Awesome
LibTessDotNet ![Build Status](https://ci.appveyor.com/api/projects/status/ypuw4wca67vr5k8u?svg=true)
Goal
Provide a robust and fast tessellator (polygons with N vertices in the output) for .NET, also does triangulation.
Requirements
- .NET Standard 2.0 (see here for more information)
Features
- Tessellate arbitrary complex polygons
- self-intersecting (see "star-intersect" sample)
- with coincident vertices (see "clipper" sample)
- advanced winding rules : even/odd, non zero, positive, negative, |winding| >= 2 (see "redbook-winding" sample)
- Custom input
- Custom vertex attributes (eg. UV coordinates) with merging callback
- Force orientation of input contour (clockwise/counterclockwise, eg. for GIS systems, see "force-winding" sample)
- Choice of output
- polygons with N vertices (with N >= 3)
- connected polygons (didn't quite tried this yet, but should work)
- boundary only (to have a basic union of two contours)
- Handles polygons computed with Clipper - an open source freeware polygon clipping library
- Single/Double precision support
Screenshot
Comparison
Build
dotnet build
Example
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();
}
}
}
Notes
- When using
ElementType.BoundaryContours
,Tess.Elements
will contain a list of ranges[startVertexIndex, vertexCount]
. Those ranges are to used withTess.Vertices
.
TODO
- No allocations with the same input twice, all coming from pool
- Any suggestions are welcome ;)
License
SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) More information in LICENSE.txt.
Links
- Reference implementation - the original SGI reference implementation
- libtess2 - Mikko Mononen cleaned up the original GLU tesselator
- Poly2Tri - another triangulation library for .NET (other ports also available)
- Does not support polygons from Clipper, more specifically vertices with same coordinates (coincident)
- Clipper - an open source freeware polygon clipping library