Example #1
0
        public static NetTool.ControlPoint SnapDirectionOverride(NetTool.ControlPoint newPoint,
                                                                 NetTool.ControlPoint oldPoint,
                                                                 NetInfo info, out bool success, out float minDistanceSq)
        {
            if (Debug.Enabled)
            {
                DebugPrint = string.Format("oldPoint: {0}\nnewPoint:{1}", StringUtil.ToString(oldPoint),
                                           StringUtil.ToString(newPoint));
            }

            GuideLines.Clear();
            SnappedGuideLine = null;

            minDistanceSq = info.GetMinNodeDistance();
            minDistanceSq = minDistanceSq * minDistanceSq;
            var controlPoint = newPoint;

            success = false;

            if (EnableSnapping)
            {
                // If dragging from a node
                if (oldPoint.m_node != 0 && !newPoint.m_outside)
                {
                    // Node the road build operation is starting from
                    var sourceNodeId = oldPoint.m_node;
                    var sourceNode   = NetManager.instance.m_nodes.m_buffer[sourceNodeId];

                    // Direction and length of the line from the node to the users control point
                    var userLineDirection = (newPoint.m_position - sourceNode.m_position).Flatten();
                    var userLineLength    = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    var closestSegmentId = NetNodeUtility.GetClosestSegmentId(sourceNodeId, userLineDirection);

                    if (closestSegmentId > 0)
                    {
                        // Snap to angle increments originating from this closest segment

                        var closestSegmentDirection = NetNodeUtility.GetSegmentExitDirection(sourceNodeId,
                                                                                             closestSegmentId);

                        var currentAngle = Vector3Extensions.Angle(closestSegmentDirection, userLineDirection,
                                                                   Vector3.up);

                        var snappedAngle     = Mathf.Round(currentAngle / Settings.SnapAngle) * Settings.SnapAngle;
                        var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up) * closestSegmentDirection;

                        controlPoint.m_direction  = snappedDirection.normalized;
                        controlPoint.m_position   = sourceNode.m_position + userLineLength * controlPoint.m_direction;
                        controlPoint.m_position.y = newPoint.m_position.y;

                        minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;
                        success       = true;

                        //minDistanceSq = olpo;
                    }
                }
                else if (oldPoint.m_segment != 0 && !newPoint.m_outside)
                {
                    // Else if dragging from a segment

                    // Segment the road build operation is starting from
                    var sourceSegmentId = oldPoint.m_segment;
                    var sourceSegment   = NetManager.instance.m_segments.m_buffer[sourceSegmentId];

                    Vector3 segmentDirection;
                    Vector3 segmentPosition;

                    // Direction and length of the line between control points
                    var userLineDirection = (newPoint.m_position - oldPoint.m_position).Flatten();
                    var userLineLength    = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    // Get direction of the segment at the branch position
                    sourceSegment.GetClosestPositionAndDirection(oldPoint.m_position, out segmentPosition,
                                                                 out segmentDirection);

                    var currentAngle = Vector3Extensions.Angle(segmentDirection, userLineDirection, Vector3.up);

                    segmentDirection = segmentDirection.Flatten().normalized;

                    var snappedAngle     = Mathf.Round(currentAngle / Settings.SnapAngle) * Settings.SnapAngle;
                    var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up) * segmentDirection;

                    controlPoint.m_direction  = snappedDirection.normalized;
                    controlPoint.m_position   = oldPoint.m_position + userLineLength * controlPoint.m_direction;
                    controlPoint.m_position.y = newPoint.m_position.y;

                    minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;

                    success = true;
                }
                else if (oldPoint.m_direction.sqrMagnitude > 0.5f)
                {
                    if (newPoint.m_node == 0 && !newPoint.m_outside)
                    {
                        // Let's do some snapping between control point directions

                        var currentAngle = Vector3Extensions.Angle(oldPoint.m_direction, newPoint.m_direction,
                                                                   Vector3.up);

                        var snappedAngle     = Mathf.Round(currentAngle / Settings.SnapAngle) * Settings.SnapAngle;
                        var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up) *
                                               oldPoint.m_direction.Flatten();

                        controlPoint.m_direction = snappedDirection.normalized;

                        controlPoint.m_position = oldPoint.m_position +
                                                  Vector3.Distance(oldPoint.m_position.Flatten(),
                                                                   newPoint.m_position.Flatten()) *
                                                  controlPoint.m_direction;

                        controlPoint.m_position.y = newPoint.m_position.y;

                        success = true;
                    }
                }
                else if (oldPoint.m_segment == 0 && oldPoint.m_node == 0 && newPoint.m_segment == 0 &&
                         oldPoint.m_segment == 0)
                {
                    // Snap to angles based from north

                    var userLineDirection = (newPoint.m_position - oldPoint.m_position).Flatten();
                    var userLineLength    = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    var snapDirection = Vector3.forward;

                    var currentAngle = Vector3Extensions.Angle(snapDirection, userLineDirection, Vector3.up);

                    var snappedAngle     = Mathf.Round(currentAngle / Settings.SnapAngle) * Settings.SnapAngle;
                    var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up) * snapDirection;

                    controlPoint.m_direction  = snappedDirection.normalized;
                    controlPoint.m_position   = oldPoint.m_position + userLineLength * controlPoint.m_direction;
                    controlPoint.m_position.y = newPoint.m_position.y;

                    minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;
                    success       = true;
                }
            }
            else
            {
                // Run the default snapping

                Revert();

                controlPoint = NetTool.SnapDirection(newPoint, oldPoint, info, out success, out minDistanceSq);

                Deploy();
            }

            if (EnableAdvancedSnapping)
            {
                if (controlPoint.m_segment == 0 && controlPoint.m_node == 0)
                {
                    controlPoint = SnapDirectionGuideLines(controlPoint, oldPoint, info, ref success, ref minDistanceSq);
                }
            }

            return(controlPoint);
        }
        public static NetTool.ControlPoint SnapDirectionOverride(NetTool.ControlPoint newPoint,
            NetTool.ControlPoint oldPoint,
            NetInfo info, out bool success, out float minDistanceSq)
        {
            if (Debug.Enabled)
            {
                DebugPrint = string.Format("oldPoint: {0}\nnewPoint:{1}", StringUtil.ToString(oldPoint),
                    StringUtil.ToString(newPoint));
            }

            GuideLines.Clear();
            SnappedGuideLine = null;

            minDistanceSq = info.GetMinNodeDistance();
            minDistanceSq = minDistanceSq*minDistanceSq;
            var controlPoint = newPoint;
            success = false;

            if (EnableSnapping)
            {
                // If dragging from a node
                if (oldPoint.m_node != 0 && !newPoint.m_outside)
                {
                    // Node the road build operation is starting from
                    var sourceNodeId = oldPoint.m_node;
                    var sourceNode = NetManager.instance.m_nodes.m_buffer[sourceNodeId];

                    // Direction and length of the line from the node to the users control point
                    var userLineDirection = (newPoint.m_position - sourceNode.m_position).Flatten();
                    var userLineLength = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    var closestSegmentId = NetNodeUtility.GetClosestSegmentId(sourceNodeId, userLineDirection);

                    if (closestSegmentId > 0)
                    {
                        // Snap to angle increments originating from this closest segment

                        var closestSegmentDirection = NetNodeUtility.GetSegmentExitDirection(sourceNodeId,
                            closestSegmentId);

                        var currentAngle = Vector3Extensions.Angle(closestSegmentDirection, userLineDirection,
                            Vector3.up);

                        var snappedAngle = Mathf.Round(currentAngle/Settings.SnapAngle)*Settings.SnapAngle;
                        var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up)*closestSegmentDirection;

                        controlPoint.m_direction = snappedDirection.normalized;
                        controlPoint.m_position = sourceNode.m_position + userLineLength*controlPoint.m_direction;
                        controlPoint.m_position.y = newPoint.m_position.y;

                        minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;
                        success = true;

                        //minDistanceSq = olpo;
                    }
                }
                else if (oldPoint.m_segment != 0 && !newPoint.m_outside)
                {
                    // Else if dragging from a segment

                    // Segment the road build operation is starting from
                    var sourceSegmentId = oldPoint.m_segment;
                    var sourceSegment = NetManager.instance.m_segments.m_buffer[sourceSegmentId];

                    Vector3 segmentDirection;
                    Vector3 segmentPosition;

                    // Direction and length of the line between control points
                    var userLineDirection = (newPoint.m_position - oldPoint.m_position).Flatten();
                    var userLineLength = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    // Get direction of the segment at the branch position
                    sourceSegment.GetClosestPositionAndDirection(oldPoint.m_position, out segmentPosition,
                        out segmentDirection);

                    var currentAngle = Vector3Extensions.Angle(segmentDirection, userLineDirection, Vector3.up);

                    segmentDirection = segmentDirection.Flatten().normalized;

                    var snappedAngle = Mathf.Round(currentAngle/Settings.SnapAngle)*Settings.SnapAngle;
                    var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up)*segmentDirection;

                    controlPoint.m_direction = snappedDirection.normalized;
                    controlPoint.m_position = oldPoint.m_position + userLineLength*controlPoint.m_direction;
                    controlPoint.m_position.y = newPoint.m_position.y;

                    minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;

                    success = true;
                }
                else if (oldPoint.m_direction.sqrMagnitude > 0.5f)
                {
                    if (newPoint.m_node == 0 && !newPoint.m_outside)
                    {
                        // Let's do some snapping between control point directions

                        var currentAngle = Vector3Extensions.Angle(oldPoint.m_direction, newPoint.m_direction,
                            Vector3.up);

                        var snappedAngle = Mathf.Round(currentAngle/Settings.SnapAngle)*Settings.SnapAngle;
                        var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up)*
                                               oldPoint.m_direction.Flatten();

                        controlPoint.m_direction = snappedDirection.normalized;

                        controlPoint.m_position = oldPoint.m_position +
                                                  Vector3.Distance(oldPoint.m_position.Flatten(),
                                                      newPoint.m_position.Flatten())*
                                                  controlPoint.m_direction;

                        controlPoint.m_position.y = newPoint.m_position.y;

                        success = true;
                    }
                }
                else if (oldPoint.m_segment == 0 && oldPoint.m_node == 0 && newPoint.m_segment == 0 &&
                         oldPoint.m_segment == 0)
                {
                    // Snap to angles based from north

                    var userLineDirection = (newPoint.m_position - oldPoint.m_position).Flatten();
                    var userLineLength = userLineDirection.magnitude;
                    userLineDirection.Normalize();

                    var snapDirection = Vector3.forward;

                    var currentAngle = Vector3Extensions.Angle(snapDirection, userLineDirection, Vector3.up);

                    var snappedAngle = Mathf.Round(currentAngle/Settings.SnapAngle)*Settings.SnapAngle;
                    var snappedDirection = Quaternion.AngleAxis(snappedAngle, Vector3.up)*snapDirection;

                    controlPoint.m_direction = snappedDirection.normalized;
                    controlPoint.m_position = oldPoint.m_position + userLineLength*controlPoint.m_direction;
                    controlPoint.m_position.y = newPoint.m_position.y;

                    minDistanceSq = (newPoint.m_position - controlPoint.m_position).sqrMagnitude;
                    success = true;
                }
            }
            else
            {
                // Run the default snapping

                Revert();

                controlPoint = NetTool.SnapDirection(newPoint, oldPoint, info, out success, out minDistanceSq);

                Deploy();
            }

            if (EnableAdvancedSnapping)
            {
                if (controlPoint.m_segment == 0 && controlPoint.m_node == 0)
                {
                    controlPoint = SnapDirectionGuideLines(controlPoint, oldPoint, info, ref success, ref minDistanceSq);
                }
            }

            return controlPoint;
        }
Example #3
0
        public static NetTool.ControlPoint SnapDirectionGuideLines(NetTool.ControlPoint newPoint,
                                                                   NetTool.ControlPoint oldPoint,
                                                                   NetInfo info, ref bool success, ref float minDistanceSq)
        {
            var controlPoint = newPoint;

            lock (GuideLineLock)
            {
                SnappedGuideLine = null;
                GuideLines.Clear();

                Guides.CalculateGuideLines(info, oldPoint, controlPoint, GuideLines);

                if (GuideLines.Count == 0)
                {
                    if (Debug.Enabled)
                    {
                        DebugPrint += " (No GuideLines Found)";
                    }

                    return(newPoint);
                }

                var minDist     = float.MaxValue;
                var closestLine = GuideLines[0];

                if (GuideLines.Count > 1)
                {
                    for (var i = 0; i < GuideLines.Count; i++)
                    {
                        var gl   = GuideLines[i];
                        var dist = Vector3Extensions.DistanceSquared(gl.Origin, newPoint.m_position) +
                                   gl.Distance * gl.Distance;

                        if (dist < minDist)
                        {
                            closestLine = gl;
                            minDist     = dist;
                        }
                    }
                }

                if (closestLine.Distance <= Settings.GuideLinesSnapDistance + closestLine.Width)
                {
                    minDistanceSq = closestLine.Distance * closestLine.Distance;

                    if (Debug.Enabled)
                    {
                        DebugPrint += " Guide: " + closestLine.Intersect;
                    }

                    controlPoint.m_position   = closestLine.Intersect;
                    controlPoint.m_position.y = newPoint.m_position.y;
                    controlPoint.m_direction  = oldPoint.m_position.DirectionTo(newPoint.m_position);
                    success = true;

                    SnappedGuideLine = closestLine;
                }

                return(controlPoint);
            }
        }
        public static NetTool.ControlPoint SnapDirectionGuideLines(NetTool.ControlPoint newPoint,
            NetTool.ControlPoint oldPoint,
            NetInfo info, ref bool success, ref float minDistanceSq)
        {
            var controlPoint = newPoint;

            lock (GuideLineLock)
            {
                SnappedGuideLine = null;
                GuideLines.Clear();

                Guides.CalculateGuideLines(info, oldPoint, controlPoint, GuideLines);

                if (GuideLines.Count == 0)
                {
                    if (Debug.Enabled)
                    {
                        DebugPrint += " (No GuideLines Found)";
                    }

                    return newPoint;
                }

                var minDist = float.MaxValue;
                var closestLine = GuideLines[0];

                if (GuideLines.Count > 1)
                {
                    for (var i = 0; i < GuideLines.Count; i++)
                    {
                        var gl = GuideLines[i];
                        var dist = Vector3Extensions.DistanceSquared(gl.Origin, newPoint.m_position) +
                                   gl.Distance*gl.Distance;

                        if (dist < minDist)
                        {
                            closestLine = gl;
                            minDist = dist;
                        }
                    }
                }

                if (closestLine.Distance <= Settings.GuideLinesSnapDistance + closestLine.Width)
                {
                    minDistanceSq = closestLine.Distance*closestLine.Distance;

                    if (Debug.Enabled)
                    {
                        DebugPrint += " Guide: " + closestLine.Intersect;
                    }

                    controlPoint.m_position = closestLine.Intersect;
                    controlPoint.m_position.y = newPoint.m_position.y;
                    controlPoint.m_direction = oldPoint.m_position.DirectionTo(newPoint.m_position);
                    success = true;

                    SnappedGuideLine = closestLine;
                }

                return controlPoint;
            }
        }