A game about forced loneliness, made by TACStudios
at master 548 lines 25 kB view raw
1using System; 2using System.Collections.Generic; 3using Unity.Collections; 4using Unity.Collections.LowLevel.Unsafe; 5using Unity.Burst; 6using Unity.Mathematics; 7using UnityEngine; 8using ModuleHandle = UnityEngine.U2D.Common.UTess.ModuleHandle; 9using Unity.Jobs; 10 11namespace UnityEditor.U2D.Animation 12{ 13 14 [BurstCompile] 15 internal struct TriangulateJob : IJob 16 { 17 // Input Dataset 18 [DeallocateOnJobCompletion] 19 internal NativeArray<float2> inputVertices; 20 [DeallocateOnJobCompletion] 21 internal NativeArray<int2> inputEdges; 22 23 // Output Dataset. 24 internal NativeArray<int> outputIndices; 25 internal NativeArray<int2> outputEdges; 26 internal NativeArray<float2> outputVertices; 27 internal NativeArray<int4> result; 28 29 public void Execute() 30 { 31 int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0; 32 ModuleHandle.Tessellate(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, out outputVertexCount, ref outputIndices, out outputIndexCount, ref outputEdges, out outputEdgeCount, true); 33 result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0); 34 } 35 } 36 37 [BurstCompile] 38 internal struct TessellateJob : IJob 39 { 40 // Input Parameters. 41 internal int refineIterations; 42 internal int smoothIterations; 43 internal float minAngle; 44 internal float maxAngle; 45 internal float meshArea; 46 internal float targetArea; 47 internal float largestTriangleAreaFactor; 48 49 // Input Dataset 50 [DeallocateOnJobCompletion] 51 internal NativeArray<float2> inputVertices; 52 [DeallocateOnJobCompletion] 53 internal NativeArray<int2> inputEdges; 54 55 // Output Dataset. 56 internal NativeArray<int> outputIndices; 57 internal NativeArray<int2> outputEdges; 58 internal NativeArray<float2> outputVertices; 59 internal NativeArray<int4> result; 60 61 public void Execute() 62 { 63 int outputVertexCount = 0, outputIndexCount = 0, outputEdgeCount = 0; 64 ModuleHandle.Subdivide(Allocator.Temp, inputVertices, inputEdges, ref outputVertices, ref outputVertexCount, ref outputIndices, ref outputIndexCount, ref outputEdges, ref outputEdgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothIterations); 65 result[0] = new int4(outputVertexCount, outputIndexCount, outputEdgeCount, 0); 66 } 67 } 68 69 [BurstCompile] 70 internal class TriangulationUtility 71 { 72 73 // Adjust Tolerance for Collinear Check. 74 static readonly float k_CollinearTolerance = 0.0001f; 75 76 [BurstCompile] 77 static unsafe int ValidateCollinear(float2* points, int pointCount, float epsilon) 78 { 79 if (pointCount < 3) 80 return 0; 81 82 for (int i = 0; i < pointCount - 2; ++i) 83 { 84 double2 a = points[i]; 85 double2 b = points[i + 1]; 86 double2 c = points[i + 2]; 87 88 // Just check area of triangle and see if its non-zero. 89 var x = math.abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)); 90 if (x > epsilon) 91 return 1; 92 } 93 94 return 0; 95 } 96 97 [BurstCompile] 98 static unsafe void TessellateBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, int3* result) 99 { 100 101 var _edges = new NativeArray<int2>(edgeCount, allocator); 102 for (int i = 0; i < _edges.Length; ++i) 103 _edges[i] = edges[i]; 104 105 var _points = new NativeArray<float2>(pointCount, allocator); 106 for (int i = 0; i < _points.Length; ++i) 107 _points[i] = points[i]; 108 109 var _outIndices = new NativeArray<int>(arrayCount, allocator); 110 var _outEdges = new NativeArray<int2>(arrayCount, allocator); 111 var _outVertices = new NativeArray<float2>(arrayCount, allocator); 112 113 var outEdgeCount = 0; 114 var outIndexCount = 0; 115 var outVertexCount = 0; 116 117 var check = ValidateCollinear((float2*)_points.GetUnsafeReadOnlyPtr(), pointCount, k_CollinearTolerance); 118 if (0 != check) 119 ModuleHandle.Tessellate(allocator, in _points, in _edges, ref _outVertices, out outVertexCount, ref _outIndices, out outIndexCount, ref _outEdges, out outEdgeCount, true); 120 121 for (var i = 0; i < outEdgeCount; ++i) 122 outEdges[i] = _outEdges[i]; 123 for (var i = 0; i < outIndexCount; ++i) 124 outIndices[i] = _outIndices[i]; 125 for (var i = 0; i < outVertexCount; ++i) 126 outVertices[i] = _outVertices[i]; 127 128 result->x = outVertexCount; 129 result->y = outIndexCount; 130 result->z = outEdgeCount; 131 132 _outVertices.Dispose(); 133 _outEdges.Dispose(); 134 _outIndices.Dispose(); 135 _points.Dispose(); 136 _edges.Dispose(); 137 138 } 139 140 [BurstCompile] 141 static unsafe void SubdivideBurst(Allocator allocator, float2* points, int pointCount, int2* edges, int edgeCount, float2* outVertices, int* outIndices, int2* outEdges, int arrayCount, float areaFactor, float areaThreshold, int refineIterations, int smoothenIterations, int3* result) 142 { 143 var _edges = new NativeArray<int2>(edgeCount, allocator); 144 for (int i = 0; i < _edges.Length; ++i) 145 _edges[i] = edges[i]; 146 147 var _points = new NativeArray<float2>(pointCount, allocator); 148 for (int i = 0; i < _points.Length; ++i) 149 _points[i] = points[i]; 150 151 var _outIndices = new NativeArray<int>(arrayCount, allocator); 152 var _outEdges = new NativeArray<int2>(arrayCount, allocator); 153 var _outVertices = new NativeArray<float2>(arrayCount, allocator); 154 var outEdgeCount = 0; 155 var outIndexCount = 0; 156 var outVertexCount = 0; 157 158 ModuleHandle.Subdivide(allocator, _points, _edges, ref _outVertices, ref outVertexCount, ref _outIndices, ref outIndexCount, ref _outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations); 159 160 for (var i = 0; i < outEdgeCount; ++i) 161 outEdges[i] = _outEdges[i]; 162 for (var i = 0; i < outIndexCount; ++i) 163 outIndices[i] = _outIndices[i]; 164 for (var i = 0; i < outVertexCount; ++i) 165 outVertices[i] = _outVertices[i]; 166 167 result->x = outVertexCount; 168 result->y = outIndexCount; 169 result->z = outEdgeCount; 170 171 _outVertices.Dispose(); 172 _outEdges.Dispose(); 173 _outIndices.Dispose(); 174 _points.Dispose(); 175 _edges.Dispose(); 176 } 177 178 static bool TessellateSafe(in NativeArray<float2> points, in NativeArray<int2> edges, ref NativeArray<float2> outVertices, ref int outVertexCount, ref NativeArray<int> outIndices, ref int outIndexCount, ref NativeArray<int2> outEdges, ref int outEdgeCount) 179 { 180 unsafe 181 { 182 var check = ValidateCollinear((float2*)points.GetUnsafeReadOnlyPtr(), points.Length, k_CollinearTolerance); 183 if (0 == check) 184 return false; 185 } 186 187 try 188 { 189 ModuleHandle.Tessellate(Allocator.Persistent, in points, in edges, ref outVertices, out outVertexCount, ref outIndices, out outIndexCount, ref outEdges, out outEdgeCount, true); 190 } 191 catch (Exception) 192 { 193 return false; 194 } 195 return true; 196 } 197 static bool SubdivideSafe(NativeArray<float2> points, NativeArray<int2> edges, ref NativeArray<float2> outVertices, ref int outVertexCount, ref NativeArray<int> outIndices, ref int outIndexCount, ref NativeArray<int2> outEdges, ref int outEdgeCount, float areaFactor, float areaThreshold, int refineIterations, int smoothenIterations) 198 { 199 try 200 { 201 ModuleHandle.Subdivide(Allocator.Persistent, points, edges, ref outVertices, ref outVertexCount, ref outIndices, ref outIndexCount, ref outEdges, ref outEdgeCount, areaFactor, areaThreshold, refineIterations, smoothenIterations); 202 } 203 catch (Exception) 204 { 205 return false; 206 } 207 return true; 208 } 209 210 internal static void Quad(IList<Vector2> vertices, IList<Vector2Int> edges, IList<int> indices, Allocator allocator) 211 { 212 if (vertices.Count < 3) 213 return; 214 215 var points = new NativeArray<float2>(vertices.Count, allocator); 216 for (var i = 0; i < vertices.Count; ++i) 217 points[i] = vertices[i]; 218 219 var arrayCount = vertices.Count * vertices.Count * 4; 220 int vertexCount = 0, indexCount = 0, edgeCount = 0; 221 var outputIndices = new NativeArray<int>(arrayCount, allocator); 222 var outputEdges = new NativeArray<int2>(arrayCount, allocator); 223 var outputVertices = new NativeArray<float2>(arrayCount, allocator); 224 225 var fallback = new NativeArray<int2>(0, allocator); 226 TessellateSafe(in points, in fallback, ref outputVertices, ref vertexCount, ref outputIndices, 227 ref indexCount, ref outputEdges, ref edgeCount); 228 fallback.Dispose(); 229 230 vertices.Clear(); 231 for (var i = 0; i < vertexCount; ++i) 232 vertices.Add(outputVertices[i]); 233 indices.Clear(); 234 for (var i = 0; i < indexCount; ++i) 235 indices.Add(outputIndices[i]); 236 edges.Clear(); 237 for (var i = 0; i < edgeCount; ++i) 238 edges.Add(new Vector2Int(outputEdges[i].x, outputEdges[i].y)); 239 240 outputEdges.Dispose(); 241 outputIndices.Dispose(); 242 outputVertices.Dispose(); 243 points.Dispose(); 244 } 245 246 internal static void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices, Allocator allocator) 247 { 248 if (vertices.Length < 3) 249 { 250 indices = new int[0]; 251 return; 252 } 253 254 var points = new NativeArray<float2>(vertices, allocator); 255 var inputEdges = new NativeArray<int2>(edges, allocator); 256 257 var arrayCount = vertices.Length * vertices.Length * 4; 258 int vertexCount = 0, indexCount = 0, edgeCount = 0; 259 var outputIndices = new NativeArray<int>(arrayCount, allocator); 260 var outputEdges = new NativeArray<int2>(arrayCount, allocator); 261 var outputResult = new NativeArray<int3>(1, allocator); 262 var outputVertices = new NativeArray<float2>(arrayCount, allocator); 263 264 unsafe 265 { 266 TessellateBurst(allocator, (float2*)points.GetUnsafePtr(), points.Length, (int2*)inputEdges.GetUnsafePtr(), inputEdges.Length, (float2*)outputVertices.GetUnsafePtr(), (int*)outputIndices.GetUnsafePtr(), (int2*)outputEdges.GetUnsafePtr(), arrayCount, (int3*)outputResult.GetUnsafePtr()); 267 vertexCount = outputResult[0].x; 268 indexCount = outputResult[0].y; 269 edgeCount = outputResult[0].z; 270 } 271 // Fallback on numerical precision errors. 272 if (vertexCount <= 8 || indexCount == 0) 273 TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount); 274 275 vertices = new float2[vertexCount]; 276 for (var i = 0; i < vertexCount; ++i) 277 vertices[i] = outputVertices[i]; 278 indices = new int[indexCount]; 279 for (var i = 0; i < indexCount; ++i) 280 indices[i] = outputIndices[i]; 281 edges = new int2[edgeCount]; 282 for (var i = 0; i < edgeCount; ++i) 283 edges[i] = outputEdges[i]; 284 285 outputEdges.Dispose(); 286 outputResult.Dispose(); 287 outputIndices.Dispose(); 288 outputVertices.Dispose(); 289 inputEdges.Dispose(); 290 points.Dispose(); 291 } 292 293 internal static bool TriangulateSafe(ref float2[] vertices, ref int2[] edges, out int[] indices) 294 { 295 indices = new int[0]; 296 297 if (vertices.Length < 3) 298 return false; 299 300 var points = new NativeArray<float2>(vertices, Allocator.Persistent); 301 var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent); 302 303 var arrayCount = vertices.Length * vertices.Length * 4; 304 int vertexCount = 0, indexCount = 0, edgeCount = 0; 305 var outputIndices = new NativeArray<int>(arrayCount, Allocator.Persistent); 306 var outputEdges = new NativeArray<int2>(arrayCount, Allocator.Persistent); 307 var outputVertices = new NativeArray<float2>(arrayCount, Allocator.Persistent); 308 var ok = TessellateSafe(in points, in inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount); 309 310 if (ok) 311 { 312 vertices = new float2[vertexCount]; 313 for (var i = 0; i < vertexCount; ++i) 314 vertices[i] = outputVertices[i]; 315 edges = new int2[edgeCount]; 316 for (var i = 0; i < edgeCount; ++i) 317 edges[i] = outputEdges[i]; 318 indices = new int[indexCount]; 319 for (var i = 0; i < indexCount; ++i) 320 indices[i] = outputIndices[i]; 321 } 322 323 outputEdges.Dispose(); 324 outputIndices.Dispose(); 325 outputVertices.Dispose(); 326 inputEdges.Dispose(); 327 points.Dispose(); 328 return ok; 329 } 330 331 public static void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, ref float2[] vertices, ref int2[] edges, out int[] indices, Allocator allocator) 332 { 333 indices = new int[0]; 334 335 if (vertices.Length < 3) 336 return; 337 338 largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor); 339 340 var points = new NativeArray<float2>(vertices.Length, allocator); 341 for (var i = 0; i < vertices.Length; ++i) 342 points[i] = vertices[i]; 343 var inputEdges = new NativeArray<int2>(edges.Length, allocator); 344 for (var i = 0; i < edges.Length; ++i) 345 inputEdges[i] = new int2(edges[i].x, edges[i].y); 346 347 const int maxDataCount = 65536; 348 int vertexCount = 0, indexCount = 0, edgeCount = 0; 349 var outputIndices = new NativeArray<int>(maxDataCount, allocator); 350 var outputEdges = new NativeArray<int2>(maxDataCount, allocator); 351 var outputResult = new NativeArray<int3>(1, allocator); 352 var outputVertices = new NativeArray<float2>(maxDataCount, allocator); 353 354 unsafe 355 { 356 SubdivideBurst(allocator, (float2*)points.GetUnsafePtr(), points.Length, (int2*)inputEdges.GetUnsafePtr(), inputEdges.Length, (float2*)outputVertices.GetUnsafePtr(), (int*)outputIndices.GetUnsafePtr(), (int2*)outputEdges.GetUnsafePtr(), maxDataCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations, (int3*)outputResult.GetUnsafePtr()); 357 vertexCount = outputResult[0].x; 358 indexCount = outputResult[0].y; 359 edgeCount = outputResult[0].z; 360 } 361 // Fallback on numerical precision errors. 362 if (vertexCount <= 8) 363 SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations); 364 365 vertices = new float2[vertexCount]; 366 for (var i = 0; i < vertexCount; ++i) 367 vertices[i] = outputVertices[i]; 368 edges = new int2[edgeCount]; 369 for (var i = 0; i < edgeCount; ++i) 370 edges[i] = outputEdges[i]; 371 indices = new int[indexCount]; 372 for (var i = 0; i < indexCount; ++i) 373 indices[i] = outputIndices[i]; 374 375 outputEdges.Dispose(); 376 outputResult.Dispose(); 377 outputIndices.Dispose(); 378 outputVertices.Dispose(); 379 inputEdges.Dispose(); 380 points.Dispose(); 381 } 382 383 public static JobHandle ScheduleTriangulate(in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int2> outputEdges, ref NativeArray<int> outputIndices, ref NativeArray<int4> result) 384 { 385 if (vertices.Length < 3) 386 return default(JobHandle); 387 388 var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob); 389 for (var i = 0; i < vertices.Length; ++i) 390 inputVertices[i] = vertices[i]; 391 var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob); 392 for (var i = 0; i < edges.Length; ++i) 393 inputEdges[i] = new int2(edges[i].x, edges[i].y); 394 395 var tessAsJob = new TriangulateJob(); 396 tessAsJob.inputVertices = inputVertices; 397 tessAsJob.inputEdges = inputEdges; 398 tessAsJob.outputVertices = outputVertices; 399 tessAsJob.outputIndices = outputIndices; 400 tessAsJob.outputEdges = outputEdges; 401 tessAsJob.result = result; 402 return tessAsJob.Schedule(); 403 } 404 405 public static JobHandle ScheduleTessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int2> outputEdges, ref NativeArray<int> outputIndices, ref NativeArray<int4> result) 406 { 407 if (vertices.Length < 3) 408 return default(JobHandle); 409 410 largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor); 411 412 var inputVertices = new NativeArray<float2>(vertices.Length, Allocator.TempJob); 413 for (var i = 0; i < vertices.Length; ++i) 414 inputVertices[i] = vertices[i]; 415 var inputEdges = new NativeArray<int2>(edges.Length, Allocator.TempJob); 416 for (var i = 0; i < edges.Length; ++i) 417 inputEdges[i] = new int2(edges[i].x, edges[i].y); 418 419 var tessAsJob = new TessellateJob(); 420 tessAsJob.minAngle = minAngle; 421 tessAsJob.maxAngle = maxAngle; 422 tessAsJob.meshArea = meshAreaFactor; 423 tessAsJob.largestTriangleAreaFactor = largestTriangleAreaFactor; 424 tessAsJob.targetArea = targetArea; 425 tessAsJob.refineIterations = refineIterations; 426 tessAsJob.smoothIterations = smoothenIterations; 427 tessAsJob.inputVertices = inputVertices; 428 tessAsJob.inputEdges = inputEdges; 429 tessAsJob.outputVertices = outputVertices; 430 tessAsJob.outputIndices = outputIndices; 431 tessAsJob.outputEdges = outputEdges; 432 tessAsJob.result = result; 433 return tessAsJob.Schedule(); 434 } 435 436 public static void TessellateSafe(float largestTriangleAreaFactor, float targetArea, int refineIterations, int smoothenIterations, ref float2[] vertices, ref int2[] edges, out int[] indices) 437 { 438 indices = new int[0]; 439 440 if (vertices.Length < 3) 441 return; 442 443 largestTriangleAreaFactor = Mathf.Clamp01(largestTriangleAreaFactor); 444 445 var points = new NativeArray<float2>(vertices, Allocator.Persistent); 446 var inputEdges = new NativeArray<int2>(edges, Allocator.Persistent); 447 448 int vertexCount = 0, indexCount = 0, edgeCount = 0, maxDataCount = 65536; 449 var outputVertices = new NativeArray<float2>(maxDataCount, Allocator.Persistent); 450 var outputIndices = new NativeArray<int>(maxDataCount, Allocator.Persistent); 451 var outputEdges = new NativeArray<int2>(maxDataCount, Allocator.Persistent); 452 var ok = SubdivideSafe(points, inputEdges, ref outputVertices, ref vertexCount, ref outputIndices, ref indexCount, ref outputEdges, ref edgeCount, largestTriangleAreaFactor, targetArea, refineIterations, smoothenIterations) ; 453 454 if (ok) 455 { 456 vertices = new float2[vertexCount]; 457 for (var i = 0; i < vertices.Length; ++i) 458 vertices[i] = outputVertices[i]; 459 indices = new int[indexCount]; 460 for (var i = 0; i < indices.Length; ++i) 461 indices[i] = outputIndices[i]; 462 edges = new int2[edgeCount]; 463 for (var i = 0; i < edges.Length; ++i) 464 edges[i] = outputEdges[i]; 465 } 466 467 outputEdges.Dispose(); 468 outputIndices.Dispose(); 469 outputVertices.Dispose(); 470 inputEdges.Dispose(); 471 points.Dispose(); 472 } 473 474 // Triangulate Bone Samplers. todo: Burst it. 475 internal static void TriangulateSamplers(in float2[] samplers, ref List<float2> triVertices, ref List<int> triIndices) 476 { 477 foreach(var v in samplers) 478 { 479 var vertexCount = triVertices.Count; 480 481 for (var i = 0; i < triIndices.Count / 3; ++i) 482 { 483 var i1 = triIndices[0 + (i * 3)]; 484 var i2 = triIndices[1 + (i * 3)]; 485 var i3 = triIndices[2 + (i * 3)]; 486 var v1 = triVertices[i1]; 487 var v2 = triVertices[i2]; 488 var v3 = triVertices[i3]; 489 var inside = ModuleHandle.IsInsideTriangle(v, v1, v2, v3); 490 if (inside) 491 { 492 triVertices.Add(v); 493 triIndices.Add(i1); triIndices.Add(i2); triIndices.Add(vertexCount); 494 triIndices.Add(i2); triIndices.Add(i3); triIndices.Add(vertexCount); 495 triIndices.Add(i3); triIndices.Add(i1); triIndices.Add(vertexCount); 496 break; 497 } 498 } 499 } 500 } 501 502 503 // Triangulate Skipped Original Points. These points are discarded during PlanarGrapg cleanup. But bbw only cares if these are part of any geometry. So just insert them. todo: Burst it. 504 internal static void TriangulateInternal(in int[] internalIndices, in float2[] triVertices, ref List<int> triIndices) 505 { 506 var triangleCount = triIndices.Count / 3; 507 508 foreach(var index in internalIndices) 509 { 510 var v = triVertices[index]; 511 for (var i = 0; i < triangleCount; ++i) 512 { 513 var i1 = triIndices[0 + (i * 3)]; 514 var i2 = triIndices[1 + (i * 3)]; 515 var i3 = triIndices[2 + (i * 3)]; 516 var v1 = triVertices[i1]; 517 var v2 = triVertices[i2]; 518 var v3 = triVertices[i3]; 519 var c1 = (float)Math.Round(ModuleHandle.OrientFast(v1, v2, v), 2); 520 if (c1 == 0) 521 { 522 triIndices[0 + (i * 3)] = i1; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i3; 523 triIndices.Add(index); triIndices.Add(i2); triIndices.Add(i3); 524 } 525 else 526 { 527 var c2 = (float)Math.Round(ModuleHandle.OrientFast(v2, v3, v), 2); 528 if (c2 == 0) 529 { 530 triIndices[0 + (i * 3)] = i2; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i1; 531 triIndices.Add(index); triIndices.Add(i3); triIndices.Add(i1); 532 } 533 else 534 { 535 var c3 = (float)Math.Round(ModuleHandle.OrientFast(v3, v1, v), 2); 536 if (c3 == 0) 537 { 538 triIndices[0 + (i * 3)] = i3; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i2; 539 triIndices.Add(index); triIndices.Add(i1); triIndices.Add(i2); 540 } 541 } 542 } 543 } 544 } 545 } 546 547 } 548}