Rasagar/Library/PackageCache/com.unity.probuilder/External/Poly2Tri/P2T.cs

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2024-08-26 13:07:20 -07:00
/* Poly2Tri
* Copyright (c) 2009-2010, Poly2Tri Contributors
* http://code.google.com/p/poly2tri/
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Poly2Tri nor the names of its contributors may be
* used to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
namespace UnityEngine.ProBuilder.Poly2Tri {
static class P2T {
private static TriangulationAlgorithm _defaultAlgorithm = TriangulationAlgorithm.DTSweep;
public static void Triangulate(PolygonSet ps) {
TriangulationContext tcx = CreateContext(_defaultAlgorithm);
foreach (Polygon p in ps.Polygons) {
tcx.PrepareTriangulation(p);
Triangulate(tcx);
tcx.Clear();
}
}
public static void Triangulate(Polygon p) {
Triangulate(_defaultAlgorithm, p);
}
public static void Triangulate(ConstrainedPointSet cps) {
Triangulate(_defaultAlgorithm, cps);
}
public static void Triangulate(PointSet ps) {
Triangulate(_defaultAlgorithm, ps);
}
public static TriangulationContext CreateContext(TriangulationAlgorithm algorithm) {
switch (algorithm) {
case TriangulationAlgorithm.DTSweep:
default:
return new DTSweepContext();
}
}
public static void Triangulate(TriangulationAlgorithm algorithm, Triangulatable t) {
TriangulationContext tcx;
// long time = System.nanoTime();
tcx = CreateContext(algorithm);
tcx.PrepareTriangulation(t);
Triangulate(tcx);
// logger.info( "Triangulation of {} points [{}ms]", tcx.getPoints().size(), ( System.nanoTime() - time ) / 1e6 );
}
public static void Triangulate(TriangulationContext tcx) {
switch (tcx.Algorithm) {
case TriangulationAlgorithm.DTSweep:
default:
DTSweep.Triangulate((DTSweepContext)tcx);
break;
}
}
/// <summary>
/// Will do a warmup run to let the JVM optimize the triangulation code -- or would if this were Java --MM
/// </summary>
public static void Warmup() {
#if false
/*
* After a method is run 10000 times, the Hotspot compiler will compile
* it into native code. Periodically, the Hotspot compiler may recompile
* the method. After an unspecified amount of time, then the compilation
* system should become quiet.
*/
Polygon poly = PolygonGenerator.RandomCircleSweep2(50, 50000);
TriangulationProcess process = new TriangulationProcess();
process.triangulate(poly);
#endif
}
}
}