hole">Treat contour as a hole.</param>
void Add(Contour contour, bool hole = false);
/// <summary>
/// Add a contour to the polygon.
/// </summary>
/// <param name="contour">The contour to insert.</param>
/// <param name="hole">Point inside the contour, making it a hole.</param>
void Add(Contour contour, Point hole);
}
}

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// -----------------------------------------------------------------------
// <copyright file="ISegment.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
/// <summary>
/// Interface for segment geometry.
/// </summary>
internal interface ISegment : IEdge
{
/// <summary>
/// Gets the vertex at given index.
/// </summary>
/// <param name="index">The local index (0 or 1).</param>
Vertex GetVertex(int index);
/// <summary>
/// Gets an adjoining triangle.
/// </summary>
/// <param name="index">The triangle index (0 or 1).</param>
ITriangle GetTriangle(int index);
}
}

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// -----------------------------------------------------------------------
// <copyright file="ITriangle.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using Animation.TriangleNet.Topology;
/// <summary>
/// Triangle interface.
/// </summary>
internal interface ITriangle
{
/// <summary>
/// Gets or sets the triangle ID.
/// </summary>
int ID { get; set; }
/// <summary>
/// Gets or sets a general-purpose label.
/// </summary>
/// <remarks>
/// This is used for region information.
/// </remarks>
int Label { get; set; }
/// <summary>
/// Gets or sets the triangle area constraint.
/// </summary>
double Area { get; set; }
/// <summary>
/// Gets the vertex at given index.
/// </summary>
/// <param name="index">The local index (0, 1 or 2).</param>
/// <returns>The vertex.</returns>
Vertex GetVertex(int index);
/// <summary>
/// Gets the ID of the vertex at given index.
/// </summary>
/// <param name="index">The local index (0, 1 or 2).</param>
/// <returns>The vertex ID.</returns>
int GetVertexID(int index);
/// <summary>
/// Gets the neighbor triangle at given index.
/// </summary>
/// <param name="index">The local index (0, 1 or 2).</param>
/// <returns>The neighbor triangle.</returns>
ITriangle GetNeighbor(int index);
/// <summary>
/// Gets the ID of the neighbor triangle at given index.
/// </summary>
/// <param name="index">The local index (0, 1 or 2).</param>
/// <returns>The neighbor triangle ID.</returns>
int GetNeighborID(int index);
/// <summary>
/// Gets the segment at given index.
/// </summary>
/// <param name="index">The local index (0, 1 or 2).</param>
/// <returns>The segment.</returns>
ISegment GetSegment(int index);
}
}

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// -----------------------------------------------------------------------
// <copyright file="Point.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Diagnostics;
/// <summary>
/// Represents a 2D point.
/// </summary>
#if USE_Z
[DebuggerDisplay("ID {ID} [{X}, {Y}, {Z}]")]
#else
[DebuggerDisplay("ID {ID} [{X}, {Y}]")]
#endif
internal class Point : IComparable<Point>, IEquatable<Point>
{
internal int id;
internal int label;
internal double x;
internal double y;
#if USE_Z
internal double z;
#endif
public Point()
: this(0.0, 0.0, 0)
{
}
public Point(double x, double y)
: this(x, y, 0)
{
}
public Point(double x, double y, int label)
{
this.x = x;
this.y = y;
this.label = label;
}
#region Public properties
/// <summary>
/// Gets or sets the vertex id.
/// </summary>
public int ID
{
get { return this.id; }
set { this.id = value; }
}
/// <summary>
/// Gets or sets the vertex x coordinate.
/// </summary>
public double X
{
get { return this.x; }
set { this.x = value; }
}
/// <summary>
/// Gets or sets the vertex y coordinate.
/// </summary>
public double Y
{
get { return this.y; }
set { this.y = value; }
}
#if USE_Z
/// <summary>
/// Gets or sets the vertex z coordinate.
/// </summary>
public double Z
{
get { return this.z; }
set { this.z = value; }
}
#endif
/// <summary>
/// Gets or sets a general-purpose label.
/// </summary>
/// <remarks>
/// This is used for the vertex boundary mark.
/// </remarks>
public int Label
{
get { return this.label; }
set { this.label = value; }
}
#endregion
#region Operator overloading / overriding Equals
// Compare "Guidelines for Overriding Equals() and Operator =="
// http://msdn.microsoft.com/en-us/library/ms173147.aspx
public static bool operator==(Point a, Point b)
{
// If both are null, or both are same instance, return true.
if (Object.ReferenceEquals(a, b))
{
return true;
}
// If one is null, but not both, return false.
if (((object)a == null) || ((object)b == null))
{
return false;
}
return a.Equals(b);
}
public static bool operator!=(Point a, Point b)
{
return !(a == b);
}
public override bool Equals(object obj)
{
// If parameter is null return false.
if (obj == null)
{
return false;
}
Point p = obj as Point;
if ((object)p == null)
{
return false;
}
return (x == p.x) && (y == p.y);
}
public bool Equals(Point p)
{
// If vertex is null return false.
if ((object)p == null)
{
return false;
}
// Return true if the fields match:
return (x == p.x) && (y == p.y);
}
#endregion
public int CompareTo(Point other)
{
if (x == other.x && y == other.y)
{
return 0;
}
return (x < other.x || (x == other.x && y < other.y)) ? -1 : 1;
}
public override int GetHashCode()
{
int hash = 19;
hash = hash * 31 + x.GetHashCode();
hash = hash * 31 + y.GetHashCode();
return hash;
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Polygon.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Linq;
using System.Collections.Generic;
/// <summary>
/// A polygon represented as a planar straight line graph.
/// </summary>
internal class Polygon : IPolygon
{
List<Vertex> points;
List<Point> holes;
List<RegionPointer> regions;
List<ISegment> segments;
/// <inheritdoc />
public List<Vertex> Points
{
get { return points; }
}
/// <inheritdoc />
public List<Point> Holes
{
get { return holes; }
}
/// <inheritdoc />
public List<RegionPointer> Regions
{
get { return regions; }
}
/// <inheritdoc />
public List<ISegment> Segments
{
get { return segments; }
}
/// <inheritdoc />
public bool HasPointMarkers { get; set; }
/// <inheritdoc />
public bool HasSegmentMarkers { get; set; }
/// <inheritdoc />
public int Count
{
get { return points.Count; }
}
/// <summary>
/// Initializes a new instance of the <see cref="Polygon" /> class.
/// </summary>
public Polygon()
: this(3, false)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Polygon" /> class.
/// </summary>
/// <param name="capacity">The default capacity for the points list.</param>
public Polygon(int capacity)
: this(3, false)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Polygon" /> class.
/// </summary>
/// <param name="capacity">The default capacity for the points list.</param>
/// <param name="markers">Use point and segment markers.</param>
public Polygon(int capacity, bool markers)
{
points = new List<Vertex>(capacity);
holes = new List<Point>();
regions = new List<RegionPointer>();
segments = new List<ISegment>();
HasPointMarkers = markers;
HasSegmentMarkers = markers;
}
[Obsolete("Use polygon.Add(contour) method instead.")]
public void AddContour(IEnumerable<Vertex> points, int marker = 0,
bool hole = false, bool convex = false)
{
this.Add(new Contour(points, marker, convex), hole);
}
[Obsolete("Use polygon.Add(contour) method instead.")]
public void AddContour(IEnumerable<Vertex> points, int marker, Point hole)
{
this.Add(new Contour(points, marker), hole);
}
/// <inheritdoc />
public Rectangle Bounds()
{
var bounds = new Rectangle();
bounds.Expand(this.points.Cast<Point>());
return bounds;
}
/// <summary>
/// Add a vertex to the polygon.
/// </summary>
/// <param name="vertex">The vertex to insert.</param>
public void Add(Vertex vertex)
{
this.points.Add(vertex);
}
/// <summary>
/// Add a segment to the polygon.
/// </summary>
/// <param name="segment">The segment to insert.</param>
/// <param name="insert">If true, both endpoints will be added to the points list.</param>
public void Add(ISegment segment, bool insert = false)
{
this.segments.Add(segment);
if (insert)
{
this.points.Add(segment.GetVertex(0));
this.points.Add(segment.GetVertex(1));
}
}
/// <summary>
/// Add a segment to the polygon.
/// </summary>
/// <param name="segment">The segment to insert.</param>
/// <param name="index">The index of the segment endpoint to add to the points list (must be 0 or 1).</param>
public void Add(ISegment segment, int index)
{
this.segments.Add(segment);
this.points.Add(segment.GetVertex(index));
}
/// <summary>
/// Add a contour to the polygon.
/// </summary>
/// <param name="contour">The contour to insert.</param>
/// <param name="hole">Treat contour as a hole.</param>
public void Add(Contour contour, bool hole = false)
{
if (hole)
{
this.Add(contour, contour.FindInteriorPoint());
}
else
{
this.points.AddRange(contour.Points);
this.segments.AddRange(contour.GetSegments());
}
}
/// <summary>
/// Add a contour to the polygon.
/// </summary>
/// <param name="contour">The contour to insert.</param>
/// <param name="hole">Point inside the contour, making it a hole.</param>
public void Add(Contour contour, Point hole)
{
this.points.AddRange(contour.Points);
this.segments.AddRange(contour.GetSegments());
this.holes.Add(hole);
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Rectangle.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Collections.Generic;
/// <summary>
/// A simple rectangle class.
/// </summary>
internal class Rectangle
{
double xmin, ymin, xmax, ymax;
/// <summary>
/// Initializes a new instance of the <see cref="Rectangle" /> class.
/// </summary>
public Rectangle()
{
this.xmin = this.ymin = double.MaxValue;
this.xmax = this.ymax = -double.MaxValue;
}
public Rectangle(Rectangle other)
: this(other.Left, other.Bottom, other.Right, other.Top)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Rectangle" /> class
/// with predefined bounds.
/// </summary>
/// <param name="x">Minimum x value (left).</param>
/// <param name="y">Minimum y value (bottom).</param>
/// <param name="width">Width of the rectangle.</param>
/// <param name="height">Height of the rectangle.</param>
public Rectangle(double x, double y, double width, double height)
{
this.xmin = x;
this.ymin = y;
this.xmax = x + width;
this.ymax = y + height;
}
/// <summary>
/// Gets the minimum x value (left boundary).
/// </summary>
public double Left
{
get { return xmin; }
}
/// <summary>
/// Gets the maximum x value (right boundary).
/// </summary>
public double Right
{
get { return xmax; }
}
/// <summary>
/// Gets the minimum y value (bottom boundary).
/// </summary>
public double Bottom
{
get { return ymin; }
}
/// <summary>
/// Gets the maximum y value (top boundary).
/// </summary>
public double Top
{
get { return ymax; }
}
/// <summary>
/// Gets the width of the rectangle.
/// </summary>
public double Width
{
get { return xmax - xmin; }
}
/// <summary>
/// Gets the height of the rectangle.
/// </summary>
public double Height
{
get { return ymax - ymin; }
}
/// <summary>
/// Update bounds.
/// </summary>
/// <param name="dx">Add dx to left and right bounds.</param>
/// <param name="dy">Add dy to top and bottom bounds.</param>
public void Resize(double dx, double dy)
{
xmin -= dx;
xmax += dx;
ymin -= dy;
ymax += dy;
}
/// <summary>
/// Expand rectangle to include given point.
/// </summary>
/// <param name="p">Point.</param>
public void Expand(Point p)
{
xmin = Math.Min(xmin, p.x);
ymin = Math.Min(ymin, p.y);
xmax = Math.Max(xmax, p.x);
ymax = Math.Max(ymax, p.y);
}
/// <summary>
/// Expand rectangle to include a list of points.
/// </summary>
public void Expand(IEnumerable<Point> points)
{
foreach (var p in points)
{
Expand(p);
}
}
/// <summary>
/// Expand rectangle to include given rectangle.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
public void Expand(Rectangle other)
{
xmin = Math.Min(xmin, other.xmin);
ymin = Math.Min(ymin, other.ymin);
xmax = Math.Max(xmax, other.xmax);
ymax = Math.Max(ymax, other.ymax);
}
/// <summary>
/// Check if given point is inside rectangle.
/// </summary>
/// <param name="x">Point to check.</param>
/// <param name="y">Point to check.</param>
/// <returns>Return true, if rectangle contains given point.</returns>
public bool Contains(double x, double y)
{
return ((x >= xmin) && (x <= xmax) && (y >= ymin) && (y <= ymax));
}
/// <summary>
/// Check if given point is inside rectangle.
/// </summary>
/// <param name="pt">Point to check.</param>
/// <returns>Return true, if rectangle contains given point.</returns>
public bool Contains(Point pt)
{
return Contains(pt.x, pt.y);
}
/// <summary>
/// Check if this rectangle contains other rectangle.
/// </summary>
/// <param name="other">Rectangle to check.</param>
/// <returns>Return true, if this rectangle contains given rectangle.</returns>
public bool Contains(Rectangle other)
{
return (xmin <= other.Left && other.Right <= xmax
&& ymin <= other.Bottom && other.Top <= ymax);
}
/// <summary>
/// Check if this rectangle intersects other rectangle.
/// </summary>
/// <param name="other">Rectangle to check.</param>
/// <returns>Return true, if given rectangle intersects this rectangle.</returns>
public bool Intersects(Rectangle other)
{
return (other.Left < xmax && xmin < other.Right
&& other.Bottom < ymax && ymin < other.Top);
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="RegionPointer.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using System.Collections.Generic;
/// <summary>
/// Pointer to a region in the mesh geometry. A region is a well-defined
/// subset of the geomerty (enclosed by subsegments).
/// </summary>
internal class RegionPointer
{
internal Point point;
internal int id;
internal double area;
/// <summary>
/// Gets or sets a region area constraint.
/// </summary>
public double Area
{
get { return area; }
set
{
if (value < 0.0)
{
throw new ArgumentException("Area constraints must not be negative.");
}
area = value;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="RegionPointer" /> class.
/// </summary>
/// <param name="x">X coordinate of the region.</param>
/// <param name="y">Y coordinate of the region.</param>
/// <param name="id">Region id.</param>
public RegionPointer(double x, double y, int id)
: this(x, y, id, 0.0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="RegionPointer" /> class.
/// </summary>
/// <param name="x">X coordinate of the region.</param>
/// <param name="y">Y coordinate of the region.</param>
/// <param name="id">Region id.</param>
/// <param name="area">Area constraint.</param>
public RegionPointer(double x, double y, int id, double area)
{
this.point = new Point(x, y);
this.id = id;
this.area = area;
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Segment.cs" company="">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
/// <summary>
/// Represents a straight line segment in 2D space.
/// </summary>
internal class Segment : ISegment
{
Vertex v0;
Vertex v1;
int label;
/// <summary>
/// Gets or sets the segments boundary mark.
/// </summary>
public int Label
{
get { return label; }
set { label = value; }
}
/// <summary>
/// Gets the first endpoints index.
/// </summary>
public int P0
{
get { return v0.id; }
}
/// <summary>
/// Gets the second endpoints index.
/// </summary>
public int P1
{
get { return v1.id; }
}
/// <summary>
/// Initializes a new instance of the <see cref="Segment" /> class.
/// </summary>
public Segment(Vertex v0, Vertex v1)
: this(v0, v1, 0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Segment" /> class.
/// </summary>
public Segment(Vertex v0, Vertex v1, int label)
{
this.v0 = v0;
this.v1 = v1;
this.label = label;
}
/// <summary>
/// Gets the specified segment endpoint.
/// </summary>
/// <param name="index">The endpoint index (0 or 1).</param>
/// <returns></returns>
public Vertex GetVertex(int index)
{
if (index == 0)
{
return v0;
}
if (index == 1)
{
return v1;
}
throw new IndexOutOfRangeException();
}
/// <summary>
/// WARNING: not implemented.
/// </summary>
public ITriangle GetTriangle(int index)
{
throw new NotImplementedException();
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Vertex.cs" company="">
// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Geometry
{
using System;
using Animation.TriangleNet.Topology;
/// <summary>
/// The vertex data structure.
/// </summary>
internal class Vertex : Point
{
// Hash for dictionary. Will be set by mesh instance.
internal int hash;
#if USE_ATTRIBS
internal double[] attributes;
#endif
internal VertexType type;
internal Otri tri;
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
public Vertex()
: this(0, 0, 0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
/// <param name="x">The x coordinate of the vertex.</param>
/// <param name="y">The y coordinate of the vertex.</param>
public Vertex(double x, double y)
: this(x, y, 0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
/// <param name="x">The x coordinate of the vertex.</param>
/// <param name="y">The y coordinate of the vertex.</param>
/// <param name="mark">The boundary mark.</param>
public Vertex(double x, double y, int mark)
: base(x, y, mark)
{
this.type = VertexType.InputVertex;
}
#if USE_ATTRIBS
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
/// <param name="x">The x coordinate of the vertex.</param>
/// <param name="y">The y coordinate of the vertex.</param>
/// <param name="mark">The boundary mark.</param>
/// <param name="attribs">The number of point attributes.</param>
public Vertex(double x, double y, int mark, int attribs)
: this(x, y, mark)
{
if (attribs > 0)
{
this.attributes = new double[attribs];
}
}
#endif
#region Public properties
#if USE_ATTRIBS
/// <summary>
/// Gets the vertex attributes (may be null).
/// </summary>
public double[] Attributes
{
get { return this.attributes; }
}
#endif
/// <summary>
/// Gets the vertex type.
/// </summary>
public VertexType Type
{
get { return this.type; }
}
/// <summary>
/// Gets the specified coordinate of the vertex.
/// </summary>
/// <param name="i">Coordinate index.</param>
/// <returns>X coordinate, if index is 0, Y coordinate, if index is 1.</returns>
public double this[int i]
{
get
{
if (i == 0)
{
return x;
}
if (i == 1)
{
return y;
}
throw new ArgumentOutOfRangeException("Index must be 0 or 1.");
}
}
#endregion
public override int GetHashCode()
{
return this.hash;
}
}
}

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