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  • 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);
    		}
    		
    	}
    }
    
    
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  • 原文地址:https://www.cnblogs.com/kingBook/p/14430613.html
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