Files
MuHua-Core/Assets/ModuleUnit/UnitAlgorithm/UnitAlgorithmMeshVertex.cs
T
MuHua-123 84243e75a8 s
2024-11-25 18:32:05 +08:00

150 lines
6.1 KiB
C#

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