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Fill a polygon collider by mesh renderer. Or split a polygon to triangles
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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; | |
} | |
} |
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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; | |
} | |
} |
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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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