public void TriangulateThePoints() { if (pointsOnHull != null) { pointsOnHull.Clear(); } // // Get points to triangulate // //Random points //points = TestAlgorithmsHelpMethods.GenerateRandomPoints(seed, mapSize, numberOfPoints); //Points from a plane mesh to test colinear points points = TestAlgorithmsHelpMethods.GeneratePointsFromPlane(planeTrans); // // Prepare the points // //3d to 2d HashSet <MyVector2> points_2d = new HashSet <MyVector2>(); foreach (Vector3 v in points) { points_2d.Add(v.ToMyVector2()); } //Normalize to range 0-1 AABB2 normalizingBox = new AABB2(new List <MyVector2>(points_2d)); float dMax = HelpMethods.CalculateDMax(normalizingBox); HashSet <MyVector2> points_2d_normalized = HelpMethods.Normalize(points_2d, normalizingBox, dMax); // // Triangulate points on convex hull and points inside of convex hull // //Method 1 //Sort the points and then add triangles by checking which edge is visible to that point //HashSet<Triangle2> triangles_2d_normalized = _TriangulatePoints.VisibleEdgesTriangulation(points_2d_normalized); //Method 2 //Triangulate the convex polygon, then add the rest of the points one-by-one //The old triangle the point ends up in is split into tree new triangles //HashSet<Triangle2> triangles_2d_normalized = _TriangulatePoints.TriangleSplitting(points_2d_normalized, addColinearPoints: true); // // Triangulate points on convex hull // //First find the convex hull of the points //This means that we first need to find the points on the convex hull List <MyVector2> pointsOnHull_normalized = _ConvexHull.JarvisMarch(points_2d_normalized); //Method 1 //Go through the convex hull point-by-point and build triangles while anchoring to the first vertex HashSet <Triangle2> triangles_2d_normalized = _TriangulatePoints.PointsOnConvexHull(pointsOnHull_normalized, addColinearPoints: true); //Method 2 //Add a point inside of the convex hull to deal with colinear points //MyVector2 insidePoint = HelpMethods.NormalizePoint(planeTrans.position.ToMyVector2(), normalizingBox, dMax); //HashSet<Triangle2> triangles_2d_normalized = _TriangulatePoints.PointsOnConvexHull(pointsOnHull_normalized, insidePoint); // // Display // Debug.Log("Number of triangles: " + triangles_2d_normalized.Count); /* * if (pointsOnHull_normalized != null) * { * pointsOnHull = HelpMethods.UnNormalize(pointsOnHull_normalized, normalizingBox, dMax); * } */ if (triangles_2d_normalized != null) { //Unnormalized the triangles HashSet <Triangle2> triangles_2d = HelpMethods.UnNormalize(triangles_2d_normalized, normalizingBox, dMax); testTriangles = triangles_2d; //Make sure the triangles have the correct orientation triangles_2d = HelpMethods.OrientTrianglesClockwise(triangles_2d); //From 2d to 3d HashSet <Triangle3> triangles_3d = new HashSet <Triangle3>(); foreach (Triangle2 t in triangles_2d) { triangles_3d.Add(new Triangle3(t.p1.ToMyVector3_Yis3D(), t.p2.ToMyVector3_Yis3D(), t.p3.ToMyVector3_Yis3D())); } triangulatedMesh = _TransformBetweenDataStructures.Triangle3ToCompressedMesh(triangles_3d); } }
private void OnDrawGizmos() { // // Generate the points we are going to find the convex hull from // //Random points //HashSet<Vector3> points = TestAlgorithmsHelpMethods.GenerateRandomPoints(seed, mapSize, numberOfPoints); //Points from a plane mesh HashSet <Vector3> points = TestAlgorithmsHelpMethods.GeneratePointsFromPlane(planeTrans); // // Prepare the points // //From 3d to 2d HashSet <MyVector2> points_2d = new HashSet <MyVector2>(); foreach (Vector3 v in points) { points_2d.Add(v.ToMyVector2()); } //Normalize to range 0-1 AABB2 normalizingBox = new AABB2(new List <MyVector2>(points_2d)); float dMax = HelpMethods.CalculateDMax(normalizingBox); HashSet <MyVector2> points_2d_normalized = HelpMethods.Normalize(points_2d, normalizingBox, dMax); // // Generate the convex hull // //Algorithm 1. Jarvis March - slow but simple //List<MyVector2> pointsOnConvexHull_2d_normalized = _ConvexHull.JarvisMarch(points_2d_normalized); //Algorithm 2. Quickhull //List<MyVector2> pointsOnConvexHull_2d_normalized = _ConvexHull.Quickhull(points_2d_normalized, includeColinearPoints: true, normalizingBox, dMax); List <MyVector2> pointsOnConvexHull_2d_normalized = _ConvexHull.Quickhull(points_2d_normalized, includeColinearPoints: true); if (pointsOnConvexHull_2d_normalized == null) { Debug.Log("Couldnt find a convex hull"); } else { Debug.Log($"Found a hull with: {pointsOnConvexHull_2d_normalized.Count} points"); } // // Display // //Display points on the hull and lines between the points if (pointsOnConvexHull_2d_normalized != null) { //UnNormalize List <MyVector2> pointsOnConvexHull_2d = HelpMethods.UnNormalize(pointsOnConvexHull_2d_normalized, normalizingBox, dMax); //From 2d to 3d List <Vector3> pointsOnConvexHull = new List <Vector3>(); foreach (MyVector2 v in pointsOnConvexHull_2d) { pointsOnConvexHull.Add(v.ToVector3()); } //print(pointsOnConvexHull.Count); for (int i = 0; i < pointsOnConvexHull.Count; i++) { int i_minus_one = MathUtility.ClampListIndex(i - 1, pointsOnConvexHull.Count); Gizmos.DrawLine(pointsOnConvexHull[i_minus_one], pointsOnConvexHull[i]); } float size = 0.1f; for (int i = 1; i < pointsOnConvexHull.Count; i++) { Gizmos.DrawWireSphere(pointsOnConvexHull[i], size); //So we can see in which order they were added size += 0.01f; } } //Display all the original points foreach (Vector3 p in points) { Gizmos.DrawSphere(p, 0.1f); } }