Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

372 lines
13 KiB
C#

/* 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.
*/
/// Changes from the Java version
/// Polygon constructors sprused up, checks for 3+ polys
/// Naming of everything
/// getTriangulationMode() -> TriangulationMode { get; }
/// Exceptions replaced
/// Future possibilities
/// We have a lot of Add/Clear methods -- we may prefer to just expose the container
/// Some self-explanatory methods may deserve commenting anyways
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
namespace WPM.Poly2Tri {
public class Polygon : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint> {
// ITriangulatable Implementation
protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint> ();
public IList<TriangulationPoint> Points { get { return this; } }
protected List<DelaunayTriangle> mTriangles;
public IList<DelaunayTriangle> Triangles { get { return mTriangles; } }
public TriangulationMode TriangulationMode { get { return TriangulationMode.Polygon; } }
public string FileName { get; set; }
public bool DisplayFlipX { get; set; }
public bool DisplayFlipY { get; set; }
public float DisplayRotate { get; set; }
private double mPrecision = TriangulationPoint.kVertexCodeDefaultPrecision;
public double Precision { get { return mPrecision; } set { mPrecision = value; } }
public double MinX { get { return mBoundingBox.MinX; } }
public double MaxX { get { return mBoundingBox.MaxX; } }
public double MinY { get { return mBoundingBox.MinY; } }
public double MaxY { get { return mBoundingBox.MaxY; } }
public Rect2D Bounds { get { return mBoundingBox; } }
// Point2DList overrides
public new TriangulationPoint this [int index] {
get { return mPoints [index] as TriangulationPoint; }
set { mPoints [index] = value; }
}
// Polygon Implementation
protected List<Polygon> mHoles;
public IList<Polygon> Holes { get { return mHoles; } }
protected List<TriangulationPoint> mSteinerPoints;
protected PolygonPoint _last;
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points</param>
public Polygon (IList<PolygonPoint> points) {
if (points.Count < 3) {
Debug.Log ("Polygon has fewer than 3 points");
}
AddRange (points, WindingOrderType.Unknown);
}
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points</param>
public Polygon (IList<Vector2> points) {
int pCount = points.Count;
if (pCount < 3) {
Debug.Log ("Polygon has fewer than 3 points");
}
List<PolygonPoint> pp = new List<PolygonPoint> (pCount);
for (int k = 0; k < pCount; k++) {
pp.Add (new PolygonPoint (points [k].x, points [k].y));
}
AddRange (pp, WindingOrderType.Unknown);
}
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points.</param>
public Polygon (IEnumerable<PolygonPoint> points)
: this ((points as IList<PolygonPoint>) ?? points.ToArray ()) {
}
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points.</param>
public Polygon (params PolygonPoint[] points)
: this ((IList<PolygonPoint>)points) {
}
IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator () {
return new TriangulationPointEnumerator (mPoints);
}
public int IndexOf (TriangulationPoint p) {
return mPoints.IndexOf (p);
}
public override void Add (Point2D p) {
Add (p, -1, true);
}
public void Add (TriangulationPoint p) {
Add (p, -1, true);
}
public void Add (PolygonPoint p) {
Add (p, -1, true);
}
protected override void Add (Point2D p, int idx, bool bCalcWindingOrderAndEpsilon) {
TriangulationPoint pt = p as TriangulationPoint;
if (pt == null) {
// we only store TriangulationPoints and PolygonPoints in this class
return;
}
// do not insert duplicate points
if (mPointMap.ContainsKey (pt.VertexCode)) {
return;
}
mPointMap.Add (pt.VertexCode, pt);
base.Add (p, idx, bCalcWindingOrderAndEpsilon);
PolygonPoint pp = p as PolygonPoint;
if (pp != null) {
pp.Previous = _last;
if (_last != null) {
pp.Next = _last.Next;
_last.Next = pp;
}
_last = pp;
}
return;
}
public void AddRange (IList<PolygonPoint> points, Point2DList.WindingOrderType windingOrder) {
if (points == null || points.Count < 1) {
return;
}
if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0) {
mWindingOrder = windingOrder;
}
int numPoints = points.Count;
bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
for (int i = 0; i < numPoints; ++i) {
int idx = i;
if (bReverseReadOrder) {
idx = numPoints - i - 1;
}
Add (points [idx], -1, false);
}
if (mWindingOrder == WindingOrderType.Unknown) {
mWindingOrder = CalculateWindingOrder ();
}
mEpsilon = CalculateEpsilon ();
}
public void AddRange (IList<TriangulationPoint> points, Point2DList.WindingOrderType windingOrder) {
if (points == null || points.Count < 1) {
return;
}
if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0) {
mWindingOrder = windingOrder;
}
int numPoints = points.Count;
bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
for (int i = 0; i < numPoints; ++i) {
int idx = i;
if (bReverseReadOrder) {
idx = numPoints - i - 1;
}
Add (points [idx], -1, false);
}
if (mWindingOrder == WindingOrderType.Unknown) {
mWindingOrder = CalculateWindingOrder ();
}
mEpsilon = CalculateEpsilon ();
}
public void Insert (int idx, TriangulationPoint p) {
Add (p, idx, true);
}
public bool Remove (TriangulationPoint p) {
return base.Remove (p);
}
/// <summary>
/// Removes a point from the polygon. Note this can be a somewhat expensive operation
/// as it must recalculate the bounding area from scratch.
/// </summary>
/// <param name="p"></param>
public void RemovePoint (PolygonPoint p) {
PolygonPoint next, prev;
next = p.Next;
prev = p.Previous;
prev.Next = next;
next.Previous = prev;
mPoints.Remove (p);
mBoundingBox.Clear ();
foreach (PolygonPoint tmp in mPoints) {
mBoundingBox.AddPoint (tmp);
}
}
public bool Contains (TriangulationPoint p) {
return mPoints.Contains (p);
}
public void CopyTo (TriangulationPoint[] array, int arrayIndex) {
int numElementsToCopy = Math.Min (Count, array.Length - arrayIndex);
for (int i = 0; i < numElementsToCopy; ++i) {
array [arrayIndex + i] = mPoints [i] as TriangulationPoint;
}
}
public void AddSteinerPoint (TriangulationPoint point) {
if (mSteinerPoints == null) {
mSteinerPoints = new List<TriangulationPoint> ();
}
mSteinerPoints.Add (point);
}
public void AddSteinerPoints (List<TriangulationPoint> points) {
if (mSteinerPoints == null) {
mSteinerPoints = new List<TriangulationPoint> ();
}
mSteinerPoints.AddRange (points);
}
public void ClearSteinerPoints () {
if (mSteinerPoints != null) {
mSteinerPoints.Clear ();
}
}
/// <summary>
/// Add a hole to the polygon.
/// </summary>
/// <param name="poly">A subtraction polygon fully contained inside this polygon.</param>
public void AddHole (Polygon poly) {
if (mHoles == null) {
mHoles = new List<Polygon> ();
}
mHoles.Add (poly);
// XXX: tests could be made here to be sure it is fully inside
// addSubtraction( poly.getPoints() );
}
public void AddTriangle (DelaunayTriangle t) {
mTriangles.Add (t);
}
public void AddTriangles (IEnumerable<DelaunayTriangle> list) {
mTriangles.AddRange (list);
}
public void ClearTriangles () {
if (mTriangles != null) {
mTriangles.Clear ();
}
}
public bool IsPointInside (TriangulationPoint p) {
return PolygonUtil.PointInPolygon2D (this, p);
}
/// <summary>
/// Creates constraints and populates the context with points
/// </summary>
/// <param name="tcx">The context</param>
public void Prepare (TriangulationContext tcx) {
if (mTriangles == null) {
mTriangles = new List<DelaunayTriangle> (mPoints.Count);
} else {
mTriangles.Clear ();
}
// Outer constraints
int pCount = mPoints.Count - 1;
for (int i = 0; i < pCount; i++) {
//tcx.NewConstraint(mPoints[i], mPoints[i + 1]);
tcx.NewConstraint (this [i], this [i + 1]);
}
tcx.NewConstraint (this [Count - 1], this [0]); // Changed by Kronnect Games
// tcx.NewConstraint (this [0], this [Count - 1]);
tcx.Points.AddRange (this);
// Hole constraints
if (mHoles != null) {
foreach (Polygon p in mHoles) {
int mPointsCount = p.mPoints.Count - 1;
for (int i = 0; i < mPointsCount; i++) {
tcx.NewConstraint (p [i], p [i + 1]);
}
tcx.NewConstraint (p [p.Count - 1], p [0]); // Changed by Kronnect Games
// tcx.NewConstraint (p [0], p [p.Count - 1]);
tcx.Points.AddRange (p);
}
}
if (mSteinerPoints != null) {
tcx.Points.AddRange (mSteinerPoints);
}
}
}
}