Esempio n. 1
0
        private static Dictionary <Triangle, List <Connection <Triangle> > > CreateSharedEdgesMap(
            HashSet <IndexConnection> indexConnections, List <Triangle> triangles, LVector3[] vertexVectors)
        {
            var connectionMap = new Dictionary <Triangle, List <Connection <Triangle> > >();

            foreach (Triangle tri in triangles)
            {
                connectionMap.Add(tri, new List <Connection <Triangle> >());
            }

            foreach (IndexConnection indexConnection in indexConnections)
            {
                var fromNode    = triangles.get(indexConnection.fromTriIndex);
                var toNode      = triangles.get(indexConnection.toTriIndex);
                var edgeVertexA = vertexVectors[indexConnection.edgeVertexIndex1];
                var edgeVertexB = vertexVectors[indexConnection.edgeVertexIndex2];

                var edge = new TriangleEdge(fromNode, toNode, edgeVertexA, edgeVertexB);
                connectionMap.get(fromNode).Add(edge);
                fromNode.connections.Add(edge);
                Debug.LogFormat($"Triangle:{fromNode.getIndex()} -->{toNode.getIndex()} {fromNode}-->{toNode}");
            }

            return(connectionMap);
        }
 public void Clear()
 {
     vectors.Clear();
     pathPoints.Clear();
     startTri       = null;
     lastPointAdded = null;
     lastEdge       = null;
 }
        /**
         * Calculate the shortest
         * point path through the path triangles, using the Simple Stupid Funnel
         * Algorithm.
         *
         * @return
         */
        private void CalculateEdgePoints(bool calculateCrossPoint)
        {
            TriangleEdge edge = getEdge(0);

            addPoint(start, edge.fromNode);
            lastPointAdded.fromNode = edge.fromNode;

            Funnel funnel = new Funnel();

            funnel.pivot = (start);               // 起点为漏斗点
            funnel.setPlanes(funnel.pivot, edge); // 设置第一对平面

            int leftIndex   = 0;                  // 左顶点索引
            int rightIndex  = 0;                  // 右顶点索引
            int lastRestart = 0;

            for (int i = 1; i < numEdges(); ++i)
            {
                edge = getEdge(i); // 下一条边

                var leftPlaneLeftDP   = funnel.sideLeftPlane(edge.leftVertex);
                var leftPlaneRightDP  = funnel.sideLeftPlane(edge.rightVertex);
                var rightPlaneLeftDP  = funnel.sideRightPlane(edge.leftVertex);
                var rightPlaneRightDP = funnel.sideRightPlane(edge.rightVertex);

                // 右顶点在右平面里面
                if (rightPlaneRightDP != PlaneSide.Front)
                {
                    // 右顶点在左平面里面
                    if (leftPlaneRightDP != PlaneSide.Front)
                    {
                        // Tighten the funnel. 缩小漏斗
                        funnel.setRightPlane(funnel.pivot, edge.rightVertex);
                        rightIndex = i;
                    }
                    else
                    {
                        // Right over left, insert left to path and restart scan from portal left point.
                        // 右顶点在左平面外面,设置左顶点为漏斗顶点和路径点,从新已该漏斗开始扫描
                        if (calculateCrossPoint)
                        {
                            CalculateEdgeCrossings(lastRestart, leftIndex, funnel.pivot, funnel.leftPortal);
                        }
                        else
                        {
                            vectors.Add(funnel.leftPortal);
                        }

                        funnel.pivot = (funnel.leftPortal);
                        i            = leftIndex;
                        rightIndex   = i;
                        if (i < numEdges() - 1)
                        {
                            lastRestart = i;
                            funnel.setPlanes(funnel.pivot, getEdge(i + 1));
                            continue;
                        }

                        break;
                    }
                }

                // 左顶点在左平面里面
                if (leftPlaneLeftDP != PlaneSide.Front)
                {
                    // 左顶点在右平面里面
                    if (rightPlaneLeftDP != PlaneSide.Front)
                    {
                        // Tighten the funnel.
                        funnel.setLeftPlane(funnel.pivot, edge.leftVertex);
                        leftIndex = i;
                    }
                    else
                    {
                        // Left over right, insert right to path and restart scan from portal right
                        // point.
                        if (calculateCrossPoint)
                        {
                            CalculateEdgeCrossings(lastRestart, rightIndex, funnel.pivot, funnel.rightPortal);
                        }
                        else
                        {
                            vectors.Add(funnel.rightPortal);
                        }

                        funnel.pivot = (funnel.rightPortal);
                        i            = rightIndex;
                        leftIndex    = i;
                        if (i < numEdges() - 1)
                        {
                            lastRestart = i;
                            funnel.setPlanes(funnel.pivot, getEdge(i + 1));
                            continue;
                        }

                        break;
                    }
                }
            }

            if (calculateCrossPoint)
            {
                CalculateEdgeCrossings(lastRestart, numEdges() - 1, funnel.pivot, end);
            }
            else
            {
                vectors.Add(end);
            }

            for (int i = 1; i < pathPoints.Count; i++)
            {
                EdgePoint p = pathPoints.get(i);
                p.fromNode = pathPoints.get(i - 1).toNode;
            }

            return;
        }
        private TriangleEdge lastEdge;                               // 最后一个边


        public void CalculateForGraphPath(TriangleGraphPath trianglePath, bool calculateCrossPoint)
        {
            Clear();
            nodes    = trianglePath.nodes;
            start    = trianglePath.start;
            end      = trianglePath.end;
            startTri = trianglePath.startTri;

            // Check that the start point is actually inside the start triangle, if not,
            // project it to the closest
            // triangle edge. Otherwise the funnel calculation might generate spurious path
            // segments.
            Ray ray = new Ray((V3_UP.scl(1000.ToLFloat())).Add(start), V3_DOWN); // 起始坐标从上向下的射线

            if (!GeometryUtil.IntersectRayTriangle(ray, startTri.a, startTri.b, startTri.c, out var ss))
            {
                LFloat   minDst     = LFloat.MaxValue;
                LVector3 projection = new LVector3(); // 规划坐标
                LVector3 newStart   = new LVector3(); // 新坐标
                LFloat   dst;
                // A-B
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.a, startTri.b,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                // B-C
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.b, startTri.c,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                // C-A
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.c, startTri.a,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                start.set(newStart);
            }

            if (nodes.Count == 0)   // 起点终点在同一三角形中
            {
                addPoint(start, startTri);
                addPoint(end, startTri);
            }
            else
            {
                lastEdge = new TriangleEdge(nodes.get(nodes.Count - 1).GetToNode(),
                                            nodes.get(nodes.Count - 1).GetToNode(),
                                            end,
                                            end);
                CalculateEdgePoints(calculateCrossPoint);
            }
        }
Esempio n. 5
0
 public void setPlanes(LVector3 pivot, TriangleEdge edge)
 {
     setLeftPlane(pivot, edge.leftVertex);
     setRightPlane(pivot, edge.rightVertex);
 }