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planet rendering
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127
Assets/Triangular.cs
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127
Assets/Triangular.cs
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// This script can be used to split a 2D polygon into triangles.
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/// The algorithm supports concave polygons, but not polygons with holes,
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/// or multiple polygons at once.
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/// Taken from <see cref="http://wiki.unity3d.com/index.php?title=Triangulator"/>
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/// </summary>
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public class Triangulator
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{
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private readonly List<Vector2> _mPoints;
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public Triangulator(IEnumerable<Vector2> points)
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{
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_mPoints = new List<Vector2>(points);
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}
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public int[] Triangulate()
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{
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var indices = new List<int>();
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var n = _mPoints.Count;
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if (n < 3)
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return indices.ToArray();
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var V = new int[n];
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if (Area() > 0)
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{
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for (var v = 0; v < n; v++)
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V[v] = v;
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}
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else
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{
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for (var v = 0; v < n; v++)
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V[v] = n - 1 - v;
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}
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var nv = n;
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var count = 2 * nv;
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for (int m = 0, v = nv - 1; nv > 2;)
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{
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if (count-- <= 0)
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return indices.ToArray();
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var u = v;
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if (nv <= u)
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u = 0;
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v = u + 1;
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if (nv <= v)
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v = 0;
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var w = v + 1;
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if (nv <= w)
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w = 0;
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if (Snip(u, v, w, nv, V))
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{
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int a, b, c, s, t;
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a = V[u];
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b = V[v];
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c = V[w];
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indices.Add(a);
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indices.Add(b);
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indices.Add(c);
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m++;
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for (s = v, t = v + 1; t < nv; s++, t++)
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V[s] = V[t];
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nv--;
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count = 2 * nv;
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}
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}
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indices.Reverse();
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return indices.ToArray();
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}
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private float Area()
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{
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var n = _mPoints.Count;
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var A = 0.0f;
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for (int p = n - 1, q = 0; q < n; p = q++)
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{
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var pval = _mPoints[p];
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var qval = _mPoints[q];
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A += pval.x * qval.y - qval.x * pval.y;
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}
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return A * 0.5f;
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}
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private bool Snip(int u, int v, int w, int n, int[] V)
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{
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int p;
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var A = _mPoints[V[u]];
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var B = _mPoints[V[v]];
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var C = _mPoints[V[w]];
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if (Mathf.Epsilon > (B.x - A.x) * (C.y - A.y) - (B.y - A.y) * (C.x - A.x))
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return false;
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for (p = 0; p < n; p++)
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{
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if (p == u || p == v || p == w)
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continue;
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var P = _mPoints[V[p]];
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if (InsideTriangle(A, B, C, P))
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return false;
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}
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return true;
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}
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private static bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
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{
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float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
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float cCROSSap, bCROSScp, aCROSSbp;
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ax = C.x - B.x; ay = C.y - B.y;
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bx = A.x - C.x; by = A.y - C.y;
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cx = B.x - A.x; cy = B.y - A.y;
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apx = P.x - A.x; apy = P.y - A.y;
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bpx = P.x - B.x; bpy = P.y - B.y;
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cpx = P.x - C.x; cpy = P.y - C.y;
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aCROSSbp = ax * bpy - ay * bpx;
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cCROSSap = cx * apy - cy * apx;
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bCROSScp = bx * cpy - by * cpx;
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return aCROSSbp >= 0.0f && bCROSScp >= 0.0f && cCROSSap >= 0.0f;
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}
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}
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