private void AddSentinel(float smin, float smax, float t) { MeshUtils.Edge edge = _mesh.MakeEdge(); edge._Org._s = smax; edge._Org._t = t; edge._Dst._s = smin; edge._Dst._t = t; _event = edge._Dst; ActiveRegion activeRegion = new ActiveRegion(); activeRegion._eUp = edge; activeRegion._windingNumber = 0; activeRegion._inside = false; activeRegion._fixUpperEdge = false; activeRegion._sentinel = true; activeRegion._dirty = false; activeRegion._nodeUp = _dict.Insert(activeRegion); }
private void AddContourInternal(IList <ContourVertex> vertices, ContourOrientation forceOrientation) { if (_mesh == null) { _mesh = _pool.Get <Mesh>(); } bool reverse = false; if (forceOrientation != ContourOrientation.Original) { var area = SignedArea(vertices); reverse = (forceOrientation == ContourOrientation.Clockwise && area < new DeterministicFloat(0)) || (forceOrientation == ContourOrientation.CounterClockwise && area > new DeterministicFloat(0)); } MeshUtils.Edge e = null; for (int i = 0; i < vertices.Count; ++i) { if (e == null) { e = _mesh.MakeEdge(_pool); _mesh.Splice(_pool, e, e._Sym); } else { // Create a new vertex and edge which immediately follow e // in the ordering around the left face. _mesh.SplitEdge(_pool, e); e = e._Lnext; } int index = reverse ? vertices.Count - 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; } }
public void AddContour(ContourVertex[] vertices, int count, ContourOrientation forceOrientation) { if (_mesh == null) { _mesh = new Mesh(); } bool reverse = false; if (forceOrientation != ContourOrientation.Original) { float area = SignedArea(vertices, count); reverse = (forceOrientation == ContourOrientation.Clockwise && area < 0.0f) || (forceOrientation == ContourOrientation.CounterClockwise && area > 0.0f); } MeshUtils.Edge e = null; for (int i = 0; i < count; ++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 ? count - 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; } }