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PolyShape.cs
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PolyShape.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UShape
{
public struct Point
{
public Vector2 position;
public Vector2 normal;
}
public class PolyShape
{
Triangulator triangulator = new Triangulator();
private bool dirtyTris = true;
private bool dirtyPath = true;
public List<Vector2> normals = new List<Vector2>();
public List<Vector2> positions = new List<Vector2>();
public List<int> Trises
{
get
{
if (dirtyTris)
{
trises.Clear();
triangulator.Triangulate(positions, trises);
dirtyTris = false;
}
return trises;
}
}
private List<int> trises = new List<int>();
public float Length { get; private set; }
public List<float> Path
{
get
{
if (dirtyPath)
{
CalcPath();
}
return path;
}
}
private List<float> path = new List<float>();
public Point this[int i]
{
get
{
return new Point() { position = positions[i], normal = normals[i] };
}
}
public int Count
{
get
{
return positions.Count;
}
}
public void Clear()
{
normals.Clear();
positions.Clear();
dirtyTris = true;
}
public void Add(Point point)
{
Add(point.position, point.normal);
}
public void Add(Vector2 point, Vector2 normal)
{
positions.Add(point);
normals.Add(normal);
dirtyTris = true;
dirtyPath = true;
}
public bool TryAddPoint(Point point)
{
return TryAddPoint(point.position, point.normal);
}
public bool TryAddPoint(Vector2 point, Vector2 normal)
{
dirtyTris = true;
dirtyPath = true;
if (positions.Count == 0)
{
Add(point, normal);
return true;
}
var lastPoint = positions[positions.Count - 1];
if (Vector2.SqrMagnitude(lastPoint - point) < Mathf.Epsilon)
{
normals[positions.Count - 1] = normal;
return false;
}
Add(point, normal);
return true;
}
private void CalcPath()
{
path.Clear();
var p = 0f;
path.Add(0);
for (int i = 1; i < positions.Count; i++)
{
var p1 = positions[i - 1];
var p2 = positions[i];
p += Vector2.Distance(p1, p2);
path.Add(p);
}
Length = Vector2.Distance(positions[0], positions[Count - 1]) + p;
dirtyPath = false;
}
}
}