合并代码

This commit is contained in:
MuHua-123
2024-11-15 18:28:21 +08:00
parent 497b43a446
commit 72d1f89b54
274 changed files with 4939 additions and 1968 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询贝塞尔点算法
/// </summary>
public class AlgorithmFindBezier : ModuleAlgorithm<DataFindBezier> {
public readonly float FindRange = 0.01f;
protected override void Awake() => ModuleCore.AlgorithmFindBezier = this;
public override void Compute(DataFindBezier findBezier) {
List<DataPlate> datas = findBezier.datas;
for (int i = 0; i < datas.Count; i++) {
if (FindPlatePoint(datas[i], findBezier)) { return; }
}
}
/// <summary> 查询匹配的点 </summary>
private bool FindPlatePoint(DataPlate plate, DataFindBezier findBezier) {
List<DataPoint> points = plate.points;
Vector3 position = findBezier.position - plate.position;
for (int i = 0; i < points.Count; i++) {
float f = Vector3.Distance(points[i].frontBezier, position);
if (f <= FindRange && points[i].isCurveFront) {
findBezier.isFront = true;
findBezier.plate = plate;
findBezier.point = points[i];
return true;
}
float a = Vector3.Distance(points[i].afterBezier, position);
if (a <= FindRange && points[i].isCurveAfter) {
findBezier.plate = plate;
findBezier.point = points[i];
return true;
}
}
return false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 查询点算法
/// 转角法判断点是否在多边形内
/// </summary>
public class AlgorithmFindPoint : ModuleAlgorithm<DataFindPoint> {
public readonly float FindRange = 0.01f;
protected override void Awake() => ModuleCore.AlgorithmFindPoint = this;
public override void Compute(DataFindPoint findPoint) {
List<DataPlate> datas = findPoint.datas;
for (int i = 0; i < datas.Count; i++) {
if (FindPlatePoint(datas[i], findPoint)) { return; }
if (FindPlateInside(datas[i], findPoint)) { findPoint.plate = datas[i]; }
}
}
/// <summary> 查询匹配的点 </summary>
private bool FindPlatePoint(DataPlate plate, DataFindPoint findPoint) {
List<DataPoint> points = plate.points;
Vector3 position = findPoint.position - plate.position;
for (int i = 0; i < points.Count; i++) {
float distance = Vector3.Distance(points[i].position, position);
if (distance > FindRange) { continue; }
findPoint.plate = plate;
findPoint.point = points[i];
return true;
}
return false;
}
/// <summary> 转角法查询位置是否在板片内 </summary>
private bool FindPlateInside(DataPlate plate, DataFindPoint findPoint) {
DataPoint[] points = plate.points.ToArray();
double angles = 0;
Vector3 position = findPoint.position - plate.position;
for (int i = 0; i < points.Length; i++) {
Vector3 a = points.LoopIndex(i + 0).position - position;
Vector3 b = points.LoopIndex(i + 1).position - position;
float angle = Vector2.SignedAngle(a, b);
angles += angle;
}
int normal = (int)(angles * 1000);
return normal > 0;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插入点算法
/// </summary>
public class AlgorithmInsertPoint : ModuleAlgorithm<DataInsertPoint> {
public class Segment {
public DataPlate plate;
public DataPoint aPoint;
public DataPoint bPoint;
public float distance = float.MaxValue;
}
protected override void Awake() => ModuleCore.AlgorithmInsertPoint = this;
public override void Compute(DataInsertPoint insertPoint) {
List<DataPlate> datas = insertPoint.datas;
List<Segment> segments = new List<Segment>();
Vector3 position = insertPoint.position;
for (int i = 0; i < datas.Count; i++) {
if (!FindSegment(datas[i], position, out Segment temp)) { continue; }
segments.Add(temp);
}
if (segments.Count <= 0) { return; }
Segment segment = segments[0];
for (int i = 0; i < segments.Count; i++) {
if (segment.distance < segments[i].distance) { continue; }
segment = segments[i];
}
insertPoint.plate = segment.plate;
insertPoint.aPoint = segment.aPoint;
insertPoint.bPoint = segment.bPoint;
}
/// <summary> 查询匹配的线 </summary>
private bool FindSegment(DataPlate plate, Vector3 position, out Segment segment) {
List<DataPoint> points = plate.points;
Vector3 c = position - plate.position;
segment = new Segment();
segment.plate = plate;
for (int i = 0; i < points.Count; i++) {
Vector3 a = points.LoopIndex(i + 0).position;
Vector3 b = points.LoopIndex(i + 1).position;
float distance = ProjectDistance(a, b, c);
if (segment.distance < distance) { continue; }
segment.aPoint = points.LoopIndex(i + 0);
segment.bPoint = points.LoopIndex(i + 1);
segment.distance = distance;
}
return segment.distance != float.MaxValue;
}
/// <summary>
/// 向量投影法
/// 计算点c到线段ab最近的点
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="c"></param>
/// <returns>如果不在线段上返回 float.MaxValue</returns>
private float ProjectDistance(Vector3 a, Vector3 b, Vector3 c) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
//Debug.Log($"{a} , {b} , {c} , {p} , {ab.normalized} , {p.normalized} , {ab.normalized != p.normalized} , {ab.magnitude < p.magnitude}");
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
//Debug.Log($"{a} , {b} , {c} , {Vector3.Distance(c, p)}");
return Vector3.Distance(c, p + a);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 多边形耳切法
/// </summary>
public class AFAuriculareCutting : ModuleAlgorithmFunction<DataPolygon> {
public class Auriculare {
public int index;
public Vector3 aPoint;//+0
public Vector3 bPoint;//-1
public Vector3 cPoint;//+1
}
/// <summary> 多边形耳切法 </summary>
public AFAuriculareCutting() { }
public override void Compute(DataPolygon data) {
List<Vector3> edgePoints = new List<Vector3>(data.edgePoints);
List<DataTriangle> triangles = new List<DataTriangle>();
Vector3[] allArray = edgePoints.ToArray();
bool isClockWise = IsClockWise(allArray);
//耳切法生成三角形
ComputeAuriculare(triangles, edgePoints, allArray, isClockWise);
data.triangles = triangles;
}
#region
/// <summary> 循环计算有效的耳点 </summary>
public static void ComputeAuriculare(List<DataTriangle> triangles, List<Vector3> edgePoints, Vector3[] allArray, bool isClockWise) {
List<DataTriangle> temp = ComputeAuriculare(edgePoints, allArray, isClockWise);
if (temp.Count == 0) { return; }
triangles.AddRange(temp);
ComputeAuriculare(triangles, edgePoints, allArray, isClockWise);
}
/// <summary> 计算一个有效的耳点 </summary>
public static List<DataTriangle> ComputeAuriculare(List<Vector3> edgePoints, Vector3[] allArray, bool isClockWise) {
Vector3[] array = edgePoints.ToArray();
List<DataTriangle> polygons = new List<DataTriangle>();
for (int i = 0; i < array.Length; i++) {
Auriculare auriculare = CreateAuriculare(i, array);
// 等于180,大于180,不可能为耳点
if (!GetAngleType(auriculare, isClockWise)) { continue; }
// 包含其他点,不可能为耳点
if (IsInsideTriangle(auriculare, allArray)) { continue; }
// 包含其他耳点,不可能成为耳点
if (!IsInsideAuriculare(auriculare, edgePoints)) { continue; }
edgePoints.Remove(auriculare.aPoint);
polygons.Add(CreateAuriculareToTriangle(auriculare));
}
return polygons;
}
/// <summary> 创建点 </summary>
public static Auriculare CreateAuriculare(int index, Vector3[] array) {
Auriculare auriculare = new Auriculare();
auriculare.index = index;
auriculare.bPoint = array.LoopIndex(index - 1);
auriculare.aPoint = array.LoopIndex(index);
auriculare.cPoint = array.LoopIndex(index + 1);
return auriculare;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector3[] array) {
for (int i = 0; i < array.Length; i++) {
if (array[i] == auriculare.aPoint) { continue; }
if (array[i] == auriculare.bPoint) { continue; }
if (array[i] == auriculare.cPoint) { continue; }
if (IsInsideTriangle(auriculare, array[i])) { return true; }
}
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
public static bool IsInsideAuriculare(Auriculare auriculare, List<Vector3> edgePoints) {
if (!edgePoints.Contains(auriculare.aPoint)) { return false; }
if (!edgePoints.Contains(auriculare.bPoint)) { return false; }
if (!edgePoints.Contains(auriculare.cPoint)) { return false; }
return true;
}
/// <summary> 从节点创建三角形 </summary>
public static DataTriangle CreateAuriculareToTriangle(Auriculare auriculare) {
DataTriangle triangle = new DataTriangle();
triangle.a = auriculare.aPoint;
triangle.b = auriculare.bPoint;
triangle.c = auriculare.cPoint;
return triangle;
}
#endregion
#region
/// <summary> 当前的点方向是否为顺时针 </summary>
public static bool IsClockWise(Vector3[] 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 bool GetAngleType(Auriculare auriculare, 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 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
float f = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
bool flag = isClockWise ? f > 0 : f < 0;
if (f == 0) { return false;/*平角*/ }
else if (flag) { return true;/*劣角*/ }
else { return false;/*优角*/ }
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(Auriculare auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.aPoint;
Vector2 b = auriculare.bPoint;
Vector2 c = auriculare.cPoint;
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);
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 三阶贝塞尔曲线计算边缘点
/// </summary>
public class AFEdgePoint : ModuleAlgorithmFunction<DataPolygon> {
/// <summary> 三阶贝塞尔曲线计算边缘点 </summary>
public AFEdgePoint() { }
public override void Compute(DataPolygon data) {
List<DataPoint> points = new List<DataPoint>(data.points);
List<Vector3> edgePoints = new List<Vector3>();
for (int i = 0; i < points.Count; i++) {
DataPoint current = points.LoopIndex(i);
DataPoint next = points.LoopIndex(i + 1);
edgePoints.AddRange(CreateLine(current, next, data.edgeSmooth));
}
data.edgePoints = edgePoints;
}
#region
public List<Vector3> CreateLine(DataPoint current, DataPoint next, float edgeSmooth) {
List<Vector3> edgePoints = new List<Vector3>();
//方向,距离
Vector2 direction = (next.position - current.position).normalized;
float distance = Vector2.Distance(next.position, current.position);
//求余,得商数
int quotient = Quotient(distance, edgeSmooth);
//点位间距
float segment = distance / quotient;
//贝塞尔曲线点
Vector3 ap = current.position;
Vector3 bp = current.isCurveAfter ? current.afterBezier : current.position;
Vector3 cp = next.isCurveFront ? next.frontBezier : next.position;
Vector3 dp = next.position;
for (int i = 0; i < quotient; i++) {
float t = segment * i / distance;
Vector2 position = ComputeBezier(ap, bp, cp, dp, t);
edgePoints.Add(position);
}
return edgePoints;
}
#endregion
#region
/// <summary> 商数 </summary>
public static int Quotient(float distance, float edgeSmooth) {
int a = (int)(distance * 1000);
int b = (int)(edgeSmooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 合并三角形
/// </summary>
public class AFMergeTriangles : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
index = 0;
MergeTriangles(triangles);
data.triangles = triangles;
ModuleCore.I.VisualPolygon.UpdateVisual(data);
}
private int index;
private int maxIndex;
/// <summary> 取一个三角形出来 匹配剩下的三角形 符合条件则合并 </summary>
private void MergeTriangles(List<DataTriangle> triangles) {
if (index > triangles.Count) { return; }
DataTriangle aT = triangles[0];
triangles.Remove(aT);
maxIndex = triangles.Count;
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); continue; }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); continue; }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); continue; }
}
index = maxIndex == triangles.Count ? index + 1 : 0;
Debug.Log($"{index} , {maxIndex} , {triangles.Count}");
triangles.Add(aT);
MergeTriangles(triangles);
}
/// <summary> 匹配三角形 符合条件则合并 无法合并则返回 true </summary>
private bool MergeTriangles(List<DataTriangle> triangles, DataTriangle aT) {
for (int i = 0; i < triangles.Count; i++) {
DataTriangle bT = triangles[i];
//ab同边
if (MergeConditions(bT.a, bT.b, bT, ref aT)) { triangles.Remove(bT); }
//bc同边
if (MergeConditions(bT.b, bT.c, bT, ref aT)) { triangles.Remove(bT); }
//ca同边
if (MergeConditions(bT.c, bT.a, bT, ref aT)) { triangles.Remove(bT); }
}
return true;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 point) {
if (triangle.a == point) { return true; }
if (triangle.b == point) { return true; }
if (triangle.c == point) { return true; }
return false;
}
//检测合并条件是否满足
private bool MergeConditions(Vector3 a, Vector3 b, DataTriangle bT, ref DataTriangle aT) {
if (!IsInsideTriangle(aT, a, b, out Vector3 o)) { return false; }
if (!IsInsideTriangle(bT, a, b, out Vector3 c)) { return false; }
if (IsInsideTriangle(aT, c)) { return true; }
Vector3 oa = (o - a).normalized;
Vector3 ob = (o - b).normalized;
Vector3 oc = (o - c).normalized;
if (oc == oa) { aT.a = o; aT.b = b; aT.c = c; return true; }
if (oc == ob) { aT.a = o; aT.b = a; aT.c = c; return true; }
return false;
}
/// <summary> 计算三角形内是否包含其他点 </summary>
private bool IsInsideTriangle(DataTriangle triangle, Vector3 a, Vector3 b, out Vector3 o) {
if (triangle.a == a && triangle.b == b) { o = triangle.c; return true; }
if (triangle.a == b && triangle.b == a) { o = triangle.c; return true; }
if (triangle.a == a && triangle.c == b) { o = triangle.b; return true; }
if (triangle.a == b && triangle.c == a) { o = triangle.b; return true; }
if (triangle.b == a && triangle.c == b) { o = triangle.a; return true; }
if (triangle.b == b && triangle.c == a) { o = triangle.a; return true; }
o = a; return false;
}
/// <summary> p点是否在点a,b,c组成的三角形内,或边上 </summary>
public static bool IsInsideTriangle(DataTriangle auriculare, Vector2 p) {
// p点是否在abc三角形内
Vector2 a = auriculare.a;
Vector2 b = auriculare.b;
Vector2 c = auriculare.c;
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);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AFSubdivision : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> triangles = new List<DataTriangle>(data.triangles);
List<DataTriangle> subdivision = new List<DataTriangle>();
for (int i = 0; i < triangles.Count; i++) {
subdivision.AddRange(Subdivision(triangles[i]));
}
//subdivision.AddRange(Subdivision(triangles[121], data.edgeSmooth));
data.triangles = subdivision;
}
private List<DataTriangle> Subdivision(DataTriangle triangle) {
float ab = Vector3.Distance(triangle.a, triangle.b);
float bc = Vector3.Distance(triangle.b, triangle.c);
float ca = Vector3.Distance(triangle.c, triangle.a);
if (ab > bc && ab > ca && ab > 0.02f) { return Subdivision(triangle.c, triangle.a, triangle.b); }
if (bc > ab && bc > ca && bc > 0.02f) { return Subdivision(triangle.a, triangle.b, triangle.c); }
if (ca > bc && ca > ab && ca > 0.02f) { return Subdivision(triangle.b, triangle.c, triangle.a); }
return new List<DataTriangle> { triangle };
}
private List<DataTriangle> Subdivision(Vector3 a, Vector3 b, Vector3 c) {
Vector3 direction = b - c;
Vector3 d = c + direction * 0.5f;
DataTriangle aT = new DataTriangle { a = a, b = d, c = c };
DataTriangle bT = new DataTriangle { a = a, b = b, c = d };
return new List<DataTriangle> { aT, bT, };
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 三角形转换网格
/// </summary>
public class AFTriangleMesh : ModuleAlgorithmFunction<DataPolygon> {
public override void Compute(DataPolygon data) {
List<DataTriangle> polygons = new List<DataTriangle>(data.triangles);
//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++) {
triangles.Add(AddIndexOf(vertices, polygons[i].a));
triangles.Add(AddIndexOf(vertices, polygons[i].b));
triangles.Add(AddIndexOf(vertices, polygons[i].c));
}
Debug.Log(vertices.Count);
//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.polygon = new Mesh();
data.polygon.vertices = vertices.ToArray();
data.polygon.uv = uv.ToArray();
data.polygon.triangles = triangles.ToArray();
data.polygon.RecalculateBounds();
data.polygon.RecalculateNormals();
}
//顶点列表不包含则添加点,获得索引
private int AddIndexOf(List<Vector3> vertices, Vector3 a) {
if (!vertices.Contains(a)) { vertices.Add(a); }
return vertices.IndexOf(a);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 散列点生成多边形算法
/// </summary>
public class AlgorithmPolygon : ModuleAlgorithm<DataPlate> {
private ModuleAlgorithmFunction<DataPolygon> EdgePoint = new AFEdgePoint();
private ModuleAlgorithmFunction<DataPolygon> Cutting = new AFAuriculareCutting();
private ModuleAlgorithmFunction<DataPolygon> Subdivision = new AFSubdivision();
private ModuleAlgorithmFunction<DataPolygon> TriangleMesh = new AFTriangleMesh();
protected override void Awake() => ModuleCore.AlgorithmPolygon = this;
public override void Compute(DataPlate data) {
DataPolygon polygon = new DataPolygon(data);
//计算边缘点
EdgePoint.Compute(polygon);
//切割三角形
Cutting.Compute(polygon);
//合并三角形
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
Subdivision.Compute(polygon);
//三角形转换网格
TriangleMesh.Compute(polygon);
}
}
@@ -0,0 +1,11 @@
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