基本的想法就是对两种情况的点进行忽略,一种是和前一个点非常接近的点,另一种是与局部直线偏移很小的点。虽然代码不长,但是感觉运算量不小,希望未来能找到优化的方法。
参考代码如下:
//points是未经过优化的点数组
//ignoreDist是与前面相邻的点距离小于多少才忽略该点的阈值
//ignoreOffset是与当前局部直线距离小于多少才忽略该点的阈值
public static Vector3[] GetOptimizedPoints(Vector3[] points, float ignoreDist, float ignoreOffset)
{
if (points.Length < 2) return points;
List<Vector3> listPoint = new List<Vector3>();
float sqrIgnoreDist = ignoreDist * ignoreDist;
int i = 0;
Vector3 lastP = points[i];
listPoint.Add(lastP);
Vector3 segA = points[i];
i++;
while (i < points.Length)
{
Vector3 segB = points[i];
while ((segB - segA).sqrMagnitude < sqrIgnoreDist)
{
i++;
if (i >= points.Length) break;
segB = points[i];
}
lastP = segB;
i++;
if (i >= points.Length)
{
listPoint.Add(lastP);
continue;
}
float distPointToSeg = DistPointToLine(points[i], segA, segB);
while (distPointToSeg < ignoreOffset)
{
lastP = points[i];
i++;
if (i >= points.Length) break;
distPointToSeg = DistPointToLine(points[i], segA, segB);
}
listPoint.Add(lastP);
segA = lastP;
}
return listPoint.ToArray();
}
public static float DistPointToLine(Vector3 point, Vector3 linePointA, Vector3 linePointB)
{
float distToStart = Vector3.Distance(point, linePointA);
float distToEnd = Vector3.Distance(point, linePointB);
float len = Vector3.Distance(linePointA, linePointB);
float p = (len + distToStart + distToEnd) * 0.5f;
float area = Mathf.Sqrt(p * (p - distToEnd) * (p - distToStart) * (p - len));
return 2 * area / len;
}