Example #1
0
        public void Subdivide(ITriangulator triangulator, float largestAreaFactor, float areaThreshold)
        {
            Debug.Assert(spriteMeshData != null);
            Debug.Assert(triangulator != null);

            m_VerticesTemp.Clear();
            m_EdgesTemp.Clear();
            m_EdgesTemp.AddRange(spriteMeshData.edges);

            for (int i = 0; i < spriteMeshData.vertexCount; ++i)
            {
                m_VerticesTemp.Add(spriteMeshData.GetPosition(i));
            }

            try
            {
                var indices = new List <int>();

                triangulator.Tessellate(0f, 0f, 0f, largestAreaFactor, areaThreshold, 100, m_VerticesTemp, m_EdgesTemp, indices);

                spriteMeshData.Clear();

                for (int i = 0; i < m_VerticesTemp.Count; ++i)
                {
                    spriteMeshData.AddVertex(m_VerticesTemp[i], default(BoneWeight));
                }

                spriteMeshData.edges.AddRange(m_EdgesTemp);
                spriteMeshData.indices.AddRange(indices);
            }
            catch (Exception)
            {
            }
        }
Example #2
0
        public static void Subdivide(this SpriteMeshData spriteMeshData, ITriangulator triangulator, float largestAreaFactor)
        {
            Debug.Assert(triangulator != null);

            m_VerticesTemp.Clear();

            for (int i = 0; i < spriteMeshData.vertices.Count; ++i)
            {
                m_VerticesTemp.Add(spriteMeshData.vertices[i].position);
            }

            triangulator.Tessellate(0f, 0f, 0f, largestAreaFactor, 100, m_VerticesTemp, spriteMeshData.edges, spriteMeshData.indices);

            spriteMeshData.vertices.Clear();
            for (int i = 0; i < m_VerticesTemp.Count; ++i)
            {
                spriteMeshData.vertices.Add(new Vertex2D(m_VerticesTemp[i]));
            }
        }