mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
Initial commit
This commit is contained in:
commit
3c7cc0c973
8391 changed files with 704313 additions and 0 deletions
|
@ -0,0 +1,175 @@
|
|||
// -----------------------------------------------------------------------
|
||||
// <copyright file="SimpleSmoother.cs" company="">
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace UnityEngine.U2D.Animation.TriangleNet
|
||||
.Smoothing
|
||||
{
|
||||
using System.Linq;
|
||||
using Animation.TriangleNet.Geometry;
|
||||
using Animation.TriangleNet.Meshing;
|
||||
using Animation.TriangleNet.Topology.DCEL;
|
||||
using Animation.TriangleNet.Voronoi;
|
||||
|
||||
/// <summary>
|
||||
/// Simple mesh smoother implementation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Vertices wich should not move (e.g. segment vertices) MUST have a
|
||||
/// boundary mark greater than 0.
|
||||
/// </remarks>
|
||||
internal class SimpleSmoother : ISmoother
|
||||
{
|
||||
TrianglePool pool;
|
||||
Configuration config;
|
||||
|
||||
IVoronoiFactory factory;
|
||||
|
||||
ConstraintOptions options;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
||||
/// </summary>
|
||||
public SimpleSmoother()
|
||||
: this(new VoronoiFactory())
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
||||
/// </summary>
|
||||
public SimpleSmoother(IVoronoiFactory factory)
|
||||
{
|
||||
this.factory = factory;
|
||||
this.pool = new TrianglePool();
|
||||
|
||||
this.config = new Configuration(
|
||||
() => RobustPredicates.Default,
|
||||
() => pool.Restart());
|
||||
|
||||
this.options = new ConstraintOptions() { ConformingDelaunay = true };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SimpleSmoother" /> class.
|
||||
/// </summary>
|
||||
/// <param name="factory">Voronoi object factory.</param>
|
||||
/// <param name="config">Configuration.</param>
|
||||
public SimpleSmoother(IVoronoiFactory factory, Configuration config)
|
||||
{
|
||||
this.factory = factory;
|
||||
this.config = config;
|
||||
|
||||
this.options = new ConstraintOptions() { ConformingDelaunay = true };
|
||||
}
|
||||
|
||||
public void Smooth(IMesh mesh)
|
||||
{
|
||||
Smooth(mesh, 10);
|
||||
}
|
||||
|
||||
public void Smooth(IMesh mesh, int limit)
|
||||
{
|
||||
var smoothedMesh = (Mesh)mesh;
|
||||
|
||||
var mesher = new GenericMesher(config);
|
||||
var predicates = config.Predicates();
|
||||
|
||||
// The smoother should respect the mesh segment splitting behavior.
|
||||
this.options.SegmentSplitting = smoothedMesh.behavior.NoBisect;
|
||||
|
||||
// Take a few smoothing rounds (Lloyd's algorithm).
|
||||
for (int i = 0; i < limit; i++)
|
||||
{
|
||||
Step(smoothedMesh, factory, predicates);
|
||||
|
||||
// Actually, we only want to rebuild, if the mesh is no longer
|
||||
// Delaunay. Flipping edges could be the right choice instead
|
||||
// of re-triangulating...
|
||||
smoothedMesh = (Mesh)mesher.Triangulate(Rebuild(smoothedMesh), options);
|
||||
|
||||
factory.Reset();
|
||||
}
|
||||
|
||||
smoothedMesh.CopyTo((Mesh)mesh);
|
||||
}
|
||||
|
||||
private void Step(Mesh mesh, IVoronoiFactory factory, IPredicates predicates)
|
||||
{
|
||||
var voronoi = new BoundedVoronoi(mesh, factory, predicates);
|
||||
|
||||
if (!voronoi.IsConsistent())
|
||||
return;
|
||||
|
||||
double x, y;
|
||||
|
||||
foreach (var face in voronoi.Faces)
|
||||
{
|
||||
if (face.generator.label == 0)
|
||||
{
|
||||
Centroid(face, out x, out y);
|
||||
|
||||
face.generator.x = x;
|
||||
face.generator.y = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the centroid of a polygon.
|
||||
/// </summary>
|
||||
private void Centroid(Face face, out double x, out double y)
|
||||
{
|
||||
double ai, atmp = 0, xtmp = 0, ytmp = 0;
|
||||
|
||||
var edge = face.Edge;
|
||||
var first = edge.Next.ID;
|
||||
|
||||
Point p, q;
|
||||
|
||||
do
|
||||
{
|
||||
p = edge.Origin;
|
||||
q = edge.Twin.Origin;
|
||||
|
||||
ai = p.x * q.y - q.x * p.y;
|
||||
atmp += ai;
|
||||
xtmp += (q.x + p.x) * ai;
|
||||
ytmp += (q.y + p.y) * ai;
|
||||
|
||||
edge = edge.Next;
|
||||
}
|
||||
while (edge.Next.ID != first);
|
||||
|
||||
x = xtmp / (3 * atmp);
|
||||
y = ytmp / (3 * atmp);
|
||||
|
||||
//area = atmp / 2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuild the input geometry.
|
||||
/// </summary>
|
||||
private Polygon Rebuild(Mesh mesh)
|
||||
{
|
||||
var data = new Polygon(mesh.vertices.Count);
|
||||
|
||||
foreach (var v in mesh.vertices.Values)
|
||||
{
|
||||
// Reset to input vertex.
|
||||
v.type = VertexType.InputVertex;
|
||||
|
||||
data.Points.Add(v);
|
||||
}
|
||||
|
||||
data.Segments.AddRange(mesh.subsegs.Values.Cast<ISegment>());
|
||||
|
||||
data.Holes.AddRange(mesh.holes);
|
||||
data.Regions.AddRange(mesh.regions);
|
||||
|
||||
return data;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue