public void SetRadius(float r) { if (HCR == null) { HCR = new HypCircle(); } HCR.HR = r; }
public HypCircle GetHCR() { if (HCR == null) { HCR = new HypCircle(); } HCR.HX = VA.GetComponent <Vertex>().XY.x; HCR.HY = VA.GetComponent <Vertex>().XY.y; HCR.GetECircleFromHCircle(); return(HCR); }
public void SetVertex(GameObject obj) { VA = obj; if (HCR == null) { HCR = new HypCircle(); } HCR.HX = VA.GetComponent <Vertex>().XY.x; HCR.HY = VA.GetComponent <Vertex>().XY.y; HCR.GetECircleFromHCircle(); }
void ModuleUpdateTangentCircleToLine() { HCircle hcircle = VA.GetComponent <HCircle>(); //対象となる円 HLine hline = VB.GetComponent <HLine>(); //対象となる直線 if (hcircle != null && hline != null) { HypCircle C1 = hcircle.GetHCR(); HypLine L1 = hline.GetHL(); HypPoint P1 = new HypPoint(hcircle.VA.GetComponent <Vertex>().XY); HypLine L2 = HTransform.GetHPerpendicularThruAPoint(L1, P1); HypPoint P2 = HTransform.GetCrossingPointOfTwoHLines(L1, L2); //P2.println("P2"); float error = (HTransform.GetHDistanceOfTwoPoints(P1, P2) - C1.HR) * 0.1f; //Debug.Log(error); if (0.001f < error || error < -0.001f) { HypPoint P3 = HTransform.GetHMoveAlongTwoPoints(P2, P1, error); HypPoint P4 = HTransform.GetHMoveAlongTwoPoints(P1, P2, error); //円の半径を変える C1.HR += error; ////円を直線に寄せる Vertex C1V = hcircle.VA.GetComponent <Vertex>(); if (!C1V.Fixed && P4.InWorld()) { C1V.XY.x = P4.GetX(); C1V.XY.y = P4.GetY(); } //直線を円に寄せる Vertex L1V1 = hline.VA.GetComponent <Vertex>(); //動かすべき点1 Vertex L1V2 = hline.VB.GetComponent <Vertex>(); //動かすべき点2 HypPoint PL1 = new HypPoint(L1V1.XY); HypPoint PL2 = new HypPoint(L1V2.XY); HypPoint NewPL1 = HTransform.ParallelTransform(P2, P3, PL1); HypPoint NewPL2 = HTransform.ParallelTransform(P2, P3, PL2); //NewPL1.println("NewPL1"); if (!L1V1.Fixed && NewPL1.InWorld()) { L1V1.XY.x = NewPL1.GetX(); L1V1.XY.y = NewPL1.GetY(); } if (!L1V2.Fixed && NewPL2.InWorld()) { L1V2.XY.x = NewPL2.GetX(); L1V2.XY.y = NewPL2.GetY(); } hline.GetHLineFromTwoVertices(); } } }
// Start is called before the first frame update void Start() { LR = GetComponent <LineRenderer>(); LR.positionCount = PosLength; if (HCR == null) { HCR = new HypCircle(); } Pos = new Vector3[PosLength]; ks = new Keyframe[PosLength]; anim = new AnimationCurve(ks); for (int i = 0; i < PosLength; i++) { Pos[i] = new Vector3(0f, 0f, -1f); //線の位置を決めるためのベクトルの列 ks[i] = new Keyframe(1f * i / (PosLength - 1), .05f); //線の太さのためのキーフレーム } LineRendererSetPosition(); }
public static HypLine GetHBisectorOfTwoPoints(HypPoint P1, HypPoint P2) { HypLine ret = new HypLine { X = 1f, Y = 1f, Z = 0f, R = 0f }; if (P1 != P2) { EucLine L = GetLineByTwoPoints(P1, P2); HypPoint P3 = new HypPoint(L.a, L.b, Mathf.Sqrt(L.a * L.a + L.b * L.b)); EucLine L12 = GetBisectorLine(P1, P2); EucLine L23 = GetBisectorLine(P2, P3); HypPoint P123 = GetCrossingPointOfTwoLines(L12, L23); float C123R = GetEDistanceOfTwoPoints(P123, P1); HypCircle C1 = new HypCircle { EX = P123.GetX(), EY = P123.GetY(), ER = C123R };// P1,P2,P3を通る円。 EucLine L2 = new EucLine { a = -2 * C1.EX, b = -2 * C1.EY, p = C1.ER * C1.ER - C1.EX * C1.EX - C1.EY * C1.EY - 1f }; //単位円とC1の共通弦(接するならば共通接線) HypPoint P = GetCrossingPointOfTwoLines(L, L2); //L1とL2の交点(無限遠点もありうる) ret = GetHLineFromCenter(P); //Pを中心とする双曲直線 } else { Debug.Log("GetHBisectorOfTwoPoints error: P1==P2"); P1.Println("P1"); P2.Println("P2"); } return(ret); }
void ModuleUpdatePointToCircle() { Vector2 vtx = VA.GetComponent <Vertex>().XY; //対象となる点 HCircle hcircle = VB.GetComponent <HCircle>(); //対象となる円 if (vtx != null && hcircle != null) { HypCircle cr = hcircle.GetHCR(); //円の円データ HypPoint HPcr = new HypPoint(cr.HX, cr.HY); //円の中心 HypPoint Pvtx = new HypPoint(vtx.x, vtx.y); //対象となる点 float dist = HTransform.GetHDistanceOfTwoPoints(HPcr, Pvtx) - cr.HR; //誤差 //Debug.Log(HTransform.GetHDistanceOfTwoPoints(HPcr, Pvtx)+"->"); if (Mathf.Abs(dist) > 0.0001f) { //円を点に寄せる HypPoint P1 = HTransform.GetHMoveAlongTwoPoints(HPcr, Pvtx, dist * 0.5f); //点を円に寄せる HypPoint P2 = HTransform.GetHMoveAlongTwoPoints(Pvtx, HPcr, dist * 0.5f); //Debug.Log("*:"+dist+" "+ X+" "+ Y); if (!VB.GetComponent <HCircle>().VA.GetComponent <Vertex>().Fixed&& P1.InWorld()) { VB.GetComponent <HCircle>().VA.GetComponent <Vertex>().XY.x = P1.GetX(); VB.GetComponent <HCircle>().VA.GetComponent <Vertex>().XY.y = P1.GetY(); } if (!VA.GetComponent <Vertex>().Fixed&& P2.InWorld()) { VA.GetComponent <Vertex>().XY.x = P2.GetX(); VA.GetComponent <Vertex>().XY.y = P2.GetY(); } //円の半径を調整する VB.GetComponent <HCircle>().HCR.HR += (dist * 0.1f); cr = hcircle.HCR; //円の円データ HPcr = new HypPoint(cr.HX, cr.HY); //円の中心 Pvtx = new HypPoint(vtx.x, vtx.y); //対象となる点 } } }
public void ModuleUpdate() { for (int repeat = 0; repeat < 10; repeat++) { if (Mode == MODE.ADD_MIDPOINT) { HypPoint V1 = new HypPoint(VA.GetComponent <Vertex>().XY); HypPoint V2 = new HypPoint(VB.GetComponent <Vertex>().XY); HypPoint V3 = new HypPoint(VC.GetComponent <Vertex>().XY); HypPoint W1 = HTransform.ParallelTransform(V2, V3, V3); HypPoint W2 = HTransform.ParallelTransform(V1, V3, V3); HypPoint W3 = HTransform.GetMidPointOfTwoPoint(V1, V2); float dist1 = HTransform.GetHDistanceOfTwoPoints(V1, W1); float dist2 = HTransform.GetHDistanceOfTwoPoints(V2, W2); float dist3 = HTransform.GetHDistanceOfTwoPoints(V3, W3); HypPoint U1 = HTransform.GetHMoveAlongTwoPoints(V1, W1, dist1 * 0.1f); HypPoint U2 = HTransform.GetHMoveAlongTwoPoints(V2, W2, dist2 * 0.1f); HypPoint U3 = HTransform.GetHMoveAlongTwoPoints(V3, W3, dist3 * 0.1f); //if (!U1.InWorld() || !U2.InWorld() || !U3.InWorld()) //{ // V1.Println("V1:"); // V2.Println("V2:"); // V3.Println("V3:"); // W1.Println("W1:"); // Debug.Log("dist1:" + dist1); // U1.Println("U1:"); //} if (U1.InWorld() && U2.InWorld() && U3.InWorld()) { if (!VA.GetComponent <Vertex>().Fixed) { VA.GetComponent <Vertex>().XY.x = U1.GetX(); VA.GetComponent <Vertex>().XY.y = U1.GetY(); } if (!VB.GetComponent <Vertex>().Fixed) { VB.GetComponent <Vertex>().XY.x = U2.GetX(); VB.GetComponent <Vertex>().XY.y = U2.GetY(); } if (!VC.GetComponent <Vertex>().Fixed) { VC.GetComponent <Vertex>().XY.x = U3.GetX(); VC.GetComponent <Vertex>().XY.y = U3.GetY(); } } } else if (Mode == MODE.POINT_TO_POINT) { if (VA != null && VB != null) { Vector2 V1 = VA.GetComponent <Vertex>().XY; Vector2 V2 = VB.GetComponent <Vertex>().XY; Vector2 NewV1 = 0.75f * V1 + 0.25f * V2; Vector2 NewV2 = 0.25f * V1 + 0.75f * V2; if (!VA.GetComponent <Vertex>().Fixed) { VA.GetComponent <Vertex>().XY = NewV1; } if (!VB.GetComponent <Vertex>().Fixed) { VB.GetComponent <Vertex>().XY = NewV2; } } } else if (Mode == MODE.POINT_TO_LINE) { if (VA != null && VB != null) { ModuleUpdatePointToLine2(); } } else if (Mode == MODE.POINT_TO_CIRCLE) { if (VA != null && VB != null) { ModuleUpdatePointToCircle(); } } else if (Mode == MODE.ISOMETRY) { if (VA != null && VB != null) { ModuleUpdateIsometry(); } } else if (Mode == MODE.PERPENDICULAR) { if (VA != null && VB != null) { ModuleUpdatePerpendicular(); } } else if (Mode == MODE.ANGLE) { if (VA != null && VB != null && VC != null) { ModuleUpdateAngle(); } } else if (Mode == MODE.TANGENT_C2L) { if (VA != null && VB != null) { ModuleUpdateTangentCircleToLine(); } } else if (Mode == MODE.TANGENT_C2C) { if (VA != null && VB != null) { HCircle hcircle1 = VA.GetComponent <HCircle>(); //対象となる円1 HCircle hcircle2 = VB.GetComponent <HCircle>(); //対象となる円2 if (hcircle1 != null && hcircle2 != null) { HypCircle C1 = hcircle1.HCR; HypCircle C2 = hcircle2.HCR; HypPoint P1 = new HypPoint(hcircle1.VA.GetComponent <Vertex>().XY); HypPoint P2 = new HypPoint(hcircle2.VA.GetComponent <Vertex>().XY); //HypLine L1 = HTransform.GetHLineThruTwoPoints(P1,P2); float dist = HTransform.GetHDistanceOfTwoPoints(P1, P2); float errorOut = dist - (C1.HR + C2.HR); float errorIn = dist - Mathf.Abs(C1.HR - C2.HR); if (Mathf.Abs(errorOut) < Mathf.Abs(errorIn)) {// 外接と思われる float error = errorOut * 0.1f; //円C1を寄せる HypPoint P3 = HTransform.GetHMoveAlongTwoPoints(P1, P2, error); Vertex C1V = hcircle1.VA.GetComponent <Vertex>(); if (!C1V.Fixed && P3.InWorld()) { C1V.XY.x = P3.GetX(); C1V.XY.y = P3.GetY(); } //円C1の半径を調節する。 C1.HR += error; //円C2を寄せる HypPoint P4 = HTransform.GetHMoveAlongTwoPoints(P2, P1, error); Vertex C2V = hcircle2.VA.GetComponent <Vertex>(); if (!C2V.Fixed && P4.InWorld()) { C2V.XY.x = P4.GetX(); C2V.XY.y = P4.GetY(); } //円C2の半径を調節する。 C2.HR += error; } else {//内接と思われる float error = errorIn * 0.1f; bool C1Out = false; if (C1.HR > C2.HR) {// C1が外側と思われる C1Out = true; } //円C1を寄せる HypPoint P3 = HTransform.GetHMoveAlongTwoPoints(P1, P2, error); Vertex C1V = hcircle1.VA.GetComponent <Vertex>(); if (!C1V.Fixed && P3.InWorld()) { C1V.XY.x = P3.GetX(); C1V.XY.y = P3.GetY(); } if (C1Out) { C1.HR += error; } else { C1.HR -= error; } //円C2を寄せる HypPoint P4 = HTransform.GetHMoveAlongTwoPoints(P2, P1, error); Vertex C2V = hcircle2.VA.GetComponent <Vertex>(); if (!C2V.Fixed && P4.InWorld()) { C2V.XY.x = P4.GetX(); C2V.XY.y = P4.GetY(); } //円C2の半径を調節する。 if (C1Out) { C2.HR -= error; } else { C2.HR += error; } } } } } } }