/// <summary> /// Find the node in the path that is closest to the mouse, /// </summary> /// <param name="drawArea">Area that is being drawn upon and where we have a mouse location</param> /// <param name="drawnPathData">The data structure with the information on the drawn path</param> void FindActiveNode(DrawArea drawArea, DrawnPathData drawnPathData) { // Initial simplest implementation: find simply the closest and first. float closestMouseDistanceSquared = float.MaxValue; TrainpathNode closestNode = null; foreach (TrainpathNode node in drawnPathData.DrawnNodes) { float distanceSquared = CloseToMouse.GetGroundDistanceSquared(node.Location, drawArea.MouseLocation); // by using '<=' instead of '<' we should get the latest one, which overrides earlier ones if (distanceSquared <= closestMouseDistanceSquared) { closestMouseDistanceSquared = distanceSquared; closestNode = node; } } activeNode = closestNode; }
/// <summary> /// Find the node in the path that is closest to the mouse, /// </summary> /// <param name="drawArea">Area that is being drawn upon and where we have a mouse location</param> /// <param name="drawnPathData">The data structure with the information on the drawn path</param> void FindActiveNode(DrawArea drawArea, DrawnPathData drawnPathData) { // Initial simplest implementation: find simply the closest and first. float closestMouseDistanceSquared = float.MaxValue; TrainpathNode closestNode = null; foreach (TrainpathNode node in drawnPathData.DrawnNodes) { float distanceSquared = CloseToMouse.GetGroundDistanceSquared(node.Location, drawArea.MouseLocation); // by using '<=' instead of '<' we should get the latest one, which overrides earlier ones // To prevent numerical issues, we add a small number (smaller than two junctions would normally be together if (distanceSquared <= closestMouseDistanceSquared + 0.1f) { closestMouseDistanceSquared = distanceSquared; closestNode = node; } } activeNode = closestNode; }