示例#1
0
        /**
         * O(n log n) Convex Hull Algorithm.
         * Accepts a list of vertices as Vector3 and triangulates them according to a projection
         * plane defined as planeNormal. Algorithm will output vertices, indices and UV coordinates
         * as arrays
         */
        public static bool MonotoneChain(List <Vector3> vertices, Vector3 normal, out List <Triangle> tri, TextureRegion texRegion)
        {
            int count = vertices.Count;

            // we cannot triangulate less than 3 points. Use minimum of 3 points
            if (count < 3)
            {
                tri = null;
                return(false);
            }

            // first, we map from 3D points into a 2D plane represented by the provided normal
            Vector3 u = Vector3.Normalize(Vector3.Cross(normal, Vector3.up));

            if (Vector3.zero == u)
            {
                u = Vector3.Normalize(Vector3.Cross(normal, Vector3.forward));
            }
            Vector3 v = Vector3.Cross(u, normal);

            // generate an array of mapped values
            Mapped2D[] mapped = new Mapped2D[count];

            // these values will be used to generate new UV coordinates later on
            float maxDivX = float.MinValue;
            float maxDivY = float.MinValue;
            float minDivX = float.MaxValue;
            float minDivY = float.MaxValue;

            // map the 3D vertices into the 2D mapped values
            for (int i = 0; i < count; i++)
            {
                Vector3 vertToAdd = vertices[i];

                Mapped2D newMappedValue = new Mapped2D(vertToAdd, u, v);
                Vector2  mapVal         = newMappedValue.mappedValue;

                // grab our maximal values so we can map UV's in a proper range
                maxDivX = Mathf.Max(maxDivX, mapVal.x);
                maxDivY = Mathf.Max(maxDivY, mapVal.y);
                minDivX = Mathf.Min(minDivX, mapVal.x);
                minDivY = Mathf.Min(minDivY, mapVal.y);

                mapped[i] = newMappedValue;
            }

            // sort our newly generated array values
            Array.Sort <Mapped2D>(mapped, (a, b) => {
                Vector2 x = a.mappedValue;
                Vector2 p = b.mappedValue;

                return((x.x < p.x || (x.x == p.x && x.y < p.y)) ? -1 : 1);
            });

            // our final hull mappings will end up in here
            Mapped2D[] hulls = new Mapped2D[count + 1];

            int k = 0;

            // build the lower hull of the chain
            for (int i = 0; i < count; i++)
            {
                while (k >= 2)
                {
                    Vector2 mA = hulls[k - 2].mappedValue;
                    Vector2 mB = hulls[k - 1].mappedValue;
                    Vector2 mC = mapped[i].mappedValue;

                    if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f)
                    {
                        break;
                    }

                    k--;
                }

                hulls[k++] = mapped[i];
            }

            // build the upper hull of the chain
            for (int i = count - 2, t = k + 1; i >= 0; i--)
            {
                while (k >= t)
                {
                    Vector2 mA = hulls[k - 2].mappedValue;
                    Vector2 mB = hulls[k - 1].mappedValue;
                    Vector2 mC = mapped[i].mappedValue;

                    if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f)
                    {
                        break;
                    }

                    k--;
                }

                hulls[k++] = mapped[i];
            }

            // finally we can build our mesh, generate all the variables
            // and fill them up
            int vertCount = k - 1;
            int triCount  = (vertCount - 2) * 3;

            // this should not happen, but here just in case
            if (vertCount < 3)
            {
                tri = null;
                return(false);
            }

            // ensure List does not dynamically grow, performing copy ops each time!
            tri = new List <Triangle>(triCount / 3);

            float width  = maxDivX - minDivX;
            float height = maxDivY - minDivY;

            int indexCount = 1;

            // generate both the vertices and uv's in this loop
            for (int i = 0; i < triCount; i += 3)
            {
                // the Vertices in our triangle
                Mapped2D posA = hulls[0];
                Mapped2D posB = hulls[indexCount];
                Mapped2D posC = hulls[indexCount + 1];

                // generate UV Maps
                Vector2 uvA = posA.mappedValue;
                Vector2 uvB = posB.mappedValue;
                Vector2 uvC = posC.mappedValue;

                uvA.x = (uvA.x - minDivX) / width;
                uvA.y = (uvA.y - minDivY) / height;

                uvB.x = (uvB.x - minDivX) / width;
                uvB.y = (uvB.y - minDivY) / height;

                uvC.x = (uvC.x - minDivX) / width;
                uvC.y = (uvC.y - minDivY) / height;

                Triangle newTriangle = new Triangle(posA.originalValue, posB.originalValue, posC.originalValue);

                // ensure our UV coordinates are mapped into the requested TextureRegion
                newTriangle.SetUV(texRegion.Map(uvA), texRegion.Map(uvB), texRegion.Map(uvC));

                // the normals is the same for all vertices since the final mesh is completly flat
                newTriangle.SetNormal(normal, normal, normal);
                newTriangle.ComputeTangents();

                tri.Add(newTriangle);

                indexCount++;
            }

            return(true);
        }
示例#2
0
        /**
         * O(n log n) Convex Hull Algorithm.
         * Accepts a list of vertices as Vector3 and triangulates them according to a projection
         * plane defined as planeNormal. Algorithm will output vertices, indices and UV coordinates
         * as arrays
         */
        public static bool MonotoneChain(List <Vector3> vertices, Vector3 normal, out Vector3[] verts, out int[] indices, out Vector2[] uv)
        {
            int count = vertices.Count;

            // we cannot triangulate less than 3 points. Use minimum of 3 points
            if (count < 3)
            {
                verts   = null;
                indices = null;
                uv      = null;

                return(false);
            }

            // first, we map from 3D points into a 2D plane represented by the provided normal
            Vector3 r = Mathf.Abs(normal.x) > Mathf.Abs(normal.y) ? new Vector3(0, 1, 0) : new Vector3(1, 0, 0);

            Vector3 v = Vector3.Normalize(Vector3.Cross(r, normal));
            Vector3 u = Vector3.Cross(normal, v);

            // generate an array of mapped values
            Mapped2D[] mapped = new Mapped2D[count];

            // these values will be used to generate new UV coordinates later on
            float maxDivX = 0.0f;
            float maxDivY = 0.0f;

            // map the 3D vertices into the 2D mapped values
            for (int i = 0; i < count; i++)
            {
                Vector3 vertToAdd = vertices[i];

                Mapped2D newMappedValue = new Mapped2D(vertToAdd, u, v);
                Vector2  mapVal         = newMappedValue.mappedValue;

                // grab our maximal values so we can map UV's in a proper range
                maxDivX = Mathf.Max(maxDivX, mapVal.x);
                maxDivY = Mathf.Max(maxDivY, mapVal.y);

                mapped[i] = newMappedValue;
            }

            // sort our newly generated array values
            Array.Sort <Mapped2D>(mapped, (a, b) =>
            {
                Vector2 x = a.mappedValue;
                Vector2 p = b.mappedValue;

                return((x.x < p.x || (x.x == p.x && x.y < p.y)) ? -1 : 1);
            });

            // our final hull mappings will end up in here
            Mapped2D[] hulls = new Mapped2D[count + 1];

            int k = 0;

            // build the lower hull of the chain
            for (int i = 0; i < count; i++)
            {
                while (k >= 2)
                {
                    Vector2 mA = hulls[k - 2].mappedValue;
                    Vector2 mB = hulls[k - 1].mappedValue;
                    Vector2 mC = mapped[i].mappedValue;

                    if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f)
                    {
                        break;
                    }

                    k--;
                }

                hulls[k++] = mapped[i];
            }

            // build the upper hull of the chain
            for (int i = count - 2, t = k + 1; i >= 0; i--)
            {
                while (k >= t)
                {
                    Vector2 mA = hulls[k - 2].mappedValue;
                    Vector2 mB = hulls[k - 1].mappedValue;
                    Vector2 mC = mapped[i].mappedValue;

                    if (Intersector.TriArea2D(mA.x, mA.y, mB.x, mB.y, mC.x, mC.y) > 0.0f)
                    {
                        break;
                    }

                    k--;
                }

                hulls[k++] = mapped[i];
            }

            // finally we can build our mesh, generate all the variables
            // and fill them up
            int vertCount = k - 1;

            // this should not happen, but here just in case
            if (vertCount < 3)
            {
                verts   = null;
                indices = null;
                uv      = null;

                return(false);
            }

            int triCount = (vertCount - 2) * 3;

            verts   = new Vector3[vertCount];
            indices = new int[triCount];
            uv      = new Vector2[vertCount];

            // generate both the vertices and uv's in this loop
            for (int i = 0; i < vertCount; i++)
            {
                Mapped2D val = hulls[i];

                // place the vertex
                verts[i] = val.originalValue;

                // generate and place the UV
                Vector2 mappedValue = val.mappedValue;
                mappedValue.x = (mappedValue.x / maxDivX) * 0.5f;
                mappedValue.y = (mappedValue.y / maxDivY) * 0.5f;

                uv[i] = mappedValue;
            }

            int indexCount = 1;

            // generate the triangles/indices
            for (int i = 0; i < triCount; i += 3)
            {
                indices[i + 0] = 0;
                indices[i + 1] = indexCount;
                indices[i + 2] = indexCount + 1;

                indexCount++;
            }

            return(true);
        }