Files
2026-02-21 16:45:37 +08:00

158 lines
2.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace AmplifyImpostors
{
public class Triangulator
{
private List<Vector2> m_points = new List<Vector2>();
public List<Vector2> Points
{
get
{
return m_points;
}
}
public Triangulator(Vector2[] points)
{
m_points = new List<Vector2>(points);
}
public Triangulator(Vector2[] points, bool invertY = true)
{
if (invertY)
{
m_points = new List<Vector2>();
for (int i = 0; i < points.Length; i++)
{
m_points.Add(new Vector2(points[i].x, 1f - points[i].y));
}
}
else
{
m_points = new List<Vector2>(points);
}
}
public int[] Triangulate()
{
List<int> list = new List<int>();
int count = m_points.Count;
if (count < 3)
{
return list.ToArray();
}
int[] array = new int[count];
if (Area() > 0f)
{
for (int i = 0; i < count; i++)
{
array[i] = i;
}
}
else
{
for (int j = 0; j < count; j++)
{
array[j] = count - 1 - j;
}
}
int num = count;
int num2 = 2 * num;
int num3 = 0;
int num4 = num - 1;
while (num > 2)
{
if (num2-- <= 0)
{
return list.ToArray();
}
int num5 = num4;
if (num <= num5)
{
num5 = 0;
}
num4 = num5 + 1;
if (num <= num4)
{
num4 = 0;
}
int num6 = num4 + 1;
if (num <= num6)
{
num6 = 0;
}
if (Snip(num5, num4, num6, num, array))
{
int item = array[num5];
int item2 = array[num4];
int item3 = array[num6];
list.Add(item);
list.Add(item2);
list.Add(item3);
num3++;
int num7 = num4;
for (int k = num4 + 1; k < num; k++)
{
array[num7] = array[k];
num7++;
}
num--;
num2 = 2 * num;
}
}
list.Reverse();
return list.ToArray();
}
private float Area()
{
int count = m_points.Count;
float num = 0f;
int index = count - 1;
int num2 = 0;
while (num2 < count)
{
Vector2 vector = m_points[index];
Vector2 vector2 = m_points[num2];
num += vector.x * vector2.y - vector2.x * vector.y;
index = num2++;
}
return num * 0.5f;
}
private bool Snip(int u, int v, int w, int n, int[] V)
{
Vector2 v2 = m_points[V[u]];
Vector2 v3 = m_points[V[v]];
Vector2 v4 = m_points[V[w]];
if (Mathf.Epsilon > (v3.x - v2.x) * (v4.y - v2.y) - (v3.y - v2.y) * (v4.x - v2.x))
{
return false;
}
for (int i = 0; i < n; i++)
{
if (i != u && i != v && i != w)
{
Vector2 pt = m_points[V[i]];
if (InsideTriangle(pt, v2, v3, v4))
{
return false;
}
}
}
return true;
}
private bool InsideTriangle(Vector2 pt, Vector2 v1, Vector2 v2, Vector2 v3)
{
bool flag = pt.Cross(v1, v2) < 0f;
bool flag2 = pt.Cross(v2, v3) < 0f;
bool flag3 = pt.Cross(v3, v1) < 0f;
return flag == flag2 && flag2 == flag3;
}
}
}