Esempio n. 1
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 internal void AddToGraph(TransientGraphUtility transUtil, bool routeToCenter)
 {
     // We use only border vertices if !routeToCenter.
     if (routeToCenter)
     {
         CenterVertex = transUtil.FindOrAddVertex(this.Location);
     }
 }
Esempio n. 2
0
        internal void ExtendEdgeChain(TransientGraphUtility transUtil, VisibilityVertex paddedBorderVertex
                                      , VisibilityVertex targetVertex, Rectangle limitRect, bool routeToCenter)
        {
            // Extend the edge chain to the opposite side of the limit rectangle.
            transUtil.ExtendEdgeChain(targetVertex, limitRect, this.MaxVisibilitySegment, this.pointAndCrossingsList, this.IsOverlapped);

            // In order for Nudger to be able to map from the (near-) endpoint vertex to a PortEntry, we must
            // always connect a vertex at UnpaddedBorderIntersect to the paddedBorderVertex, even if routeToCenter.
            var unpaddedBorderVertex = transUtil.FindOrAddVertex(UnpaddedBorderIntersect);

            transUtil.FindOrAddEdge(unpaddedBorderVertex, paddedBorderVertex, this.unpaddedToPaddedBorderWeight);
            if (routeToCenter)
            {
                // Link the CenterVertex to the vertex at UnpaddedBorderIntersect.
                transUtil.ConnectVertexToTargetVertex(ObstaclePort.CenterVertex, unpaddedBorderVertex, OutwardDirection, InitialWeight);
            }
        }
Esempio n. 3
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        internal void AddToAdjacentVertex(TransientGraphUtility transUtil, VisibilityVertex targetVertex
                                          , Rectangle limitRect, bool routeToCenter)
        {
            VisibilityVertex borderVertex = transUtil.VisGraph.FindVertex(this.VisibilityBorderIntersect);

            if (null != borderVertex)
            {
                ExtendFromBorderVertex(transUtil, borderVertex, limitRect, routeToCenter);
                return;
            }

            // There is no vertex at VisibilityBorderIntersect, so create it and link it to targetVertex.
            // Note: VisibilityBorderIntersect may == targetIntersect if that is on our border, *and*
            // targetIntersect may be on the border of a touching obstacle, in which case this will splice
            // into or across the adjacent obstacle, which is consistent with "touching is overlapped".
            // So we don't use UnpaddedBorderIntersect as prevPoint when calling ExtendEdgeChain.

            // VisibilityBorderIntersect may be rounded just one Curve.DistanceEpsilon beyond the ScanSegment's
            // perpendicular coordinate; e.g. our X may be targetIntersect.X + Curve.DistanceEpsilon, thereby
            // causing the direction from VisibilityBorderIntersect to targetIntersect to be W instead of E.
            // So use the targetIntersect if they are close enough; they will be equal for flat borders, and
            // otherwise the exact value we use only needs be "close enough" to the border.  (We can't use
            // CenterVertex as the prevPoint because that could be an impure direction).
            // Update: With the change to carry MaxVisibilitySegment within the PortEntrance, PortManager finds
            // targetVertex between VisibilityBorderIntersect and MaxVisibilitySegment.End, so this should no longer
            // be able to happen.
            // See RectilinearTests.PaddedBorderIntersectMeetsIncomingScanSegment for an example of what happens
            // when VisibilityBorderIntersect is on the incoming ScanSegment (it jumps out above with borderVertex found).
            if (OutwardDirection == PointComparer.GetPureDirection(targetVertex.Point, this.VisibilityBorderIntersect))
            {
                Debug.Assert(false, "Unexpected reversed direction between VisibilityBorderIntersect and targetVertex");
// ReSharper disable HeuristicUnreachableCode
                this.VisibilityBorderIntersect = targetVertex.Point;
                borderVertex = targetVertex;
// ReSharper restore HeuristicUnreachableCode
            }
            else
            {
                borderVertex = transUtil.FindOrAddVertex(this.VisibilityBorderIntersect);
                transUtil.FindOrAddEdge(borderVertex, targetVertex, InitialWeight);
            }
            ExtendEdgeChain(transUtil, borderVertex, targetVertex, limitRect, routeToCenter);
        }
 internal void GetVertex(TransientGraphUtility transUtil, Point point) {
     this.Vertex = transUtil.FindOrAddVertex(point);
 }
Esempio n. 5
0
 internal void GetVertex(TransientGraphUtility transUtil, Point point)
 {
     this.Vertex = transUtil.FindOrAddVertex(point);
 }
        internal void ExtendEdgeChain(TransientGraphUtility transUtil, VisibilityVertex paddedBorderVertex
                                , VisibilityVertex targetVertex, Rectangle limitRect, bool routeToCenter) {
            // Extend the edge chain to the opposite side of the limit rectangle.
            transUtil.ExtendEdgeChain(targetVertex, limitRect, this.MaxVisibilitySegment, this.pointAndCrossingsList, this.IsOverlapped);

            // In order for Nudger to be able to map from the (near-) endpoint vertex to a PortEntry, we must 
            // always connect a vertex at UnpaddedBorderIntersect to the paddedBorderVertex, even if routeToCenter.
            var unpaddedBorderVertex = transUtil.FindOrAddVertex(UnpaddedBorderIntersect);
            transUtil.FindOrAddEdge(unpaddedBorderVertex, paddedBorderVertex, this.unpaddedToPaddedBorderWeight);
            if (routeToCenter) {
                // Link the CenterVertex to the vertex at UnpaddedBorderIntersect.
                transUtil.ConnectVertexToTargetVertex(ObstaclePort.CenterVertex, unpaddedBorderVertex, OutwardDirection, InitialWeight);
            }
        }
        internal void AddToAdjacentVertex(TransientGraphUtility transUtil, VisibilityVertex targetVertex
                            , Rectangle limitRect, bool routeToCenter) {
            VisibilityVertex borderVertex = transUtil.VisGraph.FindVertex(this.VisibilityBorderIntersect);
            if (null != borderVertex) {
                ExtendFromBorderVertex(transUtil, borderVertex, limitRect, routeToCenter);
                return;
            }

            // There is no vertex at VisibilityBorderIntersect, so create it and link it to targetVertex.
            // Note: VisibilityBorderIntersect may == targetIntersect if that is on our border, *and*
            // targetIntersect may be on the border of a touching obstacle, in which case this will splice
            // into or across the adjacent obstacle, which is consistent with "touching is overlapped".
            // So we don't use UnpaddedBorderIntersect as prevPoint when calling ExtendEdgeChain.

            // VisibilityBorderIntersect may be rounded just one Curve.DistanceEpsilon beyond the ScanSegment's
            // perpendicular coordinate; e.g. our X may be targetIntersect.X + Curve.DistanceEpsilon, thereby
            // causing the direction from VisibilityBorderIntersect to targetIntersect to be W instead of E.
            // So use the targetIntersect if they are close enough; they will be equal for flat borders, and
            // otherwise the exact value we use only needs be "close enough" to the border.  (We can't use
            // CenterVertex as the prevPoint because that could be an impure direction).
            // Update: With the change to carry MaxVisibilitySegment within the PortEntrance, PortManager finds
            // targetVertex between VisibilityBorderIntersect and MaxVisibilitySegment.End, so this should no longer
            // be able to happen.
            // See RectilinearTests.PaddedBorderIntersectMeetsIncomingScanSegment for an example of what happens
            // when VisibilityBorderIntersect is on the incoming ScanSegment (it jumps out above with borderVertex found).
            if (OutwardDirection == PointComparer.GetPureDirection(targetVertex.Point, this.VisibilityBorderIntersect)) {
                Debug.Assert(false, "Unexpected reversed direction between VisibilityBorderIntersect and targetVertex");
// ReSharper disable HeuristicUnreachableCode
                this.VisibilityBorderIntersect = targetVertex.Point;
                borderVertex = targetVertex;
// ReSharper restore HeuristicUnreachableCode
            }
            else {
                borderVertex = transUtil.FindOrAddVertex(this.VisibilityBorderIntersect);
                transUtil.FindOrAddEdge(borderVertex, targetVertex,  InitialWeight);
            }
            ExtendEdgeChain(transUtil, borderVertex, targetVertex, limitRect, routeToCenter);
        }
 internal void AddToGraph(TransientGraphUtility transUtil, bool routeToCenter) {
     // We use only border vertices if !routeToCenter.
     if (routeToCenter) {
         CenterVertex = transUtil.FindOrAddVertex(this.Location);
     }
 }