耳切法处理简单多边形三角化

耳切法处理简单多边形三角化

三维家装项目遇到一个问题,需要自定义户型,那么就遇到地板那一块是不规则的,而且后期地板还需要贴图,uv也需要处理,网上没找到适合当前项目能用的,就参考文献自己写了个简单的,在自己的项目里已经够用,在此记录一下我的理解和代码

  • 拿到多边形的多有顶点,需要按照一定的顺序,顺时针逆时针都可以,构造双向链表
  • 通过向量叉乘计算所有的凹点和凸点(内角是否大于180)
  • 通过判断其余点是否在一个三角形内,计算出所有耳朵
  • *每次以耳朵为顶点构造三角形进行剔除,每剔除一个就是一个三角形序列
  • 直到剩余顶点数量为3时,说明三角形化已经完成
  • 在三角形化过程中,会出现操作顶点位置,形成的多边形不是简单多边形,需要抓异常进行提示
  • 下面为代码

using System;
using System.Collections.Generic;
using UnityEngine;

namespace PolygonTool {

#region 耳切法对简单多边形进行三角形化

/// 
/// 判断凹点,凸点,耳朵的比较轴
/// 
public enum CompareAxle {
    X,
    Y,
    Z
}

/// 
/// 对多边形处理
/// 
public class Triangulation {

    /// 
    /// 判断凹凸的时候的比对轴
    /// 
    private CompareAxle _compareAxle = CompareAxle.Y;
    /// 
    /// 多边形顶点
    /// 
    private List _polygonVertexs = new List();
    /// 
    /// 顶点序列
    /// 
    private  List _vertexsSequence = new List();
    /// 
    /// 节点管理器
    /// 
    private NodeManager _nodeManager = new NodeManager();

    /// 
    /// 初始化
    /// 
    /// 多边形顶点
    public Triangulation(List polygonVertexs) {
        this._polygonVertexs = polygonVertexs;
        _nodeManager.Init(polygonVertexs);
    }

    /// 
    /// 设置比较轴
    /// 
    /// 
    public void SetCompareAxle(CompareAxle compareAxle) {
        this._compareAxle = compareAxle;
    }

    /// 
    /// 获取三角形的顶点序列
    /// 
    public int[] GetTriangles() {
        while(_nodeManager.LinkedListLength >= 3) {
            SplitResult sr = SplitPolygon();
            //
            if(sr == null) {
                return null;
            }
        }
        return _vertexsSequence.ToArray();
    }

    /// 
    /// 计算凹顶点,凸顶点,耳朵
    /// 
    private SplitResult SplitPolygon() {
        //凹点
        List _concaveVertexs = new List();
        //凸点
        List _raisedVertexs = new List();
        //耳朵
        List _polygonEars = new List();
        //起始节点
        Node currentNode = _nodeManager.FirstNode;

        #region 计算凹顶点,凸顶点
        for (int i = 0; i < _nodeManager.LinkedListLength; i++) {

            Vector3 one = currentNode.vertex - currentNode.lastNode.vertex;
            Vector3 two = currentNode.nextNode.vertex - currentNode.vertex;
            Vector3 crossRes = Vector3.Cross(one, two);

            if (_compareAxle == CompareAxle.Y) {
                if (crossRes.y < 0) {
                    _concaveVertexs.Add(currentNode);
                }
                else {
                    _raisedVertexs.Add(currentNode);
                }
            }
            if (_compareAxle == CompareAxle.X) {
                if (crossRes.x < 0) {
                    _concaveVertexs.Add(currentNode);
                }
                else {
                    _raisedVertexs.Add(currentNode);
                }
            }
            if (_compareAxle == CompareAxle.Z) {
                if (crossRes.z < 0) {
                    _concaveVertexs.Add(currentNode);
                }
                else {
                    _raisedVertexs.Add(currentNode);
                }
            }

            _polygonEars.Add(currentNode);
            currentNode = currentNode.nextNode;
        }

        for (int i = 0; i < _concaveVertexs.Count; i++) {
            _polygonEars.Remove(_concaveVertexs[i]);
        }
        #endregion

        #region 计算耳朵
        for (int i = 0; i < _polygonEars.Count; i++) {
            Node earNode = _polygonEars[i];
            Node compareNode = earNode.nextNode.nextNode;
            while(compareNode != earNode.lastNode) {
                bool isIn = VertexIsInTriangle(compareNode.vertex, earNode.lastNode.vertex, earNode.vertex,earNode.nextNode.vertex);
                if (isIn == true) {
                    if (_polygonEars.Contains(_polygonEars[i])) {
                        _polygonEars.Remove(_polygonEars[i]);
                    }
                    break;
                }
                compareNode = compareNode.nextNode;
            }
        }
        #endregion

        #region 打印初始化结果
        //Debug.Log("凸点");
        //for (int i = 0; i < _raisedVertexs.Count; i++) {
        //    Debug.Log(_raisedVertexs[i].id);
        //}

        //Debug.Log("凹点");
        //for (int i = 0; i < _concaveVertexs.Count; i++) {
        //    Debug.Log(_concaveVertexs[i].id);
        //}

        //Debug.Log("耳朵");
        //for (int i = 0; i < _polygonEars.Count; i++) {
        //    Debug.Log(_polygonEars[i].id);
        //}
        #endregion

        //耳朵为空说明不是简单多边形 多边形三角化失败
        if(_polygonEars.Count == 0) {
            return null;
        }

        _vertexsSequence.Add(_polygonEars[0].lastNode.id);
        _vertexsSequence.Add(_polygonEars[0].id);
        _vertexsSequence.Add(_polygonEars[0].nextNode.id);
        _nodeManager.RemoveNode(_polygonEars[0]);
        return new SplitResult(_raisedVertexs, _concaveVertexs, _polygonEars);
    }

    /// 
    /// 计算凹顶点,凸顶点,耳朵
    /// 
    //private SplitResult SplitPolygon(List _polygonVertexs) {

    //    //凹点
    //    List _concaveVertexs = new List();
    //    //凸点
    //    List _raisedVertexs = new List();
    //    //耳朵
    //    List _polygonEars = new List();

    //    #region 计算凹顶点,凸顶点
    //    for (int i = 0; i < _polygonVertexs.Count; i++) {

    //        Vector3 one;
    //        Vector3 two;

    //        if (i == 0) {
    //            one = _polygonVertexs[0] - _polygonVertexs[_polygonVertexs.Count - 1];
    //            two = _polygonVertexs[1] - _polygonVertexs[0];
    //        }
    //        else if (i == _polygonVertexs.Count - 1) {
    //            one = _polygonVertexs[i] - _polygonVertexs[_polygonVertexs.Count - 2];
    //            two = _polygonVertexs[0] - _polygonVertexs[i];
    //        }
    //        else {
    //            one = _polygonVertexs[i] - _polygonVertexs[i - 1];
    //            two = _polygonVertexs[i + 1] - _polygonVertexs[i];
    //        }

    //        Vector3 crossRes = Vector3.Cross(one, two);

    //        if (_compareAxle == CompareAxle.Y) {
    //            if (crossRes.y < 0) {
    //                _concaveVertexs.Add(i);
    //            }
    //            else {
    //                _raisedVertexs.Add(i);
    //            }
    //        }
    //        if (_compareAxle == CompareAxle.X) {
    //            if (crossRes.x < 0) {
    //                _concaveVertexs.Add(i);
    //            }
    //            else {
    //                _raisedVertexs.Add(i);
    //            }
    //        }
    //        if (_compareAxle == CompareAxle.Z) {
    //            if (crossRes.z < 0) {
    //                _concaveVertexs.Add(i);
    //            }
    //            else {
    //                _raisedVertexs.Add(i);
    //            }
    //        }

    //        _polygonEars.Add(i);
    //    }

    //    for (int i = 0; i < _concaveVertexs.Count; i++) {
    //        _polygonEars.Remove(_concaveVertexs[i]);
    //    }
    //    #endregion

    //    #region 计算耳朵
    //    //计算耳朵
    //    for (int i = 0; i < _polygonEars.Count; i++) {
    //        if (_polygonEars[i] == 0) {
    //            for (int j = 0; j < _polygonVertexs.Count; j++) {
    //                if (j == _polygonVertexs.Count - 1 || j == 0 || j == 1) {
    //                    continue;
    //                }
    //                else {
    //                    bool isIn = VertexIsInTriangle(_polygonVertexs[j], _polygonVertexs[_polygonVertexs.Count - 1], _polygonVertexs[0], _polygonVertexs[1]);
    //                    if (isIn == true) {
    //                        if (_polygonEars.Contains(_polygonEars[i])) {
    //                            _polygonEars.Remove(_polygonEars[i]);
    //                        }
    //                    }
    //                }
    //            }
    //        }
    //        else if (_polygonEars[i] == _polygonVertexs.Count - 1) {
    //            for (int j = 0; j < _polygonVertexs.Count; j++) {
    //                if (j == _polygonVertexs.Count - 2 || j == _polygonVertexs.Count - 1 || j == 0) {
    //                    continue;
    //                }
    //                else {
    //                    bool isIn = VertexIsInTriangle(_polygonVertexs[j], _polygonVertexs[_polygonVertexs.Count - 2], _polygonVertexs[_polygonVertexs.Count - 1], _polygonVertexs[0]);
    //                    if (isIn == true) {
    //                        if (_polygonEars.Contains(_polygonEars[i])) {
    //                            _polygonEars.Remove(_polygonEars[i]);
    //                        }
    //                    }
    //                }
    //            }
    //        }
    //        else {
    //            for (int j = 0; j < _polygonVertexs.Count; j++) {
    //                if (j == _polygonEars[i] - 1 || j == _polygonEars[i] || j == _polygonEars[i] + 1) {
    //                    continue;
    //                }
    //                else {
    //                    bool isIn = VertexIsInTriangle(_polygonVertexs[j], _polygonVertexs[_polygonEars[i] - 1], _polygonVertexs[_polygonEars[i]], _polygonVertexs[_polygonEars[i] + 1]);
    //                    if (isIn == true) {
    //                        if (_polygonEars.Contains(_polygonEars[i])) {
    //                            _polygonEars.Remove(_polygonEars[i]);
    //                        }
    //                    }
    //                }
    //            }
    //        }
    //    }
    //    #endregion

    //    #region 打印初始化结果
    //    //Debug.Log("凸点");
    //    //for (int i = 0; i < _raisedVertexs.Count; i++) {
    //    //    Debug.Log(_raisedVertexs[i]);
    //    //}

    //    //Debug.Log("凹点");
    //    //for (int i = 0; i < _concaveVertexs.Count; i++) {
    //    //    Debug.Log(_concaveVertexs[i]);
    //    //}

    //    //Debug.Log("耳朵");
    //    //for (int i = 0; i < _polygonEars.Count; i++) {
    //    //    Debug.Log(_polygonEars[i]);
    //    //}
    //    #endregion

    //    return new SplitResult(_raisedVertexs, _concaveVertexs, _polygonEars,_polygonVertexs);
    //}

    /// 
    /// 判断一点是否在三角形内
    /// 
    /// 一点
    /// 
    /// 
    /// 
    /// 
    private bool VertexIsInTriangle(Vector3 p, Vector3 a,Vector3 b,Vector3 c) {

        Vector3 ab = Vector3.Cross((b - a), (p - a));
        Vector3 bc = Vector3.Cross((c - b), (p -b));
        Vector3 ca = Vector3.Cross((a - c), (p - c));

        if (_compareAxle == CompareAxle.Y) {
            if(ab.y > 0 && bc.y > 0 && ca.y > 0) {
                return true;
            }
        }
        if (_compareAxle == CompareAxle.X) {
            if (ab.x > 0 && bc.x > 0 && ca.x > 0) {
                return true;
            }
        }
        if (_compareAxle == CompareAxle.Z) {
            if (ab.z > 0 && bc.z > 0 && ca.z > 0) {
                return true;
            }
        }
        return false;
    }

    /// 
    /// 管理多边形 构成一个双向链表
    /// 
    public class NodeManager {

        private List _nodeList = new List();

        public int LinkedListLength {
            get { return _nodeList.Count; }
        }

        public Node FirstNode {
            get { return _nodeList[0]; }
        }

        public void Init(List vertexs) {

            for (int i = 0; i < vertexs.Count; i++) {
                Node node = new Node(i, vertexs[i]);
                _nodeList.Add(node);
            }

            for (int i = 0; i < LinkedListLength; i++) {
                if (i == 0) {
                    _nodeList[i].lastNode = _nodeList[LinkedListLength - 1];
                    _nodeList[i].nextNode = _nodeList[1];
                }
                else if (i == LinkedListLength - 1) {
                    _nodeList[i].lastNode = _nodeList[LinkedListLength - 2];
                    _nodeList[i].nextNode = _nodeList[0];
                }
                else {
                    _nodeList[i].lastNode = _nodeList[i - 1];
                    _nodeList[i].nextNode = _nodeList[i + 1];
                }
            }
        }

        public void RemoveNode(Node node) {
            _nodeList.Remove(node);
            node.lastNode.nextNode = node.nextNode;
            node.nextNode.lastNode = node.lastNode;
        }
    }

    public class Node {

        public int id;
        public Vector3 vertex;
        public Node lastNode;
        public Node nextNode;

        public Node(int id, Vector3 vertex) {
            this.id = id;
            this.vertex = vertex;
        }

        public Node(int id, Vector3 vertex, Node lastNode, Node nextNode) {
            this.id = id;
            this.vertex = vertex;
            this.lastNode = lastNode;
            this.nextNode = nextNode;
        }
    }

    public class SplitResult {
        /// 
        /// 凸顶点
        /// 
        public List raisedVertexs;
        /// 
        /// 凹顶点
        /// 
        public List concaveVertexs;
        /// 
        /// 耳朵
        /// 
        public List polygonEars;

        public SplitResult(List raisedVertexs, List concaveVertexs, List polygonEars) {
            this.raisedVertexs = raisedVertexs;
            this.concaveVertexs = concaveVertexs;
            this.polygonEars = polygonEars;
        }
    }
}

#endregion

}

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