Example #1
0
        private void GetPathInner(Vector2 start, Vector2 end, List <Vector2> result)
        {
            result.Add(start);
            ShapeIntersection nearestIntersection = ShapeIntersection.EMPTY;

            foreach (Shape obstacle in obstacles)
            {
                ShapeIntersection intersecion = obstacle.FindNearestIntersection(start, end);
                if (intersecion.isEmpty())
                {
                    continue;
                }

                if (nearestIntersection.isEmpty() ||
                    Vector2.SqrDistance(start, nearestIntersection.IntersectionPoint) > Vector2.SqrDistance(start, intersecion.IntersectionPoint))
                {
                    nearestIntersection = intersecion;
                }
            }

            if (nearestIntersection.isEmpty())
            {
                result.Add(end);
            }
            else
            {
                result.Add(nearestIntersection.IntersectionPoint);
                GetPathInner(nearestIntersection.GetShapeRidLeftPoint(), end, result);
            }
        }
Example #2
0
        public ShapeIntersection FindNearestIntersection(Vector2 fromPoint, Vector2 toPoint)
        {
            ShapeIntersection result       = ShapeIntersection.EMPTY;
            Vector2           intersection = new Vector2(0, 0);
            int fromPointAsVrtexIdx        = -1;

            for (int i = 0; i < points.Length; i++)
            {
                // отлавливаем ситуацию, когда fromPoint - вершина многоугольника
                if (fromPointAsVrtexIdx < 0 && fromPoint.Equals(points[i]))
                {
                    fromPointAsVrtexIdx = i;
                }

                Vector2 nextRidPoint = GetRidNextPoint(i);
                if (Vector2.SegmentToSegmentIntersection(points[i], nextRidPoint, fromPoint, toPoint, ref intersection))
                {
                    if (result.isEmpty() ||
                        Vector2.SqrDistance(fromPoint, intersection) < Vector2.SqrDistance(fromPoint, result.IntersectionPoint))
                    {
                        result       = new ShapeIntersection(this, intersection, i);
                        intersection = new Vector2(0, 0);
                    }
                }
            }

            // отлавливаем, что мы не попадаем внутрь многоугольника через его вершину
            if (!result.isEmpty() && fromPointAsVrtexIdx >= 0)
            {
                int     nextRidIdx      = GetNextRidIdx(fromPointAsVrtexIdx);
                Vector2 ridVector       = points[nextRidIdx] - fromPoint;
                Vector2 directionVector = result.IntersectionPoint - fromPoint;
                float   angle           = Vector2.SignedAngle(ridVector, directionVector);
                if (angle < 0)
                {
                    // заменяем на пересечение со следующим ребром многоугольника
                    result = new ShapeIntersection(this, points[nextRidIdx], nextRidIdx);
                }
                //Console.WriteLine("ridVector angle: " + Vector2.SignedAngle(ridVector, new Vector2(1, 0)));
                //Console.WriteLine("directionVector angle: " + Vector2.SignedAngle(directionVector, new Vector2(1, 0)));
                //Console.WriteLine("Point=" + fromPoint + ", angle=" + angle);
            }

            return(result);
        }