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Teddy algorithm (converting 2D polygon into 3D model) implementation in Unity.
// input points for a Polygon2D contor
List<Vector2> points = new List<Vector2>();
// Add Vector2 to points
points.Add(new Vector2(-2.5f, -2.5f));
points.Add(new Vector2(2.5f, -2.5f));
points.Add(new Vector2(4.5f, 2.5f));
points.Add(new Vector2(0.5f, 4.5f));
points.Add(new Vector2(-3.5f, 2.5f));
// construct Teddy
Teddy teddy = new Teddy(points);
Mesh mesh = teddy.Build(
MeshSmoothingMethod.HC, // select mesh smoothing methods : None, Laplacian, HC
5, // count of smoothing
0.25f, // alpha value for smoothing
0.5f // beta value for smoothing
);
// GetComponent<MeshFilter>().sharedMesh = mesh;
tested on Unity 2018.2.6f, windows10 (GTX 1060).
- Teddy: A Sketching Interface for 3D Freeform Design - http://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/siggraph99.pdf
- mattatz/unity-triangulation2D - https://github.com/mattatz/unity-triangulation2D
- mattatz/unity-mesh-smoothing - https://github.com/mattatz/unity-mesh-smoothing