Esempio n. 1
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 /// <summary>
 /// 删除重复顶点
 /// </summary>
 /// <returns></returns>
 public void DelRepeatPoint()
 {
     for (int i = 0; i < this.m_lstPoints.Count; i++)
     {
         for (int j = i + 1; j < this.m_lstPoints.Count; j++)
         {
             if (NMath.IsEqualZero(this.m_lstPoints[i] - this.m_lstPoints[j]))
             {
                 this.m_lstPoints.Remove(this.m_lstPoints[j]);
                 j = i;
             }
         }
     }
 }
Esempio n. 2
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 /// <summary>
 /// 查找point是否在节点列表里面
 /// </summary>
 /// <param name="nodeList">节点列表</param>
 /// <param name="point">用于查找的节点</param>
 /// <param name="pIndex">返回节点索引</param>
 /// <returns>if inside,return sucess,else return not inside</returns>
 public static PolyResCode NavNodeGetNodeIndex(List <NavNode> nodeList, Vector2 point, out int pIndex)
 {
     pIndex = -1;
     for (int i = 0; i < nodeList.Count; i++)
     {
         NavNode node = nodeList[i];
         if (NMath.Equals(node.vertex, point))
         {
             pIndex = i;
             return(PolyResCode.Success);
         }
     }
     return(PolyResCode.ErrNotInside);
 }
Esempio n. 3
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        /// <summary>
        /// Checks the line cross.
        /// </summary>
        /// <returns><c>true</c>, if line cross was checked, <c>false</c> otherwise.</returns>
        public bool CheckLineCross()
        {
            Vector2 p1s, p1e, p2s, p2e;

            int iPointCount = this.m_lstPoints.Count;

            // 如果点的列表中只有两个点, 可以添加新点.
            if (iPointCount <= 2)
            {
                return(true);
            }

            for (int i = 0; i < iPointCount - 2; i++)
            {
                p1s.x = this.m_lstPoints[i].transform.position.x;
                p1s.y = this.m_lstPoints[i].transform.position.z;
                p1e.x = this.m_lstPoints[i + 1].transform.position.x;
                p1e.y = this.m_lstPoints[i + 1].transform.position.z;

                for (int j = i + 2; j < iPointCount; j++)
                {
                    if (j != iPointCount - 1)
                    {
                        p2s.x = this.m_lstPoints[j].transform.position.x;
                        p2s.y = this.m_lstPoints[j].transform.position.z;
                        p2e.x = this.m_lstPoints[j + 1].transform.position.x;
                        p2e.y = this.m_lstPoints[j + 1].transform.position.z;
                    }
                    else
                    {
                        p2s.x = this.m_lstPoints[j].transform.position.x;
                        p2s.y = this.m_lstPoints[j].transform.position.z;
                        p2e.x = this.m_lstPoints[0].transform.position.x;
                        p2e.y = this.m_lstPoints[0].transform.position.z;

                        if (0 == i)
                        {
                            continue;
                        }
                    }

                    if (NMath.CheckCross(p1s, p1e, p2s, p2e))
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
Esempio n. 4
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        /// <summary>
        /// 生成最终的路径点
        /// </summary>
        /// <param name="startPos">起始点</param>
        /// <param name="endPos">终点</param>
        /// <param name="triPathList">三角形路径列表</param>
        /// <param name="wayPoints">路径点</param>
        /// <param name="offSet">移动物体宽度</param>
        /// <returns></returns>
        private PathResCode CreateWayPoints(Vector2 startPos, Vector2 endPos
                                            , List <NavTriangle> triPathList, out List <Vector2> wayPoints, int offSet)
        {
            wayPoints = new List <Vector2>();
            if (triPathList.Count == 0 || startPos == null || endPos == null)
            {
                return(PathResCode.Failed);
            }

            // 保证从起点到终点的顺序
            triPathList.Reverse();

            // 保存出边编号
            for (int i = 0; i < triPathList.Count; i++)
            {
                NavTriangle tri = triPathList[i];
                if (i != triPathList.Count - 1)
                {
                    NavTriangle nextTri = triPathList[i + 1];
                    tri.SetOutWallIndex(tri.GetWallIndex(nextTri.GetID()));
                }
            }

            wayPoints.Add(startPos);

            //起点与终点在同一三角形中
            if (triPathList.Count == 1)
            {
                wayPoints.Add(endPos);
                return(PathResCode.Success);
            }

            WayPoint way = new WayPoint(startPos, triPathList[0]);

            while (!NMath.IsEqualZero(way.GetPoint() - endPos))
            {
                way = GetFurthestWayPoint(way, triPathList, endPos, offSet);
                if (way == null)
                {
                    return(PathResCode.CanNotGetNextWayPoint);
                }
                wayPoints.Add(way.GetPoint());
            }

            return(PathResCode.Success);
        }
Esempio n. 5
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        /// <summary>
        /// 两条线段是否相等
        /// </summary>
        /// <param name="lineTemp">判断对象</param>
        /// <returns>是否相等</returns>
        public bool Equals(Line2D line)
        {
            //只是一个点
            if (NMath.IsEqualZero(line.m_cStartPoint - line.m_cEndPoint) ||
                NMath.IsEqualZero(m_cStartPoint - m_cEndPoint))
            {
                return(false);
            }

            //whatever the direction
            bool bEquals = NMath.IsEqualZero(m_cStartPoint - line.m_cStartPoint) ? true : NMath.IsEqualZero(m_cStartPoint - line.m_cEndPoint);

            if (bEquals)
            {
                bEquals = NMath.IsEqualZero(m_cEndPoint - line.m_cStartPoint) ? true : NMath.IsEqualZero(m_cEndPoint - line.m_cEndPoint);
            }
            return(bEquals);
        }
Esempio n. 6
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        /// <summary>
        /// 判断这条线段是否没有和其他的边相交
        /// </summary>
        /// <param name="sPnt"></param>
        /// <param name="point"></param>
        /// <returns></returns>
        private bool IsVisibleIn2Point(Vector2 sPnt, Vector2 ePnt)
        {
            Line2D  line = new Line2D(sPnt, ePnt);
            Vector2 interPos;

            foreach (Line2D edge in allEdges)
            {
                if (edge.Intersection(line, out interPos) == LineCrossState.CROSS)
                {
                    if (!NMath.IsEqualZero(sPnt - interPos) &&
                        !NMath.IsEqualZero(ePnt - interPos))
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
Esempio n. 7
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        /// <summary>
        /// 判断是否是顺时针
        /// </summary>
        /// <returns></returns>
        public bool IsCW()
        {
            if (this.m_lstPoints.Count <= 2)
            {
                return(false);
            }

            //最上(y最小)最左(x最小)点, 肯定是一个凸点
            //寻找最上点
            Vector2 topPoint = this.m_lstPoints[0];
            int     topIndex = 0;

            for (int i = 1; i < this.m_lstPoints.Count; i++)
            {
                Vector2 currPoint = this.m_lstPoints[i];
                if ((topPoint.y > currPoint.y) ||
                    ((topPoint.y == currPoint.y) && (topPoint.x > currPoint.x)))
                {
                    topPoint = currPoint;
                    topIndex = i;
                }
            }

            //寻找左右邻居
            int preIndex  = (topIndex - 1) >= 0 ? (topIndex - 1) : (this.m_lstPoints.Count - 1);
            int nextIndex = (topIndex + 1) < this.m_lstPoints.Count ? (topIndex + 1) : 0;

            Vector2 prePoint  = this.m_lstPoints[preIndex];
            Vector2 nextPoint = this.m_lstPoints[nextIndex];

            //三点共线情况不存在,若三点共线则说明必有一点的y(斜线)或x(水平线)小于topPt
            float r = NMath.CrossProduct((prePoint - topPoint), (nextPoint - topPoint));

            if (r > 0)
            {
                return(true);
            }

            return(false);
        }
Esempio n. 8
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        /// <summary>
        /// 返回三角形的外接圆
        /// </summary>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <param name="p3"></param>
        /// <returns></returns>
        public static Circle CreateCircle(Vector2 p1, Vector2 p2, Vector2 p3)
        {
            if (!NMath.IsEqualZero(p1.y - p2.y) ||
                !NMath.IsEqualZero(p2.y - p3.y))
            {
                double yc, xc;
                float  m1  = -(p2.x - p1.x) / (p2.y - p1.y);
                float  m2  = -(p3.x - p2.x) / (p3.y - p2.y);
                double mx1 = (p1.x + p2.x) / 2.0;
                double mx2 = (p2.x + p3.x) / 2.0;
                double my1 = (p1.y + p2.y) / 2.0;
                double my2 = (p2.y + p3.y) / 2.0;

                if (NMath.IsEqualZero(p1.y - p2.y))
                {
                    xc = (p2.x + p1.x) / 2.0;
                    yc = m2 * (xc - mx2) + my2;
                }
                else if (NMath.IsEqualZero(p3.y - p2.y))
                {
                    xc = (p3.x + p2.x) / 2.0;
                    yc = m1 * (xc - mx1) + my1;
                }
                else
                {
                    xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2);
                    yc = m1 * (xc - mx1) + my1;
                }

                double dx   = p2.x - xc;
                double dy   = p2.y - yc;
                double rsqr = dx * dx + dy * dy;
                double r    = Math.Sqrt(rsqr);

                return(new Circle(new Vector2((float)xc, (float)yc), (float)r));
            }
            return(new Circle(new Vector2(0, 0), 0));
        }
Esempio n. 9
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        /// <summary>
        /// 计算两条二维线段的交点
        /// </summary>
        /// <param name="other">Other line</param>
        /// <param name="intersectPoint">输出的线段交点</param>
        /// <returns>返回值说明了两条线段的位置关系(COLINE,PARALLEL,CROSS,NOT_CROSS) </returns>
        public LineCrossState Intersection(Line2D other, out Vector2 intersectPoint)
        {
            intersectPoint.x = intersectPoint.y = float.NaN;
            if (!NMath.CheckCross(this.m_cStartPoint, this.m_cEndPoint, other.m_cStartPoint, other.m_cEndPoint))
            {
                return(LineCrossState.NOT_CROSS);
            }

            double A1, B1, C1, A2, B2, C2;

            A1 = this.m_cEndPoint.y - this.m_cStartPoint.y;
            B1 = this.m_cStartPoint.x - this.m_cEndPoint.x;
            C1 = this.m_cEndPoint.x * this.m_cStartPoint.y - this.m_cStartPoint.x * this.m_cEndPoint.y;

            A2 = other.m_cEndPoint.y - other.m_cStartPoint.y;
            B2 = other.m_cStartPoint.x - other.m_cEndPoint.x;
            C2 = other.m_cEndPoint.x * other.m_cStartPoint.y - other.m_cStartPoint.x * other.m_cEndPoint.y;

            if (NMath.IsEqualZero(A1 * B2 - B1 * A2))
            {
                if (NMath.IsEqualZero((A1 + B1) * C2 - (A2 + B2) * C1))
                {
                    return(LineCrossState.COLINE);
                }
                else
                {
                    return(LineCrossState.PARALLEL);
                }
            }
            else
            {
                intersectPoint.x = (float)((B2 * C1 - B1 * C2) / (A2 * B1 - A1 * B2));
                intersectPoint.y = (float)((A1 * C2 - A2 * C1) / (A2 * B1 - A1 * B2));
                return(LineCrossState.CROSS);
            }
        }
Esempio n. 10
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        /// <summary>
        /// 根据原始点计算出正确的落在导航区内的位置,修复无效点和三角形
        /// </summary>
        /// <param name="orgTarTri">起源三角形</param>
        /// <param name="orgTarPos">起源点</param>
        /// <param name="otherTri">参考方向三角形</param>
        /// <param name="otherPos">参考方向点</param>
        /// <returns>结果</returns>
        private PathResCode FixPos(ref NavTriangle orgTarTri, ref Vector2 orgTarPos, NavTriangle otherTri, Vector2 otherPos, int extendLength)
        {
            Vector2 tarPos = orgTarPos;

            //////////////////////////////////////////////////////////////////////////
            //为了精确判断,需要逆向延长线段一定长度
            if (extendLength > 0)
            {
                Vector2 newTarPos = NMath.ExtendPos(otherPos, tarPos, extendLength);
                tarPos = newTarPos;
            }
            //////////////////////////////////////////////////////////////////////////

            Line2D linePath = new Line2D(tarPos, otherPos); //参考线段
            Rect   lineRect = NMath.LineRect(linePath);     //获取线段矩形包围盒

            //1)找到所有与参考线段矩形相交的三角形,并判断是否groupID相等
            List <NavTriangle> crossNavTris = new List <NavTriangle>();

            foreach (NavTriangle tri in this.m_lstTriangle)
            {
                if (NMath.CheckCross(lineRect, tri.GetBoxCollider()))
                {
                    if (otherTri != null && otherTri.GetGroupID() != tri.GetGroupID())
                    {
                        continue;
                    }
                    crossNavTris.Add(tri);
                }
            }

            //2)找出所有与参考线段相交的三角形,并记录相交点
            List <Vector2> crossPoints = new List <Vector2>(); //相交点列表
            List <int>     triIndex    = new List <int>();     //相交三角形索引列表

            for (int index = 0; index < crossNavTris.Count; index++)
            {
                NavTriangle crossTri = crossNavTris[index];
                Line2D      triLine;
                for (int i = 0; i < 3; i++)
                {
                    Vector2 insPoint;
                    triLine = new Line2D(crossTri.GetPoint(i), crossTri.GetPoint((i + 1) % 3));
                    if (linePath.Intersection(triLine, out insPoint) == LineCrossState.CROSS)
                    {
                        crossPoints.Add(insPoint);
                        triIndex.Add(index);
                    }
                }
            }

            if (crossPoints.Count == 0)
            {
                return(PathResCode.NoCrossPoint);
            }


            //3)找到最接近起源点的点
            Vector2 lastPos      = crossPoints[0];
            int     lastTriIndex = triIndex[0];
            double  lastLength   = Math.Pow(lastPos.x - orgTarPos.x, 2.0) + Math.Pow(lastPos.y - orgTarPos.y, 2.0);

            for (int i = 1; i < crossPoints.Count; i++)
            {
                double newLength = Math.Pow(crossPoints[i].x - orgTarPos.x, 2.0) + Math.Pow(crossPoints[i].y - orgTarPos.y, 2.0);
                if (newLength < lastLength)
                {
                    lastPos      = crossPoints[i];
                    lastTriIndex = triIndex[i];
                    lastLength   = newLength;
                }
            }

            //4)保存目标
            orgTarPos = lastPos;
            orgTarTri = crossNavTris[lastTriIndex];

            return(PathResCode.Success);
        }
Esempio n. 11
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        /// <summary>
        /// 找到指定边的约束边DT
        /// </summary>
        /// <param name="line"></param>
        /// <returns></returns>
        private bool FindDT(Line2D line, out Vector2 dtPoint)
        {
            dtPoint = new Vector2();
            if (line == null)
            {
                return(false);
            }

            Vector2 ptA = line.GetStartPoint();
            Vector2 ptB = line.GetEndPoint();

            List <Vector2> visiblePnts = new List <Vector2>();

            foreach (Vector2 point in allPoints)
            {
                if (IsPointVisibleOfLine(line, point))
                {
                    visiblePnts.Add(point);
                }
            }

            if (visiblePnts.Count == 0)
            {
                return(false);
            }

            bool bContinue = false;

            dtPoint = visiblePnts[0];

            do
            {
                bContinue = false;
                //Step1.构造三角形的外接圆,以及外接圆的包围盒
                Circle circle   = NMath.CreateCircle(ptA, ptB, dtPoint);
                Rect   boundBox = NMath.GetCircleBoundBox(circle);

                //Step2. 依次访问网格包围盒内的每个网格单元:
                //若某个网格单元中存在可见点 p, 并且 ∠p1pp2 > ∠p1p3p2,则令 p3=p,转Step1;
                //否则,转Step3.
                float angOld = (float)Math.Abs(NMath.LineRadian(ptA, dtPoint, ptB));
                foreach (Vector2 pnt in visiblePnts)
                {
                    if (pnt == ptA || pnt == ptB || pnt == dtPoint)
                    {
                        continue;
                    }
                    if (!boundBox.Contains(pnt))
                    {
                        continue;
                    }

                    float angNew = (float)Math.Abs(NMath.LineRadian(ptA, pnt, ptB));
                    if (angNew > angOld)
                    {
                        dtPoint   = pnt;
                        bContinue = true;
                        break;
                    }
                }

                //false 转Step3
            } while (bContinue);

            //Step3. 若当前网格包围盒内所有网格单元都已被处理完,
            // 也即C(p1,p2,p3)内无可见点,则 p3 为的 p1p2 的 DT 点
            return(true);
        }