예제 #1
0
 public void AddContour(ContourVertex[] vertices)
 {
     AddContour(vertices, ContourOrientation.Original);
 }
예제 #2
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;
            }
        }
예제 #3
0
        private float SignedArea(ContourVertex[] vertices)
        {
            float area = 0.0f;

            for (int i = 0; i < vertices.Length; i++)
            {
                var v0 = vertices [i];
                var v1 = vertices [(i + 1) % vertices.Length];

                area += v0.Position.X * v1.Position.Y;
                area -= v0.Position.Y * v1.Position.X;
            }

            return area * 0.5f;
        }