This commit is contained in:
MuHua-123
2024-11-25 18:32:05 +08:00
parent 72d1f89b54
commit 84243e75a8
353 changed files with 17666 additions and 3206 deletions
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 多边形耳切法
/// </summary>
public class UnitAlgorithmEarCutting : UnitAlgorithm<DataPlate> {
/// <summary> 多边形耳切法 </summary>
public UnitAlgorithmEarCutting() { }
public class Auriculare {
public int index;
public Vector3 aPoint;//+0
public Vector3 bPoint;//-1
public Vector3 cPoint;//+1
}
public void Compute(DataPlate data) {
List<Vector3> points = new List<Vector3>(data.edgePoints);
//判断散列点排序方向
Vector3[] allArray = points.ToArray();
bool isClockWise = IsClockWise(allArray);
//耳切法生成三角形
List<DataTriangle> triangles = new List<DataTriangle>();
ComputeAuriculare(triangles, points, 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> 创建耳点 </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
}