AddVertex() public method

public AddVertex ( Vector3 v ) : void
v Vector3
return void
Example #1
0
        void Reset()
        {
            PhysicsSimulator.Game = game;
            sim          = new PhysicsSimulator();
            sim.Gravity *= 2.0f;
            lb           = new LineBrush(game.GraphicsDevice, 1);

            poly = new Polygon();
            poly.AddVertex(0, 0);
            poly.AddVertex(0, 150);
            poly.AddVertex(100, 150);
            poly.AddVertex(100, 0);/*
                                    * poly.AddVertex(50, 100);
                                    * poly.AddVertex(50, 50);
                                    * poly.AddVertex(100, 50);
                                    * poly.AddVertex(100, 0);*/
            poly.Triangulate();

            var poly2 = new Polygon();

            poly2.AddVertex(0, 500);
            poly2.AddVertex(500, 400);
            poly2.AddVertex(800, 500);
            poly2.AddVertex(800, 600);
            poly2.AddVertex(0, 600);
            poly2.Triangulate();

            var poly3 = new Polygon();

            poly3.AddVertex(700, 0);
            poly3.AddVertex(800, 0);
            poly3.AddVertex(800, 450);
            poly3.AddVertex(700, 450);
            poly3.Triangulate();

            var circle = Polygon.BuildCircle(20, new Vector2(600), 90);

            circle.Triangulate();

            bodies = new List <Body>();
            bodies.Add(new Body(sim, game, poly, 10));
            bodies.Add(new Body(sim, game, poly2, 10));
            bodies.Add(new Body(sim, game, poly3, 10));
            bodies.Add(new Body(sim, game, circle, 10));
            //body1.AttachToGravity = false;
            bodies[1].IsStatic = true;
            bodies[2].IsStatic = true;
            bodies[3].IsStatic = true;
            //body2.IsFree = true;

            palette = new List <Color>();
            for (int i = 0; i < 10; i++)
            {
                palette.Add(GraphicsHelper.GetRandomColor());
            }
        }
Example #2
0
        void Reset()
        {
            poly1 = Polygon.BuildCircle(20, new Vector2(10), 70);
            poly1.AutoTriangulate = true;
            poly1.Triangulate();

            poly2 = new Polygon();
            poly2.AddVertex(0, 500);
            poly2.AddVertex(800, 500);
            poly2.AddVertex(800, 600);
            poly2.AddVertex(0, 600);
            poly2.Vertices        = poly2.GetVerticesCounterClockwise();
            poly2.AutoTriangulate = true;
            poly2.Triangulate();
        }
Example #3
0
        public static void OpenInputData(StreamReader sr, out Polygon polygon, out Model model, out Boundary boundary)
        {
            int countNodes = int.Parse(sr.ReadLine());

            polygon = new Polygon();
            for (int i = 0; i < countNodes; i++)
            {
                polygon.AddVertex(Node.Parse(sr.ReadLine()));
            }
            model = new Model();
            string k = sr.ReadLine();

            string[] kItems = k.Split();
            model.K[0, 0] = double.Parse(kItems[0]);
            model.K[0, 1] = double.Parse(kItems[1]);
            model.K[1, 0] = double.Parse(kItems[2]);
            model.K[1, 1] = double.Parse(kItems[3]);
            model.D       = double.Parse(sr.ReadLine());
            model.F       = double.Parse(sr.ReadLine());
            List <BoundaryCharacteristic> listBoundaryCharacteristic = new List <BoundaryCharacteristic>();

            for (int i = 0; i < countNodes; i++)
            {
                listBoundaryCharacteristic.Add(BoundaryCharacteristic.Parse(sr.ReadLine()));
            }
            boundary = new Boundary(listBoundaryCharacteristic.ToArray());
        }
Example #4
0
        public static Polygon Union(Canvas canvas, Polygon window, Polygon subject)
        {
            Point   startPoint;
            POLYGON startPolygon;

            FindAndOrderPoints(window, subject, out startPoint, out startPolygon);

            if (startPoint.X == int.MaxValue)
            {
                return(window.minX < subject.minX ? window : subject);
            }

            Point   currentPoint   = startPoint;
            POLYGON currentPolygon = startPolygon;
            Polygon polygon        = new Polygon(canvas);

            do
            {
                polygon.AddVertex(currentPoint.X, currentPoint.Y);

                if (currentPolygon == POLYGON.WINDOW)
                {
                    currentPolygon = currentPoint.CrossPoint ? POLYGON.SUBJECT : POLYGON.WINDOW;
                    currentPoint   = currentPoint.CrossPoint ? currentPoint.SubjectNext : currentPoint.WindowNext;
                }
                else
                {
                    currentPolygon = currentPoint.CrossPoint ? POLYGON.WINDOW : POLYGON.SUBJECT;
                    currentPoint   = currentPoint.CrossPoint ? currentPoint.WindowNext : currentPoint.SubjectNext;
                }
            } while (currentPoint != startPoint);             //end do while there are more points

            polygon.ClosePolygon();
            return(polygon);
        }
Example #5
0
        static void Main(string[] args)
        {
            Polygon lp = new Polygon();

            lp.AddVertex(new Node(0, 0));
            lp.AddVertex(new Node(1, 0));
            lp.AddVertex(new Node(1, 1));
            lp.AddVertex(new Node(0, 1));
            GeneratingMesh gener = new GeneratingMesh(lp, 2);

            gener.eps = 0.001;
            Mesh m = gener.GenerateGrid();

            /*
             * Segment s1 = new Segment(new Point(0, 0), new Point(1, 0));
             * Segment s2 = new Segment(new Point(1, 0), new Point(1, 1));
             *
             * Console.WriteLine(Segment.angle(s1,s2));*/
        }
Example #6
0
 private void pictureBox1_MouseUp(object sender, MouseEventArgs e)
 {
     if (mode == ProgramMode.DrawMode)
     {
         Point point = new Point(e.X, e.Y);
         Node  node  = GraphicFunctions.ConvertToOwn(point);
         polygon.AddVertex(node);
         GraphicFunctions.DrawNode(node, g, false, 0);
         pictureBox1.Image = btm;
     }
 }
Example #7
0
 void LoadMap()
 {
     NewWorld();
     try
     {
         StreamReader sr = new StreamReader(filename);
         while (!sr.EndOfStream)
         {
             string data = sr.ReadLine().Trim();
             if (data == "~object")
             {
                 currentObject         = new GameObject();
                 currentObject.name    = sr.ReadLine().Trim();
                 currentObject.texture = sr.ReadLine().Trim();
                 Polygon p          = new Polygon();
                 var     vertexdata = sr.ReadLine().Trim();
                 string  vs         = "";
                 for (int i = 0; i < vertexdata.Length; i++)
                 {
                     if (vertexdata[i] == ' ')
                     {
                         p.AddVertex(Neat.Mathematics.GeometryHelper.String2Vector(vs));
                         vs = "";
                     }
                     else
                     {
                         vs += vertexdata[i];
                     }
                 }
                 currentObject.speed                = Vector.FromString(sr.ReadLine());
                 currentObject.body.IsFree          = bool.Parse(sr.ReadLine());
                 currentObject.body.Pushable        = bool.Parse(sr.ReadLine());
                 currentObject.body.AttachToGravity = bool.Parse(sr.ReadLine());
                 currentObject.body.Mass            = float.Parse(sr.ReadLine());
                 objects.Add(currentObject);
             }
             else if (data == "~script")
             {
                 textBox1.Text = sr.ReadToEnd();
             }
             else
             {
                 MessageBox.Show("File is damaged.");
                 return;
             }
         }
         sr.Close();
         RefreshObjectsList();
     }
     catch (Exception)
     {
         throw;
     }
 }
Example #8
0
        public void AddVertexThrowsExceptionWhenAddingDuplicateNode()
        {
            PointGeo p1 = new PointGeo(1.0, 1.0);
            PointGeo p2 = new PointGeo(2.0, 1.0);
            PointGeo p3 = new PointGeo(2.0, 2.0);
            PointGeo p4 = new PointGeo(1.0, 2.0);
            List<IPointGeo> nodes = new List<IPointGeo>(new IPointGeo[] { p1, p2, p3, p4 });

            Polygon<PointGeo> target = new Polygon<PointGeo>(nodes);

            Assert.Throws<ArgumentException>(delegate { target.AddVertex(p2); });
        }
Example #9
0
        public PolygonViewModel()
        {
            firstInputHandler  = new EditorInputHandler(firstPolygon);
            secondInputHandler = new CreationInputHandler(secondPolygon);

            firstPolygon.AddVertex(100, 100);
            firstPolygon.AddVertex(300, 50);
            firstPolygon.AddVertex(500, 280);
            firstPolygon.AddVertex(800, 300);
            firstPolygon.AddVertex(400, 500);
            firstPolygon.AddVertex(50, 300);

            secondPolygon.AddVertex(130, 80);
            secondPolygon.AddVertex(200, 10);
            secondPolygon.AddVertex(800, 600);
            secondPolygon.AddVertex(100, 200);

            firstPolygon.SetClosed();
            secondPolygon.SetClosed();

            firstPolygonFiller = new PolygonFiller(firstPolygon);
            firstPolygonFiller.SetSettings(Filling.GetFillingSettings());
        }
Example #10
0
        public void PolygonAddVertexAddsVertexToTheEnd()
        {
            PointGeo p1 = new PointGeo(1.0, 1.0);
            PointGeo p2 = new PointGeo(2.0, 1.0);
            PointGeo p3 = new PointGeo(2.0, 2.0);
            PointGeo p4 = new PointGeo(1.0, 2.0);
            List<IPointGeo> nodes = new List<IPointGeo>(new IPointGeo[] { p1, p2, p3});

            Polygon<PointGeo> target = new Polygon<PointGeo>(nodes);
            target.AddVertex(p4);

            nodes.Add(p4);
            CompareVerticesLists(nodes, target.Vertices);
        }
Example #11
0
    private void OnValidate()
    {
        var seq = RandomBaryCentricSequence(3);

        Debug.Log(seq[0] + seq[1] + seq[2]);

        _poly  = new Polygon();
        _poly2 = new Polygon();

        for (int i = 0; i < _sides; i++)
        {
            _poly.Vertices.Add(UnityEngine.Random.insideUnitCircle);
            _poly2.Vertices.Add(new Vector2(10, 0) + UnityEngine.Random.insideUnitCircle);
        }

        _poly.Order();
        _poly2.Order();

        _polyInside = new Polygon();
        for (int i = 0; i < _sides; i++)
        {
            var     barycentrics = RandomBaryCentricSequence(_sides);
            Vector2 vert         = BaryToVec(_poly, barycentrics);
            _polyInside.AddVertex(vert);
        }
        _polyInside.Order();


//      _polyInside2 = new Polygon();
//      for (int i = 0; i < _sides; i++)
//      {
//          var barycentrics = RandomBaryCentricSequence(_sides);
//          Vector2 vert = BaryToVec(_poly2, barycentrics);
//          _polyInside2.AddVertex(vert);
//      }
//      _polyInside2.Order();
    }
Example #12
0
        /// <summary>
        /// Computes edges and creates polygons from those connected by vertices.
        /// </summary>
        public void BuildPolygons()
        {
            var computedVertices = new List <Vertex>();

            foreach (Vertex v in vertices)
            {
                // If already belongs to a polygon or is not a polygon vertex or already computed
                if (computedVertices.Contains(v) || graph[v].Count > 2)
                {
                    continue;
                }

                computedVertices.Add(v);
                Polygon polygon = new Polygon(GetNextId(), false);

                polygon.AddVertex(v);
                foreach (Edge edge in GetVertexEdges(v))
                {
                    Edge   currentEdge   = edge;
                    Vertex currentVertex = edge.GetVertexPair(v);
                    while (!polygon.vertices.Contains(currentVertex) || !computedVertices.Contains(currentVertex))
                    {
                        polygon.AddVertex(currentVertex);
                        polygon.edges.Add(currentEdge);

                        var connectedEdges = graph[currentVertex];
                        //It is extreme vertex, polygon not closed
                        if (connectedEdges.Count < 2)
                        {
                            break;
                        }
                        // If just two edges, select the one that is not current nextEdge
                        else if (connectedEdges.Count == 2)
                        {
                            currentEdge = connectedEdges[0].Equals(currentEdge) ? connectedEdges[1] : connectedEdges[0];
                        }
                        // If 4, is self intersection
                        else if (connectedEdges.Count == 4)
                        {
                            var edgesWithVertexAlreadyInPolygon = connectedEdges
                                                                  .Where(e => !e.Equals(currentEdge) && polygon.Vertices.Contains(e.GetVertexPair(currentVertex)))
                                                                  .ToList();
                            //If any of them connects to a vertex already on the current polygon,
                            // If only one, set as current and it will close the polygon on the next iteration
                            if (edgesWithVertexAlreadyInPolygon.Count == 1)
                            {
                                currentEdge = edgesWithVertexAlreadyInPolygon.First();
                            }
                            // If two, it means that is a intersection with two previous edges computed,
                            // so set the next to the one that is not parallel to current
                            else if (edgesWithVertexAlreadyInPolygon.Count == 2)
                            {
                                currentEdge = edgesWithVertexAlreadyInPolygon[0].Direction.IsParallelTo(currentEdge.Direction) ?
                                              edgesWithVertexAlreadyInPolygon[1] :
                                              edgesWithVertexAlreadyInPolygon[0];
                            }
                            // More than two, none on the current polygon so select one of those not yet computed
                            else
                            {
                                polygon.edges.Reverse();
                                polygon.Vertices.Reverse();
                                break; //it will go the other way around
                            }
                        }
                        else
                        {
                            throw new Exception("WARNING. Something unexepected happend with the polygons...");
                        }
                        computedVertices.Add(currentVertex);
                        currentVertex = currentEdge.GetVertexPair(currentVertex);
                    }
                    if (!polygon.edges.Last().Equals(currentEdge))
                    {
                        polygon.edges.Add(currentEdge);
                    }
                }
                this.polygons.Add(polygon.id, polygon);
            }
        }
Example #13
0
        public static void AddWays(this Polygon <OSMNode> polygon, IList <OSMWay> ways, OSMDB db)
        {
            if (ways.Count == 1)
            {
                // Check if the created polygon is closed
                if (ways[0].Nodes.Count > 0 && ways[0].Nodes.First() != ways[0].Nodes.Last())
                {
                    throw new ArgumentException("Ways does not form a closed polygon");
                }

                for (int i = 0; i < ways[0].Nodes.Count - 1; i++)
                {
                    polygon.AddVertex(db.Nodes[ways[0].Nodes[i]]);
                }
            }
            else
            {
                long lastVertexID = 0;

                if (ways[0].Nodes.First() == ways.Last().Nodes.First() || ways[0].Nodes.Last() == ways.Last().Nodes.First())
                {
                    lastVertexID = ways.Last().Nodes.First();
                }
                else
                {
                    lastVertexID = ways.Last().Nodes.Last();
                }
                //// Check orientation of the first way
                //if (ways[0].Nodes.First() == ways[1].Nodes.First() || ways[0].Nodes.First() == ways[1].Nodes.First()) {
                //  for (int ii = ways[0].; ii < verticesToAdd.Count - 1; ii++) {
                //    AddVertex(verticesToAdd[ii]);
                //  }
                //}

                for (int i = 0; i < ways.Count; i++)
                {
                    List <long> verticesToAdd = new List <long>();

                    // Checks the way orienatation and picks nodes in correct order
                    if (lastVertexID == ways[i].Nodes[0])
                    {
                        verticesToAdd.AddRange(ways[i].Nodes);
                    }
                    else if (lastVertexID == ways[i].Nodes.Last())
                    {
                        verticesToAdd.AddRange(ways[i].Nodes.Reverse());
                    }
                    else
                    {
                        throw new ArgumentException("Can not create polygon, ways aren't connected");
                    }


                    for (int ii = 0; ii < verticesToAdd.Count - 1; ii++)
                    {
                        polygon.AddVertex(db.Nodes[verticesToAdd[ii]]);
                    }

                    lastVertexID = verticesToAdd.Last();
                }

                // Check if the created polygon is closed
                if (polygon.VerticesCount > 0 && polygon.Vertices.First() != db.Nodes[lastVertexID])
                {
                    throw new ArgumentException("Ways does not form a closed polygon");
                }
            }
        }
        /**
         * @brief 提取数据
         *
         * @param node
         *
         * @return
         */
        public bool CollectDataFromDBC(DBC_Row node)
        {
            m_Id            = DBCUtil.ExtractNumeric <int>(node, "Id", 0, true);
            m_Name          = DBCUtil.ExtractString(node, "Name", "", true);
            m_ShowName      = DBCUtil.ExtractBool(node, "ShowName", false, false);
            m_NpcType       = DBCUtil.ExtractNumeric <int>(node, "NpcType", 0, true);
            m_NpcFigure     = DBCUtil.ExtractNumeric <int>(node, "NpcFigure", 0, false);
            m_Level         = DBCUtil.ExtractNumeric <int>(node, "Level", 0, true);
            m_Scale         = DBCUtil.ExtractNumeric <float>(node, "Scale", 1.0f, false);
            m_ParticleScale = DBCUtil.ExtractNumeric <float>(node, "ParticleScale", 1.0f, false);
            m_Portrait      = DBCUtil.ExtractString(node, "Portrait", "", false);

            m_AttrData.CollectDataFromDBC(node);
            m_CauseStiff        = DBCUtil.ExtractBool(node, "CauseStiff", true, false);
            m_AcceptStiff       = DBCUtil.ExtractBool(node, "AcceptStiff", true, false);
            m_AcceptStiffEffect = DBCUtil.ExtractBool(node, "AcceptStiffEffect", true, false);
            //m_SuperArmor = DBCUtil.ExtractNumeric<bool>(node, "SuperArmor", false, false);
            m_ViewRange   = DBCUtil.ExtractNumeric <float>(node, "ViewRange", -1, true);
            m_GohomeRange = DBCUtil.ExtractNumeric <float>(node, "GohomeRange", -1, true);
            m_ReleaseTime = DBCUtil.ExtractNumeric <long>(node, "ReleaseTime", 0, true);

            m_SkillList  = DBCUtil.ExtractNumericList <int>(node, "SkillList", 0, false);
            m_DeadSkill  = DBCUtil.ExtractNumeric <int>(node, "DeadSkill", -1, false);
            m_ActionList = DBCUtil.ExtractNumericList <int>(node, "ActionId", 0, false);

            m_Model = DBCUtil.ExtractString(node, "Model", "", false);

            m_BornEffect      = DBCUtil.ExtractString(node, "BornEffect", "", false);
            m_BornEffectTime  = DBCUtil.ExtractNumeric <float>(node, "BornEffectTime", -1, false);
            m_MeetEnemyImpact = DBCUtil.ExtractNumeric <int>(node, "MeetEnemyImpact", 0, false);
            m_BornAnimTime    = DBCUtil.ExtractNumeric <int>(node, "BornAnimTime", 400, false);

            m_AvoidanceRadius = DBCUtil.ExtractNumeric <int>(node, "AvoidanceRadius", 1, false);
            m_CanMove         = DBCUtil.ExtractBool(node, "CanMove", false, false);
            m_CanHitMove      = DBCUtil.ExtractBool(node, "CanHitMove", true, false);
            m_CanRotate       = DBCUtil.ExtractBool(node, "CanRotate", true, false);

            m_IsAttachControler = DBCUtil.ExtractBool(node, "IsAttachControler", false, false);
            m_AttachNodeName    = DBCUtil.ExtractString(node, "AttachNodeName", "", false);

            m_Cross2StandTime = DBCUtil.ExtractNumeric <float>(node, "Cross2StandTime", 0.5f, false);
            m_Cross2Runtime   = DBCUtil.ExtractNumeric <float>(node, "Cross2RunTime", 0.3f, false);
            m_DeadAnimTime    = DBCUtil.ExtractNumeric <float>(node, "DeadAnimTime", 1.4f, false);

            m_TauntSound = Converter.ConvertStringList(DBCUtil.ExtractString(node, "TauntSound", "", false));
            m_HitSounds  = Converter.ConvertStringList(DBCUtil.ExtractString(node, "HitSound", "", false));
            m_DeadSound  = Converter.ConvertStringList(DBCUtil.ExtractString(node, "DeadSound", "", false));

            string shapeType     = DBCUtil.ExtractString(node, "ShapeType", "", true);
            int    shapeParamNum = DBCUtil.ExtractNumeric <int>(node, "ShapeParamNum", 0, true);

            if (shapeParamNum > 0)
            {
                string[] shapeParams = new string[shapeParamNum];
                for (int i = 0; i < shapeParamNum; ++i)
                {
                    shapeParams[i] = DBCUtil.ExtractString(node, "ShapeParam" + i, "", false);
                }

                if (0 == string.Compare("Circle", shapeType, true))
                {
                    m_Shape = new Circle(new Vector3(0, 0, 0), float.Parse(shapeParams[0]));
                }
                else if (0 == string.Compare("Line", shapeType, true))
                {
                    Vector3 start = Converter.ConvertVector3D(shapeParams[0]);
                    Vector3 end   = Converter.ConvertVector3D(shapeParams[1]);
                    m_Shape = new Line(start, end);
                }
                else if (0 == string.Compare("Rect", shapeType, true))
                {
                    float width  = float.Parse(shapeParams[0]);
                    float height = float.Parse(shapeParams[1]);
                    m_Shape = new ArkCrossEngineSpatial.Rect(width, height);
                }
                else if (0 == string.Compare("Polygon", shapeType, true))
                {
                    Polygon polygon = new Polygon();
                    foreach (string s in shapeParams)
                    {
                        Vector3 pt = Converter.ConvertVector3D(s);
                        polygon.AddVertex(pt);
                    }
                    m_Shape = polygon;
                }
            }

            return(true);
        }
Example #15
0
        public static Polygon GetIntersectedPolygon(Polygon subjectPolygon, Polygon clipPolygon)
        {
            var subjectPolygonTmp = subjectPolygon;

            if (!clipPolygon.IsConvex())
            {
                subjectPolygon = clipPolygon;
                clipPolygon    = subjectPolygonTmp;
            }
            if (!clipPolygon.IsConvex())
            {
                return(clipPolygon);
            }

            List <Vertex> output = new List <Vertex>(subjectPolygon.GetVertexes());

            foreach (var edge in clipPolygon.GetEdges())
            {
                List <Vertex> input = output;
                output = new List <Vertex>();
                if (!input.Any())
                {
                    return(subjectPolygonTmp);
                }
                Vertex pp = input[input.Count - 1];
                foreach (var p in input)
                {
                    if (IsInnerPoint(p, clipPolygon.GetVertexes().ToArray(), edge))
                    {
                        if (!IsInnerPoint(pp, clipPolygon.GetVertexes().ToArray(), edge))
                        {
                            output.Add(GetIntersectionPoint((p, pp), edge));
                        }

                        output.Add(p);
                    }
                    else if (IsInnerPoint(pp, clipPolygon.GetVertexes().ToArray(), edge))
                    {
                        output.Add(GetIntersectionPoint((p, pp), edge));
                    }

                    pp = p;
                }
            }

            for (int i = 0; i < output.Count - 1; i++)
            {
                if (output[i] == output[i + 1])
                {
                    output.RemoveAt(i--);
                }
            }

            Polygon intersectedPolygon = new Polygon();

            foreach (var vertex in output)
            {
                intersectedPolygon.AddVertex(vertex.X, vertex.Y);
            }

            intersectedPolygon.SetClosed();
            return(intersectedPolygon.GetVertexes().Any() ? intersectedPolygon : subjectPolygonTmp);
        }
Example #16
0
        /**
         * @brief 提取数据
         *
         * @param node
         *
         * @return
         */
        public bool CollectDataFromDBC(DBC_Row node)
        {
            m_Id      = DBCUtil.ExtractNumeric <int>(node, "Id", 0, true);
            m_Name    = DBCUtil.ExtractString(node, "Name", "", true);
            m_NpcType = DBCUtil.ExtractNumeric <int>(node, "NpcType", 0, true);
            m_Level   = DBCUtil.ExtractNumeric <int>(node, "Level", 0, true);
            m_Scale   = DBCUtil.ExtractNumeric <float>(node, "Scale", 1.0f, true);

            m_DropCount = DBCUtil.ExtractNumeric <int>(node, "DropCount", 0, false);
            m_DropExp   = DBCUtil.ExtractNumeric <int>(node, "DropExp", 0, false);
            m_DropMoney = DBCUtil.ExtractNumeric <int>(node, "DropMoney", 0, false);

            List <int> list = DBCUtil.ExtractNumericList <int>(node, "DropProbabilities", 0, false);

            if (list.Count > 0)
            {
                m_DropProbabilities = list.ToArray();
            }

            list = DBCUtil.ExtractNumericList <int>(node, "DropNpcs", 0, false);
            if (list.Count > 0)
            {
                m_DropNpcs = list.ToArray();
            }

            list = DBCUtil.ExtractNumericList <int>(node, "InteractSourceActions", 0, false);
            if (list.Count > 0)
            {
                m_InteractSourceActions = list.ToArray();
            }
            else
            {
                m_InteractSourceActions = new int[] { 0, 0 };
            }

            list = DBCUtil.ExtractNumericList <int>(node, "InteractTargetActions", 0, false);
            if (list.Count > 0)
            {
                m_InteractTargetActions = list.ToArray();
            }
            else
            {
                m_InteractTargetActions = new int[] { 0, 0 };
            }

            m_InteractionLogic = DBCUtil.ExtractNumeric <int>(node, "InteractionLogic", 0, false);
            List <string> strList = DBCUtil.ExtractStringList(node, "InteractResultData", "", false);

            if (strList.Count > 0)
            {
                m_InteractResultData = strList.ToArray();
            }

            m_AttrData.CollectDataFromDBC(node);
            m_ViewRange   = DBCUtil.ExtractNumeric <float>(node, "ViewRange", -1, true);
            m_GohomeRange = DBCUtil.ExtractNumeric <float>(node, "GohomeRange", -1, true);
            m_ReleaseTime = DBCUtil.ExtractNumeric <long>(node, "ReleaseTime", 0, true);
            m_HeadUiPos   = DBCUtil.ExtractNumeric <int>(node, "HeadUiPos", 0, true);

            m_SkillList  = DBCUtil.ExtractNumericList <int>(node, "SkillList", 0, false);
            m_ActionList = DBCUtil.ExtractNumericList <int>(node, "ActionId", 0, false);

            m_Model       = DBCUtil.ExtractString(node, "Model", "", false);
            m_DeathModel  = DBCUtil.ExtractString(node, "DeathModel", "", false);
            m_DeathEffect = DBCUtil.ExtractString(node, "DeathEffect", "", false);
            m_DeathSound  = DBCUtil.ExtractString(node, "DeathSound", "", false);
            m_DeadType    = DBCUtil.ExtractNumeric <int>(node, "DeadType", 0, false);
            m_Barrage     = DBCUtil.ExtractNumeric <int>(node, "Barrage", 0, false);

            m_AvoidanceRadius = DBCUtil.ExtractNumeric <int>(node, "AvoidanceRadius", 1, false);
            m_CanMove         = DBCUtil.ExtractBool(node, "CanMove", false, false);
            m_CanRotate       = DBCUtil.ExtractBool(node, "CanRotate", true, false);
            m_IsRange         = DBCUtil.ExtractBool(node, "IsRange", false, false);
            m_IsShine         = DBCUtil.ExtractBool(node, "IsShine", false, false);
            m_isBlaze         = DBCUtil.ExtractBool(node, "IsBlaze", false, false);
            m_IsHurtComa      = DBCUtil.ExtractBool(node, "IsHurtComa", false, false);

            m_BornTimeMs        = DBCUtil.ExtractNumeric <int>(node, "BornTimeMs", 0, false);
            m_BornEffect        = DBCUtil.ExtractString(node, "BornEffect", "", false);
            m_IsAttachControler = DBCUtil.ExtractBool(node, "IsAttachControler", false, false);
            m_AttachNodeName    = DBCUtil.ExtractString(node, "AttachNodeName", "", false);

            m_GunEndRelativePos = Converter.ConvertVector3D(DBCUtil.ExtractString(node, "GunEndRelativePos", "0.0,0.0,0.0", false));

            m_WeaponList = DBCUtil.ExtractNumericList <int>(node, "WeaponId", 0, false);

            string shapeType     = DBCUtil.ExtractString(node, "ShapeType", "", true);
            int    shapeParamNum = DBCUtil.ExtractNumeric <int>(node, "ShapeParamNum", 0, true);

            if (shapeParamNum > 0)
            {
                string[] shapeParams = new string[shapeParamNum];
                for (int i = 0; i < shapeParamNum; ++i)
                {
                    shapeParams[i] = DBCUtil.ExtractString(node, "ShapeParam" + i, "", false);
                }

                if (0 == string.Compare("Circle", shapeType, true))
                {
                    m_Shape = new Circle(new Vector3(0, 0, 0), float.Parse(shapeParams[0]));
                }
                else if (0 == string.Compare("Line", shapeType, true))
                {
                    Vector3 start = Converter.ConvertVector3D(shapeParams[0]);
                    Vector3 end   = Converter.ConvertVector3D(shapeParams[1]);
                    m_Shape = new Line(start, end);
                }
                else if (0 == string.Compare("Rect", shapeType, true))
                {
                    float width  = float.Parse(shapeParams[0]);
                    float height = float.Parse(shapeParams[1]);
                    m_Shape = new Rect(width, height);
                }
                else if (0 == string.Compare("Polygon", shapeType, true))
                {
                    Polygon polygon = new Polygon();
                    foreach (string s in shapeParams)
                    {
                        Vector3 pt = Converter.ConvertVector3D(s);
                        polygon.AddVertex(pt);
                    }
                    m_Shape = polygon;
                }
            }

            return(true);
        }
    /// <summary>
    /// Generates polygons and nodegraphs using custom algorithm
    /// </summary>
    /// <param name="points"></param>
    /// <param name="pointWidth"></param>
    /// <param name="pointHeight"></param>
    private void GenerateVoronoi(List <Vector2> points, int pointWidth, int pointHeight)
    {
        var startTime = DateTime.Now;

        Polygons         = new List <Polygon>();
        _voronoiVertices = new List <VoronoiVertex>();
        // assigns the max width and height of the "grid" of points used
        SetGraphLimits(pointWidth, pointHeight);

        List <Node <Polygon> > nodes = new List <Node <Polygon> >();

        // generate an empty node for each polygon
        foreach (var point in points)
        {
            nodes.Add(new Node <Polygon>(new Polygon()
            {
                Centre = point
            }));
        }
        // go trough all "sites"
        for (int pointIndex = 0; pointIndex < points.Count; pointIndex++)
        {
            Polygon poly = nodes[pointIndex].Data;
            int     mapX, mapY;
            // grid position of the polygon
            mapX = pointIndex % pointWidth;
            mapY = pointIndex / pointHeight;

            // the grid point surrounding the current point
            List <int> surroundingPoints = GetSurrouding(mapX, mapY);

            // check all the surrounding grid points in sets of 3
            for (int point0i = 0; point0i < surroundingPoints.Count; point0i++)
            {
                for (int point1i = 0; point1i < surroundingPoints.Count; point1i++)
                {
                    if (point0i == point1i)
                    {
                        continue;
                    }
                    // we skip polygons with more vertices than our limit
                    if (poly.Vertices.Count > _maxPolyVertices)
                    {
                        // "double break"
                        goto end;
                    }

                    Vector2 vertex;
                    // does a circumcircle check
                    if (CheckCircle(pointIndex, surroundingPoints[point0i], surroundingPoints[point1i], ref surroundingPoints, ref points, out vertex))
                    {
                        // our vertex indicates a shared edge with two other sites, add them to the nodegraph connections
                        float angle = Mathf.Atan2(vertex.y - poly.Centre.y, vertex.x - poly.Centre.x) * Mathf.Rad2Deg + 180f;
                        if (!nodes[pointIndex].ConnectionAngles.ContainsKey(angle))
                        {
                            if (!nodes[pointIndex].ConnectionAngles.ContainsValue(nodes[surroundingPoints[point0i]]))
                            {
                                nodes[pointIndex].ConnectionAngles.Add(angle, nodes[surroundingPoints[point0i]]);
                            }
                            else
                            {
                                nodes[pointIndex].ConnectionAngles.Add(angle, nodes[surroundingPoints[point1i]]);
                            }
                        }                        // our vertex is added to the polygon
                        poly.AddVertex(vertex);
                    }
                }
            }
end:
            // orders the vertices of the polygon clockwise
            poly.Order();
            poly.Node = nodes[pointIndex];
            Polygons.Add(poly);
        }
        // ensures there are no double connections in the nodelist

        _polygons = _polygons.Distinct().ToList();
        // sort node angles
        nodes.ForEach((node) => node.ConnectionAngles =
                          node.ConnectionAngles.OrderBy(a => a.Key).ToDictionary(x => x.Key, x => x.Value));

        // removes OOB polygons
        var oobPolies = _polygons.Where(
            (Polygon p) => !p.Vertices.TrueForAll((Vector2 vert) => _pointMap.InBound(vert))
            );

        oobPolies.ToList().ForEach((poly) =>
        {
            poly.Node.ConnectionAngles.Values.ToList().ForEach(
                (connectedPoly) =>
            {
                float key = connectedPoly.ConnectionAngles.FirstOrDefault(x => x.Value.Data.Centre == poly.Centre).Key;
                connectedPoly.ConnectionAngles.Remove(key);
            }
                );
        });
        _polygons = _polygons.Except(oobPolies).ToList();
        // arbitrary start to our nodegraph
        _nodeGraph = nodes[0];
    }
Example #18
0
    /// <summary>
    /// Splits a polygon by a given plane, resulting in two polygons. Note
    /// that this function assumes that the polygon intersects the split plane.
    /// </summary>
    /// <param name="poly"></param>
    /// <param name="splitPlane"></param>
    /// <returns>Two polygons in a list.</returns>
    public static List <Polygon> SplitPolygon(Polygon poly, Plane splitPlane)
    {
        Polygon front = new Polygon();
        Polygon back  = new Polygon();

        front.Used  = poly.Used;
        front.Plane = poly.Plane;
        back.Used   = poly.Used;
        back.Plane  = poly.Plane;

        Vector3             pointA, pointB;
        PointClassification sideA, sideB;

        pointA = poly.Vertices.Last();
        sideA  = ClassifyPoint(pointA, splitPlane);

        for (int i = 0; i < poly.Vertices.Count; i++)
        {
            pointB = poly.Vertex(i);
            sideB  = ClassifyPoint(pointB, splitPlane);

            if (sideB == PointClassification.Front)
            {
                if (sideA == PointClassification.Back)
                {
                    Vector3 v = (pointB - pointA).normalized;
                    Ray     r = new Ray(pointA, v);

                    float e;
                    splitPlane.Raycast(r, out e);

                    Vector3 intersectionPoint = pointA + v * e;
                    front.AddVertex(intersectionPoint);
                    back.AddVertex(intersectionPoint);
                }
                front.AddVertex(pointB);
            }
            else if (sideB == PointClassification.Back)
            {
                if (sideA == PointClassification.Front)
                {
                    Vector3 v = (pointB - pointA).normalized;
                    Ray     r = new Ray(pointA, v);

                    float e;
                    splitPlane.Raycast(r, out e);

                    Vector3 intersectionPoint = pointA + v * e;
                    front.AddVertex(intersectionPoint);
                    back.AddVertex(intersectionPoint);
                }
                back.AddVertex(pointB);
            }
            else
            {
                front.AddVertex(pointB);
                back.AddVertex(pointB);
            }

            pointA = pointB;
            sideA  = sideB;
        }

        return(new List <Polygon>()
        {
            front, back
        });
    }