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Assets/D.A. Assets/DA-Shared/ThirdParty/SVGMeshUnity/Internals/MeshData.cs
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Assets/D.A. Assets/DA-Shared/ThirdParty/SVGMeshUnity/Internals/MeshData.cs
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/*
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MIT License
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Copyright (c) 2018 Yoshihiro Shindo
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace DA_Assets.SVGMeshUnity.Internals
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{
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public class MeshData
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{
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public MeshData()
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{
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Vertices = new List<Vector3>();
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Edges = new List<Int2>();
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Triangles = new List<int>();
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VertexIndices = new Hashtable();
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}
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public List<Vector3> Vertices { get; private set; }
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public List<Int2> Edges { get; private set; }
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public List<int> Triangles { get; private set; }
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private Hashtable VertexIndices;
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public void Clear()
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{
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Vertices.Clear();
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Edges.Clear();
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Triangles.Clear();
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VertexIndices.Clear();
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}
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public void AddVertices(WorkBuffer<Vector2> buffer)
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{
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var firstEdgeIdx = -1;
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var prevEdgeidx = -1;
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var vertices = Vertices;
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var edges = Edges;
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var indicies = VertexIndices;
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var size = buffer.UsedSize;
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var data = buffer.Data;
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for (var i = 0; i < size; ++i)
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{
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var v = data[i];
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var idx = -1;
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var index = indicies[v];
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if (index != null)
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{
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idx = (int) index;
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}
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if (idx == -1)
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{
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vertices.Add(v);
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idx = vertices.Count - 1;
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indicies[v] = idx;
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}
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if (idx == prevEdgeidx)
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{
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continue;
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}
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if (i == 0)
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{
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firstEdgeIdx = idx;
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}
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else
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{
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edges.Add(new Int2(prevEdgeidx, idx));
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}
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prevEdgeidx = idx;
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}
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if (prevEdgeidx != firstEdgeIdx)
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{
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edges.Add(new Int2(prevEdgeidx, firstEdgeIdx));
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}
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}
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public void MakeUnityFriendly()
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{
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{
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var vertices = Vertices;
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var l = vertices.Count;
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for (var i = 0; i < l; ++i)
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{
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var v = vertices[i];
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v.y *= -1f;
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vertices[i] = v;
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}
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}
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{
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var triangles = Triangles;
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var l = triangles.Count;
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for (var i = 0; i < l; i += 3)
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{
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var a = triangles[i + 0];
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var b = triangles[i + 1];
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var c = triangles[i + 2];
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triangles[i + 0] = b;
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triangles[i + 1] = c;
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triangles[i + 2] = a;
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}
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}
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}
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public void Upload(Mesh m)
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{
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m.Clear();
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m.SetVertices(Vertices);
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m.SetTriangles(Triangles, 0);
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m.RecalculateBounds();
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m.RecalculateNormals();
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}
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public void DumpTriangles()
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{
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Debug.Log(Triangles.Aggregate("", (_, i) => _ + i.ToString() + "\n"));
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}
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}
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}
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