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- using UnityEngine;
- using System.Collections.Generic;
- public class Triangulator
- {
- private List<Vector2> m_points = new List<Vector2>();
- public Triangulator(Vector2[] points)
- {
- m_points = new List<Vector2>(points);
- }
- public int[] Triangulate()
- {
- List<int> indices = new List<int>();
- int n = m_points.Count;
- if (n < 3)
- return indices.ToArray();
- int[] V = new int[n];
- if (Area() > 0)
- {
- for (int v = 0; v < n; v++)
- V[v] = v;
- }
- else
- {
- for (int v = 0; v < n; v++)
- V[v] = (n - 1) - v;
- }
- int nv = n;
- int count = 2 * nv;
- for (int m = 0, v = nv - 1; nv > 2;)
- {
- if ((count--) <= 0)
- return indices.ToArray();
- int u = v;
- if (nv <= u)
- u = 0;
- v = u + 1;
- if (nv <= v)
- v = 0;
- int w = v + 1;
- if (nv <= w)
- w = 0;
- if (Snip(u, v, w, nv, V))
- {
- int a, b, c, s, t;
- a = V[u];
- b = V[v];
- c = V[w];
- indices.Add(a);
- indices.Add(b);
- indices.Add(c);
- m++;
- for (s = v, t = v + 1; t < nv; s++, t++)
- V[s] = V[t];
- nv--;
- count = 2 * nv;
- }
- }
- indices.Reverse();
- return indices.ToArray();
- }
- private float Area()
- {
- int n = m_points.Count;
- float A = 0.0f;
- for (int p = n - 1, q = 0; q < n; p = q++)
- {
- Vector2 pval = m_points[p];
- Vector2 qval = m_points[q];
- A += pval.x * qval.y - qval.x * pval.y;
- }
- return (A * 0.5f);
- }
- private bool Snip(int u, int v, int w, int n, int[] V)
- {
- int p;
- Vector2 A = m_points[V[u]];
- Vector2 B = m_points[V[v]];
- Vector2 C = m_points[V[w]];
- if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
- return false;
- for (p = 0; p < n; p++)
- {
- if ((p == u) || (p == v) || (p == w))
- continue;
- Vector2 P = m_points[V[p]];
- if (InsideTriangle(A, B, C, P))
- return false;
- }
- return true;
- }
- private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
- {
- float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
- float cCROSSap, bCROSScp, aCROSSbp;
- ax = C.x - B.x; ay = C.y - B.y;
- bx = A.x - C.x; by = A.y - C.y;
- cx = B.x - A.x; cy = B.y - A.y;
- apx = P.x - A.x; apy = P.y - A.y;
- bpx = P.x - B.x; bpy = P.y - B.y;
- cpx = P.x - C.x; cpy = P.y - C.y;
- aCROSSbp = ax * bpy - ay * bpx;
- cCROSSap = cx * apy - cy * apx;
- bCROSScp = bx * cpy - by * cpx;
- return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
- }
- }
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