unity 凸包算法
https://www.pianshen.com/article/763090525/
https://blog.csdn.net/qq_29242649/article/details/105772034
一:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 凸包算法
/// </summary>
public class ConvexHullAlgorithm{
public static readonly float Epsilon = 1e-7f;
private struct VertexData{
public int index;
public Vector3 vertex;
}
/// <summary>
/// 执行算法(将修改 indices 参数,将以相对平面坐标系(从平面上方看向平面)的逆时针顺序输出凸包索引列表)
/// </summary>
/// <param name="indices">引用的索引列表</param>
/// <param name="vertices">顶点列表</param>
/// <param name="planeNormal">坐标系平面(从平面上方看向平面)</param>
public static void Execute(ref List<int> indices,Vector3[] vertices,Vector3 planeNormal){
Quaternion rotation=Quaternion.FromToRotation(planeNormal,Vector3.back);
int indexCount=indices.Count;
List<int> result=new List<int>();
List<VertexData> vertexDatas=new List<VertexData>(indexCount);
for(int i=0;i<indexCount;i++){
int index=indices[i];
Vector3 vertex=vertices[index];
//旋转至切割平面坐标系(从平面上方看向平面)
vertex=rotation*vertex;
vertex.z=0f;
VertexData vertexData=new VertexData();
vertexData.index=index;
vertexData.vertex=vertex;
vertexDatas.Add(vertexData);
}
//找到y值最小的点作为p0,如果有多个则选择最左边的那个
float minY=float.MaxValue;
int p0Index=-1;
for(int i=0;i<indexCount;i++){
VertexData vertexData=vertexDatas[i];
if(vertexData.vertex.y<minY){
minY=vertexData.vertex.y;
p0Index=i;
}else if(vertexData.vertex.y==minY){
if(p0Index>-1){
if(vertexData.vertex.x<vertexDatas[p0Index].vertex.x){
p0Index=i;
}
}
}
}
VertexData p0=vertexDatas[p0Index];
List<VertexData> resultVertexDatas=new List<VertexData>();
resultVertexDatas.Add(p0);
vertexDatas.RemoveAt(p0Index);//移除p0
//计算测试点相对于p0的幅角,并按小到大排序
vertexDatas.Sort((VertexData a,VertexData b)=>{
Vector3 oa=a.vertex-p0.vertex;
Vector3 ob=b.vertex-p0.vertex;
float angleA=Mathf.Atan2(oa.y,oa.x);
float angleB=Mathf.Atan2(ob.y,ob.x);
if(Mathf.Abs(angleA-angleB)<1e-4f){
return (int)Mathf.Sign(oa.magnitude-ob.magnitude);
}
return (int)Mathf.Sign(angleA-angleB);
});
resultVertexDatas.Add(vertexDatas[0]);
resultVertexDatas.Add(vertexDatas[1]);
//此时 resultVertexDatas 有 p0,p1,p2;而 vertexDatas 移除了p0,vertexDatas[0]为 p1
for(int i=2,len=vertexDatas.Count;i<len;i++){
VertexData baseVertex=resultVertexDatas[resultVertexDatas.Count-2];//从p1开始
Vector3 v1=vertexDatas[i-1].vertex-baseVertex.vertex;//i等于2时,是 p2-p1
Vector3 v2=vertexDatas[i].vertex-baseVertex.vertex;//i等于2时,是 p3-p1
v1.z=v2.z=0;
//cross需要判断小数精度,否则三角化时可能出现非凸多边形
if(Vector3.Cross(v1,v2).z<Epsilon){
//if(Vector3.Cross(v1,v2).z<0){
resultVertexDatas.RemoveAt(resultVertexDatas.Count-1);
while(resultVertexDatas.Count>=2){
VertexData baseVertex2=resultVertexDatas[resultVertexDatas.Count-2];
Vector3 v12=resultVertexDatas[resultVertexDatas.Count-1].vertex-baseVertex2.vertex;
Vector3 v22=vertexDatas[i].vertex-baseVertex2.vertex;
v12.z=v22.z=0;
//cross需要判断小数精度,否则三角化时可能出现非凸多边形
if(Vector3.Cross(v12,v22).z<Epsilon){
//if(Vector3.Cross(v12,v22).z<0){
resultVertexDatas.RemoveAt(resultVertexDatas.Count-1);
}else{
break;
}
}
}
resultVertexDatas.Add(vertexDatas[i]);
}
indices.Clear();
for(int i=0,len=resultVertexDatas.Count;i<len;i++){
indices.Add(resultVertexDatas[i].index);
}
}
}