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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GKC_Triangulator_Utils
{
List<Vector2> m_points = new List<Vector2> ();
public GKC_Triangulator_Utils (List<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 ();
}
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);
}
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;
}
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));
}
}