using Unity.Collections;
using Unity.Collections.NotBurstCompatible;
using Unity.Mathematics;
namespace UnityEngine.U2D.Animation
{
internal static class MeshUtilities
{
///
/// Get the outline edges from a set of indices.
/// This method expects the index array to be laid out with one triangle for every 3 indices.
/// E.g. triangle 0: index 0 - 2, triangle 1: index 3 - 5, etc.
///
public static int2[] GetOutlineEdges(in int[] indices)
{
var edges = new NativeHashMap(indices.Length / 3, Allocator.Persistent);
for (var i = 0; i < indices.Length; i += 3)
{
var i0 = indices[i];
var i1 = indices[i + 1];
var i2 = indices[i + 2];
var edge0 = new int2(i0, i1);
var edge1 = new int2(i1, i2);
var edge2 = new int2(i2, i0);
AddToEdgeMap(edge0, ref edges);
AddToEdgeMap(edge1, ref edges);
AddToEdgeMap(edge2, ref edges);
}
#if COLLECTIONS_2_0_OR_ABOVE
var outlineEdges = new NativeList(edges.Count, Allocator.Temp);
#else
var outlineEdges = new NativeList(edges.Count(), Allocator.Temp);
#endif
foreach(var edgePair in edges)
{
// If an edge is only used in one triangle, it is an outline edge.
if (edgePair.Value.z == 1)
outlineEdges.Add(edgePair.Value.xy);
}
edges.Dispose();
return Extensions.ToArrayNBC(outlineEdges);
}
static void AddToEdgeMap(int2 edge, ref NativeHashMap edgeMap)
{
var tmpEdge = math.min(edge.x, edge.y) == edge.x ? edge.xy : edge.yx;
var hashCode = tmpEdge.GetHashCode();
// We store the hashCode as key, so that we can do less GetHashCode-calls.
// Then we store the count the int3s z-value.
if (!edgeMap.ContainsKey(hashCode))
edgeMap.Add(hashCode, new int3(edge, 1));
else
{
var val = edgeMap[hashCode];
val.z++;
edgeMap[hashCode] = val;
}
}
}
}