Ejemplo n.º 1
0
    private AbstractWayInfo[] AbstractWayInfosForMultiwayIntersection(Intersection intersection, Road[] connectedRoads)
    {
// convert roads to vectos
        Vector3[] vectors = connectedRoads.Select(rd => IntersectionMath.getOutgoingVector(intersection, rd)).ToArray();
        float[]   widths  = connectedRoads.Select(rd => rd.GetRoadWidth()).ToArray();

        AbstractWayInfo[] infos;
        // handle when connectedRoads.Length == 3  << build a four-way intersection instead
        if (connectedRoads.Length == 3)
        {
            // find the vector whose direction is of greatest difference to other two

            Vector3 maxVector    = vectors[0];
            float   maxRoadWidth = widths[0];
            float   maxAngles    = 0;
            for (int i = 0; i < 3; i++)
            {
                float accum = 0;
                for (int j = 0; j < 3; j++)
                {
                    float zeroTo180Angle = Vector3.Angle(vectors[i], vectors[j]);
                    float distance       = zeroTo180Angle > 90 ? 180 - zeroTo180Angle : zeroTo180Angle;
                    accum += distance;
                }

                if (accum > maxAngles)
                {
                    maxVector    = vectors[i];
                    maxRoadWidth = widths[i];
                    maxAngles    = accum;
                }
            }

            Vector3[] resultingVectors = { vectors[0], vectors[1], vectors[2], -maxVector };
            float[]   resultingWidths  = { widths[0], widths[1], widths[2], maxRoadWidth };

            infos = AbstractWayInfo.InfosWithDirectionsAndWidths(resultingVectors, resultingWidths);
        }
        else
        {
            infos = AbstractWayInfo.InfosWithDirectionsAndWidths(vectors, widths);
        }

        return(infos);
    }
Ejemplo n.º 2
0
    private AbstractWayInfo[] AbstractWayInfosForTwoWayIntersection(Intersection intersection, Road road1, Road road2)
    {
        Vector3 vec1 = IntersectionMath.getOutgoingVector(intersection, road1).normalized;
        Vector3 vec2 = IntersectionMath.getOutgoingVector(intersection, road2).normalized;

        // create a four way intersection instead of a two way intersection if the angle is less than 90
        Vector3[] vecs       = null;
        float[]   roadWidths = null;
        switch (GetTwoWayIntersectionType(intersection))
        {
        case TwoWayIntersectionType.SKEW:


            vecs       = new[] { vec1, vec2, -vec1, -vec2 };
            roadWidths = new[] { road1.GetRoadWidth(), road2.GetRoadWidth(), road1.GetRoadWidth(), road2.GetRoadWidth() };
            break;

        case TwoWayIntersectionType.TRANSITION:
            // create a halfway rotation
            Quaternion rotation = Quaternion.Euler(Quaternion.FromToRotation(vec1, vec2).eulerAngles / 2);
            // this is the virtual directional vector
            Vector3 newVec = rotation * vec1;
            // this is the virtual road width, set it to be the average of the two
            float newWidth = road1.GetRoadWidth() + road2.GetRoadWidth() / 2;

            vecs       = new[] { vec1, vec2, newVec, -newVec };
            roadWidths = new[] { road1.GetRoadWidth(), road2.GetRoadWidth(), newWidth, newWidth };
            break;

        case TwoWayIntersectionType.SMOOTH:
            Debug.LogError("Code Error, this method is to be called without smooth transition");

            break;
        }
        // zip vecs and roadWidths into abstract road infos
        AbstractWayInfo[] infos = AbstractWayInfo.InfosWithDirectionsAndWidths(vecs, roadWidths);
        return(infos);
    }