网格化类的使用
伪代码
List<Vector3> points;//空间点的集合
Triangulator triangulator = new Triangulator(points);
List<int> trigs = new List<int>(triangulator.Triangulate());
List<Vector3> finalp = new List<Vector3>(points.ToArray());
mesh.vertices = finalp.ToArray();
mesh.triangles = trigs.ToArray();
网格化类的实现 Triangulator.cs
using System.Collections.Generic;
using UnityEngine;
public class Triangulator {
private List<Vector2> m_points = new List<Vector2>();
public Triangulator(List<Vector2> points)
{
initTriangulator(points.ToArray());
}
public Triangulator(List<Vector3> points)
{
m_points.Clear();
for (int i = 0; i < points.Count; i++)
{
m_points.Add(new Vector2(points[i].x,points[i].y));
}
}
public void initTriangulator (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;
var m=0;
for (int 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++;
s = v;
for (t = v + 1; t < nv; t++)
{
V[s] = V[t];
s++;
}
nv--;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area () {
int n = m_points.Count;
float A = 0.0f;
int q=0;
for (int p = n - 1; 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);
}
private 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;
}
private bool InsideTriangle (Vector2 A, Vector2 B, Vector2 C, Vector2 P) {
float ax,ay,bx,by,cx,cy,apx,apy,bpx,bpy,cpx,cpy,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) && (bCROSScp >= 0) && (cCROSSap >= 0));
}
}