Ejemplo n.º 1
0
        public static bool Intersect(this Rect _r, Vector2 p1, Vector2 p2, out Vector2 point)
        {
            bool result = false;

            point = new Vector2();
            if (Math2d.LineSegmentsIntersection(p1, p2, _r.position, _r.position + Vector2.up * _r.height, out point))
            {
                result = true;
                p2     = point;
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, _r.position, _r.position + Vector2.right * _r.width, out point))
            {
                result = true;
                p2     = point;
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, _r.position + Vector2.up * _r.height, _r.position + _r.size, out point))
            {
                result = true;
                p2     = point;
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, _r.position + Vector2.right * _r.width, _r.position + _r.size, out point))
            {
                result = true;
                p2     = point;
            }
            point = p2;
            return(result);
        }
Ejemplo n.º 2
0
    void InstIntersections(int startId)
    {
        int id = startId + 1;

        for (int i = 0; i < tracks.Length; i++)
        {
            for (int j = i + 1; j < tracks.Length; j++)
            {
                for (int x = 1; x < tracks[i].lineRenderer.positionCount; x++)
                {
                    for (int y = 1; y < tracks[j].lineRenderer.positionCount; y++)
                    {
                        if (Math2d.LineSegmentsIntersection(tracks[i].lineRenderer.GetPosition(x - 1), tracks[i].lineRenderer.GetPosition(x), tracks[j].lineRenderer.GetPosition(y - 1), tracks[j].lineRenderer.GetPosition(y), out Vector2 intersection))
                        {
                            GameObject intersectionObj = Instantiate(intersectionPrefab);
                            intersectionObj.transform.parent   = transform;
                            intersectionObj.transform.position = new Vector3(intersection.x, intersection.y, 1);

                            intersectionObj.GetComponent <Intersection>().Init(id, tracks[i].lineRenderer, tracks[j].lineRenderer, i, j, x - 1, y - 1);

                            id++;

                            intersectionsObjs.Add(intersectionObj);
                        }
                    }
                }
            }
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (originalSatelite.Count < 1)
        {
            return;
        }
        if (count2 >= originalSatelite.Count | (((100 - ((pastWaight * -1) / originalSatelite.Count) * 100) < 10) && count2 >= 20))
        {
            StateOfMachine.Instance.SetSate = true;
            count2 = 0;
        }

        if (satelite.Count < 1)
        {
            if (wight < pastWaight)
            {
                bestObstions = new Vector3[lr.positionCount];
                lr.GetPositions(bestObstions);
                nr_of_points_send += bestObstions.Length;
                nr_of_paths       += 1;
                FindObjectOfType <GameServer>().SendPoint(bestObstions);
                pastWaight = wight;
                Satalite_manager.gameObject.SetActive(true);
            }
            pointFound.Clear();
            pointFound.Add(originalSatelite[count2]);
            count    = 0;
            wight    = -originalSatelite.Count - 1;
            satelite = new List <Vector3>(originalSatelite);
            count2++;
        }
        else
        {
            Vector3 temp = CheckDistance(satelite, pointFound[pointFound.Count - 1]);
            pointFound.Add(temp);
            satelite.Remove(temp);
            for (int i = 0; i < pointFound.Count - 3; i += 2)
            {
                if (Math2d.LineSegmentsIntersection(pointFound[pointFound.Count - 2], pointFound[pointFound.Count - 1], pointFound[i], pointFound[i + 1], out Vector))
                {
                    wight += 1f;
                }
            }
            lr.positionCount = count + 1;
            lr.SetPosition(count, temp);

            count++;
        }
    }
Ejemplo n.º 4
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "ConnectLine")
     {
         ConnectLine otherLine = collision.GetComponent <ConnectLine>();
         if (otherLine)
         {
             //交点を求める.
             Vector2 intersection;
             if (Math2d.LineSegmentsIntersection(this.point1.position, this.point2.position, otherLine.point1.position, otherLine.point2.position, out intersection))
             {
                 Instantiate(this.CrossedEffect, intersection, Quaternion.identity);
             }
         }
     }
 }
Ejemplo n.º 5
0
        public bool Intersect(Vector2 p1, Vector2 p2, out List <Vector2> intersection)
        {
            intersection = new List <Vector2>();
            Vector2 r;

            if (Math2d.LineSegmentsIntersection(p1, p2, rect.position, rect.position + Vector2.up * rect.height, out r))
            {
                intersection.Add(r);
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, rect.position, rect.position + Vector2.right * rect.width, out r))
            {
                intersection.Add(r);
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, rect.position + rect.size, rect.position + Vector2.up * rect.height, out r))
            {
                intersection.Add(r);
            }
            if (Math2d.LineSegmentsIntersection(p1, p2, rect.position + rect.size, rect.position + Vector2.right * rect.width, out r))
            {
                intersection.Add(r);
            }

            return(intersection.Count != 0);
        }