150 lines
6.1 KiB
C#
150 lines
6.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class UnitAlgorithmMeshVertex : UnitAlgorithm<DataPolygon> {
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public class Line {
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public Vector3 aPoint;
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public Vector3 bPoint;
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}
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public class VertexUnit {
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public Vector3 position;
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}
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public VertexUnit[,] unitArray;
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public void Compute(DataPolygon data) {
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//List<Vector3> edgePoints = new List<Vector3>(data.edgePoints);
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////计算边界
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//float minX = 0; float minY = 0;
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//float maxX = 0; float maxY = 0;
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//for (int i = 0; i < edgePoints.Count; i++) {
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// if (edgePoints[i].x < minX) { minX = edgePoints[i].x; }
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// if (edgePoints[i].x > maxX) { maxX = edgePoints[i].x; }
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// if (edgePoints[i].y < minY) { minY = edgePoints[i].y; }
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// if (edgePoints[i].y > maxY) { maxY = edgePoints[i].y; }
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//}
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//float wide = maxX - minX;
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//float high = maxY - minY;
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////求余,得商数
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//int wideQuotient = Quotient(wide, 0.01f) + 1;
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//int highQuotient = Quotient(high, 0.01f) + 1;
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////平均间隔
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//float wideAverage = wide / wideQuotient;
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//float highAverage = high / highQuotient;
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////计算内部网格点
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//List<Vector3> vertices = new List<Vector3>();
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//Vector3 origin = new Vector3(minX, minY);
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//for (int i = 0; i < highQuotient; i++) {
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// for (int j = 0; j < wideQuotient; j++) {
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// Vector3 position = origin + new Vector3(j * wideAverage, i * highAverage);
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// if (FindPlateInside(edgePoints, position)) { vertices.Add(position); }
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// }
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//}
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////创建边缘线段,区分方向
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//List<Line> horizontal = new List<Line>();
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//List<Line> vertical = new List<Line>();
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//for (int i = 0; i < edgePoints.Count; i++) {
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// Line line = new Line();
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// line.aPoint = edgePoints.LoopIndex(i + 0);
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// line.bPoint = edgePoints.LoopIndex(i + 1);
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// Vector3 direction = (line.bPoint - line.aPoint).normalized;
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// if (Mathf.Abs(direction.x) >= 0.9) { horizontal.Add(line); }
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// else { vertical.Add(line); }
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//}
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////计算水平线段顶点
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//for (int i = 0; i < wideQuotient; i++) {
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// Vector3 a = new Vector3(minX + i * wideAverage, minY - 1);
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// Vector3 b = new Vector3(minX + i * wideAverage, maxY + 1);
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// //Debug.Log($"线段:{a} , {b}");
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// for (int j = 0; j < horizontal.Count; j++) {
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// Line line = horizontal[j];
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// //Debug.Log($"线段:{a} , {b} , {line.aPoint} , {line.bPoint}");
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// if (!TryGetIntersectPoint(a, b, line.aPoint, line.bPoint, out Vector3 intersectPos)) { continue; }
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// //Debug.Log($"交点:{intersectPos}");
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// vertices.Add(intersectPos);
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// }
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//}
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////计算垂直线段顶点
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//for (int i = 0; i < highQuotient; i++) {
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// Vector3 a = new Vector3(minX - 1, minY + i * highAverage);
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// Vector3 b = new Vector3(maxX + 1, minY + i * highAverage);
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// //Debug.Log($"线段:{a} , {b}");
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// for (int j = 0; j < vertical.Count; j++) {
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// Line line = vertical[j];
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// //Debug.Log($"线段:{a} , {b} , {line.aPoint} , {line.bPoint}");
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// if (!TryGetIntersectPoint(a, b, line.aPoint, line.bPoint, out Vector3 intersectPos)) { continue; }
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// //Debug.Log($"交点:{intersectPos}");
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// vertices.Add(intersectPos);
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// }
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//}
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//Debug.Log(vertices.Count);
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//data.vertices = vertices;
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}
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/// <summary> 商数 </summary>
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public static int Quotient(float distance, float smooth) {
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int a = (int)(distance * 1000);
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int b = (int)(smooth * 1000);
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return Math.DivRem(a, b, out int remainder);
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}
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/// <summary> 转角法查询位置是否在板片内 </summary>
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public static bool FindPlateInside(List<Vector3> points, Vector3 position) {
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double angles = 0;
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for (int i = 0; i < points.Count; i++) {
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Vector3 a = points.LoopIndex(i + 0) - position;
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Vector3 b = points.LoopIndex(i + 1) - position;
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float angle = Vector2.SignedAngle(a, b);
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angles += angle;
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}
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int normal = (int)(angles * 1000);
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return normal > 1000;
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}
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/// <summary>
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/// 计算AB与CD两条线段的交点.
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/// </summary>
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/// <param name="a">A点</param>
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/// <param name="b">B点</param>
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/// <param name="c">C点</param>
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/// <param name="d">D点</param>
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/// <param name="intersectPos">AB与CD的交点</param>
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/// <returns>是否相交 true:相交 false:未相交</returns>
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private bool TryGetIntersectPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, out Vector3 intersectPos) {
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intersectPos = Vector3.zero;
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Vector3 ab = b - a;
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Vector3 ca = a - c;
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Vector3 cd = d - c;
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Vector3 v1 = Vector3.Cross(ca, cd);
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// 不共面
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if (Mathf.Abs(Vector3.Dot(v1, ab)) > 1e-6) { return false; }
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// 平行
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if (Vector3.Cross(ab, cd).sqrMagnitude <= 1e-6) { return false; }
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Vector3 ad = d - a;
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Vector3 cb = b - c;
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// 快速排斥
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if (Mathf.Min(a.x, b.x) > Mathf.Max(c.x, d.x) || Mathf.Max(a.x, b.x) < Mathf.Min(c.x, d.x)
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|| Mathf.Min(a.y, b.y) > Mathf.Max(c.y, d.y) || Mathf.Max(a.y, b.y) < Mathf.Min(c.y, d.y)
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|| Mathf.Min(a.z, b.z) > Mathf.Max(c.z, d.z) || Mathf.Max(a.z, b.z) < Mathf.Min(c.z, d.z)) {
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return false;
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}
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// 跨立试验
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if (Vector3.Dot(Vector3.Cross(-ca, ab), Vector3.Cross(ab, ad)) > 0
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&& Vector3.Dot(Vector3.Cross(ca, cd), Vector3.Cross(cd, cb)) > 0) {
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Vector3 v2 = Vector3.Cross(cd, ab);
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float ratio = Vector3.Dot(v1, v2) / v2.sqrMagnitude;
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intersectPos = a + ab * ratio;
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return true;
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}
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return false;
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}
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}
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