版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/zhanghui_hn/article/details/77618329
项目需求,需要计算三角面片的面积和体积,本以为很难,查阅资料才知,算法已经非常成熟,有篇国外的论文提到了一种计算方式。有兴趣的童学可以看看,算法非常简单,代码量也少。
项目是在Unity平台做的,我用的是C#代码,你们还可以参考这个unity帖子
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class MeshCalculator : MonoBehaviour
{
private MeshFilter mf = null;
private Vector3 scale;
// Use this for initialization
void Start()
{
this.mf = this.GetComponent<MeshFilter>();
this.scale = this.transform.lossyScale;
this.CalculateSumArea();
this.CalculateSumVolume();
}
private void CalculateSumVolume()
{
Vector3[] arrVertices = this.mf.mesh.vertices;
int[] arrTriangles = this.mf.mesh.triangles;
float sum = 0.0f;
for (int i = 0; i < this.mf.mesh.subMeshCount; i++)
{
int[] arrIndices = this.mf.mesh.GetTriangles(i);
for (int j = 0; j < arrIndices.Length; j += 3)
sum += this.CalculateVolume(arrVertices[arrIndices[j]]
, arrVertices[arrIndices[j + 1]]
, arrVertices[arrIndices[j + 2]]);
}
Debug.Log("Volume= " + Mathf.Abs(sum));
}
private void CalculateSumArea()
{
Vector3[] arrVertices = this.mf.mesh.vertices;
int[] arrTriangles = this.mf.mesh.triangles;
float sum = 0.0f;
for (int i = 0; i < this.mf.mesh.subMeshCount; i++)
{
int[] arrIndices = this.mf.mesh.GetTriangles(i);
for (int j = 0; j < arrIndices.Length; j += 3)
sum += this.CalculateArea(arrVertices[arrIndices[j]]
, arrVertices[arrIndices[j + 1]]
, arrVertices[arrIndices[j + 2]]);
}
Debug.Log("Area = " + sum);
}
private float CalculateVolume(Vector3 pt0, Vector3 pt1, Vector3 pt2)
{
pt0 = new Vector3(pt0.x * this.scale.x, pt0.y * this.scale.y, pt0.z * this.scale.z);
pt1 = new Vector3(pt1.x * this.scale.x, pt1.y * this.scale.y, pt1.z * this.scale.z);
pt2 = new Vector3(pt2.x * this.scale.x, pt2.y * this.scale.y, pt2.z * this.scale.z);
float v321 = pt2.x * pt1.y * pt0.z;
float v231 = pt1.x * pt2.y * pt0.z;
float v312 = pt2.x * pt0.y * pt1.z;
float v132 = pt0.x * pt2.y * pt1.z;
float v213 = pt1.x * pt0.y * pt2.z;
float v123 = pt0.x * pt1.y * pt2.z;
return (1.0f / 6.0f) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
private float CalculateArea(Vector3 pt0, Vector3 pt1, Vector3 pt2)
{
pt0 = new Vector3(pt0.x * this.scale.x, pt0.y * this.scale.y, pt0.z * this.scale.z);
pt1 = new Vector3(pt1.x * this.scale.x, pt1.y * this.scale.y, pt1.z * this.scale.z);
pt2 = new Vector3(pt2.x * this.scale.x, pt2.y * this.scale.y, pt2.z * this.scale.z);
float a = (pt1 - pt0).magnitude;
float b = (pt2 - pt1).magnitude;
float c = (pt0 - pt2).magnitude;
float p = (a + b + c) * 0.5f;
return Mathf.Sqrt(p * (p - a) * (p - b) * (p - c));
}
}