这里我们使用了Quickhull for Unity插件,其实就是一个ConvexHullCalculator.cs文件,代码如下:
/**
* Copyright 2019 Oskar Sigvardsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
//#define DEBUG_QUICKHULL
using System.Diagnostics;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace GK {
/// <summary>
/// An implementation of the quickhull algorithm for generating 3d convex
/// hulls.
///
/// The algorithm works like this: you start with an initial "seed" hull,
/// that is just a simple tetrahedron made up of four points in the point
/// cloud. This seed hull is then grown until it all the points in the
/// point cloud is inside of it, at which point it will be the convex hull
/// for the entire set.
///
/// All of the points in the point cloud is divided into two parts, the
/// "open set" and the "closed set". The open set consists of all the
/// points outside of the tetrahedron, and the closed set is all of the
/// points inside the tetrahedron. After each iteration of the algorithm,
/// the closed set gets bigger and the open set get smaller. When the open
/// set is empty, the algorithm is finished.
///
/// Each point in the open set is assigned to a face that it lies outside
/// of. To grow the hull, the point in the open set which is farthest from
/// it's face is chosen. All faces which are facing that point (I call
/// them "lit faces" in the code, because if you imagine the point as a
/// point light, it's the set of points which would be lit by that point
/// light) are removed, and a "horizon" of edges is found from where the
/// faces were removed. From this horizon, new faces are constructed in a
/// "cone" like fashion connecting the point to the edges.
///
/// To keep track of the faces, I use a struct for each face which
/// contains the three vertices of the face in CCW order, as well as the
/// three triangles which share an edge. I was considering doing a
/// half-edge structure to store the mesh, but it's not needed. Using a
/// struct for each face and neighbors simplify the algorithm and makes it
/// easy to export it as a mesh.
///
/// The most subtle part of the algorithm is finding the horizon. In order
/// to properly construct the cone so that all neighbors are kept
/// consistent, you can do a depth-first search from the first lit face.
/// If the depth-first search always proceeeds in a counter-clockwise
/// fashion, it guarantees that the horizon will be found in a
/// counter-clockwise order, which makes it easy to construct the cone of
/// new faces.
///
/// A note: the code uses a right-handed coordinate system, where the
/// cross-product uses the right-hand rule and the faces are in CCW order.
/// At the end of the algorithm, the hull is exported in a Unity-friendly
/// fashion, with a left-handed mesh.
/// </summary>
public class ConvexHullCalculator {
/// <summary>
/// Constant representing a point that has yet to be assigned to a
/// face. It's only used immediately after constructing the seed hull.
/// </summary>
const int UNASSIGNED = -2;
/// <summary>
/// Constant representing a point that is inside the convex hull, and
/// thus is behind all faces. In the openSet array, all points with
/// INSIDE are at the end of the array, with indexes larger
/// openSetTail.
/// </summary>
const int INSIDE = -1;
/// <summary>
/// Epsilon value. If the coordinates of the point space are
/// exceptionally close to each other, this value might need to be
/// adjusted.
/// </summary>
const float EPSILON = 0.0001f;
/// <summary>
/// Struct representing a single face.
///
/// Vertex0, Vertex1 and Vertex2 are the vertices in CCW order. They
/// acutal points are stored in the points array, these are just
/// indexes into that array.
///
/// Opposite0, Opposite1 and Opposite2 are the keys to the faces which
/// share an edge with this face. Opposite0 is the face opposite
/// Vertex0 (so it has an edge with Vertex2 and Vertex1), etc.
///
/// Normal is (unsurprisingly) the normal of the triangle.
/// </summary>
struct Face {
public int Vertex0;
public int Vertex1;
public int Vertex2;
public int Opposite0;
public int Opposite1;
public int Opposite2;
public Vector3 Normal;
public Face(int v0, int v1, int v2, int o0, int o1, int o2, Vector3 normal) {
Vertex0 = v0;
Vertex1 = v1;
Vertex2 = v2;
Opposite0 = o0;
Opposite1 = o1;
Opposite2 = o2;
Normal = normal;
}
public bool Equals(Face other) {
return (this.Vertex0 == other.Vertex0)
&& (this.Vertex1 == other.Vertex1)
&& (this.Vertex2 == other.Vertex2)
&& (this.Opposite0 == other.Opposite0)
&& (this.Opposite1 == other.Opposite1)
&& (this.Opposite2 == other.Opposite2)
&& (this.Normal == other.Normal);
}
}
/// <summary>
/// Struct representing a mapping between a point and a face. These
/// are used in the openSet array.
///
/// Point is the index of the point in the points array, Face is the
/// key of the face in the Key dictionary, Distance is the distance
/// from the face to the point.
/// </summary>
struct PointFace {
public int Point;
public int Face;
public float Distance;
public PointFace(int p, int f, float d) {
Point = p;
Face = f;
Distance = d;
}
}
/// <summary>
/// Struct representing a single edge in the horizon.
///
/// Edge0 and Edge1 are the vertexes of edge in CCW order, Face is the
/// face on the other side of the horizon.
///
/// TODO Edge1 isn't actually needed, you can just index the next item
/// in the horizon array.
/// </summary>
struct HorizonEdge {
public int Face;
public int Edge0;
public int Edge1;
}
/// <summary>
/// A dictionary storing the faces of the currently generated convex
/// hull. The key is the id of the face, used in the Face, PointFace
/// and HorizonEdge struct.
///
/// This is a Dictionary, because we need both random access to it,
/// the ability to loop through it, and ability to quickly delete
/// faces (in the ConstructCone method), and Dictionary is the obvious
/// candidate that can do all of those things.
///
/// I'm wondering if using a Dictionary is best idea, though. It might
/// be better to just have them in a List<Face> and mark a face as
/// deleted by adding a field to the Face struct. The downside is that
/// we would need an extra field in the Face struct, and when we're
/// looping through the points in openSet, we would have to loop
/// through all the Faces EVER created in the algorithm, and skip the
/// ones that have been marked as deleted. However, looping through a
/// list is fairly fast, and it might be worth it to avoid Dictionary
/// overhead.
///
/// TODO test converting to a List<Face> instead.
/// </summary>
Dictionary<int, Face> faces;
/// <summary>
/// The set of points to be processed. "openSet" is a misleading name,
/// because it's both the open set (points which are still outside the
/// convex hull) and the closed set (points that are inside the convex
/// hull). The first part of the array (with indexes <= openSetTail)
/// is the openSet, the last part of the array (with indexes >
/// openSetTail) are the closed set, with Face set to INSIDE. The
/// closed set is largely irrelevant to the algorithm, the open set is
/// what matters.
///
/// Storing the entire open set in one big list has a downside: when
/// we're reassigning points after ConstructCone, we only need to
/// reassign points that belong to the faces that have been removed,
/// but storing it in one array, we have to loop through the entire
/// list, and checking litFaces to determine which we can skip and
/// which need to be reassigned.
///
/// The alternative here is to give each face in Face array it's own
/// openSet. I don't like that solution, because then you have to
/// juggle so many more heap-allocated List<T>'s, we'd have to use
/// object pools and such. It would do a lot more allocation, and it
/// would have worse locality. I should maybe test that solution, but
/// it probably wont be faster enough (if at all) to justify the extra
/// allocations.
/// </summary>
List<PointFace> openSet;
/// <summary>
/// Set of faces which are "lit" by the current point in the set. This
/// is used in the FindHorizon() DFS search to keep track of which
/// faces we've already visited, and in the ReassignPoints() method to
/// know which points need to be reassigned.
/// </summary>
HashSet<int> litFaces;
/// <summary>
/// The current horizon. Generated by the FindHorizon() DFS search,
/// and used in ConstructCone to construct new faces. The list of
/// edges are in CCW order.
/// </summary>
List<HorizonEdge> horizon;
/// <summary>
/// If SplitVerts is false, this Dictionary is used to keep track of
/// which points we've added to the final mesh.
/// </summary>
Dictionary<int, int> hullVerts;
/// <summary>
/// The "tail" of the openSet, the last index of a vertex that has
/// been assigned to a face.
/// </summary>
int openSetTail = -1;
/// <summary>
/// When adding a new face to the faces Dictionary, use this for the
/// key and then increment it.
/// </summary>
int faceCount = 0;
/// <summary>
/// Generate a convex hull from points in points array, and store the
/// mesh in Unity-friendly format in verts and tris. If splitVerts is
/// true, the the verts will be split, if false, the same vert will be
/// used for more than one triangle.
/// </summary>
public void GenerateHull(
List<Vector3> points,
bool splitVerts,
ref List<Vector3> verts,
ref List<int> tris,
ref List<Vector3> normals)
{
if (points.Count < 4) {
throw new System.ArgumentException("Need at least 4 points to generate a convex hull");
}
Initialize(points, splitVerts);
GenerateInitialHull(points);
while (openSetTail >= 0) {
GrowHull(points);
}
ExportMesh(points, splitVerts, ref verts, ref tris, ref normals);
VerifyMesh(points, ref verts, ref tris);
}
/// <summary>
/// Make sure all the buffers and variables needed for the algorithm
/// are initialized.
/// </summary>
void Initialize(List<Vector3> points, bool splitVerts) {
faceCount = 0;
openSetTail = -1;
if (faces == null) {
faces = new Dictionary<int, Face>();
litFaces = new HashSet<int>();
horizon = new List<HorizonEdge>();
openSet = new List<PointFace>(points.Count);
} else {
faces.Clear();
litFaces.Clear();
horizon.Clear();
openSet.Clear();
if (openSet.Capacity < points.Count) {
// i wonder if this is a good idea... if you call
// GenerateHull over and over with slightly increasing
// points counts, it's going to reallocate every time. Maybe
// i should just use .Add(), and let the List<T> manage the
// capacity, increasing it geometrically every time we need
// to reallocate.
// maybe do
// openSet.Capacity = Mathf.NextPowerOfTwo(points.Count)
// instead?
openSet.Capacity = points.Count;
}
}
if (!splitVerts) {
if (hullVerts == null) {
hullVerts = new Dictionary<int, int>();
} else {
hullVerts.Clear();
}
}
}
/// <summary>
/// Create initial seed hull.
/// </summary>
void GenerateInitialHull(List<Vector3> points) {
// Find points suitable for use as the seed hull. Some varieties of
// this algorithm pick extreme points here, but I'm not convinced
// you gain all that much from that. Currently what it does is just
// find the first four points that are not coplanar.
int b0, b1, b2, b3;
FindInitialHullIndices(points, out b0, out b1, out b2, out b3);
var v0 = points[b0];
var v1 = points[b1];
var v2 = points[b2];
var v3 = points[b3];
var above = Dot(v3 - v1, Cross(v1 - v0, v2 - v0)) > 0.0f;
// Create the faces of the seed hull. You need to draw a diagram
// here, otherwise it's impossible to know what's going on :)
// Basically: there are two different possible start-tetrahedrons,
// depending on whether the fourth point is above or below the base
// triangle. If you draw a tetrahedron with these coordinates (in a
// right-handed coordinate-system):
// b0 = (0,0,0)
// b1 = (1,0,0)
// b2 = (0,1,0)
// b3 = (0,0,1)
// you can see the first case (set b3 = (0,0,-1) for the second
// case). The faces are added with the proper references to the
// faces opposite each vertex
faceCount = 0;
if (above) {
faces[faceCount++] = new Face(b0, b2, b1, 3, 1, 2, Normal(points[b0], points[b2], points[b1]));
faces[faceCount++] = new Face(b0, b1, b3, 3, 2, 0, Normal(points[b0], points[b1], points[b3]));
faces[faceCount++] = new Face(b0, b3, b2, 3, 0, 1, Normal(points[b0], points[b3], points[b2]));
faces[faceCount++] = new Face(b1, b2, b3, 2, 1, 0, Normal(points[b1], points[b2], points[b3]));
} else {
faces[faceCount++] = new Face(b0, b1, b2, 3, 2, 1, Normal(points[b0], points[b1], points[b2]));
faces[faceCount++] = new Face(b0, b3, b1, 3, 0, 2, Normal(points[b0], points[b3], points[b1]));
faces[faceCount++] = new Face(b0, b2, b3, 3, 1, 0, Normal(points[b0], points[b2], points[b3]));
faces[faceCount++] = new Face(b1, b3, b2, 2, 0, 1, Normal(points[b1], points[b3], points[b2]));
}
VerifyFaces(points);
// Create the openSet. Add all points except the points of the seed
// hull.
for (int i = 0; i < points.Count; i++) {
if (i == b0 || i == b1 || i == b2 || i == b3) continue;
openSet.Add(new PointFace(i, UNASSIGNED, 0.0f));
}
// Add the seed hull verts to the tail of the list.
openSet.Add(new PointFace(b0, INSIDE, float.NaN));
openSet.Add(new PointFace(b1, INSIDE, float.NaN));
openSet.Add(new PointFace(b2, INSIDE, float.NaN));
openSet.Add(new PointFace(b3, INSIDE, float.NaN));
// Set the openSetTail value. Last item in the array is
// openSet.Count - 1, but four of the points (the verts of the seed
// hull) are part of the closed set, so move openSetTail to just
// before those.
openSetTail = openSet.Count - 5;
Assert(openSet.Count == points.Count);
// Assign all points of the open set. This does basically the same
// thing as ReassignPoints()
for (int i = 0; i <= openSetTail; i++) {
Assert(openSet[i].Face == UNASSIGNED);
Assert(openSet[openSetTail].Face == UNASSIGNED);
Assert(openSet[openSetTail + 1].Face == INSIDE);
var assigned = false;
var fp = openSet[i];
Assert(faces.Count == 4);
Assert(faces.Count == faceCount);
for (int j = 0; j < 4; j++) {
Assert(faces.ContainsKey(j));
var face = faces[j];
var dist = PointFaceDistance(points[fp.Point], points[face.Vertex0], face);
if (dist > 0) {
fp.Face = j;
fp.Distance = dist;
openSet[i] = fp;
assigned = true;
break;
}
}
if (!assigned) {
// Point is inside
fp.Face = INSIDE;
fp.Distance = float.NaN;
// Point is inside seed hull: swap point with tail, and move
// openSetTail back. We also have to decrement i, because
// there's a new item at openSet[i], and we need to process
// it next iteration
openSet[i] = openSet[openSetTail];
openSet[openSetTail] = fp;
openSetTail -= 1;
i -= 1;
}
}
VerifyOpenSet(points);
}
/// <summary>
/// Find four points in the point cloud that are not coplanar for the
/// seed hull
/// </summary>
void FindInitialHullIndices(List<Vector3> points, out int b0, out int b1, out int b2, out int b3) {
var count = points.Count;
for (int i0 = 0; i0 < count - 3; i0++) {
for (int i1 = i0 + 1; i1 < count - 2; i1++) {
var p0 = points[i0];
var p1 = points[i1];
if (AreCoincident(p0, p1)) continue;
for (int i2 = i1 + 1; i2 < count - 1; i2++) {
var p2 = points[i2];
if (AreCollinear(p0, p1, p2)) continue;
for (int i3 = i2 + 1; i3 < count - 0; i3++) {
var p3 = points[i3];
if(AreCoplanar(p0, p1, p2, p3)) continue;
b0 = i0;
b1 = i1;
b2 = i2;
b3 = i3;
return;
}
}
}
}
throw new System.ArgumentException("Can't generate hull, points are coplanar");
}
/// <summary>
/// Grow the hull. This method takes the current hull, and expands it
/// to encompass the point in openSet with the point furthest away
/// from its face.
/// </summary>
void GrowHull(List<Vector3> points) {
Assert(openSetTail >= 0);
Assert(openSet[0].Face != INSIDE);
// Find farthest point and first lit face.
var farthestPoint = 0;
var dist = openSet[0].Distance;
for (int i = 1; i <= openSetTail; i++) {
if (openSet[i].Distance > dist) {
farthestPoint = i;
dist = openSet[i].Distance;
}
}
// Use lit face to find horizon and the rest of the lit
// faces.
FindHorizon(
points,
points[openSet[farthestPoint].Point],
openSet[farthestPoint].Face,
faces[openSet[farthestPoint].Face]);
VerifyHorizon();
// Construct new cone from horizon
ConstructCone(points, openSet[farthestPoint].Point);
VerifyFaces(points);
// Reassign points
ReassignPoints(points);
}
/// <summary>
/// Start the search for the horizon.
///
/// The search is a DFS search that searches neighboring triangles in
/// a counter-clockwise fashion. When it find a neighbor which is not
/// lit, that edge will be a line on the horizon. If the search always
/// proceeds counter-clockwise, the edges of the horizon will be found
/// in counter-clockwise order.
///
/// The heart of the search can be found in the recursive
/// SearchHorizon() method, but the the first iteration of the search
/// is special, because it has to visit three neighbors (all the
/// neighbors of the initial triangle), while the rest of the search
/// only has to visit two (because one of them has already been
/// visited, the one you came from).
/// </summary>
void FindHorizon(List<Vector3> points, Vector3 point, int fi, Face face) {
// TODO should I use epsilon in the PointFaceDistance comparisons?
litFaces.Clear();
horizon.Clear();
litFaces.Add(fi);
Assert(PointFaceDistance(point, points[face.Vertex0], face) > 0.0f);
// For the rest of the recursive search calls, we first check if the
// triangle has already been visited and is part of litFaces.
// However, in this first call we can skip that because we know it
// can't possibly have been visited yet, since the only thing in
// litFaces is the current triangle.
{
var oppositeFace = faces[face.Opposite0];
var dist = PointFaceDistance(
point,
points[oppositeFace.Vertex0],
oppositeFace);
if (dist <= 0.0f) {
horizon.Add(new HorizonEdge {
Face = face.Opposite0,
Edge0 = face.Vertex1,
Edge1 = face.Vertex2,
});
} else {
SearchHorizon(points, point, fi, face.Opposite0, oppositeFace);
}
}
if (!litFaces.Contains(face.Opposite1)) {
var oppositeFace = faces[face.Opposite1];
var dist = PointFaceDistance(
point,
points[oppositeFace.Vertex0],
oppositeFace);
if (dist <= 0.0f) {
horizon.Add(new HorizonEdge {
Face = face.Opposite1,
Edge0 = face.Vertex2,
Edge1 = face.Vertex0,
});
} else {
SearchHorizon(points, point, fi, face.Opposite1, oppositeFace);
}
}
if (!litFaces.Contains(face.Opposite2)) {
var oppositeFace = faces[face.Opposite2];
var dist = PointFaceDistance(
point,
points[oppositeFace.Vertex0],
oppositeFace);
if (dist <= 0.0f) {
horizon.Add(new HorizonEdge {
Face = face.Opposite2,
Edge0 = face.Vertex0,
Edge1 = face.Vertex1,
});
} else {
SearchHorizon(points, point, fi, face.Opposite2, oppositeFace);
}
}
}
/// <summary>
/// Recursively search to find the horizon or lit set.
/// </summary>
void SearchHorizon(List<Vector3> points, Vector3 point, int prevFaceIndex, int faceCount, Face face) {
Assert(prevFaceIndex >= 0);
Assert(litFaces.Contains(prevFaceIndex));
Assert(!litFaces.Contains(faceCount));
Assert(faces[faceCount].Equals(face));
litFaces.Add(faceCount);
// Use prevFaceIndex to determine what the next face to search will
// be, and what edges we need to cross to get there. It's important
// that the search proceeds in counter-clockwise order from the
// previous face.
int nextFaceIndex0;
int nextFaceIndex1;
int edge0;
int edge1;
int edge2;
if (prevFaceIndex == face.Opposite0) {
nextFaceIndex0 = face.Opposite1;
nextFaceIndex1 = face.Opposite2;
edge0 = face.Vertex2;
edge1 = face.Vertex0;
edge2 = face.Vertex1;
} else if (prevFaceIndex == face.Opposite1) {
nextFaceIndex0 = face.Opposite2;
nextFaceIndex1 = face.Opposite0;
edge0 = face.Vertex0;
edge1 = face.Vertex1;
edge2 = face.Vertex2;
} else {
Assert(prevFaceIndex == face.Opposite2);
nextFaceIndex0 = face.Opposite0;
nextFaceIndex1 = face.Opposite1;
edge0 = face.Vertex1;
edge1 = face.Vertex2;
edge2 = face.Vertex0;
}
if (!litFaces.Contains(nextFaceIndex0)) {
var oppositeFace = faces[nextFaceIndex0];
var dist = PointFaceDistance(
point,
points[oppositeFace.Vertex0],
oppositeFace);
if (dist <= 0.0f) {
horizon.Add(new HorizonEdge {
Face = nextFaceIndex0,
Edge0 = edge0,
Edge1 = edge1,
});
} else {
SearchHorizon(points, point, faceCount, nextFaceIndex0, oppositeFace);
}
}
if (!litFaces.Contains(nextFaceIndex1)) {
var oppositeFace = faces[nextFaceIndex1];
var dist = PointFaceDistance(
point,
points[oppositeFace.Vertex0],
oppositeFace);
if (dist <= 0.0f) {
horizon.Add(new HorizonEdge {
Face = nextFaceIndex1,
Edge0 = edge1,
Edge1 = edge2,
});
} else {
SearchHorizon(points, point, faceCount, nextFaceIndex1, oppositeFace);
}
}
}
/// <summary>
/// Remove all lit faces and construct new faces from the horizon in a
/// "cone-like" fashion.
///
/// This is a relatively straight-forward procedure, given that the
/// horizon is handed to it in already sorted counter-clockwise. The
/// neighbors of the new faces are easy to find: they're the previous
/// and next faces to be constructed in the cone, as well as the face
/// on the other side of the horizon. We also have to update the face
/// on the other side of the horizon to reflect it's new neighbor from
/// the cone.
/// </summary>
void ConstructCone(List<Vector3> points, int farthestPoint) {
foreach (var fi in litFaces) {
Assert(faces.ContainsKey(fi));
faces.Remove(fi);
}
var firstNewFace = faceCount;
for (int i = 0; i < horizon.Count; i++) {
// Vertices of the new face, the farthest point as well as the
// edge on the horizon. Horizon edge is CCW, so the triangle
// should be as well.
var v0 = farthestPoint;
var v1 = horizon[i].Edge0;
var v2 = horizon[i].Edge1;
// Opposite faces of the triangle. First, the edge on the other
// side of the horizon, then the next/prev faces on the new cone
var o0 = horizon[i].Face;
var o1 = (i == horizon.Count - 1) ? firstNewFace : firstNewFace + i + 1;
var o2 = (i == 0) ? (firstNewFace + horizon.Count - 1) : firstNewFace + i - 1;
var fi = faceCount++;
faces[fi] = new Face(
v0, v1, v2,
o0, o1, o2,
Normal(points[v0], points[v1], points[v2]));
var horizonFace = faces[horizon[i].Face];
if (horizonFace.Vertex0 == v1) {
Assert(v2 == horizonFace.Vertex2);
horizonFace.Opposite1 = fi;
} else if (horizonFace.Vertex1 == v1) {
Assert(v2 == horizonFace.Vertex0);
horizonFace.Opposite2 = fi;
} else {
Assert(v1 == horizonFace.Vertex2);
Assert(v2 == horizonFace.Vertex1);
horizonFace.Opposite0 = fi;
}
faces[horizon[i].Face] = horizonFace;
}
}
/// <summary>
/// Reassign points based on the new faces added by ConstructCone().
///
/// Only points that were previous assigned to a removed face need to
/// be updated, so check litFaces while looping through the open set.
///
/// There is a potential optimization here: there's no reason to loop
/// through the entire openSet here. If each face had it's own
/// openSet, we could just loop through the openSets in the removed
/// faces. That would make the loop here shorter.
///
/// However, to do that, we would have to juggle A LOT more List<T>'s,
/// and we would need an object pool to manage them all without
/// generating a whole bunch of garbage. I don't think it's worth
/// doing that to make this loop shorter, a straight for-loop through
/// a list is pretty darn fast. Still, it might be worth trying
/// </summary>
void ReassignPoints(List<Vector3> points) {
for (int i = 0; i <= openSetTail; i++) {
var fp = openSet[i];
if (litFaces.Contains(fp.Face)) {
var assigned = false;
var point = points[fp.Point];
foreach (var kvp in faces) {
var fi = kvp.Key;
var face = kvp.Value;
var dist = PointFaceDistance(
point,
points[face.Vertex0],
face);
if (dist > EPSILON) {
assigned = true;
fp.Face = fi;
fp.Distance = dist;
openSet[i] = fp;
break;
}
}
if (!assigned) {
// If point hasn't been assigned, then it's inside the
// convex hull. Swap it with openSetTail, and decrement
// openSetTail. We also have to decrement i, because
// there's now a new thing in openSet[i], so we need i
// to remain the same the next iteration of the loop.
fp.Face = INSIDE;
fp.Distance = float.NaN;
openSet[i] = openSet[openSetTail];
openSet[openSetTail] = fp;
i--;
openSetTail--;
}
}
}
}
/// <summary>
/// Final step in algorithm, export the faces of the convex hull in a
/// mesh-friendly format.
///
/// TODO normals calculation for non-split vertices. Right now it just
/// leaves the normal array empty.
/// </summary>
void ExportMesh(
List<Vector3> points,
bool splitVerts,
ref List<Vector3> verts,
ref List<int> tris,
ref List<Vector3> normals)
{
if (verts == null) {
verts = new List<Vector3>();
} else {
verts.Clear();
}
if (tris == null) {
tris = new List<int>();
} else {
tris.Clear();
}
if (normals == null) {
normals = new List<Vector3>();
} else {
normals.Clear();
}
foreach (var face in faces.Values) {
int vi0, vi1, vi2;
if (splitVerts) {
vi0 = verts.Count; verts.Add(points[face.Vertex0]);
vi1 = verts.Count; verts.Add(points[face.Vertex1]);
vi2 = verts.Count; verts.Add(points[face.Vertex2]);
normals.Add(face.Normal);
normals.Add(face.Normal);
normals.Add(face.Normal);
} else {
if (!hullVerts.TryGetValue(face.Vertex0, out vi0)) {
vi0 = verts.Count;
hullVerts[face.Vertex0] = vi0;
verts.Add(points[face.Vertex0]);
}
if (!hullVerts.TryGetValue(face.Vertex1, out vi1)) {
vi1 = verts.Count;
hullVerts[face.Vertex1] = vi1;
verts.Add(points[face.Vertex1]);
}
if (!hullVerts.TryGetValue(face.Vertex2, out vi2)) {
vi2 = verts.Count;
hullVerts[face.Vertex2] = vi2;
verts.Add(points[face.Vertex2]);
}
}
tris.Add(vi0);
tris.Add(vi1);
tris.Add(vi2);
}
}
/// <summary>
/// Signed distance from face to point (a positive number means that
/// the point is above the face)
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
float PointFaceDistance(Vector3 point, Vector3 pointOnFace, Face face) {
return Dot(face.Normal, point - pointOnFace);
}
/// <summary>
/// Calculate normal for triangle
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
Vector3 Normal(Vector3 v0, Vector3 v1, Vector3 v2) {
return Cross(v1 - v0, v2 - v0).normalized;
}
/// <summary>
/// Dot product, for convenience.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static float Dot(Vector3 a, Vector3 b) {
return a.x*b.x + a.y*b.y + a.z*b.z;
}
/// <summary>
/// Vector3.Cross i left-handed, the algorithm is right-handed. Also,
/// i wanna test to see if using aggressive inlining makes any
/// difference here.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static Vector3 Cross(Vector3 a, Vector3 b) {
return new Vector3(
a.y*b.z - a.z*b.y,
a.z*b.x - a.x*b.z,
a.x*b.y - a.y*b.x);
}
/// <summary>
/// Check if two points are coincident
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool AreCoincident(Vector3 a, Vector3 b) {
return (a - b).magnitude <= EPSILON;
}
/// <summary>
/// Check if three points are collinear
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool AreCollinear(Vector3 a, Vector3 b, Vector3 c) {
return Cross(c - a, c - b).magnitude <= EPSILON;
}
/// <summary>
/// Check if four points are coplanar
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool AreCoplanar(Vector3 a, Vector3 b, Vector3 c, Vector3 d) {
var n1 = Cross(c - a, c - b);
var n2 = Cross(d - a, d - b);
var m1 = n1.magnitude;
var m2 = n2.magnitude;
return m1 <= EPSILON
|| m2 <= EPSILON
|| AreCollinear(Vector3.zero,
(1.0f / m1) * n1,
(1.0f / m2) * n2);
}
/// <summary>
/// Method used for debugging, verifies that the openSet is in a
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
/// defined.
/// </summary>
[Conditional("DEBUG_QUICKHULL")]
void VerifyOpenSet(List<Vector3> points) {
for (int i = 0; i < openSet.Count; i++) {
if (i > openSetTail) {
Assert(openSet[i].Face == INSIDE);
} else {
Assert(openSet[i].Face != INSIDE);
Assert(openSet[i].Face != UNASSIGNED);
Assert(PointFaceDistance(
points[openSet[i].Point],
points[faces[openSet[i].Face].Vertex0],
faces[openSet[i].Face]) > 0.0f);
}
}
}
/// <summary>
/// Method used for debugging, verifies that the horizon is in a
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
/// defined.
/// </summary>
[Conditional("DEBUG_QUICKHULL")]
void VerifyHorizon() {
for (int i = 0; i < horizon.Count; i++) {
var prev = i == 0 ? horizon.Count - 1 : i - 1;
Assert(horizon[prev].Edge1 == horizon[i].Edge0);
Assert(HasEdge(faces[horizon[i].Face], horizon[i].Edge1, horizon[i].Edge0));
}
}
/// <summary>
/// Method used for debugging, verifies that the faces array is in a
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
/// defined.
/// </summary>
[Conditional("DEBUG_QUICKHULL")]
void VerifyFaces(List<Vector3> points) {
foreach (var kvp in faces) {
var fi = kvp.Key;
var face = kvp.Value;
Assert(faces.ContainsKey(face.Opposite0));
Assert(faces.ContainsKey(face.Opposite1));
Assert(faces.ContainsKey(face.Opposite2));
Assert(face.Opposite0 != fi);
Assert(face.Opposite1 != fi);
Assert(face.Opposite2 != fi);
Assert(face.Vertex0 != face.Vertex1);
Assert(face.Vertex0 != face.Vertex2);
Assert(face.Vertex1 != face.Vertex2);
Assert(HasEdge(faces[face.Opposite0], face.Vertex2, face.Vertex1));
Assert(HasEdge(faces[face.Opposite1], face.Vertex0, face.Vertex2));
Assert(HasEdge(faces[face.Opposite2], face.Vertex1, face.Vertex0));
Assert((face.Normal - Normal(
points[face.Vertex0],
points[face.Vertex1],
points[face.Vertex2])).magnitude < EPSILON);
}
}
/// <summary>
/// Method used for debugging, verifies that the final mesh is
/// actually a convex hull of all the points. Conditionally compiled
/// if DEBUG_QUICKHULL if defined.
/// </summary>
[Conditional("DEBUG_QUICKHULL")]
void VerifyMesh(List<Vector3> points, ref List<Vector3> verts, ref List<int> tris) {
Assert(tris.Count % 3 == 0);
for (int i = 0; i < points.Count; i++) {
for (int j = 0; j < tris.Count; j+=3) {
var t0 = verts[tris[j]];
var t1 = verts[tris[j + 1]];
var t2 = verts[tris[j + 2]];
Assert(Dot(points[i] - t0, Vector3.Cross(t1 - t0, t2 - t0)) <= EPSILON);
}
}
}
/// <summary>
/// Does face f have a face with vertexes e0 and e1? Used only for
/// debugging.
/// </summary>
bool HasEdge(Face f, int e0, int e1) {
return (f.Vertex0 == e0 && f.Vertex1 == e1)
|| (f.Vertex1 == e0 && f.Vertex2 == e1)
|| (f.Vertex2 == e0 && f.Vertex0 == e1);
}
/// <summary>
/// Assert method, conditionally compiled with DEBUG_QUICKHULL.
///
/// I could just use Debug.Assert or the Assertions class, but I like
/// the idea of just writing Assert(something), and I also want it to
/// be conditionally compiled out with the same #define as the other
/// debug methods.
/// </summary>
[Conditional("DEBUG_QUICKHULL")]
static void Assert(bool condition) {
if (!condition) {
throw new UnityEngine.Assertions.AssertionException("Assertion failed", "");
}
}
}
}
下面是一个使用该插件生成凸面体的示例:
using UnityEngine;
using System.Collections.Generic;
using GK;
public class ConvexHullGenerator : MonoBehaviour
{
public MeshFilter filter;
public Material material;
void Start()
{
List<Vector3> listOriginalPoint = new List<Vector3>();
listOriginalPoint.AddRange(filter.mesh.vertices);
List<Vector3> listVerts = new List<Vector3>();
List<int> listTriangle = new List<int>();
List<Vector3> listNormal = new List<Vector3>();
ConvexHullCalculator convexHullCalculator = new();
convexHullCalculator.GenerateHull(listOriginalPoint, true, ref listVerts, ref listTriangle, ref listNormal);
Mesh mesh = new()
{
vertices = listVerts.ToArray(),
triangles = listTriangle.ToArray(),
};
mesh.RecalculateNormals();
MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
meshRenderer.material = material;
}
}