unifycommunity not working more than 5 days
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/*
http://www.unifycommunity.com/wiki/index.php?title=Triangulator
*/
public class Triangulator
{
private List<Vector2> m_points = new List<Vector2>();
public Triangulator (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;
for (int m = 0, 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;
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 = V[t];
nv–;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area () {
int n = m_points.Count;
float A = 0.0f;
for (int p = n - 1, q = 0; 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];
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;
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));
}
}
Triangulator js
//import UnityEngine;
//import System.Collections;
//import System.Collections.Generic;
/*
http://www.unifycommunity.com/wiki/index.php?title=Triangulator
*/
class Triangulator {
private var m_points : List.<Vector2> = new List.<Vector2>();
function Triangulator(points : Vector2[]) {
m_points = new List.<Vector2>(points);
}
function Triangulate() {
var indices : List.<int> = new List.<int>();
var n : int = m_points.Count;
if (n < 3)
return indices.ToArray();
var V : int[]= new int[n];
if (Area() > 0) {
for (v = 0;v < n;v++)
V[v] = v;
}else{
for (v = 0;v < n;v++)
V[v] = (n - 1) - v;
}
var nv : int = n;
var count : int = 2 * nv;
var m : int = 0;
for (v = nv - 1; nv > 2;) {
if ((count--) <= 0)
return indices.ToArray();
var u : int = v;
if (nv <= u)
u = 0;
v = u + 1;
if (nv <= v)
v = 0;
var w : int = v + 1;
if (nv <= w)
w = 0;
if (Snip(u, v, w, nv, V)) {
var a : int;
var b : int;
var c : int;
var s : int;
var t : int;
a = V;
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 = V[t];
s++;
}
nv–;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private function Area() {
var n : int = m_points.Count;
var A : float = 0.0f;
var q : int = 0;
for (var p : int = n - 1;q < n;p = q++) {
var pval : Vector2 = m_points[p];
var qval : Vector2 = m_points[q];
A += pval.x * qval.y - qval.x * pval.y;
}
return (A * 0.5f);
}
private function Snip(u : int, v : int, w : int, n : int, V : int[]) {
var p : int;
var A : Vector2 = m_points[V];
var B : Vector2 = m_points[V[v]];
var C : Vector2 = 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;
var P : Vector2 = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private function InsideTriangle(A : Vector2, B : Vector2, C : Vector2, P : Vector2) {
var ax : float;
var ay : float;
var bx : float;
var by : float;
var cx : float;
var cy : float;
var apx : float;
var apy : float;
var bpx : float;
var bpy : float;
var cpx : float;
var cpy : float;
var cCROSSap : float;
var bCROSScp : float;
var aCROSSbp : float;
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));
}
}
Hi guys, do you know if there is a way to do this triangulation in 3D (with Vector3)?
Thanks in advance.