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Triangulate.cs
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using System.Collections.Generic;
using UnityEngine;
public class Triangulate
{
private static float EPSILON = 1E-10f;
public static float Area(ref List<Vector2> contour)
{
int count = contour.Count;
float num = 0f;
int index = count - 1;
int num2 = 0;
while (num2 < count)
{
float num3 = num;
Vector2 vector = contour[index];
float x = vector.x;
Vector2 vector2 = contour[num2];
float num4 = x * vector2.y;
Vector2 vector3 = contour[num2];
float x2 = vector3.x;
Vector2 vector4 = contour[index];
num = num3 + (num4 - x2 * vector4.y);
index = num2++;
}
return num * 0.5f;
}
public static bool InsideTriangle(float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Px, float Py)
{
float num = Cx - Bx;
float num2 = Cy - By;
float num3 = Ax - Cx;
float num4 = Ay - Cy;
float num5 = Bx - Ax;
float num6 = By - Ay;
float num7 = Px - Ax;
float num8 = Py - Ay;
float num9 = Px - Bx;
float num10 = Py - By;
float num11 = Px - Cx;
float num12 = Py - Cy;
float num13 = num * num10 - num2 * num9;
float num14 = num5 * num8 - num6 * num7;
float num15 = num3 * num12 - num4 * num11;
return num13 >= 0f && num15 >= 0f && num14 >= 0f;
}
public static bool Snip(ref List<Vector2> contour, int u, int v, int w, int n, ref List<int> V)
{
Vector2 vector = contour[V[u]];
float x = vector.x;
Vector2 vector2 = contour[V[u]];
float y = vector2.y;
Vector2 vector3 = contour[V[v]];
float x2 = vector3.x;
Vector2 vector4 = contour[V[v]];
float y2 = vector4.y;
Vector2 vector5 = contour[V[w]];
float x3 = vector5.x;
Vector2 vector6 = contour[V[w]];
float y3 = vector6.y;
if (EPSILON > (x2 - x) * (y3 - y) - (y2 - y) * (x3 - x))
{
return false;
}
for (int i = 0; i < n; i++)
{
if (i != u && i != v && i != w)
{
Vector2 vector7 = contour[V[i]];
float x4 = vector7.x;
Vector2 vector8 = contour[V[i]];
float y4 = vector8.y;
if (InsideTriangle(x, y, x2, y2, x3, y3, x4, y4))
{
return false;
}
}
}
return true;
}
public static bool Process(ref List<Vector2> contour, ref List<int> result, out bool counterClockwise)
{
counterClockwise = false;
int count = contour.Count;
if (count < 3)
{
return false;
}
List<int> V = new List<int>();
if (0f < Area(ref contour))
{
counterClockwise = true;
for (int i = 0; i < count; i++)
{
V.Add(i);
}
}
else
{
for (int j = 0; j < count; j++)
{
V.Add(count - 1 - j);
}
}
int num = count;
int num2 = 2 * num;
int num3 = 0;
int num4 = num - 1;
while (num > 2)
{
if (0 >= num2--)
{
return false;
}
int num6 = num4;
if (num <= num6)
{
num6 = 0;
}
num4 = num6 + 1;
if (num <= num4)
{
num4 = 0;
}
int num7 = num4 + 1;
if (num <= num7)
{
num7 = 0;
}
if (Snip(ref contour, num6, num4, num7, num, ref V))
{
int item = V[num6];
int item2 = V[num4];
int item3 = V[num7];
result.Add(item3);
result.Add(item2);
result.Add(item);
num3++;
int num8 = num4;
for (int k = num4 + 1; k < num; k++)
{
V[num8] = V[k];
num8++;
}
num--;
num2 = 2 * num;
}
}
return true;
}
}