代码合并

This commit is contained in:
MuHua-123
2024-11-08 18:15:06 +08:00
parent 5f169b90bb
commit 497b43a446
146 changed files with 2858 additions and 110 deletions
@@ -0,0 +1,186 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 算法:耳切法
/// 依据:简单多边形的双耳定理
/// </summary>
public class AlgorithmPolygon : ModuleAlgorithm<DataPlate> {
/// <summary> 算法:耳切法 </summary>
public AlgorithmPolygon() { }
public enum AngleType {
/// <summary> 平角 = 180 </summary>
StraightAngle = 0,
/// <summary> 优角 >180 </summary>
ReflexAngle = 1,
/// <summary> 劣角 <180 </summary>
InferiorAngle = 2
}
public class PointNode {
public int index;
public Vector2 Position;
public Vector2 PreviousPosition;
public Vector2 NextPosition;
}
public class Triangle {
public Vector2 a;
public Vector2 b;
public Vector2 c;
}
public override void Compute(DataPlate data) {
List<Vector2> edgePoints = new List<Vector2>(data.edgePoints);
List<Triangle> polygons = new List<Triangle>();
Vector2[] allArray = edgePoints.ToArray();
bool isClockWise = IsClockWise(allArray);
//耳切法生成三角形
ComputeEarTriangle(polygons, edgePoints, allArray, isClockWise);
MergeTriangles(data, polygons);
}
/// <summary> 循环计算耳点 </summary>
public void ComputeEarTriangle(List<Triangle> polygons, List<Vector2> edgePoints, Vector2[] allArray, bool isClockWise) {
List<Triangle> temp = ComputeEarTriangle(edgePoints, allArray, isClockWise);
if (temp.Count == 0) { return; }
polygons.AddRange(temp);
ComputeEarTriangle(polygons, edgePoints, allArray, isClockWise);
}
/// <summary> 计算一个耳点 </summary>
public List<Triangle> ComputeEarTriangle(List<Vector2> edgePoints, Vector2[] allArray, bool isClockWise) {
Vector2[] array = edgePoints.ToArray();
List<Triangle> polygons = new List<Triangle>();
for (int i = 0; i < array.Length; i++) {
PointNode pointNode = CreatePointNode(i, array);
AngleType angleType = GetAngleType(pointNode, isClockWise);
// 等于180,不可能为耳点
if (angleType == AngleType.StraightAngle) { continue; }
// 大于180,不可能为耳点
if (angleType == AngleType.ReflexAngle) { continue; }
// 包含其他点,不可能为耳点
if (IsInsideTriangle(pointNode, allArray)) { continue; }
// 包含其他耳点,不可能成为耳点
if (!IsInsideEarTriangle(pointNode, edgePoints)) { continue; }
edgePoints.Remove(pointNode.Position);
polygons.Add(CreateTriangle(pointNode));
}
return polygons;
}
/// <summary> 创建节点 </summary>
public PointNode CreatePointNode(int index, Vector2[] array) {
int maxIndex = array.Length;
PointNode pointNode = new PointNode();
pointNode.index = index;
pointNode.PreviousPosition = array[NormalIndex(index - 1, maxIndex)];
pointNode.Position = array[NormalIndex(index + 0, maxIndex)];
pointNode.NextPosition = array[NormalIndex(index + 1, maxIndex)];
return pointNode;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public bool IsInsideTriangle(PointNode node, Vector2[] array) {
for (int i = 0; i < array.Length; i++) {
if (array[i] == node.Position) { continue; }
if (array[i] == node.PreviousPosition) { continue; }
if (array[i] == node.NextPosition) { continue; }
if (IsInsideTriangle(node, array[i])) { return true; }
}
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public bool IsInsideEarTriangle(PointNode node, List<Vector2> edgePoints) {
if (!edgePoints.Contains(node.Position)) { return false; }
if (!edgePoints.Contains(node.PreviousPosition)) { return false; }
if (!edgePoints.Contains(node.NextPosition)) { return false; }
return true;
}
/// <summary> 从节点创建三角形 </summary>
public Triangle CreateTriangle(PointNode node) {
Triangle triangle = new Triangle();
triangle.a = node.Position;
triangle.b = node.PreviousPosition;
triangle.c = node.NextPosition;
return triangle;
}
/// <summary> 合并三角形 </summary>
public void MergeTriangles(DataPlate data, List<Triangle> polygons) {
//创建数据容器
List<Vector3> vertices = new List<Vector3>();
List<Vector2> uv = new List<Vector2>();
List<int> triangles = new List<int>();
//三角形合并
for (int i = 0; i < polygons.Count; i++) {
Vector3 a = polygons[i].a;
int aIndex = vertices.Count - 1;
if (!vertices.Contains(a)) { vertices.Add(a); aIndex = vertices.Count - 1; }
else { aIndex = vertices.IndexOf(a); }
Vector3 b = polygons[i].b;
int bIndex = vertices.Count - 1;
if (!vertices.Contains(b)) { vertices.Add(b); bIndex = vertices.Count - 1; }
else { bIndex = vertices.IndexOf(b); }
Vector3 c = polygons[i].c;
int cIndex = vertices.Count - 1;
if (!vertices.Contains(c)) { vertices.Add(c); cIndex = vertices.Count - 1; }
else { cIndex = vertices.IndexOf(c); }
triangles.Add(aIndex);
triangles.Add(bIndex);
triangles.Add(cIndex);
}
//展开uv (顶点去掉z坐标就是未缩放的平面UV)
for (int i = 0; i < vertices.Count; i++) { uv.Add(vertices[i]); }
//附加数据
data.vertices = vertices;
data.uv = uv;
data.triangles = triangles;
}
/// <summary> 头尾循环标准化索引 </summary>
public static int NormalIndex(int index, int maxIndex) {
if (maxIndex == 0) { Debug.LogError("错误索引:maxIndex = 0"); return 0; }
if (index < 0) { return NormalIndex(index + maxIndex, maxIndex); }
if (index >= maxIndex) { return NormalIndex(index - maxIndex, maxIndex); }
return index;
}
/// <summary> 当前的点方向是否为顺时针 </summary>
public static bool IsClockWise(Vector2[] array) {
// 通过计算叉乘来确定方向
float sum = 0f;
double count = array.Length;
Vector3 va, vb;
for (int i = 0; i < array.Length; i++) {
va = array[i];
vb = (i == count - 1) ? array[0] : array[i + 1];
sum += va.x * vb.y - va.y * vb.x;
}
return sum < 0;
}
/// <summary> 判断角的类型 </summary>
public static AngleType GetAngleType(PointNode node, bool isClockWise) {
// 角度是否小于180
// oa & ob 之间的夹角,(右手法则)
// 逆时针顺序是相反的
Vector2 o = node.Position;
Vector2 a = node.PreviousPosition;
Vector2 b = node.NextPosition;
float f = (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
bool flag = isClockWise ? f > 0 : f < 0;
if (f == 0) { return AngleType.StraightAngle; }
else if (flag) { return AngleType.InferiorAngle; }
else { return AngleType.ReflexAngle; }
}
/// <summary> p点是否在点和其左右两个点组成的三角形内,或ca,cb边上 </summary>
public static bool IsInsideTriangle(PointNode node, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = node.PreviousPosition;
Vector2 b = node.NextPosition;
Vector2 c = node.Position;
float c1 = (b.x - a.x) * (p.y - b.y) - (b.y - a.y) * (p.x - b.x);
float c2 = (c.x - b.x) * (p.y - c.y) - (c.y - b.y) * (p.x - c.x);
float c3 = (a.x - c.x) * (p.y - a.y) - (a.y - c.y) * (p.x - a.x);
return (c1 > 0f && c2 >= 0f && c3 >= 0f) || (c1 < 0f && c2 <= 0f && c3 <= 0f);
}
}