/
Triangulator3D.cs
110 lines (95 loc) · 3.01 KB
/
Triangulator3D.cs
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using UnityEngine;
using System.Collections.Generic;
public class Triangulator3D
{
private List<Vector3> m_points = new List<Vector3>();
public Triangulator3D (Vector3[] points) {
m_points = new List<Vector3>(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++) {
Vector3 pval = m_points[p];
Vector3 qval = m_points[q];
A += pval.x * qval.z - qval.x * pval.z;
}
return (A * 0.5f);
}
private bool Snip (int u, int v, int w, int n, int[] V) {
int p;
Vector3 A = m_points[V[u]];
Vector3 B = m_points[V[v]];
Vector3 C = m_points[V[w]];
if (Mathf.Epsilon > (((B.x - A.x) * (C.z - A.z)) - ((B.z - A.z) * (C.x - A.x))))
return false;
for (p = 0; p < n; p++) {
if ((p == u) || (p == v) || (p == w))
continue;
Vector3 P = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private bool InsideTriangle (Vector3 A, Vector3 B, Vector3 C, Vector3 P) {
float ax, az, bx, bz, cx, cz, apx, apz, bpx, bpz, cpx, cpz;
float cCROSSap, bCROSScp, aCROSSbp;
ax = C.x - B.x; az = C.z - B.z;
bx = A.x - C.x; bz = A.z - C.z;
cx = B.x - A.x; cz = B.z - A.z;
apx = P.x - A.x; apz = P.z - A.z;
bpx = P.x - B.x; bpz = P.z - B.z;
cpx = P.x - C.x; cpz = P.z - C.z;
aCROSSbp = ax * bpz - az * bpx;
cCROSSap = cx * apz - cz * apx;
bCROSScp = bx * cpz - bz * cpx;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}