testss
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Smoothing
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{
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using System;
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using Animation.TriangleNet.Topology.DCEL;
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using Animation.TriangleNet.Voronoi;
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/// <summary>
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/// Factory which re-uses objects in the smoothing loop to enhance performance.
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/// </summary>
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/// <remarks>
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/// See <see cref="SimpleSmoother"/>.
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/// </remarks>
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class VoronoiFactory : IVoronoiFactory
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{
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ObjectPool<Vertex> vertices;
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ObjectPool<HalfEdge> edges;
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ObjectPool<Face> faces;
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public VoronoiFactory()
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{
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vertices = new ObjectPool<Vertex>();
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edges = new ObjectPool<HalfEdge>();
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faces = new ObjectPool<Face>();
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}
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public void Initialize(int vertexCount, int edgeCount, int faceCount)
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{
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vertices.Capacity = vertexCount;
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edges.Capacity = edgeCount;
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faces.Capacity = faceCount;
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for (int i = vertices.Count; i < vertexCount; i++)
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{
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vertices.Put(new Vertex(0, 0));
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}
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for (int i = edges.Count; i < edgeCount; i++)
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{
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edges.Put(new HalfEdge(null));
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}
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for (int i = faces.Count; i < faceCount; i++)
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{
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faces.Put(new Face(null));
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}
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Reset();
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}
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public void Reset()
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{
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vertices.Release();
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edges.Release();
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faces.Release();
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}
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public Vertex CreateVertex(double x, double y)
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{
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Vertex vertex;
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if (vertices.TryGet(out vertex))
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{
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vertex.x = x;
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vertex.y = y;
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vertex.leaving = null;
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return vertex;
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}
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vertex = new Vertex(x, y);
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vertices.Put(vertex);
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return vertex;
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}
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public HalfEdge CreateHalfEdge(Vertex origin, Face face)
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{
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HalfEdge edge;
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if (edges.TryGet(out edge))
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{
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edge.origin = origin;
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edge.face = face;
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edge.next = null;
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edge.twin = null;
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if (face != null && face.edge == null)
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{
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face.edge = edge;
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}
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return edge;
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}
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edge = new HalfEdge(origin, face);
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edges.Put(edge);
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return edge;
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}
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public Face CreateFace(Geometry.Vertex vertex)
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{
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Face face;
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if (faces.TryGet(out face))
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{
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face.id = vertex.id;
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face.generator = vertex;
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face.edge = null;
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return face;
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}
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face = new Face(vertex);
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faces.Put(face);
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return face;
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}
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class ObjectPool<T> where T : class
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{
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int index, count;
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T[] pool;
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public int Count
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{
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get { return count; }
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}
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public int Capacity
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{
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get { return this.pool.Length; }
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set { Resize(value); }
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}
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public ObjectPool(int capacity = 3)
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{
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this.index = 0;
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this.count = 0;
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this.pool = new T[capacity];
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}
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public ObjectPool(T[] pool)
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{
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this.index = 0;
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this.count = 0;
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this.pool = pool;
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}
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public bool TryGet(out T obj)
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{
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if (this.index < this.count)
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{
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obj = this.pool[this.index++];
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return true;
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}
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obj = null;
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return false;
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}
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public void Put(T obj)
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{
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var capacity = this.pool.Length;
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if (capacity <= this.count)
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{
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Resize(2 * capacity);
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}
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this.pool[this.count++] = obj;
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this.index++;
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}
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public void Release()
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{
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this.index = 0;
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}
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private void Resize(int size)
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{
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if (size > this.count)
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{
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Array.Resize(ref this.pool, size);
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}
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}
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}
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}
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}
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