Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/MegaTriangulator.cs
2026-02-21 16:45:37 +08:00

210 lines
4.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class MegaTriangulator
{
public static List<Vector3> m_points = new List<Vector3>();
public static List<int> Triangulate(MegaShape shape, MegaSpline spline, float dist, ref List<Vector3> verts, ref List<Vector2> uvs, ref List<int> indices, Vector3 pivot, ref Vector3 size)
{
m_points.Clear();
List<MegaKnot> knots = spline.knots;
Vector3 p = knots[0].p;
Vector3 p2 = knots[0].p;
for (int i = 1; i < knots.Count; i++)
{
Vector3 p3 = knots[i].p;
if (p3.x < p.x)
{
p.x = p3.x;
}
if (p3.y < p.y)
{
p.y = p3.y;
}
if (p3.z < p.z)
{
p.z = p3.z;
}
if (p3.x > p2.x)
{
p2.x = p3.x;
}
if (p3.y > p2.y)
{
p2.y = p3.y;
}
if (p3.z > p2.z)
{
p2.z = p3.z;
}
}
size = p2 - p;
int num = 0;
num = ((Mathf.Abs(size.x) < Mathf.Abs(size.y)) ? ((!(Mathf.Abs(size.x) < Mathf.Abs(size.z))) ? 2 : 0) : ((Mathf.Abs(size.y) < Mathf.Abs(size.z)) ? 1 : 2));
Vector3 zero = Vector3.zero;
float num2 = spline.length / (spline.length / dist);
if (num2 > spline.length)
{
num2 = spline.length;
}
int k = -1;
Vector3 zero2 = Vector3.zero;
for (float num3 = 0f; num3 < spline.length; num3 += num2)
{
float alpha = num3 / spline.length;
zero2 = spline.Interpolate(alpha, shape.normalizedInterp, ref k) + pivot;
switch (num)
{
case 0:
zero.x = zero2.y;
zero.y = zero2.z;
break;
case 1:
zero.x = zero2.x;
zero.y = zero2.z;
break;
case 2:
zero.x = zero2.x;
zero.y = zero2.y;
break;
}
zero.z = num3;
verts.Add(zero2);
m_points.Add(zero);
zero.x -= p.x;
zero.y -= p.z;
uvs.Add(zero);
}
return Triangulate(indices);
}
public static List<int> Triangulate(List<int> indices)
{
int count = m_points.Count;
if (count < 3)
{
return indices;
}
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 indices;
}
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];
indices.Add(item3);
indices.Add(item2);
indices.Add(item);
num3++;
int num7 = num4;
for (int k = num4 + 1; k < num; k++)
{
array[num7] = array[k];
num7++;
}
num--;
num2 = 2 * num;
}
}
return indices;
}
private static 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 static bool Snip(int u, int v, int w, int n, int[] V)
{
Vector2 a = m_points[V[u]];
Vector2 b = m_points[V[v]];
Vector2 c = m_points[V[w]];
if (Mathf.Epsilon > (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x))
{
return false;
}
for (int i = 0; i < n; i++)
{
if (i != u && i != v && i != w)
{
Vector2 p = m_points[V[i]];
if (InsideTriangle(a, b, c, p))
{
return false;
}
}
}
return true;
}
private static bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
{
float num = C.x - B.x;
float num2 = C.y - B.y;
float num3 = A.x - C.x;
float num4 = A.y - C.y;
float num5 = B.x - A.x;
float num6 = B.y - A.y;
float num7 = P.x - A.x;
float num8 = P.y - A.y;
float num9 = P.x - B.x;
float num10 = P.y - B.y;
float num11 = P.x - C.x;
float num12 = P.y - C.y;
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;
}
}