evershade/Packages/super-tiled2unity.v2.2.0/Editor/Collision/Geometry/PolygonEdgeGroup.cs

50 lines
1.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace SuperTiled2Unity.Editor.Geometry
{
// Keeps a collection of polygon edges that are shared bewteen two polygons
// Assumes that all polygons have CCW winding to them
public class PolygonEdgeGroup
{
public List<PolygonEdge> PolygonEdges { get; set; }
public void Initialize(List<Vector2[]> polygons)
{
this.PolygonEdges = new List<PolygonEdge>();
int polygonId = 0;
foreach (var polygon in polygons)
{
// Our polygon will be added to each edge
CompositionPolygon compPolygon = new CompositionPolygon(polygon, polygonId++);
// Process all edges of the polygon
for (int p = polygon.Length - 1, q = 0; q < polygon.Length; p = q++)
{
Vector2 P = polygon[p];
Vector2 Q = polygon[q];
// The clockwise edge may already exist if it was added by an earlier polygon as the counter-clockwise edge
// If so, add this polygon as the CW partner of that edge
PolygonEdge edge = this.PolygonEdges.FirstOrDefault(e => e.P == Q && e.Q == P);
if (edge != null)
{
// Add ourselves as the Minor/CW partner
edge.AssignMinorPartner(compPolygon);
compPolygon.AddEdge(edge);
}
else
{
// If this edge is new to the collection then add it with this polygon being the CCW partner
PolygonEdge newEdge = new PolygonEdge(compPolygon, p);
compPolygon.AddEdge(newEdge);
this.PolygonEdges.Add(newEdge);
}
}
}
}
}
}