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@@ -28,241 +28,238 @@
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* POSSIBILITY OF SUCH DAMAGE.
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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+using System;
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+
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namespace Spine {
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namespace Spine {
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internal class ConvexDecomposer {
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internal class ConvexDecomposer {
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- // private final Array<FloatArray> convexPolygons = new Array();
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- // private final Array<ShortArray> convexPolygonsIndices = new Array();
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-
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- // private final ShortArray indicesArray = new ShortArray();
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- // private final BooleanArray isConcaveArray = new BooleanArray();
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- // private final ShortArray triangles = new ShortArray();
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-
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- // private final Pool<FloatArray> polygonPool = new Pool() {
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- // protected FloatArray newObject() {
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- // return new FloatArray(16);
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- // }
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- //};
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-
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- //private final Pool<ShortArray> polygonIndicesPool = new Pool() {
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- // protected ShortArray newObject() {
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- // return new ShortArray(16);
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- //}
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- // };
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-
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- // public Array<FloatArray> decompose(FloatArray input) {
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- // float[] vertices = input.items;
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- // int vertexCount = input.size >> 1;
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-
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- // ShortArray indicesArray = this.indicesArray;
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- // indicesArray.clear();
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- // short[] indices = indicesArray.setSize(vertexCount);
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- // for (short i = 0; i < vertexCount; i++)
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- // indices[i] = i;
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-
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- // BooleanArray isConcaveArray = this.isConcaveArray;
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- // boolean[] isConcave = isConcaveArray.setSize(vertexCount);
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- // for (int i = 0, n = vertexCount; i < n; ++i)
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- // isConcave[i] = isConcave(i, vertexCount, vertices, indices);
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-
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- // ShortArray triangles = this.triangles;
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- // triangles.clear();
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- // triangles.ensureCapacity(Math.max(0, vertexCount - 2) << 2);
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-
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- // while (vertexCount > 3) {
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- // // Find ear tip.
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- // int previous = vertexCount - 1, i = 0, next = 1;
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- // while (true) {
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- // outer:
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- // if (!isConcave[i]) {
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- // int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
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- // float p1x = vertices[p1], p1y = vertices[p1 + 1];
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- // float p2x = vertices[p2], p2y = vertices[p2 + 1];
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- // float p3x = vertices[p3], p3y = vertices[p3 + 1];
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- // for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
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- // if (!isConcave[ii]) continue;
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- // int v = indices[ii] << 1;
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- // float vx = vertices[v], vy = vertices[v + 1];
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- // if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
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- // if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
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- // if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
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- // }
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- // }
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- // }
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- // break;
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- // }
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-
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- // if (next == 0) {
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- // do {
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- // if (!isConcave[i]) break;
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- // i--;
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- // } while (i > 0);
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- // break;
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- // }
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-
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- // previous = i;
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- // i = next;
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- // next = (next + 1) % vertexCount;
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- // }
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-
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- // // Cut ear tip.
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- // triangles.add(indices[(vertexCount + i - 1) % vertexCount]);
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- // triangles.add(indices[i]);
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- // triangles.add(indices[(i + 1) % vertexCount]);
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- // indicesArray.removeIndex(i);
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- // isConcaveArray.removeIndex(i);
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- // vertexCount--;
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-
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- // int previousIndex = (vertexCount + i - 1) % vertexCount;
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- // int nextIndex = i == vertexCount ? 0 : i;
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- // isConcave[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
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- // isConcave[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
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- // }
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-
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- // if (vertexCount == 3) {
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- // triangles.add(indices[2]);
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- // triangles.add(indices[0]);
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- // triangles.add(indices[1]);
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- // }
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-
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- // Array<FloatArray> convexPolygons = this.convexPolygons;
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- // polygonPool.freeAll(convexPolygons);
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- // convexPolygons.clear();
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-
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- // Array<ShortArray> convexPolygonsIndices = this.convexPolygonsIndices;
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- // polygonIndicesPool.freeAll(convexPolygonsIndices);
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- // convexPolygonsIndices.clear();
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-
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- // ShortArray polygonIndices = polygonIndicesPool.obtain();
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- // polygonIndices.clear();
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-
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- // FloatArray polygon = polygonPool.obtain();
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- // polygon.clear();
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-
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- // // Merge subsequent triangles if they form a triangle fan.
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- // int fanBaseIndex = -1, lastWinding = 0;
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- // short[] trianglesItems = triangles.items;
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- // for (int i = 0, n = triangles.size; i < n; i += 3) {
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- // int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
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- // float x1 = vertices[t1], y1 = vertices[t1 + 1];
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- // float x2 = vertices[t2], y2 = vertices[t2 + 1];
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- // float x3 = vertices[t3], y3 = vertices[t3 + 1];
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-
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- // // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
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- // boolean merged = false;
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- // if (fanBaseIndex == t1) {
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- // int o = polygon.size - 4;
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- // float[] p = polygon.items;
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- // int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
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- // int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
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- // if (winding1 == lastWinding && winding2 == lastWinding) {
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- // polygon.add(x3);
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- // polygon.add(y3);
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- // polygonIndices.add(t3);
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- // merged = true;
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- // }
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- // }
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-
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- // // Otherwise make this triangle the new base.
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- // if (!merged) {
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- // if (polygon.size > 0) {
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- // convexPolygons.add(polygon);
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- // convexPolygonsIndices.add(polygonIndices);
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- // }
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- // polygon = polygonPool.obtain();
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- // polygon.clear();
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- // polygon.add(x1);
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- // polygon.add(y1);
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- // polygon.add(x2);
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- // polygon.add(y2);
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- // polygon.add(x3);
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- // polygon.add(y3);
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- // polygonIndices = polygonIndicesPool.obtain();
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- // polygonIndices.clear();
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- // polygonIndices.add(t1);
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- // polygonIndices.add(t2);
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- // polygonIndices.add(t3);
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- // lastWinding = winding(x1, y1, x2, y2, x3, y3);
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- // fanBaseIndex = t1;
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- // }
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- // }
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-
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- // if (polygon.size > 0) {
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- // convexPolygons.add(polygon);
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- // convexPolygonsIndices.add(polygonIndices);
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- // }
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-
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- // // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
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- // for (int i = 0, n = convexPolygons.size; i < n; i++) {
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- // polygonIndices = convexPolygonsIndices.get(i);
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- // if (polygonIndices.size == 0) continue;
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- // int firstIndex = polygonIndices.get(0);
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- // int lastIndex = polygonIndices.get(polygonIndices.size - 1);
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-
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- // polygon = convexPolygons.get(i);
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- // int o = polygon.size - 4;
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- // float[] p = polygon.items;
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- // float prevPrevX = p[o], prevPrevY = p[o + 1];
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- // float prevX = p[o + 2], prevY = p[o + 3];
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- // float firstX = p[0], firstY = p[1];
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- // float secondX = p[2], secondY = p[3];
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- // int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
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-
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- // for (int ii = 0; ii < n; ii++) {
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- // if (ii == i) continue;
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- // ShortArray otherIndices = convexPolygonsIndices.get(ii);
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- // if (otherIndices.size != 3) continue;
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- // int otherFirstIndex = otherIndices.get(0);
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- // int otherSecondIndex = otherIndices.get(1);
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- // int otherLastIndex = otherIndices.get(2);
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-
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- // FloatArray otherPoly = convexPolygons.get(ii);
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- // float x3 = otherPoly.get(otherPoly.size - 2), y3 = otherPoly.get(otherPoly.size - 1);
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-
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- // if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
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- // int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
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- // int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
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- // if (winding1 == winding && winding2 == winding) {
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- // otherPoly.clear();
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- // otherIndices.clear();
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- // polygon.add(x3);
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- // polygon.add(y3);
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- // polygonIndices.add(otherLastIndex);
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- // prevPrevX = prevX;
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- // prevPrevY = prevY;
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- // prevX = x3;
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- // prevY = y3;
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- // ii = 0;
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- // }
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- // }
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- // }
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-
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- // // Remove empty polygons that resulted from the merge step above.
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- // for (int i = convexPolygons.size - 1; i >= 0; i--) {
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- // polygon = convexPolygons.get(i);
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- // if (polygon.size == 0) {
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- // convexPolygons.removeIndex(i);
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- // polygonPool.free(polygon);
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- // }
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- // }
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-
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- // return convexPolygons;
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- //}
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-
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- //static private boolean isConcave(int index, int vertexCount, float[] vertices, short[] indices) {
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- // int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
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- // int current = indices[index] << 1;
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- // int next = indices[(index + 1) % vertexCount] << 1;
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- // return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
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- // vertices[next + 1]);
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- //}
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-
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- //static private boolean positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
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- // return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
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- //}
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-
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- //static private int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
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- // float px = p2x - p1x, py = p2y - p1y;
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- // return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
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- //}
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+ private readonly ExposedList<ExposedList<float>> convexPolygons = new ExposedList<ExposedList<float>>();
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+ private readonly ExposedList<ExposedList<short>> convexPolygonsIndices = new ExposedList<ExposedList<short>>();
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+
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+ private readonly ExposedList<short> indicesArray = new ExposedList<short>();
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+ private readonly ExposedList<bool> isConcaveArray = new ExposedList<bool>();
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+ private readonly ExposedList<short> triangles = new ExposedList<short>();
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+
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+ private readonly Pool<ExposedList<float>> polygonPool = new Pool<ExposedList<float>>();
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+ private readonly Pool<ExposedList<short>> polygonIndicesPool = new Pool<ExposedList<short>>();
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+
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+ public ExposedList<ExposedList<float>> Decompose(float[] input) {
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+ var vertices = input;
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+ int vertexCount = input.Length >> 1;
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+
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+ var indicesArray = this.indicesArray;
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+ indicesArray.Clear();
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+ short[] indices = indicesArray.Resize(vertexCount).Items;
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+ for (short i = 0; i < vertexCount; i++)
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+ indices[i] = i;
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+
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+ var isConcaveArray = this.isConcaveArray;
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+ bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
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+ for (int i = 0, n = vertexCount; i < n; ++i)
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+ isConcave[i] = IsConcave(i, vertexCount, vertices, indices);
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+
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+ var triangles = this.triangles;
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+ triangles.Clear();
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+ triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);
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+
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+ while (vertexCount > 3) {
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+ // Find ear tip.
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+ int previous = vertexCount - 1, i = 0, next = 1;
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+ while (true) {
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+ outer:
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+ if (!isConcave[i]) {
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+ int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
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+ float p1x = vertices[p1], p1y = vertices[p1 + 1];
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+ float p2x = vertices[p2], p2y = vertices[p2 + 1];
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+ float p3x = vertices[p3], p3y = vertices[p3 + 1];
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+ for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
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+ if (!isConcave[ii]) continue;
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+ int v = indices[ii] << 1;
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+ float vx = vertices[v], vy = vertices[v + 1];
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+ if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
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+ if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
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+ if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer;
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+ }
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+ }
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+ }
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+ break;
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+ }
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+
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+ if (next == 0) {
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+ do {
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+ if (!isConcave[i]) break;
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+ i--;
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+ } while (i > 0);
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+ break;
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+ }
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+
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+ previous = i;
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+ i = next;
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+ next = (next + 1) % vertexCount;
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+ }
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+
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+ // Cut ear tip.
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+ triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
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+ triangles.Add(indices[i]);
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+ triangles.Add(indices[(i + 1) % vertexCount]);
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+ indicesArray.RemoveAt(i);
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+ isConcaveArray.RemoveAt(i);
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+ vertexCount--;
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+
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+ int previousIndex = (vertexCount + i - 1) % vertexCount;
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+ int nextIndex = i == vertexCount ? 0 : i;
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+ isConcave[previousIndex] = IsConcave(previousIndex, vertexCount, vertices, indices);
|
|
|
|
+ isConcave[nextIndex] = IsConcave(nextIndex, vertexCount, vertices, indices);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (vertexCount == 3) {
|
|
|
|
+ triangles.Add(indices[2]);
|
|
|
|
+ triangles.Add(indices[0]);
|
|
|
|
+ triangles.Add(indices[1]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var convexPolygons = this.convexPolygons;
|
|
|
|
+ for (int i = 0, n = convexPolygons.Count; i < n; i++) {
|
|
|
|
+ polygonPool.Free(convexPolygons.Items[i]);
|
|
|
|
+ }
|
|
|
|
+ convexPolygons.Clear();
|
|
|
|
+
|
|
|
|
+ var convexPolygonsIndices = this.convexPolygonsIndices;
|
|
|
|
+ for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++) {
|
|
|
|
+ polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
|
|
|
|
+ }
|
|
|
|
+ convexPolygonsIndices.Clear();
|
|
|
|
+
|
|
|
|
+ var polygonIndices = polygonIndicesPool.Obtain();
|
|
|
|
+ polygonIndices.Clear();
|
|
|
|
+
|
|
|
|
+ var polygon = polygonPool.Obtain();
|
|
|
|
+ polygon.Clear();
|
|
|
|
+
|
|
|
|
+ // Merge subsequent triangles if they form a triangle fan.
|
|
|
|
+ int fanBaseIndex = -1, lastWinding = 0;
|
|
|
|
+ short[] trianglesItems = triangles.Items;
|
|
|
|
+ for (int i = 0, n = triangles.Count; i < n; i += 3) {
|
|
|
|
+ int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
|
|
|
|
+ float x1 = vertices[t1], y1 = vertices[t1 + 1];
|
|
|
|
+ float x2 = vertices[t2], y2 = vertices[t2 + 1];
|
|
|
|
+ float x3 = vertices[t3], y3 = vertices[t3 + 1];
|
|
|
|
+
|
|
|
|
+ // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
|
|
|
|
+ var merged = false;
|
|
|
|
+ if (fanBaseIndex == t1) {
|
|
|
|
+ int o = polygon.Count - 4;
|
|
|
|
+ float[] p = polygon.Items;
|
|
|
|
+ int winding1 = Winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
|
|
|
|
+ int winding2 = Winding(x3, y3, p[0], p[1], p[2], p[3]);
|
|
|
|
+ if (winding1 == lastWinding && winding2 == lastWinding) {
|
|
|
|
+ polygon.Add(x3);
|
|
|
|
+ polygon.Add(y3);
|
|
|
|
+ polygonIndices.Add((short)t3);
|
|
|
|
+ merged = true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Otherwise make this triangle the new base.
|
|
|
|
+ if (!merged) {
|
|
|
|
+ if (polygon.Count > 0) {
|
|
|
|
+ convexPolygons.Add(polygon);
|
|
|
|
+ convexPolygonsIndices.Add(polygonIndices);
|
|
|
|
+ }
|
|
|
|
+ polygon = polygonPool.Obtain();
|
|
|
|
+ polygon.Clear();
|
|
|
|
+ polygon.Add(x1);
|
|
|
|
+ polygon.Add(y1);
|
|
|
|
+ polygon.Add(x2);
|
|
|
|
+ polygon.Add(y2);
|
|
|
|
+ polygon.Add(x3);
|
|
|
|
+ polygon.Add(y3);
|
|
|
|
+ polygonIndices = polygonIndicesPool.Obtain();
|
|
|
|
+ polygonIndices.Clear();
|
|
|
|
+ polygonIndices.Add((short)t1);
|
|
|
|
+ polygonIndices.Add((short)t2);
|
|
|
|
+ polygonIndices.Add((short)t3);
|
|
|
|
+ lastWinding = Winding(x1, y1, x2, y2, x3, y3);
|
|
|
|
+ fanBaseIndex = t1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (polygon.Count > 0) {
|
|
|
|
+ convexPolygons.Add(polygon);
|
|
|
|
+ convexPolygonsIndices.Add(polygonIndices);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
|
|
|
|
+ for (int i = 0, n = convexPolygons.Count; i < n; i++) {
|
|
|
|
+ polygonIndices = convexPolygonsIndices.Items[i];
|
|
|
|
+ if (polygonIndices.Count == 0) continue;
|
|
|
|
+ int firstIndex = polygonIndices.Items[0];
|
|
|
|
+ int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
|
|
|
|
+
|
|
|
|
+ polygon = convexPolygons.Items[i];
|
|
|
|
+ int o = polygon.Count - 4;
|
|
|
|
+ float[] p = polygon.Items;
|
|
|
|
+ float prevPrevX = p[o], prevPrevY = p[o + 1];
|
|
|
|
+ float prevX = p[o + 2], prevY = p[o + 3];
|
|
|
|
+ float firstX = p[0], firstY = p[1];
|
|
|
|
+ float secondX = p[2], secondY = p[3];
|
|
|
|
+ int winding = Winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
|
|
|
|
+
|
|
|
|
+ for (int ii = 0; ii < n; ii++) {
|
|
|
|
+ if (ii == i) continue;
|
|
|
|
+ var otherIndices = convexPolygonsIndices.Items[ii];
|
|
|
|
+ if (otherIndices.Count != 3) continue;
|
|
|
|
+ int otherFirstIndex = otherIndices.Items[0];
|
|
|
|
+ int otherSecondIndex = otherIndices.Items[1];
|
|
|
|
+ int otherLastIndex = otherIndices.Items[2];
|
|
|
|
+
|
|
|
|
+ var otherPoly = convexPolygons.Items[ii];
|
|
|
|
+ float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
|
|
|
|
+
|
|
|
|
+ if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
|
|
|
|
+ int winding1 = Winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
|
|
|
|
+ int winding2 = Winding(x3, y3, firstX, firstY, secondX, secondY);
|
|
|
|
+ if (winding1 == winding && winding2 == winding) {
|
|
|
|
+ otherPoly.Clear();
|
|
|
|
+ otherIndices.Clear();
|
|
|
|
+ polygon.Add(x3);
|
|
|
|
+ polygon.Add(y3);
|
|
|
|
+ polygonIndices.Add((short)otherLastIndex);
|
|
|
|
+ prevPrevX = prevX;
|
|
|
|
+ prevPrevY = prevY;
|
|
|
|
+ prevX = x3;
|
|
|
|
+ prevY = y3;
|
|
|
|
+ ii = 0;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Remove empty polygons that resulted from the merge step above.
|
|
|
|
+ for (int i = convexPolygons.Count - 1; i >= 0; i--) {
|
|
|
|
+ polygon = convexPolygons.Items[i];
|
|
|
|
+ if (polygon.Count == 0) {
|
|
|
|
+ convexPolygons.RemoveAt(i);
|
|
|
|
+ polygonPool.Free(polygon);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return convexPolygons;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static private bool IsConcave(int index, int vertexCount, float[] vertices, short[] indices) {
|
|
|
|
+ int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
|
|
|
|
+ int current = indices[index] << 1;
|
|
|
|
+ int next = indices[(index + 1) % vertexCount] << 1;
|
|
|
|
+ return !PositiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
|
|
|
|
+ vertices[next + 1]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static private bool PositiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
|
|
|
+ return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static private int Winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
|
|
|
|
+ float px = p2x - p1x, py = p2y - p1y;
|
|
|
|
+ return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
}
|
|
}
|