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Tessellator.cs
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Tessellator.cs
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using ProceduralToolkit.LibTessDotNet;
using System.Collections.Generic;
using UnityEngine;
using Mesh = UnityEngine.Mesh;
namespace ProceduralToolkit
{
/// <summary>
/// LibTessDotNet wrapper
/// </summary>
public class Tessellator
{
/// <summary>
/// If true, will remove empty (zero area) polygons.
/// </summary>
public bool removeEmptyPolygons
{
get => tess.NoEmptyPolygons;
set => tess.NoEmptyPolygons = value;
}
/// <summary>
/// Vertices of the tessellated mesh.
/// </summary>
public ContourVertex[] vertices => tess.Vertices;
/// <summary>
/// Number of vertices in the tessellated mesh.
/// </summary>
public int vertexCount => tess.VertexCount;
/// <summary>
/// Indices of the tessellated mesh. See <see cref="ElementType"/> for details on data layout.
/// </summary>
public int[] indices => tess.Elements;
/// <summary>
/// Number of elements in the tessellated mesh.
/// </summary>
public int indexCount => tess.ElementCount;
private readonly Tess tess = new Tess {NoEmptyPolygons = true};
/// <summary>
/// Adds a closed contour to be tessellated.
/// </summary>
/// <param name="vertices"> Vertices of the contour. </param>
/// <param name="forceOrientation">
/// Orientation of the contour.
/// <see cref="ContourOrientation.Original"/> keeps the orientation of the input vertices.
/// <see cref="ContourOrientation.Clockwise"/> and <see cref="ContourOrientation.CounterClockwise"/>
/// force the vertices to have a specified orientation.
/// </param>
public void AddContour(IList<Vector2> vertices, ContourOrientation forceOrientation = ContourOrientation.Original)
{
var contour = new ContourVertex[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
{
Vector2 vertex = vertices[i];
contour[i].Position = new Vec3(vertex.x, vertex.y, 0);
}
tess.AddContour(contour, forceOrientation);
}
/// <summary>
/// Adds a closed contour to be tessellated.
/// </summary>
/// <param name="vertices"> Vertices of the contour. </param>
/// <param name="forceOrientation">
/// Orientation of the contour.
/// <see cref="ContourOrientation.Original"/> keeps the orientation of the input vertices.
/// <see cref="ContourOrientation.Clockwise"/> and <see cref="ContourOrientation.CounterClockwise"/>
/// force the vertices to have a specified orientation.
/// </param>
public void AddContour(IList<Vector3> vertices, ContourOrientation forceOrientation = ContourOrientation.Original)
{
var contour = new ContourVertex[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
{
Vector3 vertex = vertices[i];
contour[i].Position = new Vec3(vertex.x, vertex.y, vertex.z);
}
tess.AddContour(contour, forceOrientation);
}
/// <summary>
/// Adds a closed contour to be tessellated.
/// </summary>
/// <param name="vertices"> Vertices of the contour. </param>
/// <param name="forceOrientation">
/// Orientation of the contour.
/// <see cref="ContourOrientation.Original"/> keeps the orientation of the input vertices.
/// <see cref="ContourOrientation.Clockwise"/> and <see cref="ContourOrientation.CounterClockwise"/>
/// force the vertices to have a specified orientation.
/// </param>
public void AddContour(IList<ContourVertex> vertices, ContourOrientation forceOrientation = ContourOrientation.Original)
{
tess.AddContour(vertices, forceOrientation);
}
/// <summary>
/// Tessellates the input contours.
/// </summary>
/// <param name="windingRule"> Winding rule used for tessellation. See <see cref="WindingRule"/> for details. </param>
/// <param name="elementType"> Tessellation output type. See <see cref="ElementType"/> for details. </param>
/// <param name="polySize"> Number of vertices per polygon if output is polygons. </param>
/// <param name="combineCallback"> Interpolator used to determine the data payload of generated vertices. </param>
/// <param name="normal"> Normal of the input contours. If set to zero, the normal will be calculated during tessellation. </param>
public void Tessellate(WindingRule windingRule = WindingRule.EvenOdd, ElementType elementType = ElementType.Polygons, int polySize = 3,
CombineCallback combineCallback = null, Vector3 normal = new Vector3())
{
tess.Tessellate(windingRule, elementType, polySize, combineCallback, new Vec3(normal.x, normal.y, normal.z));
}
/// <summary>
/// Converts the tessellated mesh to MeshDraft.
/// </summary>
public MeshDraft ToMeshDraft()
{
var draft = new MeshDraft();
for (int i = 0; i < vertexCount; i++)
{
Vec3 vertex = vertices[i].Position;
draft.vertices.Add(new Vector3(vertex.X, vertex.Y, vertex.Z));
}
draft.triangles.AddRange(indices);
return draft;
}
/// <summary>
/// Converts the tessellated mesh to MeshDraft.
/// </summary>
public void ToMeshDraft(ref MeshDraft draft)
{
draft.vertices.Clear();
draft.triangles.Clear();
for (int i = 0; i < vertexCount; i++)
{
Vec3 vertex = vertices[i].Position;
draft.vertices.Add(new Vector3(vertex.X, vertex.Y, vertex.Z));
}
draft.triangles.AddRange(indices);
}
/// <summary>
/// Converts the tessellated mesh to Mesh.
/// </summary>
public Mesh ToMesh()
{
return ToMeshDraft().ToMesh();
}
/// <summary>
/// Converts the tessellated mesh to Mesh.
/// </summary>
public void ToMesh(ref Mesh mesh)
{
ToMeshDraft().ToMesh(ref mesh);
}
}
}