Example #1
0
 public virtual void Deserialize( GenericReader gr )
 {
     int version = gr.ReadInt();
     int n = gr.ReadInt();
     guid = (UInt64)gr.ReadInt64();
     longueur = 0;
     //Coord last = null;
     for(int t = 0;t < n;t++)
     {
         byte typ = gr.ReadByte();
         if ( typ == 0 )
         {
             float x = gr.ReadFloat();
             float y = gr.ReadFloat();
             float z = gr.ReadFloat();
             int p1 = gr.ReadInt();
             int p2 = gr.ReadInt();
             int n1 = gr.ReadInt();
             int n2 = gr.ReadInt();
             Coord nc = new Coord( x, y, z, null, null );
             allLinks.Add( nc );
             allLinks.Add( p1 );
             allLinks.Add( p2 );
             allLinks.Add( n1 );
             allLinks.Add( n2 );
             Add( nc );
         }
         else
         {
             float x = gr.ReadFloat();
             float y = gr.ReadFloat();
             float z = gr.ReadFloat();
             int p1 = gr.ReadInt();
             int p2 = gr.ReadInt();
             int n1 = gr.ReadInt();
             int n2 = gr.ReadInt();
             Intersection ii = new Intersection( null, null, null, null, x, y, z );
             allLinks.Add( ii );
             allLinks.Add( p1 );
             allLinks.Add( p2 );
             allLinks.Add( n1 );
             allLinks.Add( n2 );
             p1 = gr.ReadInt();
             p2 = gr.ReadInt();
             n1 = gr.ReadInt();
             n2 = gr.ReadInt();
             allLinks.Add( p1 );
             allLinks.Add( p2 );
             allLinks.Add( n1 );
             allLinks.Add( n2 );
             Add( ii );
         }
     }
 }
Example #2
0
        public int Add(Coord val, Coord previous)
        {
            Coord left  = null;
            Coord right = null;

            Trajet where = null;
            float x = 0;
            float y = 0;
            float z = 0;

            if (previous != null)
            {
                foreach (Trajet t in World.trajets)
                {
                    try
                    {
                        Coord current = t[0];
                        bool  debut   = true;
                        while (!(!debut && current == t[0]) && current.next != null)
                        {
                            debut = false;
                            float x1 = current.x;
                            float y1 = current.y;
                            float x2 = current.next.x;
                            float y2 = current.next.y;
                            float x3 = val.x;
                            float y3 = val.y;
                            float x4 = previous.x;
                            float y4 = previous.y;
                            if (x1 == x2)
                            {
                                current = current.next;
                                continue;
                            }
                            float d1 = ((y1 - y2) * (x3 - x4) - (y3 - y4) * (x1 - x2));
                            if (d1 == 0)
                            {
                                current = current.next;
                                continue;
                            }
                            x = ((x3 * y4 - x4 * y3) *
                                 (x1 - x2) - (x1 * y2 - x2 * y1) * (x3 - x4))
                                / d1;
                            y = x * ((y1 - y2) / (x1 - x2))
                                + ((x1 * y2 - x2 * y1) / (x1 - x2));
                            float d1x  = x1 - x2;
                            float d1y  = y1 - y2;
                            float dist = d1x * d1x + d1y * d1y;
                            float dx1  = x1 - x;
                            float dx2  = x2 - x;
                            float dy1  = y1 - y;
                            float dy2  = y2 - y;
                            if ((dx1 == 0 && dy1 == 0) || (dx2 == 0 && dy2 == 0))
                            {
                                current = current.next;
                                continue;
                            }
                            dx1 *= dx1;
                            dy1 *= dy1;
                            dx2 *= dx2;
                            dy2 *= dy2;
                            if (dx1 + dy1 > dist)
                            {
                                current = current.next;
                                continue;
                            }
                            if (dx2 + dy2 > dist)
                            {
                                current = current.next;
                                continue;
                            }
                            float d2x = x3 - x4;
                            float d2y = y3 - y4;
                            dist = d2x * d2x + d2y * d2y;
                            float dx3 = x3 - x;
                            float dx4 = x4 - x;
                            float dy3 = y3 - y;
                            float dy4 = y4 - y;
                            if ((dx3 == 0 && dy3 == 0) || (dx4 == 0 && dy4 == 0))
                            {
                                current = current.next;
                                continue;
                            }
                            dx3 *= dx3;
                            dy3 *= dy3;
                            dx4 *= dx4;
                            dy4 *= dy4;
                            if (dx3 + dy3 > dist)
                            {
                                current = current.next;
                                continue;
                            }
                            if (dx4 + dy4 > dist)
                            {
                                current = current.next;
                                continue;
                            }
                            //calcul du Z
                            float z1 = current.z;
                            float z2 = current.next.z;
                            float z3 = val.z;
                            float z4 = previous.z;

                            /*	float x = ( ( x3 * z4 - x4 * z3 ) *
                             *              (x1 - x2) - (x1 * z2 - x2 * z1) * ( x3 - x4 ) )
                             *              / ( ( z1 - z2 ) * ( x3 - x4 ) - ( z3 - z4 ) * ( x1 - x2 ) );*/
                            z = x * ((z1 - z2) / (x1 - x2))
                                + ((x1 * z2 - x2 * z1) / (x1 - x2));

                            //	Console.WriteLine("Intersection en {0};{1};{2}", x, y, z );
                            left  = current;
                            right = current.next;
                            where = t;
                            break;
                        }
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine("{0}", e.Message);
                    }
                    if (where != null)
                    {
                        break;
                    }
                }
                if (where != null)
                {
                    Intersection inter1 = new Intersection(
                        left,
                        right,
                        previous,
                        val,
                        x, y, z);
                    val.previous  = inter1;
                    previous.next = inter1;

                    List.Add(inter1);
                    Intersection inter2 = new Intersection(
                        previous,
                        val,
                        left,
                        right,
                        x, y, z);
                    left.next      = inter2;
                    right.previous = inter2;
                    where.Add(inter2);
                }
            }
            return(List.Add(val));
        }
Example #3
0
        public int Add( Coord val, Coord previous )
        {
            Coord left = null;
            Coord right = null;
            Trajet where = null;
            float x = 0;
            float y = 0;
            float z = 0;
            if ( previous != null )
            {
                foreach( Trajet t in World.trajets )
                {
                    try
                    {
                        Coord current = t[ 0 ];
                        bool debut = true;
                        while( !( !debut && current == t[ 0 ] ) && current.next != null )
                        {
                            debut = false;
                            float x1 = current.x;
                            float y1 = current.y;
                            float x2 = current.next.x;
                            float y2 = current.next.y;
                            float x3 = val.x;
                            float y3 = val.y;
                            float x4 = previous.x;
                            float y4 = previous.y;
                            if ( x1 == x2 )
                            {
                                current = current.next;
                                continue;
                            }
                            float d1 = ( ( y1 - y2 ) * ( x3 - x4 ) - ( y3 - y4 ) * ( x1 - x2 ) );
                            if ( d1 == 0 )
                            {
                                current = current.next;
                                continue;
                            }
                            x = ( ( x3 * y4 - x4 * y3 ) *
                                (x1 - x2) - (x1 * y2 - x2 * y1) * ( x3 - x4 ) )
                                / d1;
                            y = x * ( ( y1 - y2 ) / ( x1 - x2 ) )
                                + ( ( x1 * y2 - x2 * y1 ) / ( x1 - x2 ) );
                            float d1x = x1 - x2;
                            float d1y = y1 - y2;
                            float dist = d1x * d1x + d1y * d1y;
                            float dx1 = x1 - x;
                            float dx2 = x2 - x;
                            float dy1 = y1 - y;
                            float dy2 = y2 - y;
                            if ( ( dx1 == 0 && dy1 == 0 ) || ( dx2 == 0 && dy2 == 0 ) )
                            {
                                current = current.next;
                                continue;
                            }
                            dx1 *= dx1;
                            dy1 *= dy1;
                            dx2 *= dx2;
                            dy2 *= dy2;
                            if ( dx1 + dy1 > dist )
                            {
                                current = current.next;
                                continue;
                            }
                            if ( dx2 + dy2 > dist )
                            {
                                current = current.next;
                                continue;
                            }
                            float d2x = x3 - x4;
                            float d2y = y3 - y4;
                            dist = d2x * d2x + d2y * d2y;
                            float dx3 = x3 - x;
                            float dx4 = x4 - x;
                            float dy3 = y3 - y;
                            float dy4 = y4 - y;
                            if ( ( dx3 == 0 && dy3 == 0 ) || ( dx4 == 0 && dy4 == 0 ) )
                            {
                                current = current.next;
                                continue;
                            }
                            dx3 *= dx3;
                            dy3 *= dy3;
                            dx4 *= dx4;
                            dy4 *= dy4;
                            if ( dx3 + dy3 > dist )
                            {
                                current = current.next;
                                continue;
                            }
                            if ( dx4 + dy4 > dist )
                            {
                                current = current.next;
                                continue;
                            }
                            //calcul du Z
                            float z1 = current.z;
                            float z2 = current.next.z;
                            float z3 = val.z;
                            float z4 = previous.z;
                            /*	float x = ( ( x3 * z4 - x4 * z3 ) *
                                    (x1 - x2) - (x1 * z2 - x2 * z1) * ( x3 - x4 ) )
                                    / ( ( z1 - z2 ) * ( x3 - x4 ) - ( z3 - z4 ) * ( x1 - x2 ) );*/
                            z = x * ( ( z1 - z2 ) / ( x1 - x2 ) )
                                + ( ( x1 * z2 - x2 * z1 ) / ( x1 - x2 ) );

                            //	Console.WriteLine("Intersection en {0};{1};{2}", x, y, z );
                            left = current;
                            right = current.next;
                            where = t;
                            break;
                        }
                    }
                    catch( Exception e )
                    {
                        Console.WriteLine("{0}", e.Message );
                    }
                    if ( where != null )
                        break;
                }
                if ( where != null )
                {
                    Intersection inter1 = new Intersection(
                        left,
                        right,
                        previous,
                        val,
                        x, y, z );
                    val.previous = inter1;
                    previous.next = inter1;

                    List.Add( inter1 );
                    Intersection inter2 = new Intersection(
                        previous,
                        val,
                        left,
                        right,
                        x, y, z );
                    left.next = inter2;
                    right.previous = inter2;
                    where.Add( inter2 );
                }
            }
            return List.Add(val);
        }