Esempio n. 1
0
        /* For circles only. */
        private VectorNodeStruct CheckAngularDistance(VectorNodeStruct p1, VectorNodeStruct p2)
        {
            VectorNodeStruct prevNode = p1;
            double           angDif   = NormalizeAngle(prevNode.angle - p2.angle);

            if (p1 == p2)
            {
                angDif = 2 * Math.PI;
            }

            /* If the distance between two nodes is too great, we put in an intermediate node inbetween */
            while (angDif > m_maxAngDistance)
            {
                recursionGuard();

                double  angle  = NormalizeAngle(prevNode.angle - angDif / Math.Ceiling(angDif / m_maxAngDistance));
                Vector3 vector = ellipse.VectorAtAbsoluteAngle(angle);

                ushort           newNodeId = NetAccess.CreateNode(centerNodeNetInfo, vector);
                VectorNodeStruct newNode   = new VectorNodeStruct(newNodeId);
                newNode.angle = angle;

                ConnectNodes(newNode, prevNode);

                prevNode = newNode;
                angDif   = NormalizeAngle(prevNode.angle - p2.angle);
            }

            return(prevNode);
        }
Esempio n. 2
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        public FinalConnector(NetInfo centerNodeNetInfo, EdgeIntersections2 edgeIntersections, Ellipse ellipse, bool insertControllingVertices)
        {
            intersections = edgeIntersections?.Intersections ?? new List <VectorNodeStruct>();
            m_group       = edgeIntersections?.TmpeActionGroup();

            this.ellipse = ellipse;
            pleasenoinfiniterecursion = 0;
            this.centerNodeNetInfo    = centerNodeNetInfo;
            leftHandTraffic           = Singleton <SimulationManager> .instance.m_metaData.m_invertTraffic ==
                                        SimulationMetaData.MetaBool.True;

            // We ensure that the segments are not too long. For circles only (with ellipses it would be more difficult)
            m_maxAngDistance = Math.Min(Math.PI * 25 / ellipse.RadiusMain, Math.PI / 2 + 0.1d);

            bool isCircle = ellipse.IsCircle();

            if (!isCircle && insertControllingVertices)
            {
                /* See doc in the method below */
                InsertIntermediateNodes();
            }

            /* If the list of edge nodes is empty, we add one default intersection. */
            if (isCircle && intersections.Count == 0)
            {
                Vector3 defaultIntersection = new Vector3(ellipse.RadiusMain, 0, 0) + ellipse.Center;
                ushort  newNodeId           = NetAccess.CreateNode(centerNodeNetInfo, defaultIntersection);
                intersections.Add(new VectorNodeStruct(newNodeId));
            }

            int count = intersections.Count;

            foreach (VectorNodeStruct item in intersections)
            {
                item.angle = Ellipse.VectorsAngle(item.vector - ellipse.Center);
            }

            /* We sort the nodes according to their angles */
            intersections.Sort();

            /* Goes over all the nodes and conntets each of them to the angulary closest neighbour. (In a given direction) */

            for (int i = 0; i < count; i++)
            {
                VectorNodeStruct prevNode = intersections[i];
                if (isCircle)
                {
                    prevNode = CheckAngularDistance(intersections[i], intersections[(i + 1) % count]);
                }
                ConnectNodes(intersections[(i + 1) % count], prevNode);
            }

            if (m_group != null)
            {
                ModThreading.Timer(m_group);
            }
        }
Esempio n. 3
0
        private void ConnectNodes(VectorNodeStruct vectorNode1, VectorNodeStruct vectorNode2)
        {
            bool invert = leftHandTraffic;

            vectorNode1.Create(centerNodeNetInfo);
            vectorNode2.Create(centerNodeNetInfo);

            /* NetNode node1 = GetNode(vectorNode1.nodeId);
             * NetNode node2 = GetNode(vectorNode2.nodeId);*/

            double angle1 = getAbsoluteAngle(vectorNode1.vector);
            double angle2 = getAbsoluteAngle(vectorNode2.vector);

            Vector3 vec1 = ellipse.TangentAtAbsoluteAngle(angle1);
            Vector3 vec2 = ellipse.TangentAtAbsoluteAngle(angle2);

            vec1.Normalize();
            vec2.Normalize();
            vec2 = -vec2;

            /*EllipseTool.Instance.debugDrawVector(10*vec1, vectorNode1.vector);
            *  EllipseTool.Instance.debugDrawVector(10*vec2, vectorNode2.vector);*/

            //NetInfo netPrefab = PrefabCollection<NetInfo>.FindLoaded("Oneway Road");
            NetInfo netPrefab    = UI.UIWindow2.instance.dropDown.Value;
            ushort  newSegmentId = NetAccess.CreateSegment(vectorNode1.nodeId, vectorNode2.nodeId, vec1, vec2, netPrefab, invert, leftHandTraffic, true);

            /* Sometime in the future ;) */

            try
            {
                SetupTMPE(newSegmentId);
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
            //Debug.Log(string.Format("Building segment between nodes {0}, {1}, bezier scale {2}", node1, node2, scale));
        }