The above approach works, but it is probably best to do it in two steps. If you still wan… C#; Scripting API. (With a "smoothing" parameter of course). 11 $\begingroup$ I have a list of discrete points wich I want to use as nodes for creating a 2D mesh. Active 4 years, 6 months ago. With Unity5 I have to flag the collider as "Convex" in order to select "Is Trigger"... the problem is that now I get an error: Cooking::cookConvexMesh: user-provided hull must have less than 256 vertices! Now the problem remains, how to find the convex hull for the left and right half. You can also provide a link from the web. MeshCollider.convex. By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy, 2020 Stack Exchange, Inc. user contributions under cc by-sa. Success! Similary, cells on the boundary that are associated with a single face of the polyhedron will tend to be aligned in a direction nearly normal to the face that they are associated with, in that they will all be long and thin and their long axes will be nearly parallel and pointing out of the polygon. to alpha shape algorithm, by Edelbrunner. Suggest a change. You also need an algorithm to figure out if a point is to the left, to the right, or on the same line as 2 other points. If I used the same algorithm, it seems that it would be wildly inefficient, https://stackoverflow.com/questions/3444001/simplified-concave-hulls/16412653#16412653. We can then add a mesh trigger and flag it as convex. Leave feedback. Ask Question Asked 5 years, 2 months ago. Turn left or right to reach a waypoint? Here is a github repo on finding the concave hull for a set of points using python.. My recommendation to you is the following. The concave hull polygons generated by this algorithm still need some further processing, because they will only discriminate points inside of the hull, but not close to it. DelaunayMesh in a specified closed region - creating a concave hull from a set of points. This shape is called a convex hull, and there are several algorithms you can use to find this convex hull. If you are confused, you should look at this YouTube video. Example Project that comes with Unity 5. Also, rasterization of the points into 2d and then preforming a edge find is pretty costly. A hull that's very easy to propel … In some cases yes. And I do mean polygon, because I am looking for a 2-D shape projected into 3-D, https://stackoverflow.com/questions/3444001/simplified-concave-hulls/3453790#3453790, https://stackoverflow.com/questions/3444001/simplified-concave-hulls/3445440#3445440, It seems that the 2D case you linked to is more of the sparse point variety. I have heard that this can work well, but it is tricky to get right. I recognised that the algorithm would benefit from a C++ implementation using the Flann library for the k-nearest neighbour searches and OpenMP parallelism for point-in-polygon checks. Convex Hull: A 'convex hull' is as if you wrapped the object in paper, all the holes and concave parts will not be represented, just the outer most features (see the teapot example below). A convex hull of a set of points is the uniquely defined shape that minimizes the area that contain all the points, without having any angle that exceed 180 degrees between two neighbouring edges, as seen in Figure 2.1a. Playing with this value can improve the final results. To find the convex hull of a set of points is a well-known problem studied in detail and there are many existing algorithms. In an older Unity version I just added a Mesh Collider with the flag "trigger" set and it worked perfectly. So I switched back to using the convex hull. I used DelaunayMesh and it works fine. Our concave collider component enables complex mesh to mesh collisions. The AR-Toolkit is a Unity toolkit created by Stefan Volkers to create Augmented Reality Projection Games. Faster algorithms tend to be more complicated if you have colinear points, while the Jarvis March algorithm will be able to deal with colinear points and other numerical difficulties without any problems. So I've updated the code on bitbucket. CreateConvexHull(SetOfPoints) pointOnHull = leftmost point in SetOfPoints i = 0 repeat P[i] = pointOnHull endpoint = SetOfPoints[0] // initial endpoint for a candidate edge on the hull for j from 1 to |SetOfPoints| if (endpoint == pointOnHull) or (SetOfPoints[j] is on left of line from P[i] to endpoint) endpoint = SetOfPoints[j] // found greater left turn, update endpoint i = i+1 pointOnHull = endpoint until … I already found several Java, Python and C++ implementation but no C# version. To recap: the idea of the area trigger concept is that it exists of a height and a 2d polygon, that can be concave. A Concave hull describes better the shape of the point cloud than the convex hull. In kinda sorta quasi-pseudocode. Convex Hull: Concave Hull: Many solutions are possible for the same input data. The Voronoi regions of the points on the boundary will tend to be either infinite or much longer than the ones on the interior. 4. This parameter forces the convex decomposition computation to be done using the mesh rescaled to fit a sphere with radius = Internal Scale. Loop to generate the convex hull Vertex currentPoint = convexHull[0]; //Store colinear points here - better to create this list once than each loop List

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