Beispiel #1
0
        public void AddContour(ContourVertex[] vertices, ContourOrientation forceOrientation)
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            bool flag = false;

            if (forceOrientation != 0)
            {
                float num = SignedArea(vertices);
                flag = ((forceOrientation == ContourOrientation.Clockwise && num < 0f) || (forceOrientation == ContourOrientation.CounterClockwise && num > 0f));
            }
            MeshUtils.Edge edge = null;
            for (int i = 0; i < vertices.Length; i++)
            {
                if (edge == null)
                {
                    edge = _mesh.MakeEdge();
                    Mesh           mesh  = _mesh;
                    MeshUtils.Edge edge2 = edge;
                    mesh.Splice(edge2, edge2._Sym);
                }
                else
                {
                    _mesh.SplitEdge(edge);
                    edge = edge._Lnext;
                }
                int num2 = flag ? (vertices.Length - 1 - i) : i;
                edge._Org._coords  = vertices[num2].Position;
                edge._Org._data    = vertices[num2].Data;
                edge._winding      = 1;
                edge._Sym._winding = -1;
            }
        }
Beispiel #2
0
        /// <summary>
        /// Adds a closed contour to be tessellated.
        /// </summary>
        /// <param name="vertices"> Vertices of the contour. </param>
        /// <param name="forceOrientation">
        /// Orientation of the contour.
        /// <see cref="ContourOrientation.Original"/> keeps the orientation of the input vertices.
        /// <see cref="ContourOrientation.Clockwise"/> and <see cref="ContourOrientation.CounterClockwise"/>
        /// force the vertices to have a specified orientation.
        /// </param>
        public void AddContour(IList <Vector3> vertices, ContourOrientation forceOrientation = ContourOrientation.Original)
        {
            var contour = new ContourVertex[vertices.Count];

            for (int i = 0; i < vertices.Count; i++)
            {
                Vector3 vertex = vertices[i];
                contour[i].Position = new Vec3(vertex.x, vertex.y, vertex.z);
            }
            tess.AddContour(contour, forceOrientation);
        }
Beispiel #3
0
        public void AddContour(ContourVertex[] vertices, ContourOrientation forceOrientation)
        {
            if (_mesh == null)
            {
                _mesh = Mesh.Create();
                _mesh.Init();
            }

            bool reverse = false;

            if (forceOrientation != ContourOrientation.Original)
            {
                var area = SignedArea(vertices);
                reverse = (forceOrientation == ContourOrientation.Clockwise && area < 0.0f) || (forceOrientation == ContourOrientation.CounterClockwise && area > 0.0f);
            }

            MeshUtils.Edge e = null;
            for (int i = 0; i < vertices.Length; ++i)
            {
                if (e == null)
                {
                    e = _mesh.MakeEdge();
                    _mesh.Splice(e, e._Sym);
                }
                else
                {
                    // Create a new vertex and edge which immediately follow e
                    // in the ordering around the left face.
                    _mesh.SplitEdge(e);
                    e = e._Lnext;
                }

                int index = reverse ? vertices.Length - 1 - i : i;
                // The new vertex is now e._Org.
                e._Org._coords = vertices[index].Position;
                e._Org._data   = vertices[index].Data;

                // The winding of an edge says how the winding number changes as we
                // cross from the edge's right face to its left face.  We add the
                // vertices in such an order that a CCW contour will add +1 to
                // the winding number of the region inside the contour.
                e._winding      = 1;
                e._Sym._winding = -1;
            }
        }
Beispiel #4
0
        public static PolygonSet LoadDat(Stream resourceStream)
        {
            var                points  = new List <PolygonPoint>();
            var                polys   = new PolygonSet();
            int                lineNum = 0;
            string             line;
            Color              currentColor       = Color.White;
            ContourOrientation currentOrientation = ContourOrientation.Original;

            using (var stream = new StreamReader(resourceStream))
            {
                while ((line = stream.ReadLine()) != null)
                {
                    ++lineNum;
                    line = line.Trim();
                    if (string.IsNullOrEmpty(line))
                    {
                        if (points.Count > 0)
                        {
                            var p = new Polygon(points)
                            {
                                Orientation = currentOrientation
                            };
                            currentOrientation = ContourOrientation.Original;
                            polys.Add(p);
                            points.Clear();
                        }
                        continue;
                    }
                    if (line.StartsWith("//") ||
                        line.StartsWith("#") ||
                        line.StartsWith(";"))
                    {
                        continue;
                    }
                    if (line.StartsWith("force", true, CultureInfo.InvariantCulture))
                    {
                        var force = line.Split(new[] { ' ', ',', '\t' }, StringSplitOptions.RemoveEmptyEntries);
                        if (force.Length == 2)
                        {
                            if (string.Compare(force[1], "cw", true) == 0)
                            {
                                currentOrientation = ContourOrientation.Clockwise;
                            }
                            if (string.Compare(force[1], "ccw", true) == 0)
                            {
                                currentOrientation = ContourOrientation.CounterClockwise;
                            }
                        }
                    }
                    else if (line.StartsWith("color", true, CultureInfo.InvariantCulture))
                    {
                        var rgba = line.Split(new[] { ' ', ',', '\t' }, StringSplitOptions.RemoveEmptyEntries);
                        int r = 255, g = 255, b = 255, a = 255;
                        if (rgba != null)
                        {
                            if (rgba.Length == 4 &&
                                int.TryParse(rgba[1], NumberStyles.Integer, CultureInfo.InvariantCulture, out r) &&
                                int.TryParse(rgba[2], NumberStyles.Integer, CultureInfo.InvariantCulture, out g) &&
                                int.TryParse(rgba[3], NumberStyles.Integer, CultureInfo.InvariantCulture, out b))
                            {
                                currentColor    = Color.FromArgb(r, g, b);
                                polys.HasColors = true;
                            }
                            else if (rgba.Length == 5 &&
                                     int.TryParse(rgba[1], NumberStyles.Integer, CultureInfo.InvariantCulture, out r) &&
                                     int.TryParse(rgba[2], NumberStyles.Integer, CultureInfo.InvariantCulture, out g) &&
                                     int.TryParse(rgba[3], NumberStyles.Integer, CultureInfo.InvariantCulture, out b) &&
                                     int.TryParse(rgba[4], NumberStyles.Integer, CultureInfo.InvariantCulture, out a))
                            {
                                currentColor    = Color.FromArgb(a, r, g, b);
                                polys.HasColors = true;
                            }
                        }
                    }
                    else
                    {
                        float x = 0, y = 0, z = 0;
                        var   xyz = line.Split(new[] { ' ', ',', '\t' }, StringSplitOptions.RemoveEmptyEntries);
                        if (xyz != null)
                        {
                            if (xyz.Length >= 1)
                            {
                                float.TryParse(xyz[0], NumberStyles.Float, CultureInfo.InvariantCulture, out x);
                            }
                            if (xyz.Length >= 2)
                            {
                                float.TryParse(xyz[1], NumberStyles.Float, CultureInfo.InvariantCulture, out y);
                            }
                            if (xyz.Length >= 3)
                            {
                                float.TryParse(xyz[2], NumberStyles.Float, CultureInfo.InvariantCulture, out z);
                            }
                            points.Add(new PolygonPoint {
                                X = x, Y = y, Z = z, Color = currentColor
                            });
                        }
                        else
                        {
                            throw new InvalidDataException("Invalid input data");
                        }
                    }
                }

                if (points.Count > 0)
                {
                    Polygon p = new Polygon(points)
                    {
                        Orientation = currentOrientation
                    };
                    polys.Add(p);
                }
            }

            return(polys);
        }
Beispiel #5
0
 /// <summary>
 /// Adds a closed contour to be tessellated.
 /// </summary>
 /// <param name="vertices"> Vertices of the contour. </param>
 /// <param name="forceOrientation">
 /// Orientation of the contour.
 /// <see cref="ContourOrientation.Original"/> keeps the orientation of the input vertices.
 /// <see cref="ContourOrientation.Clockwise"/> and <see cref="ContourOrientation.CounterClockwise"/>
 /// force the vertices to have a specified orientation.
 /// </param>
 public void AddContour(IList <ContourVertex> vertices, ContourOrientation forceOrientation = ContourOrientation.Original)
 {
     AddContourInternal(vertices, forceOrientation);
 }
Beispiel #6
0
 public void AddContour(ContourVertex[] vertices, ContourOrientation forceOrientation)
 {
     AddContour(vertices, vertices.Length, ContourOrientation.Original);
 }
Beispiel #7
0
        public void AddContour(ContourVertex[] vertices, ContourOrientation forceOrientation)
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }

            bool reverse = false;
            if (forceOrientation != ContourOrientation.Original)
            {
                float area = SignedArea(vertices);
                reverse = (forceOrientation == ContourOrientation.Clockwise && area < 0.0f) || (forceOrientation == ContourOrientation.CounterClockwise && area > 0.0f);
            }

            MeshUtils.Edge e = null;
            for (int i = 0; i < vertices.Length; ++i)
            {
                if (e == null)
                {
                    e = _mesh.MakeEdge();
                    _mesh.Splice(e, e._Sym);
                }
                else
                {
                    // Create a new vertex and edge which immediately follow e
                    // in the ordering around the left face.
                    _mesh.SplitEdge(e);
                    e = e._Lnext;
                }

                int index = reverse ? vertices.Length - 1 - i : i;
                // The new vertex is now e._Org.
                e._Org._coords = vertices[index].Position;
                e._Org._data = vertices[index].Data;

                // The winding of an edge says how the winding number changes as we
                // cross from the edge's right face to its left face.  We add the
                // vertices in such an order that a CCW contour will add +1 to
                // the winding number of the region inside the contour.
                e._winding = 1;
                e._Sym._winding = -1;
            }
        }