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122 lines
3.2 KiB
C#

namespace Mapbox.Unity.MeshGeneration.Modifiers
{
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.MeshGeneration.Data;
using Assets.Mapbox.Unity.MeshGeneration.Modifiers.MeshModifiers;
using System;
/// <summary>
/// Polygon modifier creates the polygon (vertex&triangles) using the original vertex list.
/// Currently uses Triangle.Net for triangulation, which occasionally adds extra vertices to maintain a good triangulation so output vertex list might not be exactly same as the original vertex list.
/// </summary>
[CreateAssetMenu(menuName = "Mapbox/Modifiers/Polygon Mesh Modifier")]
public class PolygonMeshModifier : MeshGenerationBase
{
public override ModifierType Type { get { return ModifierType.Preprocess; } }
public bool IsClockwise(IList<Vector3> vertices)
{
double sum = 0.0;
_counter = vertices.Count;
for (int i = 0; i < _counter; i++)
{
_v1 = vertices[i];
_v2 = vertices[(i + 1) % _counter];
sum += (_v2.x - _v1.x) * (_v2.z + _v1.z);
}
return sum > 0.0;
}
private int _counter, _secondCounter;
private Vector3 _v1, _v2;
public override void Run(VectorFeatureUnity feature, MeshData md, UnityTile tile = null)
{
if(Criteria!=null && Criteria.Count > 0)
{
foreach(var criterion in Criteria)
{
if(criterion.ShouldReplaceFeature(feature))
{
return;
}
}
}
_secondCounter = feature.Points.Count;
var subset = new List<List<Vector3>>(_secondCounter);
Data flatData = null;
List<int> result = null;
var currentIndex = 0;
int vertCount = 0, c2 = 0;
List<int> triList = null;
List<Vector3> sub = null;
for (int i = 0; i < _secondCounter; i++)
{
sub = feature.Points[i];
//earcut is built to handle one polygon with multiple holes
//point data can contain multiple polygons though, so we're handling them separately here
vertCount = md.Vertices.Count;
if (IsClockwise(sub) && vertCount > 0)
{
flatData = EarcutLibrary.Flatten(subset);
result = EarcutLibrary.Earcut(flatData.Vertices, flatData.Holes, flatData.Dim);
c2 = result.Count;
if (triList == null)
{
triList = new List<int>(c2);
}
else
{
triList.Capacity = triList.Count + c2;
}
for (int j = 0; j < c2; j++)
{
triList.Add(result[j] + currentIndex);
}
currentIndex = vertCount;
subset.Clear();
}
subset.Add(sub);
c2 = sub.Count;
md.Vertices.Capacity = md.Vertices.Count + c2;
md.Normals.Capacity = md.Normals.Count + c2;
md.Edges.Capacity = md.Edges.Count + c2 * 2;
for (int j = 0; j < c2; j++)
{
md.Edges.Add(vertCount + ((j+ 1) % c2));
md.Edges.Add(vertCount + j);
md.Vertices.Add(sub[j]);
md.Tangents.Add(Constants.Math.Vector3Forward);
md.Normals.Add(Constants.Math.Vector3Up);
}
}
flatData = EarcutLibrary.Flatten(subset);
result = EarcutLibrary.Earcut(flatData.Vertices, flatData.Holes, flatData.Dim);
c2 = result.Count;
if (triList == null)
{
triList = new List<int>(c2);
}
else
{
triList.Capacity = triList.Count + c2;
}
for (int i = 0; i < c2; i++)
{
triList.Add(result[i] + currentIndex);
}
md.Triangles.Add(triList);
}
}
}