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- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// This script can be used to split a 2D polygon into triangles.
- /// The algorithm supports concave polygons, but not polygons with holes,
- /// or multiple polygons at once.
- /// Taken from <see cref="http://wiki.unity3d.com/index.php?title=Triangulator"/>
- /// </summary>
- public class Triangulator
- {
- private readonly List<Vector2> _mPoints;
- public Triangulator(IEnumerable<Vector2> points)
- {
- _mPoints = new List<Vector2>(points);
- }
- public int[] Triangulate()
- {
- var indices = new List<int>();
- var n = _mPoints.Count;
- if (n < 3)
- return indices.ToArray();
- var V = new int[n];
- if (Area() > 0) {
- for (var v = 0; v < n; v++)
- V[v] = v;
- } else {
- for (var v = 0; v < n; v++)
- V[v] = n - 1 - v;
- }
- var nv = n;
- var count = 2 * nv;
- for (int m = 0, v = nv - 1; nv > 2;) {
- if (count-- <= 0)
- return indices.ToArray();
- var u = v;
- if (nv <= u)
- u = 0;
- v = u + 1;
- if (nv <= v)
- v = 0;
- var 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()
- {
- var n = _mPoints.Count;
- var A = 0.0f;
- for (int p = n - 1, q = 0; q < n; p = q++) {
- var pval = _mPoints[p];
- var qval = _mPoints[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;
- var A = _mPoints[V[u]];
- var B = _mPoints[V[v]];
- var C = _mPoints[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;
- var P = _mPoints[V[p]];
- if (InsideTriangle(A, B, C, P))
- return false;
- }
- return true;
- }
- private static bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
- {
- float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
- float 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 >= 0.0f && bCROSScp >= 0.0f && cCROSSap >= 0.0f;
- }
- }
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