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FueraDeEscala/Assets/Game Kit Controller/Integrations/LimbHacker-master/Guts/Triangulation.cs

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2026-03-29 23:03:14 -07:00
using UnityEngine;
namespace NobleMuffins.LimbHacker.Guts
{
static class Triangulation
{
const float Epsilon = float.Epsilon;
private static float Area(Vector2[] contour, int length)
{
int n = length;
float A=0.0f;
for(int p=n-1,q=0; q<n; p=q++)
{
A+= contour[p].x*contour[q].y - contour[q].x*contour[p].y;
}
return A*0.5f;
}
/*
InsideTriangle decides if a point P is Inside of the triangle
defined by A, B, C.
*/
private static bool InsideTriangle(float Ax, float Ay,
float Bx, float By,
float Cx, float Cy,
float Px, float Py)
{
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = Cx - Bx; ay = Cy - By;
bx = Ax - Cx; by = Ay - Cy;
cx = Bx - Ax; cy = By - Ay;
apx= Px - Ax; apy= Py - Ay;
bpx= Px - Bx; bpy= Py - By;
cpx= Px - Cx; cpy= Py - Cy;
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));
}
private static bool Snip(Vector2[] contour,int u,int v,int w,int n,int[] V)
{
int p;
float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
Ax = contour[V[u]].x;
Ay = contour[V[u]].y;
Bx = contour[V[v]].x;
By = contour[V[v]].y;
Cx = contour[V[w]].x;
Cy = contour[V[w]].y;
if ( Epsilon > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) )
{
return false;
}
for (p=0;p<n;p++)
{
if( (p == u) || (p == v) || (p == w) ) continue;
Px = contour[V[p]].x;
Py = contour[V[p]].y;
if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py))
return false;
}
return true;
}
public static int GetArraySize(int length) {
//Given that the contour features n vertices, the result is expected to feature n - 2 triangles.
return System.Math.Max( 0, (length - 2) * 3 );
}
public static bool Triangulate(Vector2[] contour, int length, int[] result)
{
/* allocate and initialize list of Vertices in polygon */
int n = length;
if ( n < 3 ) {
return false;
}
var expectedVertexCount = GetArraySize(length);
if(result.Length < expectedVertexCount) {
throw new System.ArgumentException();
}
int[] V = new int[n];
/* we want a counter-clockwise polygon in V */
if ( 0.0f < Area(contour, length) )
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;
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2*nv; /* error detection */
int resultIndex = 0;
for(int m=0, v=nv-1; nv>2; )
{
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--))
{
//** Triangulate: ERROR - probable bad polygon!
return false;
}
/* three consecutive vertices in current polygon, <u,v,w> */
int u = v ; if (nv <= u) u = 0; /* previous */
v = u+1; if (nv <= v) v = 0; /* new v */
int w = v+1; if (nv <= w) w = 0; /* next */
if ( Snip(contour,u,v,w,nv,V) )
{
int a,b,c,s,t;
/* true names of the vertices */
a = V[u]; b = V[v]; c = V[w];
/* output Triangle */
result[resultIndex++] = a;
result[resultIndex++] = b;
result[resultIndex++] = c;
m++;
/* remove v from remaining polygon */
for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--;
/* resest error detection counter */
count = 2*nv;
}
}
return true;
}
}
}