Esempio n. 1
1
        public static bool LinesCross(Vector3 aStart, Vector3 aEnd, Vector3 bStart, Vector3 bEnd)
        {
            var slopeA       = Slope.FromPoints(aStart, aEnd);
            var slopeB       = Slope.FromPoints(bStart, bEnd);
            var intersection = slopeA.CalculateIntersection(slopeB);

            if (intersection.Type == IntersectionType.NONE)
            {
                return(false);
            }
            if (intersection.Type == IntersectionType.OVERLAP)
            {
                return(true);
            }

            var p     = intersection.Point;
            var minAX = Mathf.Min(aStart.x, aEnd.x);
            var maxAX = Mathf.Max(aStart.x, aEnd.x);
            var minAZ = Mathf.Min(aStart.z, aEnd.z);
            var maxAZ = Mathf.Max(aStart.z, aEnd.z);

            if (p.x < minAX || p.x > maxAX || p.z < minAZ || p.z > maxAZ)
            {
                return(false);
            }

            var minBX = Mathf.Min(bStart.x, bEnd.x);
            var maxBX = Mathf.Max(bStart.x, bEnd.x);
            var minBZ = Mathf.Min(bStart.z, bEnd.z);
            var maxBZ = Mathf.Max(bStart.z, bEnd.z);

            return(!(p.x < minBX || p.x > maxBX || p.z < minBZ || p.z > maxBZ));
        }
Esempio n. 2
0
        public void Check_that_slopes_do_not_overlap()
        {
            var verticalFromOrigo   = Slope.FromPoints(Vector3.zero, Vector3.forward);
            var horizontalFromOrigo = Slope.FromPoints(Vector3.zero, Vector3.right);

            var verticalOffset   = Slope.FromPoints(new Vector3(1, 0, 0), new Vector3(1, 0, 1));
            var horizontalOffset = Slope.FromPoints(new Vector3(0, 0, 1), new Vector3(2, 0, 1));

            var upRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 1));
            var upRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 2), new Vector3(2, 0, 3));

            var downRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, -1));
            var downRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 0));

            var fromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 3));
            var offsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 4));

            checkNotOverlap(verticalFromOrigo, horizontalFromOrigo);
            checkNotOverlap(verticalFromOrigo, verticalOffset);
            checkNotOverlap(verticalFromOrigo, horizontalOffset);
            checkNotOverlap(verticalFromOrigo, upRightFromOrigo);
            checkNotOverlap(verticalFromOrigo, upRightOffsetFromOrigo);
            checkNotOverlap(verticalFromOrigo, upRightFromOrigo);
            checkNotOverlap(verticalFromOrigo, upRightOffsetFromOrigo);
            checkNotOverlap(verticalFromOrigo, downRightFromOrigo);
            checkNotOverlap(verticalFromOrigo, downRightOffsetFromOrigo);
            checkNotOverlap(verticalFromOrigo, fromOrigo);
            checkNotOverlap(verticalFromOrigo, offsetFromOrigo);
        }
Esempio n. 3
0
        public void Check_that_slopes_overlap()
        {
            var verticalFromOrigo   = Slope.FromPoints(Vector3.zero, Vector3.forward);
            var horizontalFromOrigo = Slope.FromPoints(Vector3.zero, Vector3.right);

            var verticalOffset   = Slope.FromPoints(new Vector3(1, 0, 0), new Vector3(1, 0, 1));
            var horizontalOffset = Slope.FromPoints(new Vector3(0, 0, 1), new Vector3(2, 0, 1));

            var upRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 1));
            var upRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 2), new Vector3(2, 0, 3));

            var downRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, -1));
            var downRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 0));

            var fromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 3));
            var offsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 4));

            checkOverlapsSelf(verticalFromOrigo);
            checkOverlapsSelf(horizontalFromOrigo);
            checkOverlapsSelf(verticalOffset);
            checkOverlapsSelf(horizontalOffset);
            checkOverlapsSelf(upRightFromOrigo);
            checkOverlapsSelf(upRightOffsetFromOrigo);
            checkOverlapsSelf(downRightFromOrigo);
            checkOverlapsSelf(downRightOffsetFromOrigo);
            checkOverlapsSelf(fromOrigo);
            checkOverlapsSelf(offsetFromOrigo);
        }
Esempio n. 4
0
        public void Check_that_the_slopes_intersect()
        {
            var verticalFromOrigo   = Slope.FromPoints(Vector3.zero, Vector3.forward);
            var horizontalFromOrigo = Slope.FromPoints(Vector3.zero, Vector3.right);

            var verticalOffset   = Slope.FromPoints(new Vector3(1, 0, 0), new Vector3(1, 0, 1));
            var horizontalOffset = Slope.FromPoints(new Vector3(0, 0, 1), new Vector3(2, 0, 1));

            var upRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 1));
            var upRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 2), new Vector3(2, 0, 3));

            var downRightFromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, -1));
            var downRightOffsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 0));

            var fromOrigo       = Slope.FromPoints(Vector3.zero, new Vector3(1, 0, 3));
            var offsetFromOrigo = Slope.FromPoints(new Vector3(1, 0, 1), new Vector3(2, 0, 4));

            checkIntersect(verticalFromOrigo, horizontalFromOrigo, Vector3.zero);
            checkIntersect(verticalFromOrigo, horizontalOffset, new Vector3(0, 0, 1));
            checkIntersect(verticalFromOrigo, upRightFromOrigo, Vector3.zero);
            checkIntersect(verticalFromOrigo, upRightOffsetFromOrigo, new Vector3(0, 0, 1));
            checkIntersect(verticalFromOrigo, downRightFromOrigo, Vector3.zero);
            checkIntersect(verticalFromOrigo, downRightOffsetFromOrigo, new Vector3(0, 0, 2));
            checkIntersect(verticalFromOrigo, fromOrigo, Vector3.zero);
            checkIntersect(verticalFromOrigo, offsetFromOrigo, new Vector3(0, 0, -2));
            checkIntersect(horizontalFromOrigo, verticalFromOrigo, Vector3.zero);
            checkIntersect(horizontalFromOrigo, upRightFromOrigo, Vector3.zero);
            checkIntersect(horizontalFromOrigo, upRightOffsetFromOrigo, new Vector3(-1, 0, 0));
            checkIntersect(horizontalFromOrigo, downRightFromOrigo, Vector3.zero);
            checkIntersect(horizontalFromOrigo, fromOrigo, Vector3.zero);
            checkIntersect(verticalOffset, upRightFromOrigo, new Vector3(1, 0, 1));
            checkIntersect(verticalOffset, downRightFromOrigo, new Vector3(1, 0, -1));
            checkIntersect(verticalOffset, fromOrigo, new Vector3(1, 0, 3));
            checkIntersect(upRightFromOrigo, downRightFromOrigo, Vector3.zero);
            checkIntersect(upRightFromOrigo, offsetFromOrigo, new Vector3(1, 0, 1));
        }
Esempio n. 5
0
        public static bool IsPointInsideMesh(Vector3 point, JMesh meshTransformed)
        {
            // Assumes that the point is withing the AABB
            var edgesCrossed = 0;
            var vertices     = meshTransformed.EdgeVertices;
            var end          = vertices.Length - 1;

            var horizontalPointSlope = Slope.FromPoints(point, new Vector3(point.x - 1, 0, point.z));
            var endOfRayCast         = new Vector3(meshTransformed.AABB.min.x - 1f, 0, point.z);

            for (var i = 0; i < end; i++)
            {
                var pointA = vertices[i];
                var pointB = vertices[i + 1];

                /**
                 * Quick check to see if the point is exactly on a vertex.
                 * If it is, the point counts as being inside the mesh.
                 **/
                if (pointA.x == point.x && pointA.z == point.z)
                {
                    //Debug.Log("Point is exactly on an existing point, should return true");
                    return(true);
                }

                var edgeSlope = Slope.FromPoints(pointA, pointB);
                if (edgeSlope.IsPointOnLineInXZPlane(point, POINT_MAX_DIFF))
                {
                    //Debug.Log("Point is on line in XZ plane, edge: " + (pointB - pointA));
                    return(true);
                }

                var intersection = edgeSlope.CalculateIntersection(horizontalPointSlope);
                if (LinesCross(point, endOfRayCast, pointA, pointB))
                {
                    //Debug.Log("Crossed edge! " + (pointB - pointA));
                    edgesCrossed++;
                }


                //if ((pointA.z <= point.z && point.z <= pointB.z) || (pointB.z <= point.z && point.z <= pointA.z))
                //{
                //    // Can cross vertically
                //    if (pointA.x <= point.x || pointB.x <= point.x)
                //    {
                //        /** The edge starts or ends to the left of our point,
                //         * meaning we cross the edge with our horizontal leftwards raycast
                //         */

                //        /**
                //         * Check if point is on an edge. This must be done before the next type of check
                //         * that checks for a single point being added twice to edgesCrossed.
                //         **/
                //        var slope = Slope.FromPoints(pointA, pointB);
                //        if (slope.IsPointOnLineInXZPlane(point, POINT_MAX_DIFF))
                //        {
                //            return true;
                //        }

                //        /**
                //         * Need to perform an additional check so that we don't include points crossed twice.
                //         * If our point is on the exact same "axis" (x or z position) as our end-point, don't
                //         * count it again since its been crossed when it was on pointA.
                //         * We only count point-crossing for pointA to avoid double-counting.
                //         */
                //        if (pointB.x == point.x && pointB.z == point.z)
                //        {
                //            continue;
                //        }

                //        var xIntersection = slope.CalculateIntersectionWithHorizontalLine(point.z);
                //        var minX = Mathf.Min(pointA.x, pointB.x);
                //        if (minX <= xIntersection && xIntersection <= point.x)
                //        {
                //            edgesCrossed++;
                //        }
                //    }
                //}
            }
            return(edgesCrossed % 2 != 0);
        }