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