/* MIT License Copyright (c) 2018 Yoshihiro Shindo Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using System; using System.Collections.Generic; using UnityEngine; namespace DA_Assets.SVGMeshUnity.Internals.Cdt2d { public class Triangles { public Triangles(MeshData data) { PrivateVertices = data.Vertices; CreateStars(data.Vertices.Count); CreateEdges(data.Edges); CreateTriangles(data.Triangles); } public List Vertices { get { return PrivateVertices; } } public WorkBuffer[] Stars { get { return PrivateStars; } } private List PrivateVertices; private WorkBuffer[] PrivateStars; private Int2[] Edges; private void CreateStars(int n) { var stars = new WorkBuffer[n]; for (var i = 0; i < n; ++i) { stars[i] = new WorkBuffer(16); } PrivateStars = stars; } private void CreateEdges(List source) { var l = source.Count; var edges = new Int2[l]; for (var i = 0; i < l; ++i) { var edge = source[i]; if (edge.y < edge.x) { var x = edge.x; edge.x = edge.y; edge.y = x; } edges[i] = edge; } Sort.QuickSort(edges, 0, edges.Length - 1); Edges = edges; } private void CreateTriangles(List source) { var l = source.Count; for (var i = 0; i < l; i += 3) { AddTriangle(source[i + 0], source[i + 1], source[i + 2]); } } public void AddTriangle(int i, int j, int k) { var jk = new Int2(j, k); var ki = new Int2(k, i); var ij = new Int2(i, j); PrivateStars[i].Push(ref jk); PrivateStars[j].Push(ref ki); PrivateStars[k].Push(ref ij); } public void RemoveTriangle(int i, int j, int k) { RemovePair(PrivateStars[i], j, k); RemovePair(PrivateStars[j], k, i); RemovePair(PrivateStars[k], i, j); } private void RemovePair(WorkBuffer list, int j, int k) { var n = list.UsedSize; var data = list.Data; for (var i = 0; i < n; ++i) { var s = data[i]; if (s.x == j && s.y == k) { data[i] = data[n - 1]; list.RemoveLast(1); return; } } } public int Opposite(int j, int i) { var list = PrivateStars[i]; var n = list.UsedSize; var data = list.Data; for (var k = 0; k < n; ++k) { if (data[k].y == j) { return data[k].x; } } return -1; } public void Flip(int i, int j) { var a = Opposite(i, j); var b = Opposite(j, i); RemoveTriangle(i, j, a); RemoveTriangle(j, i, b); AddTriangle(i, b, a); AddTriangle(j, a, b); } public bool IsConstraint(int i, int j) { var e = new Int2(Mathf.Min(i, j), Mathf.Max(i, j)); return BinarySearch.EQ(Edges, e, 0, Edges.Length) >= 0; } public void Fill(List triangles) { var n = PrivateStars.Length; if (triangles.Capacity < n) { triangles.Capacity = n; } triangles.Clear(); for(var i = 0; i < n; ++i) { var list = PrivateStars[i]; var data = list.Data; var m = list.UsedSize; for(var j = 0; j < m; ++j) { var s = data[j]; if(i < Mathf.Min(s.x, s.y)) { triangles.Add(i); triangles.Add(s.x); triangles.Add(s.y); } } } } public void Fill(WorkBuffer triangles) { var n = PrivateStars.Length; triangles.Extend(n); triangles.Clear(); for(var i = 0; i < n; ++i) { var list = PrivateStars[i]; var data = list.Data; var m = list.UsedSize; for(var j = 0; j < m; ++j) { var s = data[j]; if(i < Mathf.Min(s.x, s.y)) { var v = new Int3(i, s.x, s.y); triangles.Push(ref v); } } } } } }