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@birdinforest
Last active November 18, 2022 16:04
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Fill a polygon collider by mesh renderer. Or split a polygon to triangles
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(PolygonCollider2D))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ColliderToMesh : MonoBehaviour
{
void Start()
{
int pointCount = 0;
PolygonCollider2D pc2 = gameObject.GetComponent<PolygonCollider2D>();
pointCount = pc2.GetTotalPointCount();
MeshFilter mf = GetComponent<MeshFilter>();
Mesh mesh = new Mesh();
Vector2[] points = pc2.points;
Vector3[] vertices = new Vector3[pointCount];
for (int j = 0; j < pointCount; j++)
{
Vector2 actual = points[j];
vertices[j] = new Vector3(actual.x, actual.y, 0);
}
Triangulator tr = new Triangulator(points);
int[] triangles = tr.Triangulate();
mesh.vertices = vertices;
mesh.triangles = triangles;
mf.mesh = mesh;
}
}
using UnityEngine;
// Create a polygon mesh by given points
public class PolygonTester : MonoBehaviour
{
void Start()
{
// Create Vector2 vertices
Vector2[] vertices2D = new Vector2[]
{
new Vector2(0, 0),
new Vector2(0, 50),
new Vector2(50, 50),
new Vector2(50, 100),
new Vector2(0, 100),
new Vector2(0, 150),
new Vector2(150, 150),
new Vector2(150, 100),
new Vector2(100, 100),
new Vector2(100, 50),
new Vector2(150, 50),
new Vector2(150, 0),
};
// Use the triangulator to get indices for creating triangles
Triangulator tr = new Triangulator(vertices2D);
int[] indices = tr.Triangulate();
// Create the Vector3 vertices
Vector3[] vertices = new Vector3[vertices2D.Length];
for (int i = 0; i < vertices.Length; i++)
{
vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0);
}
// Create the mesh
Mesh msh = new Mesh();
msh.vertices = vertices;
msh.triangles = indices;
msh.RecalculateNormals();
msh.RecalculateBounds();
// Set up game object with mesh;
gameObject.AddComponent(typeof(MeshRenderer));
MeshFilter filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
filter.mesh = msh;
}
}
using UnityEngine;
using System.Collections.Generic;
public class Triangulator
{
private List<Vector2> m_points = new List<Vector2>();
public Triangulator(Vector2[] points)
{
m_points = new List<Vector2>(points);
}
public int[] Triangulate()
{
List<int> indices = new List<int>();
int n = m_points.Count;
if (n < 3)
return indices.ToArray();
int[] V = new int[n];
if (Area() > 0)
{
for (int v = 0; v < n; v++)
V[v] = v;
}
else
{
for (int v = 0; v < n; v++)
V[v] = (n - 1) - v;
}
int nv = n;
int count = 2 * nv;
for (int m = 0, v = nv - 1; nv > 2;)
{
if ((count--) <= 0)
return indices.ToArray();
int u = v;
if (nv <= u)
u = 0;
v = u + 1;
if (nv <= v)
v = 0;
int w = v + 1;
if (nv <= w)
w = 0;
if (Snip(u, v, w, nv, V))
{
int a, b, c, s, t;
a = V[u];
b = V[v];
c = V[w];
indices.Add(a);
indices.Add(b);
indices.Add(c);
m++;
for (s = v, t = v + 1; t < nv; s++, t++)
V[s] = V[t];
nv--;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area()
{
int n = m_points.Count;
float A = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++)
{
Vector2 pval = m_points[p];
Vector2 qval = m_points[q];
A += pval.x * qval.y - qval.x * pval.y;
}
return (A * 0.5f);
}
private bool Snip(int u, int v, int w, int n, int[] V)
{
int p;
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 (p = 0; p < n; p++)
{
if ((p == u) || (p == v) || (p == w))
continue;
Vector2 P = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
{
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = C.x - B.x;
ay = C.y - B.y;
bx = A.x - C.x;
by = A.y - C.y;
cx = B.x - A.x;
cy = B.y - A.y;
apx = P.x - A.x;
apy = P.y - A.y;
bpx = P.x - B.x;
bpy = P.y - B.y;
cpx = P.x - C.x;
cpy = P.y - C.y;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}
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