internal static void AdjustWinding(Vector2[] vertices, UInt16[] indices, WindingDir dir)
        {
            bool shouldFlip = false;
            var  length     = indices.Length;

            for (int i = 0; i < (length - 2); i += 3)
            {
                var   v0  = (Vector3)vertices[indices[i]];
                var   v1  = (Vector3)vertices[indices[i + 1]];
                var   v2  = (Vector3)vertices[indices[i + 2]];
                var   s   = (v1 - v0).normalized;
                var   t   = (v2 - v0).normalized;
                float dot = Vector3.Dot(s, t);
                if (s == Vector3.zero || t == Vector3.zero || dot > 0.9999f || dot < -0.9999f)
                {
                    continue;
                }
                var n = Vector3.Cross(s, t);
                if (n.sqrMagnitude < 0.0001f)
                {
                    continue;
                }
                shouldFlip = dir == WindingDir.CCW ? n.z <0.0f : n.z> 0.0f;
                break;
            }
            if (shouldFlip)
            {
                for (int i = 0; i < (length - 2); i += 3)
                {
                    var tmp = indices[i];
                    indices[i]     = indices[i + 1];
                    indices[i + 1] = tmp;
                }
            }
        }
Пример #2
0
            public bool IsWellFormed(WindingDir correctDir)
            {
                if (loop.Winding == correctDir)
                {
                    WindingDir nextDir = (correctDir == WindingDir.ccw) ? WindingDir.cw : WindingDir.ccw;

                    foreach (PolygonNode n in children)
                    {
                        if (!n.IsWellFormed(nextDir))
                        {
                            return(false);
                        }
                    }

                    return(true);
                }
                else
                {
                    return(false);
                }
            }