Esempio n. 1
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        // from http://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
        // Given three colinear points p, q, r, the function checks if
        // point q lies on line segment 'pr'
        private bool onSegment(Vertice p, Vertice q, Vertice r)
        {
            if (p.X <= Math.Max(p.X, r.X) && q.X >= Math.Max(p.X, r.X) &&
                q.Y <= Math.Min(p.Y, r.Y) && q.Y >= Math.Min(p.Y, r.Y))
                return true;

            return false;
        }
Esempio n. 2
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        // To find orientation of ordered triplet (p, q, r).
        // The function returns following values
        // 0 --> p, q and r are colinear
        // 1 --> Clockwise
        // 2 --> Counterclockwise
        int orientation(Vertice p, Vertice q, Vertice r)
        {
            // See http://www.geeksforgeeks.org/orientation-3-ordered-points/
            // for details of below formula.
            double val = (q.Y - p.Y) * (r.X - q.X) -
                      (q.X - p.X) * (r.Y - q.Y);

            if (val == 0)
            {
                return 0;  // colinear
            }

            return (val > 0) ? 1 : 2; // clock or counterclock wise
        }
Esempio n. 3
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        // The main function that returns true if line segment 'p1q1'
        // and 'p2q2' intersect.
        bool doIntersect(Vertice p1, Vertice q1, Vertice p2, Vertice q2)
        {
            // Find the four orientations needed for general and
            // special cases
            int o1 = orientation(p1, q1, p2);
            int o2 = orientation(p1, q1, q2);
            int o3 = orientation(p2, q2, p1);
            int o4 = orientation(p2, q2, q1);

            // General case
            if (o1 != o2 && o3 != o4)
                return true;

            // Special Cases
            // p1, q1 and p2 are colinear and p2 lies on segment p1q1
            if (o1 == 0 && onSegment(p1, p2, q1)) return true;

            // p1, q1 and p2 are colinear and q2 lies on segment p1q1
            if (o2 == 0 && onSegment(p1, q2, q1)) return true;

            // p2, q2 and p1 are colinear and p1 lies on segment p2q2
            if (o3 == 0 && onSegment(p2, p1, q2)) return true;

            // p2, q2 and q1 are colinear and q1 lies on segment p2q2
            if (o4 == 0 && onSegment(p2, q1, q2)) return true;

            return false; // Doesn't fall in any of the above cases
        }
Esempio n. 4
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        private bool findNext(Vertice Start, Vertice End, List<Vertice> path)
        {
            Vertice found = null;
            double closestDistance = 0, distance;

            List<Vertice> nonIntersects = new List<Vertice>();

            for (int i = 0; i < Vertices.Count; i++)
            {
                if (checkAgainstAll(Start, Vertices[i]) && !path.Contains(Vertices[i]))
                {
                    nonIntersects.Add(Vertices[i]);
                }

            }

            for (int j = 0; j < nonIntersects.Count; j++)
            {
                distance = Math.Sqrt((Math.Pow(Math.Abs(End.X - nonIntersects[j].X), 2) + Math.Pow(Math.Abs(End.Y - nonIntersects[j].Y), 2)));

                if ((j == 0) || (distance < closestDistance))
                {
                    found = nonIntersects[j];
                    closestDistance = distance;
                }
            }

            if (nonIntersects.Count == 0) {
                return false;
            }
            else
            {
                path.Add(found);
                return true;
            }
        }
Esempio n. 5
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        private bool checkAgainstAll(Vertice Looking, Vertice Goal)
        {
            bool retVal = true;

            Pen penTg = new Pen(Color.Green);
            penTg.Width = 2;
            Pen penTr = new Pen(Color.Red);
            penTr.Width = 2;

            foreach (Guard guard in Guards)
            {
                if (guard.Validated) {
                    if (!guard.belongsTo(Looking) && !guard.belongsTo(Goal) && doIntersect(Looking, Goal, guard.VerticeS, guard.VerticeE))
                    {
                        if (!isDebug) { return false; }
                        graphicsObject.DrawLine(penTr, 5 + (int)(guard.VerticeS.X * graphicsScale), ((int)((yMax - guard.VerticeS.Y) * graphicsScale) + 10),
                            5 + (int)(guard.VerticeE.X * graphicsScale), ((int)((yMax - guard.VerticeE.Y) * graphicsScale) + 10));
                        retVal = false;
                    }
                    else
                    {

                        graphicsObject.DrawLine(penTg, 5 + (int)(guard.VerticeS.X * graphicsScale), ((int)((yMax - guard.VerticeS.Y) * graphicsScale) + 10),
                            5 + (int)(guard.VerticeE.X * graphicsScale), ((int)((yMax - guard.VerticeE.Y) * graphicsScale) + 10));
                    }
                }

                if (isDebug) {
                    Application.DoEvents();
                    Thread.Sleep(50);
                }
            }

            return retVal;
        }
Esempio n. 6
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        public bool checkVisibles(Vertice Start, Vertice End, out List<Vertice> path)
        {
            if (Vertices == null || Guards == null) { path = null;  return false; }
            Vertices.Add(End);
            path = new List<Vertice>();
            path.Add(Start);

            int i = 0;
            do
            {
                findNext(path[i], End, path);
                i++;
            } while ((i < path.Count) && (path[i] != End));

            Pen penPr = new Pen(Color.Purple);
            penPr.Width = 1;
            for (i = 0; i < path.Count - 1; i++)
            {
                graphicsObject.DrawLine(penPr, 5 + (int)(path[i].X * graphicsScale), ((int)((yMax - path[i].Y) * graphicsScale) + 10),
                    5 + (int)(path[i + 1].X * graphicsScale), ((int)((yMax - path[i + 1].Y) * graphicsScale) + 10));
            }

            Vertices.Remove(End);
            //            Vertices.Remove(Start);

            return true;
        }
Esempio n. 7
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        public Vertice addVertice(Vertice vertice)
        {
            if (Vertices == null) { Vertices = new SortableBindingList<Vertice>(); }

            foreach (Vertice vertice_ in Vertices)
            {
                if ((vertice_.X == vertice.X) && (vertice_.Y == vertice.Y)) { return vertice_; }
            }
            Vertices.Add(vertice);
            return vertice;
        }
Esempio n. 8
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        public bool setRange(double x1, double y1, double x2, double y2)
        {
            if ((x1 > parent.xMax) || (x1 < parent.xMin) ||
                (x2 > parent.xMax) || (x2 < parent.xMin) ||
                (y1 > parent.yMax) || (y1 < parent.yMin) ||
                (y2 > parent.yMax) || (y2 < parent.yMin)) { return false; }

            if (VerticeS == null) { verticeS = new Vertice(); }
            if (VerticeE == null) { verticeE = new Vertice(); }

            VerticeS.X = x1;
            VerticeS.Y = y1;
            VerticeE.X = x2;
            VerticeE.Y = y2;

            VerticeS = parent.addVertice(VerticeS);
            VerticeE = parent.addVertice(VerticeE);

            validated = true;

            Notify("Set range");
            return true;
        }
Esempio n. 9
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 public bool belongsTo(Vertice vertice)
 {
     if ((vertice == VerticeS) || (vertice == VerticeE)) { return true; }
     return false;
 }