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AbstractConcept 2022-09-13 00:36:34 -05:00
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// -----------------------------------------------------------------------
// <copyright file="DcelMesh.cs">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Topology.DCEL
{
using System.Collections.Generic;
using Animation.TriangleNet.Geometry;
internal class DcelMesh
{
protected List<Vertex> vertices;
protected List<HalfEdge> edges;
protected List<Face> faces;
/// <summary>
/// Initializes a new instance of the <see cref="DcelMesh" /> class.
/// </summary>
public DcelMesh()
: this(true)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="" /> class.
/// </summary>
/// <param name="initialize">If false, lists will not be initialized.</param>
protected DcelMesh(bool initialize)
{
if (initialize)
{
vertices = new List<Vertex>();
edges = new List<HalfEdge>();
faces = new List<Face>();
}
}
/// <summary>
/// Gets the vertices of the Voronoi diagram.
/// </summary>
public List<Vertex> Vertices
{
get { return vertices; }
}
/// <summary>
/// Gets the list of half-edges specify the Voronoi diagram topology.
/// </summary>
public List<HalfEdge> HalfEdges
{
get { return edges; }
}
/// <summary>
/// Gets the faces of the Voronoi diagram.
/// </summary>
public List<Face> Faces
{
get { return faces; }
}
/// <summary>
/// Gets the collection of edges of the Voronoi diagram.
/// </summary>
public IEnumerable<IEdge> Edges
{
get { return EnumerateEdges(); }
}
/// <summary>
/// Check if the DCEL is consistend.
/// </summary>
/// <param name="closed">If true, faces are assumed to be closed (i.e. all edges must have
/// a valid next pointer).</param>
/// <param name="depth">Maximum edge count of faces (default = 0 means skip check).</param>
/// <returns></returns>
public virtual bool IsConsistent(bool closed = true, int depth = 0)
{
// Check vertices for null pointers.
foreach (var vertex in vertices)
{
if (vertex.id < 0)
{
continue;
}
if (vertex.leaving == null)
{
return false;
}
if (vertex.Leaving.Origin.id != vertex.id)
{
return false;
}
}
// Check faces for null pointers.
foreach (var face in faces)
{
if (face.ID < 0)
{
continue;
}
if (face.edge == null)
{
return false;
}
if (face.id != face.edge.face.id)
{
return false;
}
}
// Check half-edges for null pointers.
foreach (var edge in edges)
{
if (edge.id < 0)
{
continue;
}
if (edge.twin == null)
{
return false;
}
if (edge.origin == null)
{
return false;
}
if (edge.face == null)
{
return false;
}
if (closed && edge.next == null)
{
return false;
}
}
// Check half-edges (topology).
foreach (var edge in edges)
{
if (edge.id < 0)
{
continue;
}
var twin = edge.twin;
var next = edge.next;
if (edge.id != twin.twin.id)
{
return false;
}
if (closed)
{
if (next.origin.id != twin.origin.id)
{
return false;
}
if (next.twin.next.origin.id != edge.twin.origin.id)
{
return false;
}
}
}
if (closed && depth > 0)
{
// Check if faces are closed.
foreach (var face in faces)
{
if (face.id < 0)
{
continue;
}
var edge = face.edge;
var next = edge.next;
int id = edge.id;
int k = 0;
while (next.id != id && k < depth)
{
next = next.next;
k++;
}
if (next.id != id)
{
return false;
}
}
}
return true;
}
/// <summary>
/// Search for half-edge without twin and add a twin. Connect twins to form connected
/// boundary contours.
/// </summary>
/// <remarks>
/// This method assumes that all faces are closed (i.e. no edge.next pointers are null).
/// </remarks>
public void ResolveBoundaryEdges()
{
// Maps vertices to leaving boundary edge.
var map = new Dictionary<int, HalfEdge>();
// TODO: parallel?
foreach (var edge in this.edges)
{
if (edge.twin == null)
{
var twin = edge.twin = new HalfEdge(edge.next.origin, Face.Empty);
twin.twin = edge;
map.Add(twin.origin.id, twin);
}
}
int j = edges.Count;
foreach (var edge in map.Values)
{
edge.id = j++;
edge.next = map[edge.twin.origin.id];
this.edges.Add(edge);
}
}
/// <summary>
/// Enumerates all edges of the DCEL.
/// </summary>
/// <remarks>
/// This method assumes that each half-edge has a twin (i.e. NOT null).
/// </remarks>
protected virtual IEnumerable<IEdge> EnumerateEdges()
{
var edges = new List<IEdge>(this.edges.Count / 2);
foreach (var edge in this.edges)
{
var twin = edge.twin;
// Report edge only once.
if (edge.id < twin.id)
{
edges.Add(new Edge(edge.origin.id, twin.origin.id));
}
}
return edges;
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Face.cs">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Topology.DCEL
{
using System.Collections.Generic;
using Animation.TriangleNet.Geometry;
/// <summary>
/// A face of DCEL mesh.
/// </summary>
internal class Face
{
#region Static initialization of "Outer Space" face
internal static readonly Face Empty;
static Face()
{
Empty = new Face(null);
Empty.id = -1;
}
#endregion
internal int id;
internal int mark = 0;
internal Point generator;
internal HalfEdge edge;
internal bool bounded;
/// <summary>
/// Gets or sets the face id.
/// </summary>
public int ID
{
get { return id; }
set { id = value; }
}
/// <summary>
/// Gets or sets a half-edge connected to the face.
/// </summary>
public HalfEdge Edge
{
get { return edge; }
set { edge = value; }
}
/// <summary>
/// Gets or sets a value, indicating if the face is bounded (for Voronoi diagram).
/// </summary>
public bool Bounded
{
get { return bounded; }
set { bounded = value; }
}
/// <summary>
/// Initializes a new instance of the <see cref="Face" /> class.
/// </summary>
/// <param name="generator">The generator of this face (for Voronoi diagram)</param>
public Face(Point generator)
: this(generator, null)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Face" /> class.
/// </summary>
/// <param name="generator">The generator of this face (for Voronoi diagram)</param>
/// <param name="edge">The half-edge connected to this face.</param>
public Face(Point generator, HalfEdge edge)
{
this.generator = generator;
this.edge = edge;
this.bounded = true;
if (generator != null)
{
this.id = generator.ID;
}
}
/// <summary>
/// Enumerates all half-edges of the face boundary.
/// </summary>
/// <returns></returns>
public IEnumerable<HalfEdge> EnumerateEdges()
{
var edge = this.Edge;
int first = edge.ID;
do
{
yield return edge;
edge = edge.Next;
}
while (edge.ID != first);
}
public override string ToString()
{
return string.Format("F-ID {0}", id);
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="HalfEdge.cs">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Topology.DCEL
{
internal class HalfEdge
{
internal int id;
internal int mark;
internal Vertex origin;
internal Face face;
internal HalfEdge twin;
internal HalfEdge next;
/// <summary>
/// Gets or sets the half-edge id.
/// </summary>
public int ID
{
get { return id; }
set { id = value; }
}
public int Boundary
{
get { return mark; }
set { mark = value; }
}
/// <summary>
/// Gets or sets the origin of the half-edge.
/// </summary>
public Vertex Origin
{
get { return origin; }
set { origin = value; }
}
/// <summary>
/// Gets or sets the face connected to the half-edge.
/// </summary>
public Face Face
{
get { return face; }
set { face = value; }
}
/// <summary>
/// Gets or sets the twin of the half-edge.
/// </summary>
public HalfEdge Twin
{
get { return twin; }
set { twin = value; }
}
/// <summary>
/// Gets or sets the next pointer of the half-edge.
/// </summary>
public HalfEdge Next
{
get { return next; }
set { next = value; }
}
/// <summary>
/// Initializes a new instance of the <see cref="HalfEdge" /> class.
/// </summary>
/// <param name="origin">The origin of this half-edge.</param>
public HalfEdge(Vertex origin)
{
this.origin = origin;
}
/// <summary>
/// Initializes a new instance of the <see cref="HalfEdge" /> class.
/// </summary>
/// <param name="origin">The origin of this half-edge.</param>
/// <param name="face">The face connected to this half-edge.</param>
public HalfEdge(Vertex origin, Face face)
{
this.origin = origin;
this.face = face;
// IMPORTANT: do not remove the (face.edge == null) check!
if (face != null && face.edge == null)
{
face.edge = this;
}
}
public override string ToString()
{
return string.Format("HE-ID {0} (Origin = VID-{1})", id, origin.id);
}
}
}

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// -----------------------------------------------------------------------
// <copyright file="Vertex.cs">
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
// </copyright>
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Topology.DCEL
{
using System.Collections.Generic;
internal class Vertex : Animation.TriangleNet.Geometry.Point
{
internal HalfEdge leaving;
/// <summary>
/// Gets or sets a half-edge leaving the vertex.
/// </summary>
public HalfEdge Leaving
{
get { return leaving; }
set { leaving = value; }
}
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
public Vertex(double x, double y)
: base(x, y)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Vertex" /> class.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="leaving">A half-edge leaving this vertex.</param>
public Vertex(double x, double y, HalfEdge leaving)
: base(x, y)
{
this.leaving = leaving;
}
/// <summary>
/// Enumerates all half-edges leaving this vertex.
/// </summary>
/// <returns></returns>
public IEnumerable<HalfEdge> EnumerateEdges()
{
var edge = this.Leaving;
int first = edge.ID;
do
{
yield return edge;
edge = edge.Twin.Next;
}
while (edge.ID != first);
}
public override string ToString()
{
return string.Format("V-ID {0}", base.id);
}
}
}

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