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79 行
1.7 KiB
79 行
1.7 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.DemoTeam.DigitalHuman
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{
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public class MeshIslands
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{
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public int[] vertexIsland;
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public int vertexCount;
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public LinkedIndexListArray islandVertices;
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public int islandCount;
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public MeshIslands(MeshAdjacency meshAdjacency)
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{
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LoadFrom(meshAdjacency);
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}
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public void LoadFrom(MeshAdjacency meshAdjacency)
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{
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vertexCount = meshAdjacency.vertexCount;
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ArrayUtils.ResizeCheckedIfLessThan(ref vertexIsland, vertexCount);
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islandCount = 0;
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islandVertices.Allocate(vertexCount, vertexCount);
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for (int i = 0; i != vertexCount; i++)
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{
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vertexIsland[i] = i;
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islandVertices.Append(i, i);
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}
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for (int i = 0; i != vertexCount; i++)
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{
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foreach (int j in meshAdjacency.vertexVertices[i])
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{
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int islandA = vertexIsland[i];
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int islandB = vertexIsland[j];
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if (islandB != islandA)
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{
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// update vertex->island lookup
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foreach (int vertex in islandVertices[islandB])
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{
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vertexIsland[vertex] = islandA;
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}
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// move adjacent island
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islandVertices.AppendMove(islandA, islandB);
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}
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}
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}
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// remove empty islands
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for (int i = 0; i != vertexCount; i++)
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{
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if (islandVertices.lists[i].size != 0)
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islandVertices.lists[islandCount++] = islandVertices.lists[i];
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}
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for (int i = islandCount; i != vertexCount; i++)
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{
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islandVertices.lists[i].head = -1;
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islandVertices.lists[i].size = 0;
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}
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// update vertex->island lookup
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for (int i = 0; i != islandCount; i++)
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{
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foreach (int vertex in islandVertices[i])
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{
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vertexIsland[vertex] = i;
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}
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}
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}
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}
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}
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