Add Triangle rendering

This commit is contained in:
Xevion
2020-05-16 13:06:05 -05:00
parent 5b16c736ee
commit 9825761f86
7 changed files with 284 additions and 0 deletions

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Assets/Triangle.cs Normal file
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using System.Collections;
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<Vector2, Vector3>(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>();
meshRenderer.material = (Material) Resources.Load("BoidMaterial");
var filter = gameObject.AddComponent<MeshFilter>();
filter.mesh = mesh;
}
}

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Assets/Triangulator.cs Normal file
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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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