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+using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class Triangle : MonoBehaviour { + public Color fillColor = Color.blue; + + private void Start () { + // Create Vector2 vertices + var vertices2D = new Vector2[] { + new Vector2(0,1), + new Vector2(0.4f,0), + new Vector2(-0.4f,0), + }; + + var vertices3D = System.Array.ConvertAll(vertices2D, v => v); + + // Use the triangulator to get indices for creating triangles + var triangulator = new Triangulator(vertices2D); + var indices = triangulator.Triangulate(); + + // Generate a color for each vertex + var colors = Enumerable.Repeat(fillColor, vertices3D.Length).ToArray(); + + // Create the mesh + var mesh = new Mesh { + vertices = vertices3D, + triangles = indices, + colors = colors + }; + + mesh.RecalculateNormals(); + mesh.RecalculateBounds(); + + // Set up game object with mesh; + var meshRenderer = gameObject.AddComponent(); + meshRenderer.material = (Material) Resources.Load("BoidMaterial"); + + var filter = gameObject.AddComponent(); + filter.mesh = mesh; + } +} \ No newline at end of file diff --git a/Assets/Triangle.cs.meta b/Assets/Triangle.cs.meta new file mode 100644 index 0000000..193ea0f --- /dev/null +++ b/Assets/Triangle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 39c543193832a9745a8985fb0e672377 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Triangulator.cs b/Assets/Triangulator.cs new file mode 100644 index 0000000..be2d244 --- /dev/null +++ b/Assets/Triangulator.cs @@ -0,0 +1,126 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// 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 +/// +public class Triangulator +{ + private readonly List _mPoints; + + public Triangulator(IEnumerable points) + { + _mPoints = new List(points); + } + + public int[] Triangulate() + { + var indices = new List(); + + 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; + } +} \ No newline at end of file diff --git a/Assets/Triangulator.cs.meta b/Assets/Triangulator.cs.meta new file mode 100644 index 0000000..6f27df3 --- /dev/null +++ b/Assets/Triangulator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 959398144280d9145b8e5c4ec9f36837 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: