根据顶点列表生成三角形数组
Triangulator.cs
using UnityEngine; using System.Collections.Generic; public class Triangulator { private static List<Vector2> points; private static Vector3 cameraPosition; public static Vector2[] ToVector2(Vector3[] m_points) { Vector2[] vertices2d = new Vector2[m_points.Length]; for (int i = 0; i < m_points.Length; i++) { Vector3 pos = m_points[i]; vertices2d[i] = new Vector2(pos.x, pos.z); } return vertices2d; } public static int[] Triangulate(Vector2[] m_points, Vector3 m_cameraPosition) { points = new List<Vector2>(m_points); cameraPosition = m_cameraPosition; List<int> indices = new List<int>(); int n = 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) break; 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; } } bool reversFlag = true; int i0 = indices[0]; int i1 = indices[1]; int i2 = indices[2]; Vector3 pos0 = new Vector3(points[i0].x, 0f, points[i0].y); Vector3 pos1 = new Vector3(points[i1].x, 0f, points[i1].y); Vector3 pos2 = new Vector3(points[i2].x, 0f, points[i2].y); Vector3 v1 = pos1 - pos0; Vector3 v2 = pos2 - pos1; Vector3 crossVec = Vector3.Cross(v1, v2); if (Vector3.Dot(cameraPosition, crossVec) > 0) { reversFlag = false; } if (reversFlag) { indices.Reverse(); } return indices.ToArray(); } private static float Area() { int n = points.Count; float A = 0.0f; for (int p = n - 1, q = 0; q < n; p = q++) { Vector2 pval = points[p]; Vector2 qval = points[q]; A += pval.x * qval.y - qval.x * pval.y; } return (A * 0.5f); } private static bool Snip(int u, int v, int w, int n, int[] V) { int p; Vector2 A = points[V[u]]; Vector2 B = points[V[v]]; Vector2 C = 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 = points[V[p]]; if (InsideTriangle(A, B, C, P)) return false; } return true; } private static 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)); } }
mesh.triangles = Triangulator.Triangulate(Triangulator.ToVector2(points), Camera.main.transform.position);