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Triangulator.cs
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using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine;
using MyDataStructure;
# if UNITY_EDITOR
using UnityEditor;
#endif
public class Triangulator : MonoBehaviour
{
public Vector2 gridSize = new Vector2(50, 50);
public float radius = 4;
public List<Vector2> points = new List<Vector2>();
public List<Transform> constraintParent = new List<Transform>();
public HalfEdgeData data;
public HalfEdge curEdge;
public HalfEdgeFace curFace;
public List<HalfEdgeFace> faces = new List<HalfEdgeFace>();
public List<HalfEdge> halfedges = new List<HalfEdge>();
public List<HalfEdgeVertex> vertices = new List<HalfEdgeVertex>();
Mesh mesh;
void OnDrawGizmos()
{
Gizmos.color = Color.white;
Gizmos.DrawWireMesh(mesh);
foreach (var point in points)
{
Gizmos.DrawWireSphere(point, 0.5f);
}
Gizmos.color = Color.red;
if (constraintParent.Count > 0)
{
for (int i = 0; i < constraintParent.Count; i++)
{
var parent = constraintParent[i];
parent.name = "ConstraintParent " + i;
for (int j = 0; j < parent.childCount; j++)
{
var child = parent.GetChild(j);
Gizmos.DrawWireSphere(child.position, 0.5f);
}
}
}
Gizmos.color = Color.blue;
if (curFace != null)
{
var e = curFace.edge;
Gizmos.DrawLine(e.v.position, e.nextEdge.v.position);
Gizmos.DrawLine(e.nextEdge.v.position, e.prevEdge.v.position);
Gizmos.DrawLine(e.prevEdge.v.position, e.v.position);
}
Gizmos.color = Color.black;
/*
if(halfedges.Count > 0)
{
foreach(var edge in halfedges)
{
Gizmos.DrawLine(edge.v.position, edge.nextEdge.v.position);
}
}
*/
if(faces != null)
{
foreach(var face in faces)
{
var e = face.edge;
Gizmos.DrawLine(e.v.position, e.nextEdge.v.position);
Gizmos.DrawLine(e.nextEdge.v.position, e.prevEdge.v.position);
Gizmos.DrawLine(e.prevEdge.v.position, e.v.position);
}
}
if(vertices.Count > 0)
{
foreach(var vertex in vertices)
{
Gizmos.DrawWireSphere(vertex.position, 0.5f);
}
}
Gizmos.color = Color.cyan;
if (curEdge != null)
{
Gizmos.DrawWireSphere(curEdge.v.position, 0.5f);
Gizmos.DrawLine(curEdge.v.position, curEdge.nextEdge.v.position);
}
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.A))
{
PrevEdge();
}
if(Input.GetKeyDown(KeyCode.W))
{
TwinEdge();
}
if(Input.GetKeyDown(KeyCode.D))
{
NextEdge();
}
}
void Trangulate()
{
List<List<Vector2>> holesPoint = new List<List<Vector2>>();
for (int i = 0; i < constraintParent.Count; i++)
{
var parent = constraintParent[i];
List<Vector2> constraint = GetConstraintPointsFromParent(parent);
holesPoint.Add(constraint);
}
mesh = BoyerWatson.GenerateDelaunayMesh(points, holesPoint, out data);
faces = new List<HalfEdgeFace>();
halfedges = new List<HalfEdge>();
vertices = new List<HalfEdgeVertex>();
}
List<Vector2> GetConstraintPointsFromParent(Transform parent)
{
List<Vector2> result = new List<Vector2>(parent.childCount);
for (int i = 0; i < parent.childCount; i++)
{
result.Add(parent.GetChild(i).position);
}
return result;
}
void SortParentClockwise(ref Transform parent)
{
List<Transform> result = new List<Transform>(parent.childCount);
for (int i = 0; i < parent.childCount; i++)
{
result.Add(parent.GetChild(i));
}
var points = GetConstraintPointsFromParent(parent);
var midX = points.Average(t => t.x);
var midY = points.Average(t => t.y);
List<Transform> orderedPoints = result.OrderBy(t => -Mathf.Atan2(midY - t.position.y, midX - t.position.x)).ToList();
for (int i = 0; i < parent.childCount; i++)
{
orderedPoints[i].SetSiblingIndex(i);
}
}
void Test()
{
}
void SortAllParentClockWise()
{
for (int i = 0; i < constraintParent.Count; i++)
{
Transform parent = constraintParent[i];
SortParentClockwise(ref parent);
}
}
void NextEdge()
{
curEdge = curEdge.nextEdge;
}
void PrevEdge()
{
curEdge = curEdge.prevEdge;
}
void TwinEdge()
{
curEdge = curEdge.oppositeEdge;
}
void CreateRandom()
{
points = PoissonDiscSamping.GeneratePoint(transform.position, gridSize, radius);
}
private List<Vector2> ExtractPointsFromCollider(PolygonCollider2D collider)
{
List<Vector2> result = new List<Vector2>();
int pathCount = collider.pathCount;
for (int i = 0; i < pathCount; ++i)
{
List<Vector2> pathPoints = new List<Vector2>();
collider.GetPath(i, pathPoints);
result.AddRange(pathPoints);
}
return result;
}
#if UNITY_EDITOR
[CustomEditor(typeof(Triangulator))]
public class TriangulationEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var script = (Triangulator)target;
if (GUILayout.Button("CreateRandom"))
{
script.CreateRandom();
}
if (GUILayout.Button("Triangulate"))
{
script.Trangulate();
}
if (GUILayout.Button("Next"))
{
script.NextEdge();
}
if (GUILayout.Button("Prev"))
{
script.PrevEdge();
}
if (GUILayout.Button("GetTwin"))
{
script.TwinEdge();
}
if(GUILayout.Button("SortAllParentClockWise"))
{
script.SortAllParentClockWise();
}
if (GUILayout.Button("Test"))
{
script.Test();
}
}
}
#endif
}