/* Poly2Tri * Copyright (c) 2009-2010, Poly2Tri Contributors * http://code.google.com/p/poly2tri/ * * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * Neither the name of Poly2Tri nor the names of its contributors may be * used to endorse or promote products derived from this software without specific * prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ namespace UnityEngine.ProBuilder.Poly2Tri { static class P2T { private static TriangulationAlgorithm _defaultAlgorithm = TriangulationAlgorithm.DTSweep; public static void Triangulate(PolygonSet ps) { TriangulationContext tcx = CreateContext(_defaultAlgorithm); foreach (Polygon p in ps.Polygons) { tcx.PrepareTriangulation(p); Triangulate(tcx); tcx.Clear(); } } public static void Triangulate(Polygon p) { Triangulate(_defaultAlgorithm, p); } public static void Triangulate(ConstrainedPointSet cps) { Triangulate(_defaultAlgorithm, cps); } public static void Triangulate(PointSet ps) { Triangulate(_defaultAlgorithm, ps); } public static TriangulationContext CreateContext(TriangulationAlgorithm algorithm) { switch (algorithm) { case TriangulationAlgorithm.DTSweep: default: return new DTSweepContext(); } } public static void Triangulate(TriangulationAlgorithm algorithm, Triangulatable t) { TriangulationContext tcx; // long time = System.nanoTime(); tcx = CreateContext(algorithm); tcx.PrepareTriangulation(t); Triangulate(tcx); // logger.info( "Triangulation of {} points [{}ms]", tcx.getPoints().size(), ( System.nanoTime() - time ) / 1e6 ); } public static void Triangulate(TriangulationContext tcx) { switch (tcx.Algorithm) { case TriangulationAlgorithm.DTSweep: default: DTSweep.Triangulate((DTSweepContext)tcx); break; } } /// /// Will do a warmup run to let the JVM optimize the triangulation code -- or would if this were Java --MM /// public static void Warmup() { #if false /* * After a method is run 10000 times, the Hotspot compiler will compile * it into native code. Periodically, the Hotspot compiler may recompile * the method. After an unspecified amount of time, then the compilation * system should become quiet. */ Polygon poly = PolygonGenerator.RandomCircleSweep2(50, 50000); TriangulationProcess process = new TriangulationProcess(); process.triangulate(poly); #endif } } }