Esempio n. 1
0
    private void adjustPositionsOnBiggerWays(List <Pos> path, List <Vector3> walkPath, WayReference startWay, WayReference endWay)
    {
        WayReference currentWayReference = startWay;

        for (int i = 0; i < path.Count; i++)
        {
            Pos currentPos = path [i];
            if (i == path.Count - 1)
            {
                currentWayReference = endWay;
            }
            else if (i > 0)
            {
                Pos previousPos = path [i - 1];
                if (currentPos.Id != -1L && previousPos.Id != -1L)
                {
                    currentWayReference = NodeIndex.getWayReference(currentPos.Id, previousPos.Id);
                }
            }

            // We now have the wayReference that our point should be offset on, if it's a way where cars normally drive
//			if (currentWayReference.way.WayWidthFactor >= WayHelper.MINIMUM_DRIVE_WAY) {
            Vector3 point = walkPath [i];

            // TODO - Position on correct side of way
            float   offsetWayWidth   = +(currentWayReference.transform.localScale.y / 2f) - 0.05f;
            Vector3 humanOffsetOnWay = currentWayReference.transform.rotation * new Vector3(0f, offsetWayWidth, 0f);
            walkPath[i] = new Vector3(point.x + humanOffsetOnWay.x, point.y + humanOffsetOnWay.y, point.z);
//			}
        }
    }
Esempio n. 2
0
    public static List <DrivePath> Build(List <Vector3> path, List <Pos> posObjs)
    {
//        Debug.Log("NEW");
        List <DrivePath> drivePaths = new List <DrivePath>();

        Vector3      previousPoint        = path[0];
        WayReference previousWayReference = null;
        float        previousWidth        = 0f;
        float        previousLength       = 0f;

        for (int i = 1; i < path.Count; i++)
        {
            bool hadPrevious = i > 1;
            bool hasNext     = i < path.Count - 1;

            // DrivePath for current way
            DrivePath currentPath = new DrivePath();
            currentPath.startVector = path[i - 1];
            currentPath.endVector   = path[i];
            currentPath.startId     = posObjs[i - 1].Id;
            currentPath.endId       = posObjs[i].Id;

            WayReference wayReference = NodeIndex.getWayReference(currentPath.startId, currentPath.endId);
            float        wayWidth     = wayReference.transform.localScale.y;
            float        wayLength    = (currentPath.endVector - currentPath.startVector).magnitude;

            currentPath.setUpcomingTrafficLight(posObjs[i].Id, posObjs[i - 1].Id);

            if (hadPrevious)
            {
                Vector3 originalStartVector = currentPath.startVector;
                // If we had a previous path, we want to add an extra bezier from last way "half way width from the end" to current road "half way width from the start"
                Vector3 endOfPrevious = currentPath.startVector;
                if (previousWidth > previousLength)
                {
                    endOfPrevious += (previousPoint - currentPath.startVector) / 2f;
                }
                else
                {
                    float percentageOfPreviousLength = (previousWidth / 2f) / previousLength;
                    endOfPrevious += (previousPoint - currentPath.startVector) * percentageOfPreviousLength;
                }

                Vector3 startOfCurrent = currentPath.startVector;
                if (wayWidth > wayLength)
                {
                    startOfCurrent += (currentPath.endVector - currentPath.startVector) / 2f;
                }
                else
                {
                    float percentageOfCurrentLength = (wayWidth / 2f) / wayLength;
                    startOfCurrent += (currentPath.endVector - currentPath.startVector) * percentageOfCurrentLength;
                }

                // Since this moves our start-point, reduce the "straight way" drive length
                currentPath.startVector = startOfCurrent;

                // Make the bezier
                float previousRotation = Misc.GetZRotation(previousPoint, currentPath.startVector);
                float currentRotation  = Misc.GetZRotation(currentPath.startVector, currentPath.endVector);
                float rotationDiff     = currentRotation - previousRotation;

                if (rotationDiff > 90f)
                {
                    rotationDiff = 90f - (rotationDiff - 90f);
                }
                else if (rotationDiff < -90f)
                {
                    rotationDiff = -90f - (rotationDiff + 90f);
                }
                float absRotationDiff = Mathf.Abs(rotationDiff);

//                Debug.Log("PART");
//                DebugFn.print(previousPoint);
//                DebugFn.print(currentPath.startVector);
//                DebugFn.print(currentPath.endVector);
//                Debug.Log(previousRotation);
//                Debug.Log(currentRotation);
//                Debug.Log("Rotation: " + rotationDiff + " (" + absRotationDiff + ")");
                float  bezierResolution = BEZIER_MAX_RESOLUTION;
                string blinkDirection   = null;
                if (absRotationDiff > DEGREES_TO_BLINK_THRESHOLD)
                {
//                    drivePaths[drivePaths.Count - 1].blinkDirection = rotationDiff < 0 ? "right" : "left";
                    bool pointOnRightSideOfLine = Math3d.PointOnRightSideOfLine(endOfPrevious, path[i - 1], path[i]);
                    blinkDirection = pointOnRightSideOfLine ? "right" : "left";
                    drivePaths[drivePaths.Count - 1].blinkDirection = blinkDirection;
                    drivePaths[drivePaths.Count - 1].blinkStart     = DISTANCE_TO_PREPARE_FOR_TURN;
//                    Debug.Log("Blink: " + drivePaths[drivePaths.Count - 1].blinkDirection);
                }
                else if (absRotationDiff < 1f)
                {
                    bezierResolution = 2f;
                }
                else if (absRotationDiff < 5f)
                {
                    bezierResolution = 4f;
                }
                else if (absRotationDiff < 10f)
                {
                    bezierResolution = 6f;
                }
                else if (absRotationDiff < 20f)
                {
                    bezierResolution = 12f;
                }
                float breakFactor = GetTurnBreakFactorForDegrees(absRotationDiff);
                MakeBezier(drivePaths, endOfPrevious, originalStartVector - endOfPrevious, startOfCurrent, startOfCurrent - originalStartVector, currentPath.startId, breakFactor, wayReference.way.WayWidthFactor, bezierResolution, blinkDirection);
            }

            previousPoint        = currentPath.startVector;
            previousWayReference = wayReference;
            previousWidth        = wayWidth;
            previousLength       = wayLength;

            if (hadPrevious && hasNext && wayLength < wayWidth)
            {
                // Special case, if way is too short, don't use the "mid" part of it, only the turn between previous and next way
                continue;
            }

            if (hasNext)
            {
                float percentageOfCurrentLength = (wayWidth / 2f) / (currentPath.endVector - currentPath.startVector).magnitude;
                currentPath.endVector -= (currentPath.endVector - currentPath.startVector) * percentageOfCurrentLength;
            }

            currentPath.wayWidthFactor = wayReference.way.WayWidthFactor;
            currentPath.fullLength     = (currentPath.endVector - currentPath.startVector).magnitude;
//            Debug.Log(currentPath.fullLength);
            currentPath.breakFactor         = 1.0f;
            currentPath.originalBreakFactor = currentPath.breakFactor;

            // Put the path for the "mid" way

            drivePaths.Add(currentPath);
        }

        // If needed, make them all z = 0
        drivePaths.ForEach(dp => {
            dp.startVector = new Vector3(dp.startVector.x, dp.startVector.y, 0f);
            dp.endVector   = new Vector3(dp.endVector.x, dp.endVector.y, 0f);
        });

        // All should be connected... if not, do that!
        DrivePath previous = null;

        for (int i = 0; i < drivePaths.Count; i++)
        {
            DrivePath current = drivePaths[i];
            if (previous != null)
            {
                if (previous.endVector != current.startVector)
                {
                    Vector3 midVector = Misc.GetMidVector(previous.endVector, current.startVector);
                    previous.endVector  = midVector;
                    previous.fullLength = (previous.endVector - previous.startVector).magnitude;
                    current.startVector = midVector;
                    current.fullLength  = (current.endVector - current.startVector).magnitude;
                }
            }
            if (i < drivePaths.Count - 1 && current.breakFactor == 1f)
            {
                DrivePath next = drivePaths[i + 1];
                if (next.breakFactor < 1f)
                {
                    current.breakStart = DISTANCE_TO_PREPARE_FOR_TURN;
                }
            }
            previous = current;
        }

        return(drivePaths);
    }