/* 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. */ using System.Collections.Generic; namespace UnityEngine.ProBuilder.Poly2Tri { abstract class TriangulationContext { public TriangulationDebugContext DebugContext { get; protected set; } public readonly List Triangles = new List(); public readonly List Points = new List(); public TriangulationMode TriangulationMode { get; protected set; } public Triangulatable Triangulatable { get; private set; } public int StepCount { get; private set; } public void Done() { StepCount++; } public abstract TriangulationAlgorithm Algorithm { get; } public virtual void PrepareTriangulation(Triangulatable t) { Triangulatable = t; TriangulationMode = t.TriangulationMode; t.Prepare(this); } public abstract TriangulationConstraint NewConstraint(TriangulationPoint a, TriangulationPoint b); public void Update(string message) {} public virtual void Clear() { Points.Clear(); if (DebugContext != null) DebugContext.Clear(); StepCount = 0; } public virtual bool IsDebugEnabled { get; protected set; } public DTSweepDebugContext DTDebugContext { get { return DebugContext as DTSweepDebugContext; } } } }