Provide a robust and fast tessellator (polygons with N vertices in the output) for .NET, also does triangulation.
using LibTessDotNet; using System; using System.Drawing; namespace TessExample { class Program { // The data array contains 4 values, it's the associated data of the vertices that resulted in an intersection. private static object VertexCombine(LibTessDotNet.Vec3 position, object[] data, float[] weights) { // Fetch the vertex data. var colors = new Color[] { (Color)data[0], (Color)data[1], (Color)data[2], (Color)data[3] }; // Interpolate with the 4 weights. var rgba = new float[] { (float)colors[0].R * weights[0] + (float)colors[1].R * weights[1] + (float)colors[2].R * weights[2] + (float)colors[3].R * weights[3], (float)colors[0].G * weights[0] + (float)colors[1].G * weights[1] + (float)colors[2].G * weights[2] + (float)colors[3].G * weights[3], (float)colors[0].B * weights[0] + (float)colors[1].B * weights[1] + (float)colors[2].B * weights[2] + (float)colors[3].B * weights[3], (float)colors[0].A * weights[0] + (float)colors[1].A * weights[1] + (float)colors[2].A * weights[2] + (float)colors[3].A * weights[3] }; // Return interpolated data for the new vertex. return Color.FromArgb((int)rgba[3], (int)rgba[0], (int)rgba[1], (int)rgba[2]); } static void Main(string[] args) { // Example input data in the form of a star that intersects itself. var inputData = new float[] { 0.0f, 3.0f, -1.0f, 0.0f, 1.6f, 1.9f, -1.6f, 1.9f, 1.0f, 0.0f }; // Create an instance of the tessellator. Can be reused. var tess = new LibTessDotNet.Tess(); // Construct the contour from inputData. // A polygon can be composed of multiple contours which are all tessellated at the same time. int numPoints = inputData.Length / 2; var contour = new LibTessDotNet.ContourVertex[numPoints]; for (int i = 0; i < numPoints; i++) { // NOTE : Z is here for convenience if you want to keep a 3D vertex position throughout the tessellation process but only X and Y are important. contour[i].Position = new LibTessDotNet.Vec3(inputData[i * 2], inputData[i * 2 + 1], 0); // Data can contain any per-vertex data, here a constant color. contour[i].Data = Color.Azure; } // Add the contour with a specific orientation, use "Original" if you want to keep the input orientation. tess.AddContour(contour, LibTessDotNet.ContourOrientation.Clockwise); // Tessellate! // The winding rule determines how the different contours are combined together. // See http://www.glprogramming.com/red/chapter11.html (section "Winding Numbers and Winding Rules") for more information. // If you want triangles as output, you need to use "Polygons" type as output and 3 vertices per polygon. tess.Tessellate(LibTessDotNet.WindingRule.EvenOdd, LibTessDotNet.ElementType.Polygons, 3, VertexCombine); // Same call but the last callback is optional. Data will be null because no interpolated data would have been generated. //tess.Tessellate(LibTessDotNet.WindingRule.EvenOdd, LibTessDotNet.ElementType.Polygons, 3); // Some vertices will have null Data in this case. Console.WriteLine("Output triangles:"); int numTriangles = tess.ElementCount; for (int i = 0; i < numTriangles; i++) { var v0 = tess.Vertices[tess.Elements[i * 3]].Position; var v1 = tess.Vertices[tess.Elements[i * 3 + 1]].Position; var v2 = tess.Vertices[tess.Elements[i * 3 + 2]].Position; Console.WriteLine("#{0} ({1:F1},{2:F1}) ({3:F1},{4:F1}) ({5:F1},{6:F1})", i, v0.X, v0.Y, v1.X, v1.Y, v2.X, v2.Y); } Console.ReadLine(); } } }
ElementType.BoundaryContours
, Tess.Elements
will contain a list of ranges [startVertexIndex, vertexCount]
. Those ranges are to used with Tess.Vertices
.SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) More information in LICENSE.txt.
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