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@blewert
Last active December 17, 2022 15:56
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A Unity C# implementation of the Gift Wrapping algorithm

A Unity C# implementation of the Gift Wrapping algorithm

This is an implementation of the Gift-Wrapping algorithm for calculating the convex hull of a set of points in 2D space. This example is for Unity C#. The code is listed below this readme.

header

Usage

To compute the convex hull of a list of points (List<Vector3>), it's super easy:

var convexHull = ConvexHull.compute(points);

If you want to the convex hull to loop back to the beginning (duplicate vertex at the end of the hull), you can additionally pass a second parameter:

var convexHull = ConvexHull.compute(points, true);

Then, to render it, it's as easy as something like:

for(var i = 1; i < convexHull.Count; i++)
  Gizmos.DrawLine(convexHull[i-1], convexHull[i]);
/**
* @file ConvexHull.cs
* @author Benjamin Williams <[email protected]>
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public static partial class ConvexHull
{
/// <summary>
/// Computes the convex hull of a list of points.
/// </summary>
/// <param name="points">Points.</param>
/// <param name="loop">If set to <c>true</c> loop.</param>
public static List<Vector3> compute(List<Vector3> points, bool loop = false)
{
//The points which will be returned
var returnPoints = new List<Vector3>();
//Find left-most point on x axis
var currentPoint = lowestXCoord(points);
//The endpoint to compare against
Vector3 endpoint = Vector3.zero;
while (true)
{
//Add current point
returnPoints.Add(currentPoint);
//Set endpoint back to the first point in the list of points
endpoint = points[0];
for(var j = 1; j < points.Count; j++)
{
//Run through points -- if the turn from this point to the other is greater, set endpoint to this
if ((endpoint == currentPoint) || (ccw(currentPoint, endpoint, points[j]) < 0))
endpoint = points[j];
}
//Set current point
currentPoint = endpoint;
//Break condition -- if we've looped back around then we've made a convex hull!
if (endpoint == returnPoints[0])
break;
}
//If we want to loop, include the first vertex again
if (loop)
returnPoints.Add(returnPoints[0]);
//And finally, return the points
return returnPoints;
}
/// <summary>
/// Finds the lowest x value.
/// </summary>
/// <returns>The X coordinate.</returns>
/// <param name="array">Array.</param>
private static Vector3 lowestXCoord(List<Vector3> array)
{
return array.Where(p => p.x == (array.Min(y => y.x))).First();
}
/// <summary>
/// Swap two elements in an array, given two indices
/// </summary>
/// <param name="array">Array.</param>
/// <param name="idxA">Index a.</param>
/// <param name="idxB">Index b.</param>
private static void swap(ref Vector3[] array, int idxA, int idxB)
{
//temp = a
var temp = array[idxA];
//a overwritten with b
array[idxA] = array[idxB];
//b overwritten with temp
array[idxB] = temp;
}
/// <summary>
/// Determines if three points are in a counter-clockwise turn. Returns:
/// n < 0: If clockwise
/// n > 0: If counter-clockwise
/// n = 0: If collinear
/// </summary>
/// <param name="p1">P1.</param>
/// <param name="p2">P2.</param>
/// <param name="p3">P3.</param>
public static float ccw(Vector3 p1, Vector3 p2, Vector3 p3)
{
// Determinant
return Mathf.Sign((p2.x - p1.x) * (p3.z - p1.z) - (p3.x - p1.x) * (p2.z - p1.z));
}
}
@epitaque
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Hi, what license is this code available under? Thank you!

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