Ejemplo n.º 1
0
        void PolygonIntersect()
        {
            //相交检测
            BeginSample("PolygonIntersect - SegmentIntersect");

            this.SortByXcoordinate(segments);

            List <Segment> removeList = new List <Segment> (segments.Count / 2);
            Dictionary <Segment, intersectCls>     SegPointsdict = new Dictionary <Segment, intersectCls> (segments.Count / 2);
            Dictionary <KInt2, HashSet <Segment> > dic           = new Dictionary <KInt2, HashSet <Segment> >();

            for (int i = 0; i < segments.Count; ++i)
            {
                Segment firstline = segments [i];
                for (int j = i + 1; j < segments.Count; ++j)
                {
                    Segment secondline = segments [j];

                    if (firstline.MinX > secondline.MaxX)
                    {
                        break;
                    }

                    long maxminy = KMath.Max(segments[i].MinY, segments[j].MinY);
                    long minmaxy = KMath.Min(segments[i].MaxY, segments[j].MaxY);
                    if (maxminy > minmaxy)
                    {
                        continue;
                    }

                    KInt2 result;
                    if (!firstline.isConnect(secondline) && Segment.Intersect(firstline.start, firstline.end, secondline.start, secondline.end, out result))
                    {
                        if (dic.ContainsKey(result))
                        {
                            dic[result].Add(firstline);
                            dic[result].Add(secondline);
                        }
                        else
                        {
                            HashSet <Segment> hashdata = new HashSet <Segment>();
                            hashdata.Add(firstline);
                            hashdata.Add(secondline);
                            dic[result] = hashdata;
                        }

                        if (firstline.start != result && firstline.end != result)
                        {
                            if (SegPointsdict.ContainsKey(firstline))
                            {
                                SegPointsdict [firstline].points.TryAdd(result);
                            }
                            else
                            {
                                intersectCls data = new intersectCls();
                                data.points.Add(result);
                                data.intersectseg         = secondline;
                                SegPointsdict [firstline] = data;
                            }

                            removeList.Add(firstline);
                        }

                        if (secondline.start != result && secondline.end != result)
                        {
                            if (SegPointsdict.ContainsKey(secondline))
                            {
                                SegPointsdict [secondline].points.TryAdd(result);
                            }
                            else
                            {
                                intersectCls data = new intersectCls();
                                data.points.Add(result);
                                data.intersectseg          = firstline;
                                SegPointsdict [secondline] = data;
                            }
                            removeList.Add(secondline);
                        }

                        // LogMgr.LogError("first =>" + firstline.uid + " => " + secondline.uid);
                    }
                }

                ShowProgress("相交检测", (float)i / segments.Count);
            }

            EndSample();

            //remove old segments  即使有重复也无所谓,减少多次检查的开销
            for (int i = 0; i < removeList.Count; ++i)
            {
                segments.Remove(removeList [i]);
            }

            BeginSample("PolygonIntersect - SortAndAdd2Segments");
            SortAndAdd2Segments(SegPointsdict);
            EndSample();


            DefineIDforSegments(segments);
            //
            BeginSample("Build - TriangleTree");
            tree = new TriangleTree();
            tree.Build(ObsTriangles, 2);
            EndSample();
            //
            List <NavmeshTriangle> testtriangles = new List <NavmeshTriangle> (10);
            List <KInt2>           nearestidxs   = new List <KInt2>(10);

            removeList.Clear();

            BeginSample("Build - Test Triangle");
            for (int i = 0; i < segments.Count; ++i)
            {
                Segment seg = segments [i];
                testtriangles.Clear();
                nearestidxs.Clear();

                tree.ball_queryPoints((seg.start + seg.end) / 2, Seekrange, nearestidxs);
                for (int k = 0; k < nearestidxs.Count; ++k)
                {
                    List <NavmeshTriangle> list = point2triangle [nearestidxs [k]];
                    for (int v = 0; v < list.Count; ++v)
                    {
                        testtriangles.Add(list [v]);
                    }
                }

                ShowProgress("获取邻近三角形", (float)i / segments.Count);

                TriangleCheck(testtriangles, dic, removeList, seg);
            }

            EndSample();
            //
#if UNITY_EDITOR
            willremoveList.AddRange(removeList);
#endif
            for (int i = 0; i < removeList.Count; ++i)
            {
                segments.Remove(removeList [i]);
            }
        }
Ejemplo n.º 2
0
        void OnDrawGizmos()
        {
            if (ObsTriangles == null || !DrawGizmos)
            {
                return;
            }

            bool show = !Drawsegments && !DrawRmovelist && !DrawNearstTriangles && DrawGizmos;

            if (DrawRmovelist)
            {
                for (int i = 0; i < willremoveList.Count; ++i)
                {
                    Gizmos.color = Color.red;
                    Segment seg   = willremoveList [i];
                    KInt3   start = new KInt3(seg.start.x, 0, seg.start.y);
                    KInt3   end   = new KInt3(seg.end.x, 0, seg.end.y);
                    Gizmos.DrawLine(start, end);
                    UnityEditor.Handles.Label((start + end) / 2, "序号 [" + seg.uid + "]");
                }
            }

            if (Drawsegments)
            {
                for (int i = 0; i < segments.Count; ++i)
                {
                    Gizmos.color = (i % 2 == 0) ? Color.green : Color.blue;
                    Segment seg   = segments [i];
                    KInt3   start = new KInt3(seg.start.x, 0, seg.start.y);
                    KInt3   end   = new KInt3(seg.end.x, 0, seg.end.y);
                    Gizmos.DrawLine(start, end);
                    UnityEditor.Handles.Label((start + end) / 2, "序号 [" + seg.uid + "]");
                }
            }

            if (DrawNearstTriangles)
            {
                if (tree != null && lastpoint != targetPoint)
                {
                    if (SeekedTriangleList == null)
                    {
                        SeekedTriangleList = new List <NavmeshTriangle> ();
                    }

                    SeekedTriangleList.Clear();

                    List <KInt2> startidxs = ListPool.TrySpawn <List <KInt2> > ();
                    tree.ball_queryPoints((KInt2)targetPoint, Seekrange, startidxs);
                    for (int k = 0; k < startidxs.Count; ++k)
                    {
                        var trianglelist = point2triangle [startidxs [k]];
                        for (int v = 0; v < trianglelist.Count; ++v)
                        {
                            SeekedTriangleList.Add(trianglelist [v]);
                        }
                    }
                    ListPool.TryDespawn(startidxs);
                    lastpoint = targetPoint;
                }

                Gizmos.DrawWireCube(new Vector3(targetPoint.x, 0, targetPoint.y), Vector3.one);

                if (SeekedTriangleList != null)
                {
                    for (int i = 0; i < SeekedTriangleList.Count; i++)
                    {
                        NavmeshTriangle node = SeekedTriangleList [i];
                        Gizmos.color = Color.cyan;
                        for (int q = 0; q < node.connections.Count; q++)
                        {
                            Gizmos.DrawLine(node.averagePos, Vector3.Lerp(node.averagePos, node.connections [q].averagePos, 0.45f));
                        }

                        Gizmos.color = Color.black;
                        Gizmos.DrawLine(ObsVertices [node.v0], ObsVertices [node.v1]);
                        Gizmos.DrawLine(ObsVertices [node.v1], ObsVertices [node.v2]);
                        Gizmos.DrawLine(ObsVertices [node.v2], ObsVertices [node.v0]);

                        UnityEditor.Handles.Label(node.averagePos, "序号 [" + node.uid + "]");
                    }
                }
            }

            if (show)
            {
                for (int i = 0; i < ObsTriangles.Length; i++)
                {
                    NavmeshTriangle node = ObsTriangles [i];
                    Gizmos.color = Color.cyan;
                    for (int q = 0; q < node.connections.Count; q++)
                    {
                        Gizmos.DrawLine(node.averagePos, Vector3.Lerp(node.averagePos, node.connections [q].averagePos, 0.45f));
                    }

                    Gizmos.color = Color.black;
                    Gizmos.DrawLine(ObsVertices [node.v0], ObsVertices [node.v1]);
                    Gizmos.DrawLine(ObsVertices [node.v1], ObsVertices [node.v2]);
                    Gizmos.DrawLine(ObsVertices [node.v2], ObsVertices [node.v0]);
                }
            }
        }