private static int AddCrossPoint(IndexedVerticesOffset vertexPack, Vector2[] vertices2d, VerticesOffset maskPack, Vector2[] mask2d, System.Func <UIVertex, UIVertex, UIVertex> blend)
        {
            var result = 0;

            for (int i = 0, iMax = 3; i < iMax; ++i)
            {
                var iNext = i + 1;
                if (iMax <= iNext)
                {
                    iNext = 0;
                }
                for (int k = 0, kMax = 3; k < kMax; ++k)
                {
                    var kNext = k + 1;
                    if (kMax <= kNext)
                    {
                        kNext = 0;
                    }

                    var crossPoint = GetCrossPointWithoutPoint(vertexPack.vertices[vertexPack.indices[vertexPack.start + i]]
                                                               , vertexPack.vertices[vertexPack.indices[vertexPack.start + iNext]]
                                                               , maskPack.vertices[maskPack.start + k]
                                                               , maskPack.vertices[maskPack.start + kNext]
                                                               , blend
                                                               );
                    if (crossPoint.HasValue)
                    {
                        vertexPack.indices.Add(vertexPack.vertices.Count);
                        vertexPack.vertices.Add(crossPoint.Value);
                        ++result;
                    }
                }
            }
            return(result);
        }
        public static void Intersect(List <UIVertex> vertices, List <int> indices, List <UIVertex> mask, System.Func <UIVertex, UIVertex, UIVertex> blend)
        {
            var indicesOriginalCount = indices.Count;

            var pertexPack = new IndexedVerticesOffset(vertices, indices);
            var maskPack   = new VerticesOffset(mask);
            var vertices2d = new Vector2[3];
            var mask2d     = new Vector2[3];

            for (int m = 0, mMax = maskPack.vertices.Count; m < mMax; m += 3)
            {
                for (int k = 0, kMax = 3; k < kMax; ++k)
                {
                    mask2d[k] = maskPack.vertices[m + k].position;
                }
                maskPack.start = m;
                if (!IsDegeneracy(mask2d))
                {
                    for (int i = 0, iMax = indicesOriginalCount; i < iMax; i += 3)
                    {
                        for (int k = 0, kMax = 3; k < kMax; ++k)
                        {
                            vertices2d[k] = pertexPack.vertices[pertexPack.indices[i + k]].position;
                        }
                        if (!IsDegeneracy(vertices2d))
                        {
                            pertexPack.start = i;
                            MaskTriangles(pertexPack, vertices2d, maskPack, mask2d, blend);
                        }
                    }
                }
            }

            indices.RemoveRange(0, indicesOriginalCount);
        }
Example #3
0
        private static void MaskTriangles(IndexedVerticesOffset vertexPack, Vector2[] vertices2d, VerticesOffset maskPack, Vector2[] mask2d)
        {
            var indicesBaseCount = vertexPack.indices.Count;
            var addCount         = AddContainsVertex(vertexPack, vertices2d, maskPack, mask2d);

            if (addCount == 3)
            {
                return;
            }
            addCount += AddContainsMask(vertexPack, vertices2d, maskPack, mask2d);
            addCount += AddCrossPoint(vertexPack, vertices2d, maskPack, mask2d);
            if ((3 < addCount) && (addCount <= 6))
            {
                var center = Vector2.zero;
                foreach (var position in vertices2d)
                {
                    center.x += position.x;
                    center.y += position.y;
                }
                center *= 1.0f / 3.0f;

                vertexPack.indices.Sort(indicesBaseCount, addCount, new CounterClockWiseUIVertex(vertexPack.vertices, center));
                vertexPack.indices.AddRange(k_SmallConvexHullVertexIndices[addCount - 4].Select(x => vertexPack.indices[indicesBaseCount + x]));
            }
            else if ((addCount == 0) || (addCount == 3))
            {
                return;
            }
            vertexPack.indices.RemoveRange(indicesBaseCount, addCount);
        }
        private static UIVertex PickupUIVertexFromTriangle(Vector2 pickupPosition, IndexedVerticesOffset vertexPack, Vector2[] vertices2d)
        {
            var inverseArea = 1.0f / GetAreaOfTriangle(vertices2d[0], vertices2d[1], vertices2d[2]);
            var vertices    = vertexPack.GetEnumerable();
            var weights     = new Array3 <float>(GetAreaOfTriangle(pickupPosition, vertices2d[1], vertices2d[2]) * inverseArea
                                                 , GetAreaOfTriangle(vertices2d[0], pickupPosition, vertices2d[2]) * inverseArea
                                                 , GetAreaOfTriangle(vertices2d[0], vertices2d[1], pickupPosition) * inverseArea
                                                 ).GetEnumerable();
            var result = WeightedAverage(vertices, weights);

            return(result);
        }
        private static int AddContainsMask(IndexedVerticesOffset vertexPack, Vector2[] vertices2d, VerticesOffset maskPack, Vector2[] mask2d, System.Func <UIVertex, UIVertex, UIVertex> blend)
        {
            var result = 0;

            for (int i = 0, iMax = 3; i < iMax; ++i)
            {
                if (ContainsInConvexHull(vertices2d, mask2d[i]))
                {
                    var vertex = PickupUIVertexFromTriangle(mask2d[i], vertexPack, vertices2d);
                    vertexPack.indices.Add(vertexPack.vertices.Count);
                    vertexPack.vertices.Add(blend(vertex, maskPack.vertices[maskPack.start + i]));
                    ++result;
                }
            }
            return(result);
        }
Example #6
0
        private static int AddContainsVertex(IndexedVerticesOffset vertexPack, Vector2[] vertices2d, VerticesOffset maskPack, Vector2[] mask2d)
        {
            var result = 0;

            for (int i = 0, iMax = 3; i < iMax; ++i)
            {
                if (ContainsInConvexHull(mask2d, vertices2d[i]))
                {
                    vertexPack.indices.Add(vertexPack.vertices.Count);
                    var vertex     = vertexPack.vertices[vertexPack.indices[vertexPack.start + i]];
                    var maskVertex = PickupUIVertexFromTriangle(vertex.position, maskPack, mask2d);
                    vertexPack.vertices.Add(MultiplyVertexColor(vertex, maskVertex));
                    ++result;
                }
            }
            return(result);
        }
        private static void MaskTriangles(IndexedVerticesOffset vertexPack, Vector2[] vertices2d, VerticesOffset maskPack, Vector2[] mask2d, System.Func <UIVertex, UIVertex, UIVertex> blend)
        {
            var indicesBaseCount = vertexPack.indices.Count;
            var addCount         = AddContainsVertex(vertexPack, vertices2d, maskPack, mask2d, blend);

            if (addCount == 3)
            {
                return;
            }
            addCount += AddContainsMask(vertexPack, vertices2d, maskPack, mask2d, blend);
            addCount += AddCrossPoint(vertexPack, vertices2d, maskPack, mask2d, blend);
            if (3 < addCount)
            {
                var center    = Vector2.zero;
                var positions = Enumerable.Range(indicesBaseCount, addCount)
                                .Select(x => (Vector2)vertexPack.vertices[vertexPack.indices[x]].position);
                foreach (var position in positions)
                {
                    center.x += position.x;
                    center.y += position.y;
                }
                center *= 1.0f / addCount;

                vertexPack.indices.Sort(indicesBaseCount, addCount, new CounterClockWiseUIVertex(vertexPack.vertices, center));
                for (var i = 2; i < addCount; ++i)
                {
                    vertexPack.indices.Add(vertexPack.indices[indicesBaseCount + 0]);
                    vertexPack.indices.Add(vertexPack.indices[indicesBaseCount + i - 1]);
                    vertexPack.indices.Add(vertexPack.indices[indicesBaseCount + i]);
                }
            }
            else if ((addCount == 0) || (addCount == 3))
            {
                return;
            }
            vertexPack.indices.RemoveRange(indicesBaseCount, addCount);
        }