Esempio n. 1
0
    void MakeCurvesSimple
        (ConnectionNode startNode, ConnectionNode endNode,
        out ConnectionCurve startCurve, out ConnectionCurve endCurve)
    {
        Vector3 nodeDiff  = endNode.Position - startNode.Position;
        float   ndLenght2 = nodeDiff.sqrMagnitude;

        Vector3 startCentre = FindBestCentre(startNode, endNode.Position, ndLenght2);
        Vector3 endCentre   = FindBestCentre(endNode, startNode.Position, ndLenght2);

        startCurve = new ConnectionCurve(startCentre, (startNode.Position - startCentre).NoY().normalized, startNode.Facing);
        endCurve   = new ConnectionCurve(endCentre, (endNode.Position - endCentre).NoY().normalized, endNode.Facing);
    }
Esempio n. 2
0
    void MakeCurves(ConnectionNode startNode, ConnectionNode endNode,
                    out ConnectionCurve startCurve, out ConnectionCurve endCurve)
    {
        Vector3 nodeDiff  = endNode.Position - startNode.Position;
        float   ndLenght2 = nodeDiff.sqrMagnitude;

        float   startToEndDirL2 = ((endNode.Position + endNode.Facing) - startNode.Position).sqrMagnitude;
        float   endToStartDirL2 = ((startNode.Position + startNode.Facing) - endNode.Position).sqrMagnitude;
        Vector3 startCentre     = FindBestCentre(startNode, (endNode.Position + endNode.Facing), startToEndDirL2);
        Vector3 endCentre       = FindBestCentre(endNode, (startNode.Position + startNode.Facing), endToStartDirL2);

        startCurve = new ConnectionCurve(startCentre, (startNode.Position - startCentre).NoY().normalized, startNode.Facing);
        endCurve   = new ConnectionCurve(endCentre, (endNode.Position - endCentre).NoY().normalized, endNode.Facing);
    }
Esempio n. 3
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        public ConnectionScenario(ConnectionNode sNode, ConnectionNode eNode,
                                  ConnectionCurve sCurve, ConnectionCurve eCurve)
        {
            StartCurve = sCurve;
            EndCurve   = eCurve;
            StartNode  = sNode;
            EndNode    = eNode;
            if (sCurve.RotationDirection == eCurve.RotationDirection)
            {
                Type = eScenarioType.crossed;
            }
            else
            {
                Type = eScenarioType.perpendicular;
            }

            EvaluateScenario();
        }
Esempio n. 4
0
    IEnumerator VisualiseContinuous()
    {
        Visualising     = true;
        Line.startWidth = 0.4f;
        Line.endWidth   = 0.05f;

        // --- Node creation ---
        ConnectionNode startNode = MakeConnectionNode();

        DrawFacingLine(startNode, LineStartDir, StartMacVis);

        bool    placementFinished = false;
        bool    stopTracking      = false;
        Camera  camera            = Camera.main;
        Vector3 endFacing         = Vector3.forward;

        int  currentScenario    = 0;
        bool useDynamicScenario = true;

        while (!placementFinished)
        {
            yield return(null);

            if (Input.GetMouseButtonDown(0))
            {
                placementFinished = true;
            }
            if (Input.GetMouseButtonDown(1))
            {
                placementFinished = !placementFinished;
                placementFinished = !placementFinished;
            }

            if (Input.GetKeyDown(KeyCode.Tab))
            {
                currentScenario = (currentScenario + 1) % Scenarios.Length;
            }

            if (Input.GetKeyDown(KeyCode.LeftControl))
            {
                useDynamicScenario = !useDynamicScenario;
            }

            if (Input.GetKeyDown(KeyCode.P))
            {
                stopTracking = !stopTracking;
            }
            if (stopTracking)
            {
                continue;
            }


            if (Input.mouseScrollDelta.y != 0f)
            {
                endFacing = Quaternion.Euler(0f, Input.mouseScrollDelta.y * 5f, 0f) * endFacing;
            }

            var     raycasts  = Physics.RaycastAll(camera.ScreenPointToRay(Input.mousePosition), 100);
            Vector3 rayHitPos = startNode.Position;
            foreach (var r in raycasts)
            {
                if (r.collider.name.Equals("Terrain"))
                {
                    rayHitPos = r.point;
                    break;
                }
            }
            if ((rayHitPos - startNode.Position).sqrMagnitude <= 4f * 4f)
            {
                continue;
            }


            ConnectionNode endNode = new ConnectionNode(rayHitPos, endFacing);
            DrawFacingLine(endNode, LineEndDir, EndMacVis);


            // --- Scenarios ---
            Scenarios[0] = new ConnectionScenario(startNode, endNode,
                                                  startNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.anticlockwise),
                                                  endNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.anticlockwise));
            Scenarios[1] = new ConnectionScenario(startNode, endNode,
                                                  startNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.anticlockwise),
                                                  endNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.clockwise));
            Scenarios[2] = new ConnectionScenario(startNode, endNode,
                                                  startNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.clockwise),
                                                  endNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.anticlockwise));
            Scenarios[3] = new ConnectionScenario(startNode, endNode,
                                                  startNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.clockwise),
                                                  endNode.MakeConnectionCurve(ConnectionCurve.eRotationDirection.clockwise));

            string scenarioString  = "";
            int    doubleCount     = 0;
            int    shortestLengthI = 0;

            float minDist = float.MaxValue;
            for (int i = 0; i < Scenarios.Length; ++i)
            {
                float newDist = Mathf.Min(minDist, Scenarios[i].Length());
                if (newDist < minDist)
                {
                    minDist         = newDist;
                    shortestLengthI = i;
                }
                scenarioString += $"S{i}: {Scenarios[i].StartCurve.UsingFirstChoice} {Scenarios[i].EndCurve.UsingFirstChoice}.  ";
            }


            Debug.Log(scenarioString);
            Debug.Log($"Double trues: {doubleCount}. Active index: {shortestLengthI}.");

            // --- Line making ---
            List <Vector3> points = new List <Vector3>();

            int scenarioI = useDynamicScenario ? shortestLengthI : currentScenario;

            ConnectionCurve startCurve = Scenarios[scenarioI].StartCurve;
            ConnectionCurve endCurve   = Scenarios[scenarioI].EndCurve;

            StartCircleVis.localPosition = startCurve.Centre;
            EndCircleVis.localPosition   = endCurve.Centre;

            int   curvePoints             = 1 + Mathf.CeilToInt(Mathf.Abs(startCurve.EndAngle) / MaxDegreesPerLine);
            float curveRotationIncrements = startCurve.EndAngle / (curvePoints - 1);
            points.Add(startCurve.Centre + startCurve.StartPos);
            for (int i = 1; i < curvePoints; ++i)
            {
                Quaternion rot = Quaternion.Euler(0f, curveRotationIncrements * i * startCurve.RotationDirection, 0f);
                points.Add(startCurve.Centre + rot * startCurve.StartPos);
            }

            curvePoints             = 1 + Mathf.CeilToInt(Mathf.Abs(endCurve.EndAngle) / MaxDegreesPerLine);
            curveRotationIncrements = endCurve.EndAngle / (curvePoints - 1);
            points.Add(endCurve.Centre + (curvePoints == 1 ? endCurve.StartPos : endCurve.EndPos));
            for (int i = 1; i < curvePoints; ++i)
            {
                Quaternion rot = Quaternion.Euler(0f, curveRotationIncrements * (curvePoints - i - 1) * endCurve.RotationDirection, 0f);
                points.Add(endCurve.Centre + rot * endCurve.StartPos);
            }



            // --- Line value setting ---
            Line.positionCount = points.Count;
            Line.SetPositions(points.ToArray());
        }


        yield return(null);

        Visualising = false;
    }