feat: Initial commit
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153
Assets/Plugins/Poly2Tri/Triangulation/TriangulationConstraint.cs
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153
Assets/Plugins/Poly2Tri/Triangulation/TriangulationConstraint.cs
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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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/**
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* Forces a triangle edge between two points p and q
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* when triangulating. For example used to enforce
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* Polygon Edges during a polygon triangulation.
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*
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* @author Thomas Åhlén, thahlen@gmail.com
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*/
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using System;
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namespace Poly2Tri
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{
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public class Edge
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{
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protected Point2D mP = null;
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protected Point2D mQ = null;
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public Point2D EdgeStart { get { return mP; } set { mP= value;} }
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public Point2D EdgeEnd { get { return mQ; } set { mQ = value; } }
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public Edge() { mP = null; mQ = null; }
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public Edge(Point2D edgeStart, Point2D edgeEnd)
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{
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mP = edgeStart;
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mQ = edgeEnd;
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}
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}
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public class TriangulationConstraint : Edge
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{
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private uint mContraintCode = 0;
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public TriangulationPoint P
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{
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get { return mP as TriangulationPoint; }
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set
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{
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// Note: intentionally use != instead of !Equals() because we
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// WANT to compare pointer values here rather than VertexCode values
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if (value != null && mP != value)
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{
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mP = value;
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CalculateContraintCode();
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}
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}
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}
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public TriangulationPoint Q
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{
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get { return mQ as TriangulationPoint; }
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set
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{
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// Note: intentionally use != instead of !Equals() because we
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// WANT to compare pointer values here rather than VertexCode values
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if (value != null && mQ != value)
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{
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mQ = value;
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CalculateContraintCode();
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}
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}
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}
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public uint ConstraintCode { get { return mContraintCode; } }
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/// <summary>
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/// Give two points in any order. Will always be ordered so
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/// that q.y > p.y and q.x > p.x if same y value
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/// </summary>
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public TriangulationConstraint(TriangulationPoint p1, TriangulationPoint p2)
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{
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mP = p1;
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mQ = p2;
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if (p1.Y > p2.Y)
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{
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mQ = p1;
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mP = p2;
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}
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else if (p1.Y == p2.Y)
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{
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if (p1.X > p2.X)
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{
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mQ = p1;
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mP = p2;
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}
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else if (p1.X == p2.X)
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{
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// logger.info( "Failed to create constraint {}={}", p1, p2 );
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// throw new DuplicatePointException( p1 + "=" + p2 );
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// return;
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}
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}
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CalculateContraintCode();
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}
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public override string ToString()
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{
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return "[P=" + P.ToString() + ", Q=" + Q.ToString() + " : {" + mContraintCode.ToString() + "}]";
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}
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public void CalculateContraintCode()
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{
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mContraintCode = TriangulationConstraint.CalculateContraintCode(P, Q);
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}
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public static uint CalculateContraintCode(TriangulationPoint p, TriangulationPoint q)
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{
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if (p == null || p == null)
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{
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throw new ArgumentNullException();
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}
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uint constraintCode = MathUtil.Jenkins32Hash(BitConverter.GetBytes(p.VertexCode), 0);
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constraintCode = MathUtil.Jenkins32Hash(BitConverter.GetBytes(q.VertexCode), constraintCode);
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return constraintCode;
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}
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}
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}
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