//ホモグラフィの変換行列を取得
        public int CreateHomographyMatrix(out Matrix4x4 matrix)
        {
            matrix = Matrix4x4.identity;
            //標本点の数
            int count = mPositionList.Count / 2;

            if (count < 4)
            {
                return(2);
            }

            //最小二乗法を利用してホモグラフィ変換行列を取得
            MatrixNxM a = MatrixNxM.ZeroMatrix(count * 2, 8);
            MatrixNxM b = MatrixNxM.ZeroMatrix(count * 2, 1);

            for (int i = 0; i < count; i++)
            {
                int     index0    = i * 2;
                int     index1    = i * 2 + 1;
                Vector2 posBefore = mPositionList [i * 2];
                Vector2 posAfter  = mPositionList [i * 2 + 1];

                a.Mat [index0, 0] = posBefore.x;
                a.Mat [index0, 1] = posBefore.y;
                a.Mat [index0, 2] = 1.0f;
                a.Mat [index0, 3] = 0.0f;
                a.Mat [index0, 4] = 0.0f;
                a.Mat [index0, 5] = 0.0f;
                a.Mat [index0, 6] = -posBefore.x * posAfter.x;
                a.Mat [index0, 7] = -posBefore.y * posAfter.x;

                a.Mat [index1, 0] = 0.0f;
                a.Mat [index1, 1] = 0.0f;
                a.Mat [index1, 2] = 0.0f;
                a.Mat [index1, 3] = posBefore.x;
                a.Mat [index1, 4] = posBefore.y;
                a.Mat [index1, 5] = 1.0f;
                a.Mat [index1, 6] = -posBefore.x * posAfter.y;
                a.Mat [index1, 7] = -posBefore.y * posAfter.y;

                b.Mat [index0, 0] = posAfter.x;
                b.Mat [index1, 0] = posAfter.y;
            }

            MatrixNxM a_inv = a.InverseMatrix();

            if (a_inv != null)
            {
                MatrixNxM h = a_inv * b;

                Matrix4x4 homoMat = Matrix4x4.identity;
                homoMat.m00 = (float)h.Mat [0, 0];
                homoMat.m01 = (float)h.Mat [1, 0];
                homoMat.m03 = (float)h.Mat [2, 0];
                homoMat.m10 = (float)h.Mat [3, 0];
                homoMat.m11 = (float)h.Mat [4, 0];
                homoMat.m13 = (float)h.Mat [5, 0];
                homoMat.m30 = (float)h.Mat [6, 0];
                homoMat.m31 = (float)h.Mat [7, 0];
                homoMat.m33 = 1.0f;
                matrix      = homoMat;
                return(0);
            }
            else
            {
                return(1);
            }
        }
        //面に貼る三角形のインデックス配列を作成(同一平面上に存在していることが前提)
        //	vertices	:頂点の配列
        public static int[] CreateIndexTriangles(Vector3[] vertices)
        {
            //インデックスを初期化
            List <int> sortedIndex = new List <int> ();

            for (int i = 0; i < vertices.Length; i++)
            {
                sortedIndex.Add(i);
            }

            //頂点数が規定に達したら終了
            List <int> triangles = new List <int> ();

            while (triangles.Count < (vertices.Length - 2) * 3)
            {
                int index0 = 0, index1 = 1, index2 = 2;

                int count = sortedIndex.Count;
                for (int i = 0; i < count; i++)
                {
                    //2辺に接する三角形を選択
                    index0 = (i - 1 + count) % count;
                    index1 = (i + count) % count;
                    index2 = (i + 1 + count) % count;

                    Vector3 o  = vertices [sortedIndex [index1]];
                    Vector3 oa = vertices [sortedIndex [index0]] - o;
                    Vector3 ob = vertices [sortedIndex [index2]] - o;
                    Vector3 oc = (oa + ob) / 2;

                    {
                        //この三角形が面内部に内包されているものか調べる
                        //	重心と注目した頂点でできる直線上の、交点の数によって判定
                        //	op + s(oq-op) = toc + uN	(0f<=s<1f, Nは法線)
                        //	op = s(op-oq) + toc + uN
                        //	で調べられる
                        int ocount = 0, ccount = 0;
                        for (int j = 0; j < count; j++)
                        {
                            int j0, j1, j2;
                            j0 = (j + count - 1) % count;
                            j1 = (j + count) % count;
                            j2 = (j + count + 1) % count;

                            Vector3 op = vertices [sortedIndex [j1]] - o;
                            Vector3 oq = vertices [sortedIndex [j2]] - o;
                            Vector3 qp = op - oq;
                            Vector3 n  = Vector3.Cross(oc, qp);

                            MatrixNxM m = new MatrixNxM(3, 3);
                            m.Mat [0, 0] = qp.x; m.Mat [0, 1] = oc.x; m.Mat [0, 2] = n.x;
                            m.Mat [1, 0] = qp.y; m.Mat [1, 1] = oc.y; m.Mat [1, 2] = n.y;
                            m.Mat [2, 0] = qp.z; m.Mat [2, 1] = oc.z; m.Mat [2, 2] = n.z;
                            MatrixNxM v = new MatrixNxM(3, 1);
                            v.Mat [0, 0] = op.x;
                            v.Mat [1, 0] = op.y;
                            v.Mat [2, 0] = op.z;
                            MatrixNxM m_inv = m.InverseMatrix();
                            if (m_inv == null)
                            {
                                continue;
                            }

                            MatrixNxM x = m_inv * v;

                            int   addCount = 0;
                            float s = (float)x.Mat [0, 0], t = (float)x.Mat [1, 0];

                            if (s == 0f)
                            {
                                Vector3 d, e;
                                d = vertices [sortedIndex [j0]] - vertices [sortedIndex [j1]];
                                e = vertices [sortedIndex [j2]] - vertices [sortedIndex [j1]];
                                if (Vector3.Dot(Vector3.Cross(oc, d), Vector3.Cross(oc, e)) < 0f)
                                {
                                    addCount = 1;
                                }
                                else
                                {
                                    addCount = 2;
                                }
                            }
                            else if (0f < s && s < 1f)
                            {
                                addCount = 1;
                            }

                            if (t <= 0f)
                            {
                                ocount += addCount;
                            }
                            else
                            {
                                ccount += addCount;
                            }
                        }

                        if ((ocount % 2) * (ccount % 2) == 0)
                        {
                            continue;
                        }
                    }

                    {
                        //三角形内部に他の頂点が存在しないか判定
                        // soa + tob + uN = op を解く (Nは法線)

                        //三角形の法線ベクトルを作成
                        Vector3 n = Vector3.Cross(oa, ob);

                        MatrixNxM m = new MatrixNxM(3, 3);
                        m.Mat [0, 0] = oa.x; m.Mat [0, 1] = ob.x; m.Mat [0, 2] = n.x;
                        m.Mat [1, 0] = oa.y; m.Mat [1, 1] = ob.y; m.Mat [1, 2] = n.y;
                        m.Mat [2, 0] = oa.z; m.Mat [2, 1] = ob.z; m.Mat [2, 2] = n.z;
                        MatrixNxM m_inv = m.InverseMatrix();
                        if (m_inv == null)
                        {
                            continue;
                        }

                        bool isValidTriangle = true;
                        for (int j = 0; j < count; j++)
                        {
                            Vector3   op = vertices [sortedIndex [j]] - o;
                            MatrixNxM v  = new MatrixNxM(3, 1);
                            v.Mat [0, 0] = op.x;
                            v.Mat [1, 0] = op.y;
                            v.Mat [2, 0] = op.z;

                            MatrixNxM x = m_inv * v;

                            float s = (float)x.Mat [0, 0], t = (float)x.Mat [1, 0];
                            if (0f < s && s < 1f)
                            {
                                if (0f < t && t < 1f)
                                {
                                    if (0f < s + t && s + t < 1f)
                                    {
                                        isValidTriangle = false;
                                        break;
                                    }
                                }
                            }
                        }
                        if (!isValidTriangle)
                        {
                            continue;
                        }
                    }
                    break;
                }

                triangles.Add(sortedIndex [index0]);
                triangles.Add(sortedIndex [index1]);
                triangles.Add(sortedIndex [index2]);
                sortedIndex.RemoveAt(index1);
            }
            return(triangles.ToArray());
        }