public void Init(Vector2[] points, bool[] gables = null) { OffsetShapeLog.AddLine("Init"); if (ShapeIntersection(points)) { _error = true; OffsetShapeLog.AddLine("Shape intersection"); if (OnErrorEvent != null) { OnErrorEvent("Provided shape interescts with itself."); } return; } _shape = new Shape(points); int pointCount = points.Length; if (pointCount == 0) { Debug.LogError("no points sent!"); return; } //bounds used to ensure no crazy values created _bounds = new Rect(points[0].x, points[0].y, 0, 0); //Initialise the data points for (int p = 0; p < pointCount; p++) { Vector2 point = points[p]; if (point.x < _bounds.xMin) { _bounds.xMin = point.x; } if (point.x > _bounds.xMax) { _bounds.xMax = point.x; } if (point.y < _bounds.yMin) { _bounds.yMin = point.y; } if (point.y > _bounds.yMax) { _bounds.yMax = point.y; } Node outer = new Node(points[p], 0);//create outer node points that outline the shape outer.startNode = true; _shape.AddStaticNode(outer); Node live = new Node(points[p], 0);//create live inner nodes that will sweep inwards _shape.AddLiveNode(live); Utils.NewFormingEdge(_shape, outer, live); } // float boundsMargin = BOUNDS_MARGIN; _bounds.xMin -= BOUNDS_MARGIN; _bounds.xMax += BOUNDS_MARGIN; _bounds.yMin -= BOUNDS_MARGIN; _bounds.yMax += BOUNDS_MARGIN; float smallestLength = Mathf.Infinity; //create edges from previous points //calculate node directions for (int p = 0; p < pointCount; p++) { int indexA = p; int indexX = (p + 1) % pointCount; //next index int indexY = (p - 1 + pointCount) % pointCount; //previous Node a = _shape.StaticNode(indexA); Node x = _shape.StaticNode(indexX); Node y = _shape.StaticNode(indexY); Node la = _shape.liveNodes[indexA]; Node lb = _shape.liveNodes[indexX]; Edge outerEdge = new Edge(a, x);//outer edge - will not move _shape.baseEdges.Add(outerEdge); _shape.edges.Add(outerEdge); if (outerEdge.sqrMagnitude < smallestLength) { smallestLength = outerEdge.sqrMagnitude; } // if (gables != null) // { // bool leftIsGabled = gables[indexY]; // bool rightIsGabled = gables[indexA]; // // if (!leftIsGabled && !rightIsGabled) // { // Utils.CalculateNodeDirAng(la, x, y);//assign the direction of the node for shrinkage // Edge liveEdge = new Edge(la, lb);//create the live edge that will be sweeping inwards // _shape.liveEdges.Add(liveEdge); // } // else if (leftIsGabled && !rightIsGabled) // { // Utils.CalculateNodeDirAng(la, x, y);//assign the direction of the node for shrinkage // Node l = _shape.liveNodes[indexX]; // Edge liveEdge = new Edge(la, lb);//create the live edge that will be sweeping inwards // _shape.liveEdges.Add(liveEdge); // } // } // else // { Utils.CalculateNodeDirAng(la, x, y); //assign the direction of the node for shrinkage Edge liveEdge = new Edge(la, lb); //create the live edge that will be sweeping inwards _shape.liveEdges.Add(liveEdge); // } // a.startTangent = ((a.position - y.position).normalized + (x.position - a.position).normalized).normalized; } _shape.shrinkLength = Mathf.Sqrt(smallestLength); OffsetShapeLog.AddLine("shrink length " + _shape.shrinkLength); _complete = false; _error = false; _init = true; }
public void CollapseNodes(List <Node> nodes, Vector2 toPoint, float height) { OffsetShapeLog.AddLine("Collapse Nodes:"); foreach (Node node in nodes) { OffsetShapeLog.Add(node.id + " "); } OffsetShapeLog.AddLine("to point: ", toPoint); Node newStaticNode = new Node(toPoint, height); //new static node to mark point of collapse _shape.AddStaticNode(newStaticNode); //add static node to node array OffsetShapeLog.AddLine("new static node added ", newStaticNode.id); int liveEdgeCount = _shape.liveEdges.Count; List <Edge> liveEdges = new List <Edge>(); Node newLiveNode = new Node(toPoint, height);//new live node to continue shape forming int nodeCount = nodes.Count; float minHeight = nodes[0].height; float maxHeight = nodes[0].height; for (int n = 1; n < nodeCount; n++) { minHeight = Mathf.Min(minHeight, nodes[n].height); maxHeight = Mathf.Min(maxHeight, nodes[n].height); } for (int n = 0; n < nodeCount; n++) { nodes[n].position = toPoint; nodes[n].height = maxHeight; } for (int e = 0; e < liveEdgeCount; e++) { Edge edge = _shape.liveEdges[e]; if (!nodes.Contains(edge.nodeA) || !nodes.Contains(edge.nodeB)) { continue; } edge.UpdateValues(); if (edge.length < pointAccuracy)//when the edge reaches 0 length it has flipped and should be collapsed { OffsetShapeLog.AddLine(edge.ToString(), "has collapsed", edge.length, pointAccuracy); // _shape.mesh.CollapseEdge(edge, newLiveNode, newStaticNode); OffsetShapeLog.AddLine("Remove edge ", edge.ToString()); _shape.liveEdges.Remove(edge);//remove collapsed edge - from length reaching zero liveEdgeCount--; e--; if (!nodes.Contains(edge.nodeA)) { nodes.Add(edge.nodeA); } if (!nodes.Contains(edge.nodeB)) { nodes.Add(edge.nodeB); } } } OffsetShapeLog.AddLine("find live node edges"); for (int e = 0; e < liveEdgeCount; e++) { Edge edge = _shape.liveEdges[e]; if (!edge.Contains(nodes)) { continue; } // if(edge.length < pointAccuracy) continue; if (nodes.Contains(edge.nodeA) && nodes.Contains(edge.nodeB)) { OffsetShapeLog.AddLine("Remove collapsed edge ", edge.ToString()); _shape.liveEdges.Remove(edge); //remove collapsed edge - likely from parallel // _shape.mesh.EdgeComplete(edge); liveEdgeCount--; e--; continue; } if (nodes.Contains(edge.nodeA) || newLiveNode == edge.nodeA) { OffsetShapeLog.AddLine("replace node a"); edge.ReplaceNode(edge.nodeA, newLiveNode); //replace old live node reference to new one // _shape.mesh.ReplaceNode(edge.nodeA, newLiveNode); liveEdges.Add(edge); continue; } if (nodes.Contains(edge.nodeB) || newLiveNode == edge.nodeB) { OffsetShapeLog.AddLine("replace node b"); edge.ReplaceNode(edge.nodeB, newLiveNode); //replace old live node reference to new one // _shape.mesh.ReplaceNode(edge.nodeB, newLiveNode); liveEdges.Add(edge); } } for (int n = 0; n < nodeCount; n++) { Node node = nodes[n]; Utils.RetireFormingEdge(_shape, node, newStaticNode); _shape.liveNodes.Remove(node); } Utils.CheckParrallel(_shape); OffsetShapeLog.AddLine("Live edges: ", liveEdges.Count); if (liveEdges.Count > 0) //deal with left live edges after the collapse { _shape.AddLiveNode(newLiveNode); //new live node from collapse Edge edgeA = null, edgeB = null; liveEdgeCount = _shape.liveEdges.Count; for (int e = 0; e < liveEdgeCount; e++)//find the two edges left from the collapse { Edge edge = _shape.liveEdges[e]; if (!_shape.liveEdges.Contains(edge)) { continue; } if (edge.nodeA == newLiveNode) { edgeA = edge; } if (edge.nodeB == newLiveNode) { edgeB = edge; } } if (edgeA != null && edgeB != null)//if there is a live edge { Node x = edgeA.GetOtherNode(newLiveNode); Node y = edgeB.GetOtherNode(newLiveNode); Utils.CalculateNodeDirAng(newLiveNode, x, y); //recalculate node angle Utils.NewFormingEdge(_shape, newStaticNode, newLiveNode); //add new forming edge } else { OffsetShapeLog.AddLine("New live node has not been calculted ", newLiveNode.id); } } // foreach (Node node in nodes) // _data.mesh.ReplaceNode(node, newStaticNode); }
public void SplitEdge(SplitEvent e) { OffsetShapeLog.AddLine("Split event"); OffsetShapeLog.AddLine("by node ", e.node.id); OffsetShapeLog.AddLine(e.edge.ToString()); //nodes Node nodeStatic = new Node(e.point, e.height); Node newLiveNodeA = new Node(e.point, e.height); Node newLiveNodeB = new Node(e.point, e.height); e.newLiveNodeA = newLiveNodeA; e.newLiveNodeB = newLiveNodeB; e.newStaticNode = nodeStatic; Node nodeOldA = e.edge.nodeA; Node nodeOldB = e.edge.nodeB; Edge byEdgeA = e.nodeEdgeA; Edge byEdgeB = e.nodeEdgeB; if (byEdgeA == null || byEdgeB == null) { //TODO work out what to really do here. return; } Node byNodeA = byEdgeA.GetOtherNode(e.node); Node byNodeB = byEdgeB.GetOtherNode(e.node); OffsetShapeLog.AddLine("by node a", byNodeA.id); OffsetShapeLog.AddLine("by node b", byNodeB.id); if (byNodeA == null || byNodeB == null) { return; } //calculate new node directions Utils.CalculateNodeDirAng(newLiveNodeA, byNodeA, nodeOldA); Utils.CalculateNodeDirAng(newLiveNodeB, nodeOldB, byNodeB); _shape.AddLiveNode(newLiveNodeA); _shape.AddLiveNode(newLiveNodeB); _shape.AddStaticNode(nodeStatic); _shape.liveNodes.Remove(e.node); //discard the old edge OffsetShapeLog.AddLine("Discard old edge ", e.edge.ToString()); _shape.liveEdges.Remove(e.edge);// byEdgeA.ReplaceNode(e.node, newLiveNodeA); byEdgeB.ReplaceNode(e.node, newLiveNodeB); //create the two new edges from the split Edge newEdgeA = new Edge(nodeOldA, newLiveNodeA); _shape.liveEdges.Add(newEdgeA); e.newLiveEdgeA = newEdgeA; Edge newEdgeB = new Edge(newLiveNodeB, nodeOldB); _shape.liveEdges.Add(newEdgeB); e.newLiveEdgeB = newEdgeB; //forming edges Utils.RetireFormingEdge(_shape, e.node, nodeStatic); Edge formingEdgeA = Utils.NewFormingEdge(_shape, nodeStatic, newLiveNodeA); Edge formingEdgeB = Utils.NewFormingEdge(_shape, nodeStatic, newLiveNodeB); // int aIndex = data.liveNodes.IndexOf(nodeLiveA); // int bIndex = data.liveNodes.IndexOf(nodeLiveB); newLiveNodeA.MoveForward(0.1f, 1); newLiveNodeB.MoveForward(0.1f, 1); if (!currentSplits.ContainsKey(newLiveNodeA.id)) { currentSplits.Add(newLiveNodeA.id, new List <int>()); } currentSplits[newLiveNodeA.id].Add(newLiveNodeB.id); if (!currentSplits.ContainsKey(newLiveNodeB.id)) { currentSplits.Add(newLiveNodeB.id, new List <int>()); } currentSplits[newLiveNodeB.id].Add(newLiveNodeA.id); // _shape.mesh.SplitEdge(e); OffsetShapeLog.AddLine("new live nodes"); OffsetShapeLog.AddLine(newLiveNodeA.id); OffsetShapeLog.AddLine(newLiveNodeB.id); OffsetShapeLog.AddLine("new edges - old edge - forming edge a"); OffsetShapeLog.AddLine(newEdgeA.ToString()); OffsetShapeLog.AddLine(byEdgeA.ToString()); OffsetShapeLog.AddLine(formingEdgeA.ToString()); OffsetShapeLog.AddLine("new edges - old edge - forming edge b"); OffsetShapeLog.AddLine(byEdgeB.ToString()); OffsetShapeLog.AddLine(newEdgeB.ToString()); OffsetShapeLog.AddLine(formingEdgeB.ToString()); Utils.CheckParrallel(_shape); }
public void OffsetPoly(float direction) { if (!_init) { return; } float amount = _shape.shrinkLength * SHINK_MULTIPLIER * Mathf.Sign(direction); int liveEdgeCount = _shape.liveEdges.Count; int liveNodeCount = _shape.liveNodes.Count; if (liveNodeCount == 0 || liveEdgeCount == 0)//nothing more to calculate { OffsetShapeLog.AddLine("Skeleton Complete"); _complete = true; if (OnCompleteEvent != null) { OnCompleteEvent(); } return; } bool earlyTermination = false; float directionSign = Mathf.Sign(direction); float maxOffsetSign = Mathf.Sign(maxOffset); float useMaxOffset = (directionSign == maxOffsetSign) ? maxOffset : -maxOffset; for (int l = 0; l < liveNodeCount; l++) { Node node = _shape.liveNodes[l]; // if(l==0)Debug.Log(node.height+" "+amount+" "+useMaxOffset); if (useMaxOffset > 0) { if (node.height + amount >= useMaxOffset)//terminate nodes that have reached a defined maximum { amount = useMaxOffset - node.height; earlyTermination = true; } } else if (useMaxOffset < 0) { if (node.height + amount <= useMaxOffset)//terminate nodes that have reached a defined maximum { amount = useMaxOffset - node.height; earlyTermination = true; } } } float maxMovement = 0; liveNodeCount = _shape.liveNodes.Count; float[] angleNodeMovements = new float[liveNodeCount]; for (int l = 0; l < _shape.liveNodes.Count; l++) { // Debug.Log(l); Node node = _shape.liveNodes[l];//TODO out of range error angleNodeMovements[l] = amount / Mathf.Sin(node.angle * 0.5f * Mathf.Deg2Rad); if (Mathf.Abs(angleNodeMovements[l]) > Mathf.Abs(maxMovement) && Mathf.Abs(angleNodeMovements[l]) > 0) { maxMovement = angleNodeMovements[l]; if (node.angle > 350) { Edge[] edges = Utils.GetABEdge(shape, node); if (edges[0] == null || edges[1] == null) { continue; } float shortestLength = (edges[0].length + edges[1].length) * 0.5f; // Debug.Log(Mathf.Abs(shortestLength / amount)); maxMovement /= Mathf.Abs(shortestLength / amount); } // Debug.Log(node.id+" "+node.angle); } } float angleScale = amount / maxMovement; if (angleScale == Mathf.Infinity) { angleScale = 1; } OffsetShapeLog.AddLine(angleScale); for (int l = 0; l < _shape.liveNodes.Count; l++) { Node node = _shape.liveNodes[l]; if (node.direction.magnitude < Mathf.Epsilon)//directionless node { _shape.liveNodes.Remove(node); liveNodeCount--; l--; continue; } node.MoveForward(angleNodeMovements[l] * angleScale, amount * angleScale); } Vector2[] edgeMovements = new Vector2[liveEdgeCount]; if (calculateInteractions) { //Event log will collect all events and sort them for us for use once we're happy everything has been processed EventLog eventLog = new EventLog(); EventLog.pointAccuracy = pointAccuracy; EventLog.percentAccuracy = percentAccuracy; //flip events for (int e = 0; e < liveEdgeCount; e++)//TODO check laters { Edge edge = _shape.liveEdges[e]; edge.DebugDraw(Color.cyan); edge.UpdateValues();//update the edge values to reflect the new node positions Node nodeA = edge.nodeA; Node nodeB = edge.nodeB; edgeMovements[e] = (nodeA.movement + nodeB.movement) * 0.5f; Vector2 intersectionPoint; if (Utils.Intersects(edge.nodeA.previousPosition, edge.nodeA.position, edge.nodeB.previousPosition, edge.nodeB.position, out intersectionPoint)) { eventLog.AddEvent(eventLog.CreateFlipEvent(edge, intersectionPoint)); } } // //split events for (int n = 0; n < _shape.liveNodeCount; n++) { Node node = _shape.liveNodes[n]; int nodeID = node.id; //find connecting nodes of splitting node Node nodeA = null, nodeB = null; for (int e = 0; e < liveEdgeCount; e++) { Edge edge = _shape.liveEdges[e]; if (edge.Contains(node)) { if (edge.nodeA == node) { nodeB = edge.nodeB; } if (edge.nodeB == node) { nodeA = edge.nodeA; } } } for (int e = 0; e < liveEdgeCount; e++) { Edge edge = _shape.liveEdges[e]; if (edge.Contains(node)) { continue; //nodes can't split their own edges - carry on! } if (nodeA != null && edge.Contains(nodeA)) { continue; //nodes can't split adjacent edges - carry on! } if (nodeB != null && edge.Contains(nodeB)) { continue; //nodes can't split adjacent edges - carry on! } if (currentSplits.ContainsKey(nodeID)) //previous splits should never intersect - ingore { if (currentSplits[nodeID].Contains(edge.nodeA.id)) { continue; } if (currentSplits[nodeID].Contains(edge.nodeB.id)) { continue; } } // if(!isPartOfShape(node, edge)) continue; Vector2 edgeMovement = edgeMovements[e]; Vector2 nodeMovement = node.direction * node.distance - edgeMovement; //simulate collision by moving the point by the vectors of both the point and the edge, //note: collisions are simpler if only one body is moving so we're going to add the edge vector onto the point vector, making the edge remain stationary Vector2 calculationPoint = node.previousPosition + nodeMovement; //calculate the point vector by adding the edge one to it Vector2 edgePosA = edge.nodeA.previousPosition; Vector2 edgePosB = edge.nodeB.previousPosition; // float intersectionalDot = Vector2.Dot(edgeMovement.normalized, node.direction.normalized); // OffsetShapeLog.DrawLine(node.previousPosition, calculationPoint,new Color(1,0,0,0.4f)); // OffsetShapeLog.DrawLine(edgePosA, edgePosB, new Color(1, 0, 1, 0.4f)); Vector2 intersectionPoint; float percent = 0; bool intersects = false; // if (intersectionalDot < -10.75f) // { // Debug.DrawLine(Utils.ToV3(node.previousPosition), Utils.ToV3(calculationPoint), Color.red); // intersects = Utils.Intersects(node.previousPosition, calculationPoint, edgePosA, edgePosB, out intersectionPoint); // if (intersects) // { // Debug.DrawLine(Utils.ToV3(calculationPoint), Utils.ToV3(calculationPoint) + Vector3.up * 5, Color.magenta); // } // Vector2 a = node.previousPosition; // Vector2 b = node.position; // float movementMag = nodeMovement.magnitude; // float intersectionMag = (intersectionPoint - a).magnitude; // percent = intersectionMag / movementMag; // intersectionPoint = Vector2.Lerp(a, b, percent);//translate the point to the real movement point // } // else // { bool dbi = false;//node.id == 14; intersects = Utils.SweepIntersects2(edge.nodeA.previousPosition, edge.nodeB.previousPosition, edge.nodeA.position, edge.nodeB.position, node.previousPosition, node.position, out intersectionPoint, out percent, 0.1f, dbi); calculationPoint = node.position; // } // if(Utils.Intersects(node.previousPosition, calculationPoint, edgePosA, edgePosB, out intersectionPoint)) // if (Utils.SweepIntersects(edge.nodeA.previousPosition , edge.nodeB.previousPosition, edge.nodeA.position, edge.nodeB.position, node.previousPosition, node.position, out intersectionPoint, out percent)) if (intersects) { for (int be = 0; be < shape.baseEdges.Count; be++) { Edge baseEdge = shape.edges[be]; if (Utils.FastLineIntersection(node.previousPosition, node.position, baseEdge.positionA, baseEdge.positionB)) { intersects = false; } if (Utils.FastLineIntersection(edge.nodeA.position, edge.nodeB.position, baseEdge.positionA, baseEdge.positionB)) { intersects = false; } } } if (intersects) { OffsetShapeLog.AddLine("Split event detected"); SplitEvent splitEvent = new SplitEvent(); splitEvent.node = node; splitEvent.edge = edge; OffsetShapeLog.AddLine("node " + node.id); OffsetShapeLog.AddLine("splits edge " + edge.ToString()); OffsetShapeLog.DrawLine(node.previousPosition, calculationPoint, Color.red); OffsetShapeLog.DrawLine(edgePosA, edgePosB, Color.magenta); // Vector2 a = node.previousPosition; // Vector2 b = node.position; // Vector2 x = intersectionPoint;//intersectionInfo.Point0; // float movementMag = nodeMovement.magnitude; // float intersectionMag = (x - a).magnitude; // float percent = intersectionMag / movementMag; OffsetShapeLog.AddLine("at percent " + percent); // Vector2 actualIntersectionPoint = Vector2.Lerp(a, b, percent);//translate the point to the real movement point float newLengthA = (intersectionPoint - edge.positionA).magnitude; float newLengthB = (intersectionPoint - edge.positionB).magnitude; OffsetShapeLog.AddLine("line a length ", newLengthA); OffsetShapeLog.AddLine("line b length ", newLengthB); SplitEvent sEvent = eventLog.CreateSplitEvent(_shape, node, edge, intersectionPoint, percent, calculationPoint); if (sEvent == null) { continue; } if (newLengthA > pointAccuracy && newLengthB > pointAccuracy) { eventLog.AddEvent(sEvent);//can split - split point not close to either edge nodes } else { Node[] nodes = null; if (newLengthA < pointAccuracy && newLengthB < pointAccuracy) { nodes = new[] { node, edge.nodeA, edge.nodeB } } ; //point will split the edge into two edges that can't exist - collapse all nodes else if (newLengthA < pointAccuracy) { nodes = new[] { node, edge.nodeA } } ; //split point close to node a - collapse split node into edge.nodea else if (newLengthB < pointAccuracy) { nodes = new[] { node, edge.nodeB } } ; //split point close to node b - collapse split node into edge.nodeb if (nodes != null) { MergedEvent mEvent = eventLog.CreateMergeEvent(nodes, intersectionPoint, percent, calculationPoint); mEvent.Merge(sEvent); eventLog.AddEvent(mEvent); } } } } } currentSplits.Clear(); int eventCount = eventLog.count; OffsetShapeLog.AddLine("event count: ", eventCount); if (eventCount > 0) { float percent = eventLog.percent; earlyTermination = false; foreach (Node node in _shape.liveNodes) { node.MoveBack(percent);//move all nodes back to the position of the event } foreach (Edge edge in _shape.liveEdges) { edge.UpdateValues();//update all edges to reflect this } foreach (Node node in _shape.liveNodes) { if (_shape.formingEdges.ContainsKey(node)) { _shape.formingEdges[node].UpdateValues(); } } for (int e = 0; e < eventCount; e++) { IEvent sevent = eventLog[e]; sevent.DrawDebug(); OffsetShapeLog.AddLine(string.Format("Event {0} of type {4} at {1} percent and {2},{3}", e, sevent.percent, sevent.point.x, sevent.point.y, sevent.GetType())); switch (sevent.GetType().ToString()) { case "BuildR2.ShapeOffset.FlipEvent": FlipEvent fEvent = (FlipEvent)sevent; OffsetShapeLog.AddLine(fEvent.ToString()); if (OnFlipEvent != null) { OnFlipEvent(fEvent); } // CollapseEdge(fEvent.edge, fEvent.point, fEvent.height); break; case "BuildR2.ShapeOffset.SplitEvent": SplitEvent sEvent = (SplitEvent)sevent; OffsetShapeLog.AddLine(sevent.ToString()); if (OnSplitEvent != null) { OnSplitEvent(sEvent); } // SplitEdge(sEvent); break; case "BuildR2.ShapeOffset.MergedEvent": MergedEvent mEvent = (MergedEvent)sevent; OffsetShapeLog.AddLine(mEvent.ToString()); if (OnMergedEvent != null) { OnMergedEvent(mEvent); } // MergeEvent(mEvent); break; } } } else { if (!earlyTermination) { float percent = 1.0f - percentAccuracy; earlyTermination = false; foreach (Node node in _shape.liveNodes) { node.MoveBack(percent);//move all nodes back to the position of the event } foreach (Edge edge in _shape.liveEdges) { edge.UpdateValues();//update all edges to reflect this } } foreach (Node node in _shape.liveNodes) { if (_shape.formingEdges.ContainsKey(node)) { _shape.formingEdges[node].UpdateValues(); } } } } if (earlyTermination) { _complete = true; _shape.TerminateAllNodes(); if (OnCompleteEvent != null) { OnCompleteEvent(); } return; } else { //recalculate node directions foreach (Node node in _shape.liveNodes) { Utils.CalculateNodeDirAng(_shape, node); } } }