103 lines
3.6 KiB
C#
103 lines
3.6 KiB
C#
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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namespace UnityEngine.ProBuilder.Poly2Tri {
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static class P2T {
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private static TriangulationAlgorithm _defaultAlgorithm = TriangulationAlgorithm.DTSweep;
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public static void Triangulate(PolygonSet ps) {
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TriangulationContext tcx = CreateContext(_defaultAlgorithm);
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foreach (Polygon p in ps.Polygons) {
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tcx.PrepareTriangulation(p);
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Triangulate(tcx);
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tcx.Clear();
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}
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}
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public static void Triangulate(Polygon p) {
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Triangulate(_defaultAlgorithm, p);
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}
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public static void Triangulate(ConstrainedPointSet cps) {
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Triangulate(_defaultAlgorithm, cps);
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}
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public static void Triangulate(PointSet ps) {
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Triangulate(_defaultAlgorithm, ps);
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}
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public static TriangulationContext CreateContext(TriangulationAlgorithm algorithm) {
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switch (algorithm) {
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case TriangulationAlgorithm.DTSweep:
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default:
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return new DTSweepContext();
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}
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}
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public static void Triangulate(TriangulationAlgorithm algorithm, Triangulatable t) {
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TriangulationContext tcx;
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// long time = System.nanoTime();
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tcx = CreateContext(algorithm);
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tcx.PrepareTriangulation(t);
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Triangulate(tcx);
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// logger.info( "Triangulation of {} points [{}ms]", tcx.getPoints().size(), ( System.nanoTime() - time ) / 1e6 );
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}
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public static void Triangulate(TriangulationContext tcx) {
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switch (tcx.Algorithm) {
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case TriangulationAlgorithm.DTSweep:
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default:
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DTSweep.Triangulate((DTSweepContext)tcx);
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break;
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}
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}
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/// <summary>
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/// Will do a warmup run to let the JVM optimize the triangulation code -- or would if this were Java --MM
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/// </summary>
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public static void Warmup() {
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#if false
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/*
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* After a method is run 10000 times, the Hotspot compiler will compile
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* it into native code. Periodically, the Hotspot compiler may recompile
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* the method. After an unspecified amount of time, then the compilation
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* system should become quiet.
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*/
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Polygon poly = PolygonGenerator.RandomCircleSweep2(50, 50000);
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TriangulationProcess process = new TriangulationProcess();
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process.triangulate(poly);
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#endif
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}
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}
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}
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