コード例 #1
0
ファイル: Events.cs プロジェクト: ishui/unity3DScripts
        public SplitEvent CreateSplitEvent(Shape data, Node node, Edge edge, Vector2 point, float eventPercent, Vector2 calculationPoint)
        {
            OffsetShapeLog.AddLine("Split event detected");
            SplitEvent splitEvent = new SplitEvent();

            splitEvent.node = node;
            splitEvent.edge = edge;
            OffsetShapeLog.AddLine(eventPercent.ToString("P"));
            OffsetShapeLog.AddLine("node " + node.id);
            OffsetShapeLog.AddLine("splits edge " + edge);

            Vector2 a = node.previousPosition;
            Vector2 b = node.position;
//            Vector2 x = point;//intersectionInfo.Point0;

            //            float movementMag = nodeMovement.magnitude;
            //            float intersectionMag = (x - a).magnitude;
            //            float eventPercent = intersectionMag / movementMag;
            Vector2 actualIntersectionPoint = Vector2.Lerp(a, b, eventPercent);//translate the point to the real movement point

            splitEvent.point             = actualIntersectionPoint;
            splitEvent.percent           = eventPercent;
            splitEvent.height            = node.height;
            splitEvent.nodeMovementStart = node.previousPosition; //movementSegment.P0;
            splitEvent.nodeMovementEnd   = node.position;         //calculationPoint;//movementSegment.P1;

            Edge[] edges = Utils.GetABEdge(data, node);
            if (edges[0] == null || edges[1] == null)
            {
                return(null);
            }
            splitEvent.nodeEdgeA = edges[0];
            splitEvent.nodeEdgeB = edges[1];

            if (splitEvent.ContainsNode(splitEvent.nodeEdgeA.GetOtherNode(node)))
            {
                OffsetShapeLog.AddLine("Split event collapses shape");
            }
            if (splitEvent.ContainsNode(splitEvent.nodeEdgeB.GetOtherNode(node)))
            {
                OffsetShapeLog.AddLine("Split event collapses shape");
            }

            //            AddEvent(splitEvent);
            return(splitEvent);
        }
コード例 #2
0
        public void SplitEvent(SplitEvent sEvent)
        {
            if (_substitutions.ContainsKey(sEvent.node))
            {
                OffsetShapeLog.AddLine(sEvent.node + " is replaced with " + _substitutions[sEvent.node]);
                sEvent.node = _substitutions[sEvent.node];//replce any modified node values
            }

            if (sEvent.edge.Contains(sEvent.node))//edge splitting itself
            {
                return;
            }

            if (_collapsedEdges.ContainsKey(sEvent.edge))
            {
                CollapseNodes(new List <Node> {
                    sEvent.node, _collapsedEdges[sEvent.edge]
                }, sEvent.point, sEvent.height, sEvent);
                OffsetShapeLog.AddLine("Split event falls on edge collapse.");
                return;//if the edge we were splitting already collaped - merge it
            }

            if (_splitEdges.ContainsKey(sEvent.edge))
            {
                SplitEvent previousSplit = _splitEdges[sEvent.edge];

                float sqrMagA = Vector2.SqrMagnitude(sEvent.edge.nodeA.position - sEvent.point);
                float sqrMagB = Vector2.SqrMagnitude(previousSplit.edge.nodeA.position - previousSplit.point);

                if (sqrMagA < sqrMagB)
                {
                    OffsetShapeLog.AddLine(sEvent.edge.ToString() + " is replaced with " + previousSplit.newLiveEdgeA.ToString());
                    sEvent.edge = previousSplit.newLiveEdgeA;
                }
                else
                {
                    OffsetShapeLog.AddLine(sEvent.edge.ToString() + " is replaced with " + previousSplit.newLiveEdgeB.ToString());
                    sEvent.edge = previousSplit.newLiveEdgeB;
                }
            }

            SplitEdge(sEvent);
        }
コード例 #3
0
        //        public void CollapseEdge(Edge edge, Vector2 toPoint, float height)
        //        {
        //            List<Node> nodes = new List<Node>();
        //            nodes.Add(edge.nodeA);
        //            nodes.Add(edge.nodeB);
        //            CollapseNodes(nodes, toPoint, height);
        //        }

        public void MergeEvent(MergedEvent mEvent)
        {
            OffsetShapeLog.AddLine("Complex merge event gynastics ahead");
            CollapseNodes(mEvent.mergeNodes, mEvent.point, mEvent.height, mEvent);

            int splitCount = mEvent.splitEvents.Count;

            OffsetShapeLog.AddLine("Do the splits - in percent order");
            float currentPercent = -1;

            for (int s = 0; s < splitCount; s++)
            {
                float      minimumPercent = 1;
                SplitEvent candidate      = null;
                for (int so = 0; so < splitCount; so++)
                {
                    SplitEvent sEvent = mEvent.splitEvents[so];
                    //                    OffsetShapeLog.AddLine(sEvent.ToString());
                    //                    OffsetShapeLog.AddLine(sEvent.percent, currentPercent);
                    if (sEvent.percent > currentPercent)
                    {
                        //                        OffsetShapeLog.AddLine(sEvent.percent, minimumPercent);
                        if (sEvent.percent < minimumPercent)
                        {
                            minimumPercent = sEvent.percent;
                            candidate      = sEvent;
                        }
                    }
                }
                if (candidate != null)
                {
                    SplitEvent(candidate);
                    currentPercent = candidate.percent;
                }
                //                mEvent.splitEvents[s].point = mEvent.point;
            }
        }
コード例 #4
0
ファイル: OffsetPoly.cs プロジェクト: ishui/unity3DScripts
 private void OnSplit(SplitEvent sEvent)
 {
     SplitEdge(sEvent);
 }
コード例 #5
0
ファイル: OffsetPoly.cs プロジェクト: ishui/unity3DScripts
        public void SplitEdge(SplitEvent e)
        {
            e.node.position        = e.point;
            e.node.earlyTemination = true;
            return;


//            OffsetShapeLog.AddLine("Split event");
//            OffsetShapeLog.AddLine("by node ", e.node.id);
//            OffsetShapeLog.AddLine(e.edge.ToString());
//            //nodes
//            Node nodeStatic = new Node(e.point, e.height);
//            Node newLiveNodeA = new Node(e.point, e.height);
//            Node newLiveNodeB = new Node(e.point, e.height);
//
//            e.newLiveNodeA = newLiveNodeA;
//            e.newLiveNodeB = newLiveNodeB;
//            e.newStaticNode = nodeStatic;
//
//
//            Node nodeOldA = e.edge.nodeA;
//            Node nodeOldB = e.edge.nodeB;
//
//            Edge byEdgeA = e.nodeEdgeA;
//            Edge byEdgeB = e.nodeEdgeB;
//            if (byEdgeA == null || byEdgeB == null)
//            {
//                //TODO work out what to really do here.
//                return;
//            }
//            Node byNodeA = byEdgeA.GetOtherNode(e.node);
//            Node byNodeB = byEdgeB.GetOtherNode(e.node);
//
//            OffsetShapeLog.AddLine("by node a", byNodeA.id);
//            OffsetShapeLog.AddLine("by node b", byNodeB.id);
//
//            if (byNodeA == null || byNodeB == null)
//                return;
//
//            //calculate new node directions
//            Utils.CalculateNodeDirAng(newLiveNodeA, byNodeA, nodeOldA);
//            Utils.CalculateNodeDirAng(newLiveNodeB, nodeOldB, byNodeB);
//
//            _core.shape.AddLiveNode(newLiveNodeA);
//            _core.shape.AddLiveNode(newLiveNodeB);
//            _core.shape.AddStaticNode(nodeStatic);
//            _core.shape.liveNodes.Remove(e.node);
//
//            //discard the old edge
//            OffsetShapeLog.AddLine("Discard old edge ", e.edge.ToString());
//            _core.shape.liveEdges.Remove(e.edge);//
//            byEdgeA.ReplaceNode(e.node, newLiveNodeA);
//            byEdgeB.ReplaceNode(e.node, newLiveNodeB);
//            //create the two new edges from the split
//            Edge newEdgeA = new Edge(nodeOldA, newLiveNodeA);
//            _core.shape.liveEdges.Add(newEdgeA);
//            e.newLiveEdgeA = newEdgeA;
//            Edge newEdgeB = new Edge(newLiveNodeB, nodeOldB);
//            _core.shape.liveEdges.Add(newEdgeB);
//            e.newLiveEdgeB = newEdgeB;

            //forming edges
            //            Utils.RetireFormingEdge(_core.shape, e.node, nodeStatic);
            //            Edge formingEdgeA = Utils.NewFormingEdge(_core.shape, nodeStatic, newLiveNodeA);
            //            Edge formingEdgeB = Utils.NewFormingEdge(_core.shape, nodeStatic, newLiveNodeB);

            //            int aIndex = data.liveNodes.IndexOf(nodeLiveA);
            //            int bIndex = data.liveNodes.IndexOf(nodeLiveB);

//            if (!_core.currentSplits.ContainsKey(newLiveNodeA.id))
//                _core.currentSplits.Add(newLiveNodeA.id, new List<int>());
//            _core.currentSplits[newLiveNodeA.id].Add(newLiveNodeB.id);
//            if (!_core.currentSplits.ContainsKey(newLiveNodeB.id))
//                _core.currentSplits.Add(newLiveNodeB.id, new List<int>());
//            _core.currentSplits[newLiveNodeB.id].Add(newLiveNodeA.id);

            //            _shape.mesh.SplitEdge(e);

//            OffsetShapeLog.AddLine("new live nodes");
//            OffsetShapeLog.AddLine(newLiveNodeA.id);
//            OffsetShapeLog.AddLine(newLiveNodeB.id);
//            OffsetShapeLog.AddLine("new edges - old edge - forming edge a");
//            OffsetShapeLog.AddLine(newEdgeA.ToString());
//            OffsetShapeLog.AddLine(byEdgeA.ToString());
//            //            OffsetShapeLog.AddLine(formingEdgeA.ToString());
//
//            OffsetShapeLog.AddLine("new edges - old edge - forming edge b");
//            OffsetShapeLog.AddLine(byEdgeB.ToString());
//            OffsetShapeLog.AddLine(newEdgeB.ToString());
//            //            OffsetShapeLog.AddLine(formingEdgeB.ToString());
//
//            Utils.CheckParrallel(_core.shape);
        }
コード例 #6
0
ファイル: Events.cs プロジェクト: ishui/unity3DScripts
        private void Merge(SplitEvent e)
        {
//            bool proximity = Vector2.Distance(e.point, point) < EventLog._pointAccuracy;
            OffsetShapeLog.AddLine("merging split event", e);

//            if (proximity)
//            {
//                splitEvents.Add(e);
//                int splitCount = splitEvents.Count;
//                for(int s = 0; s < splitCount; s++)
//                {
//                    if(Vector2.Distance(splitEvents[s].point, point) < EventLog._pointAccuracy)
//                    {
//                        if (!mergeNodes.Contains(splitEvents[s].node))
//                            mergeNodes.Add(splitEvents[s].node);
////                        if (!mergeNodes.Contains(splitEvents[s].edge.nodeA))
////                            mergeNodes.Add(splitEvents[s].edge.nodeA);
////                        if (!mergeNodes.Contains(splitEvents[s].edge.nodeB))
////                            mergeNodes.Add(splitEvents[s].edge.nodeB);
//                    }
//                }
//                point = e.point;
//                percent = Mathf.Min(percent, e.percent);
//            }
//            else
//            {
            int  splitCount = splitEvents.Count;
            bool addSplit   = true;

            for (int s = 0; s < splitCount; s++)
            {
                SplitEvent os = splitEvents[s];
                OffsetShapeLog.AddLine("checking against split event node", os.node);
                if (os.node == e.node)
                {
                    addSplit = false;
                    OffsetShapeLog.AddLine("new merged split conflicts with internal splits - disolving into collapsing node");
                    splitEvents.RemoveAt(s);

                    if (!mergeNodes.Contains(e.node))
                    {
                        mergeNodes.Add(e.node);
                    }
                    if (!mergeNodes.Contains(os.node))
                    {
                        mergeNodes.Add(os.node);
                    }

                    if (e.edge.nodeA == os.edge.nodeA || e.edge.nodeA == os.edge.nodeB && !mergeNodes.Contains(e.edge.nodeA))
                    {
                        mergeNodes.Add(e.edge.nodeA);
                    }

                    if (e.edge.nodeB == os.edge.nodeA || e.edge.nodeB == os.edge.nodeB && !mergeNodes.Contains(e.edge.nodeB))
                    {
                        mergeNodes.Add(e.edge.nodeB);
                    }

                    point   = e.point;
                    percent = Mathf.Min(percent, e.percent);
                    s--;
                    splitCount--;
                }
            }

            if (!addSplit)
            {
                return;
            }
            point = e.point;
            splitEvents.Add(e);
            percent = Mathf.Min(percent, e.percent);
//            }
        }
コード例 #7
0
        public void SplitEdge(SplitEvent e)
        {
            OffsetShapeLog.AddLine("Split event");
            OffsetShapeLog.AddLine("by node ", e.node.id);
            OffsetShapeLog.AddLine(e.edge.ToString());
            //nodes
            Node nodeStatic   = new Node(e.point, e.height);
            Node newLiveNodeA = new Node(e.point, e.height);
            Node newLiveNodeB = new Node(e.point, e.height);

            e.newLiveNodeA  = newLiveNodeA;
            e.newLiveNodeB  = newLiveNodeB;
            e.newStaticNode = nodeStatic;


            Node nodeOldA = e.edge.nodeA;
            Node nodeOldB = e.edge.nodeB;

            Edge byEdgeA = e.nodeEdgeA;
            Edge byEdgeB = e.nodeEdgeB;

            if (byEdgeA == null || byEdgeB == null)
            {
                //TODO work out what to really do here.
                return;
            }
            Node byNodeA = byEdgeA.GetOtherNode(e.node);
            Node byNodeB = byEdgeB.GetOtherNode(e.node);

            OffsetShapeLog.AddLine("by node a", byNodeA.id);
            OffsetShapeLog.AddLine("by node b", byNodeB.id);

            if (byNodeA == null || byNodeB == null)
            {
                return;
            }

            //calculate new node directions
            Utils.CalculateNodeDirAng(newLiveNodeA, byNodeA, nodeOldA);
            Utils.CalculateNodeDirAng(newLiveNodeB, nodeOldB, byNodeB);

            _shape.AddLiveNode(newLiveNodeA);
            _shape.AddLiveNode(newLiveNodeB);
            _shape.AddStaticNode(nodeStatic);
            _shape.liveNodes.Remove(e.node);

            //discard the old edge
            OffsetShapeLog.AddLine("Discard old edge ", e.edge.ToString());
            _shape.liveEdges.Remove(e.edge);//
            byEdgeA.ReplaceNode(e.node, newLiveNodeA);
            byEdgeB.ReplaceNode(e.node, newLiveNodeB);
            //create the two new edges from the split
            Edge newEdgeA = new Edge(nodeOldA, newLiveNodeA);

            _shape.liveEdges.Add(newEdgeA);
            e.newLiveEdgeA = newEdgeA;
            Edge newEdgeB = new Edge(newLiveNodeB, nodeOldB);

            _shape.liveEdges.Add(newEdgeB);
            e.newLiveEdgeB = newEdgeB;

            //forming edges
            Utils.RetireFormingEdge(_shape, e.node, nodeStatic);
            Edge formingEdgeA = Utils.NewFormingEdge(_shape, nodeStatic, newLiveNodeA);
            Edge formingEdgeB = Utils.NewFormingEdge(_shape, nodeStatic, newLiveNodeB);

            //            int aIndex = data.liveNodes.IndexOf(nodeLiveA);
            //            int bIndex = data.liveNodes.IndexOf(nodeLiveB);

            newLiveNodeA.MoveForward(0.1f, 1);
            newLiveNodeB.MoveForward(0.1f, 1);
            if (!currentSplits.ContainsKey(newLiveNodeA.id))
            {
                currentSplits.Add(newLiveNodeA.id, new List <int>());
            }
            currentSplits[newLiveNodeA.id].Add(newLiveNodeB.id);
            if (!currentSplits.ContainsKey(newLiveNodeB.id))
            {
                currentSplits.Add(newLiveNodeB.id, new List <int>());
            }
            currentSplits[newLiveNodeB.id].Add(newLiveNodeA.id);

            //            _shape.mesh.SplitEdge(e);

            OffsetShapeLog.AddLine("new live nodes");
            OffsetShapeLog.AddLine(newLiveNodeA.id);
            OffsetShapeLog.AddLine(newLiveNodeB.id);
            OffsetShapeLog.AddLine("new edges - old edge - forming edge a");
            OffsetShapeLog.AddLine(newEdgeA.ToString());
            OffsetShapeLog.AddLine(byEdgeA.ToString());
            OffsetShapeLog.AddLine(formingEdgeA.ToString());

            OffsetShapeLog.AddLine("new edges - old edge - forming edge b");
            OffsetShapeLog.AddLine(byEdgeB.ToString());
            OffsetShapeLog.AddLine(newEdgeB.ToString());
            OffsetShapeLog.AddLine(formingEdgeB.ToString());

            Utils.CheckParrallel(_shape);
        }
コード例 #8
0
        public void OffsetPoly(float direction)
        {
            if (!_init)
            {
                return;
            }

            float amount        = _shape.shrinkLength * SHINK_MULTIPLIER * Mathf.Sign(direction);
            int   liveEdgeCount = _shape.liveEdges.Count;
            int   liveNodeCount = _shape.liveNodes.Count;

            if (liveNodeCount == 0 || liveEdgeCount == 0)//nothing more to calculate
            {
                OffsetShapeLog.AddLine("Skeleton Complete");
                _complete = true;
                if (OnCompleteEvent != null)
                {
                    OnCompleteEvent();
                }
                return;
            }

            bool  earlyTermination = false;
            float directionSign    = Mathf.Sign(direction);
            float maxOffsetSign    = Mathf.Sign(maxOffset);
            float useMaxOffset     = (directionSign == maxOffsetSign) ? maxOffset : -maxOffset;

            for (int l = 0; l < liveNodeCount; l++)
            {
                Node node = _shape.liveNodes[l];
                //                if(l==0)Debug.Log(node.height+" "+amount+" "+useMaxOffset);
                if (useMaxOffset > 0)
                {
                    if (node.height + amount >= useMaxOffset)//terminate nodes that have reached a defined maximum
                    {
                        amount           = useMaxOffset - node.height;
                        earlyTermination = true;
                    }
                }
                else if (useMaxOffset < 0)
                {
                    if (node.height + amount <= useMaxOffset)//terminate nodes that have reached a defined maximum
                    {
                        amount           = useMaxOffset - node.height;
                        earlyTermination = true;
                    }
                }
            }

            float maxMovement = 0;

            liveNodeCount = _shape.liveNodes.Count;
            float[] angleNodeMovements = new float[liveNodeCount];
            for (int l = 0; l < _shape.liveNodes.Count; l++)
            {
//                Debug.Log(l);
                Node node = _shape.liveNodes[l];//TODO out of range error
                angleNodeMovements[l] = amount / Mathf.Sin(node.angle * 0.5f * Mathf.Deg2Rad);
                if (Mathf.Abs(angleNodeMovements[l]) > Mathf.Abs(maxMovement) && Mathf.Abs(angleNodeMovements[l]) > 0)
                {
                    maxMovement = angleNodeMovements[l];

                    if (node.angle > 350)
                    {
                        Edge[] edges = Utils.GetABEdge(shape, node);
                        if (edges[0] == null || edges[1] == null)
                        {
                            continue;
                        }
                        float shortestLength = (edges[0].length + edges[1].length) * 0.5f;
                        //                        Debug.Log(Mathf.Abs(shortestLength / amount));
                        maxMovement /= Mathf.Abs(shortestLength / amount);
                    }

                    //                    Debug.Log(node.id+" "+node.angle);
                }
            }

            float angleScale = amount / maxMovement;

            if (angleScale == Mathf.Infinity)
            {
                angleScale = 1;
            }
            OffsetShapeLog.AddLine(angleScale);

            for (int l = 0; l < _shape.liveNodes.Count; l++)
            {
                Node node = _shape.liveNodes[l];
                if (node.direction.magnitude < Mathf.Epsilon)//directionless node
                {
                    _shape.liveNodes.Remove(node);
                    liveNodeCount--;
                    l--;
                    continue;
                }
                node.MoveForward(angleNodeMovements[l] * angleScale, amount * angleScale);
            }

            Vector2[] edgeMovements = new Vector2[liveEdgeCount];
            if (calculateInteractions)
            {
                //Event log will collect all events and sort them for us for use once we're happy everything has been processed
                EventLog eventLog = new EventLog();
                EventLog.pointAccuracy   = pointAccuracy;
                EventLog.percentAccuracy = percentAccuracy;

                //flip events
                for (int e = 0; e < liveEdgeCount; e++)//TODO check laters
                {
                    Edge edge = _shape.liveEdges[e];
                    edge.DebugDraw(Color.cyan);
                    edge.UpdateValues();//update the edge values to reflect the new node positions
                    Node nodeA = edge.nodeA;
                    Node nodeB = edge.nodeB;
                    edgeMovements[e] = (nodeA.movement + nodeB.movement) * 0.5f;
                    Vector2 intersectionPoint;
                    if (Utils.Intersects(edge.nodeA.previousPosition, edge.nodeA.position, edge.nodeB.previousPosition, edge.nodeB.position, out intersectionPoint))
                    {
                        eventLog.AddEvent(eventLog.CreateFlipEvent(edge, intersectionPoint));
                    }
                }

                //

                //split events
                for (int n = 0; n < _shape.liveNodeCount; n++)
                {
                    Node node   = _shape.liveNodes[n];
                    int  nodeID = node.id;

                    //find connecting nodes of splitting node
                    Node nodeA = null, nodeB = null;
                    for (int e = 0; e < liveEdgeCount; e++)
                    {
                        Edge edge = _shape.liveEdges[e];
                        if (edge.Contains(node))
                        {
                            if (edge.nodeA == node)
                            {
                                nodeB = edge.nodeB;
                            }
                            if (edge.nodeB == node)
                            {
                                nodeA = edge.nodeA;
                            }
                        }
                    }


                    for (int e = 0; e < liveEdgeCount; e++)
                    {
                        Edge edge = _shape.liveEdges[e];
                        if (edge.Contains(node))
                        {
                            continue;                     //nodes can't split their own edges - carry on!
                        }
                        if (nodeA != null && edge.Contains(nodeA))
                        {
                            continue;                                       //nodes can't split adjacent edges - carry on!
                        }
                        if (nodeB != null && edge.Contains(nodeB))
                        {
                            continue;                          //nodes can't split adjacent edges - carry on!
                        }
                        if (currentSplits.ContainsKey(nodeID)) //previous splits should never intersect - ingore
                        {
                            if (currentSplits[nodeID].Contains(edge.nodeA.id))
                            {
                                continue;
                            }
                            if (currentSplits[nodeID].Contains(edge.nodeB.id))
                            {
                                continue;
                            }
                        }

                        //                        if(!isPartOfShape(node, edge)) continue;

                        Vector2 edgeMovement = edgeMovements[e];
                        Vector2 nodeMovement = node.direction * node.distance - edgeMovement; //simulate collision by moving the point by the vectors of both the point and the edge,
                        //note: collisions are simpler if only one body is moving so we're going to add the edge vector onto the point vector, making the edge remain stationary
                        Vector2 calculationPoint = node.previousPosition + nodeMovement;      //calculate the point vector by adding the edge one to it
                        Vector2 edgePosA         = edge.nodeA.previousPosition;
                        Vector2 edgePosB         = edge.nodeB.previousPosition;
//                        float intersectionalDot = Vector2.Dot(edgeMovement.normalized, node.direction.normalized);

                        //                        OffsetShapeLog.DrawLine(node.previousPosition, calculationPoint,new Color(1,0,0,0.4f));
                        //                        OffsetShapeLog.DrawLine(edgePosA, edgePosB, new Color(1, 0, 1, 0.4f));

                        Vector2 intersectionPoint;
                        float   percent    = 0;
                        bool    intersects = false;
                        //                        if (intersectionalDot < -10.75f)
                        //                        {
                        //                            Debug.DrawLine(Utils.ToV3(node.previousPosition), Utils.ToV3(calculationPoint), Color.red);
                        //                            intersects = Utils.Intersects(node.previousPosition, calculationPoint, edgePosA, edgePosB, out intersectionPoint);
                        //                            if (intersects)
                        //                            {
                        //                                Debug.DrawLine(Utils.ToV3(calculationPoint), Utils.ToV3(calculationPoint) + Vector3.up * 5, Color.magenta);
                        //                            }
                        //                            Vector2 a = node.previousPosition;
                        //                            Vector2 b = node.position;
                        //                            float movementMag = nodeMovement.magnitude;
                        //                            float intersectionMag = (intersectionPoint - a).magnitude;
                        //                            percent = intersectionMag / movementMag;
                        //                            intersectionPoint = Vector2.Lerp(a, b, percent);//translate the point to the real movement point
                        //                        }
                        //                        else
                        //                        {
                        bool dbi = false;//node.id == 14;
                        intersects       = Utils.SweepIntersects2(edge.nodeA.previousPosition, edge.nodeB.previousPosition, edge.nodeA.position, edge.nodeB.position, node.previousPosition, node.position, out intersectionPoint, out percent, 0.1f, dbi);
                        calculationPoint = node.position;
                        //                        }
                        //                        if(Utils.Intersects(node.previousPosition, calculationPoint, edgePosA, edgePosB, out intersectionPoint))
                        //                        if (Utils.SweepIntersects(edge.nodeA.previousPosition , edge.nodeB.previousPosition, edge.nodeA.position, edge.nodeB.position, node.previousPosition, node.position, out intersectionPoint, out percent))
                        if (intersects)
                        {
                            for (int be = 0; be < shape.baseEdges.Count; be++)
                            {
                                Edge baseEdge = shape.edges[be];
                                if (Utils.FastLineIntersection(node.previousPosition, node.position, baseEdge.positionA, baseEdge.positionB))
                                {
                                    intersects = false;
                                }
                                if (Utils.FastLineIntersection(edge.nodeA.position, edge.nodeB.position, baseEdge.positionA, baseEdge.positionB))
                                {
                                    intersects = false;
                                }
                            }
                        }
                        if (intersects)
                        {
                            OffsetShapeLog.AddLine("Split event detected");
                            SplitEvent splitEvent = new SplitEvent();
                            splitEvent.node = node;
                            splitEvent.edge = edge;
                            OffsetShapeLog.AddLine("node " + node.id);
                            OffsetShapeLog.AddLine("splits edge " + edge.ToString());

                            OffsetShapeLog.DrawLine(node.previousPosition, calculationPoint, Color.red);
                            OffsetShapeLog.DrawLine(edgePosA, edgePosB, Color.magenta);

                            //                            Vector2 a = node.previousPosition;
                            //                            Vector2 b = node.position;
                            //                            Vector2 x = intersectionPoint;//intersectionInfo.Point0;

                            //                            float movementMag = nodeMovement.magnitude;
                            //                            float intersectionMag = (x - a).magnitude;
                            //                            float percent = intersectionMag / movementMag;
                            OffsetShapeLog.AddLine("at percent " + percent);
                            //                            Vector2 actualIntersectionPoint = Vector2.Lerp(a, b, percent);//translate the point to the real movement point

                            float newLengthA = (intersectionPoint - edge.positionA).magnitude;
                            float newLengthB = (intersectionPoint - edge.positionB).magnitude;
                            OffsetShapeLog.AddLine("line a length ", newLengthA);
                            OffsetShapeLog.AddLine("line b length ", newLengthB);

                            SplitEvent sEvent = eventLog.CreateSplitEvent(_shape, node, edge, intersectionPoint, percent, calculationPoint);
                            if (sEvent == null)
                            {
                                continue;
                            }
                            if (newLengthA > pointAccuracy && newLengthB > pointAccuracy)
                            {
                                eventLog.AddEvent(sEvent);//can split - split point not close to either edge nodes
                            }
                            else
                            {
                                Node[] nodes = null;
                                if (newLengthA < pointAccuracy && newLengthB < pointAccuracy)
                                {
                                    nodes = new[] { node, edge.nodeA, edge.nodeB }
                                }
                                ;                                                  //point will split the edge into two edges that can't exist - collapse all nodes
                                else if (newLengthA < pointAccuracy)
                                {
                                    nodes = new[] { node, edge.nodeA }
                                }
                                ;                                      //split point close to node a - collapse split node into edge.nodea
                                else if (newLengthB < pointAccuracy)
                                {
                                    nodes = new[] { node, edge.nodeB }
                                }
                                ;                                      //split point close to node b - collapse split node into edge.nodeb
                                if (nodes != null)
                                {
                                    MergedEvent mEvent = eventLog.CreateMergeEvent(nodes, intersectionPoint, percent, calculationPoint);
                                    mEvent.Merge(sEvent);
                                    eventLog.AddEvent(mEvent);
                                }
                            }
                        }
                    }
                }

                currentSplits.Clear();
                int eventCount = eventLog.count;
                OffsetShapeLog.AddLine("event count: ", eventCount);
                if (eventCount > 0)
                {
                    float percent = eventLog.percent;
                    earlyTermination = false;
                    foreach (Node node in _shape.liveNodes)
                    {
                        node.MoveBack(percent);//move all nodes back to the position of the event
                    }
                    foreach (Edge edge in _shape.liveEdges)
                    {
                        edge.UpdateValues();//update all edges to reflect this
                    }
                    foreach (Node node in _shape.liveNodes)
                    {
                        if (_shape.formingEdges.ContainsKey(node))
                        {
                            _shape.formingEdges[node].UpdateValues();
                        }
                    }
                    for (int e = 0; e < eventCount; e++)
                    {
                        IEvent sevent = eventLog[e];
                        sevent.DrawDebug();
                        OffsetShapeLog.AddLine(string.Format("Event {0} of type {4} at {1} percent and {2},{3}", e, sevent.percent, sevent.point.x, sevent.point.y, sevent.GetType()));
                        switch (sevent.GetType().ToString())
                        {
                        case "BuildR2.ShapeOffset.FlipEvent":
                            FlipEvent fEvent = (FlipEvent)sevent;
                            OffsetShapeLog.AddLine(fEvent.ToString());
                            if (OnFlipEvent != null)
                            {
                                OnFlipEvent(fEvent);
                            }
                            //                            CollapseEdge(fEvent.edge, fEvent.point, fEvent.height);
                            break;

                        case "BuildR2.ShapeOffset.SplitEvent":
                            SplitEvent sEvent = (SplitEvent)sevent;
                            OffsetShapeLog.AddLine(sevent.ToString());
                            if (OnSplitEvent != null)
                            {
                                OnSplitEvent(sEvent);
                            }
                            //                            SplitEdge(sEvent);
                            break;

                        case "BuildR2.ShapeOffset.MergedEvent":
                            MergedEvent mEvent = (MergedEvent)sevent;
                            OffsetShapeLog.AddLine(mEvent.ToString());
                            if (OnMergedEvent != null)
                            {
                                OnMergedEvent(mEvent);
                            }
                            //                            MergeEvent(mEvent);
                            break;
                        }
                    }
                }
                else
                {
                    if (!earlyTermination)
                    {
                        float percent = 1.0f - percentAccuracy;
                        earlyTermination = false;
                        foreach (Node node in _shape.liveNodes)
                        {
                            node.MoveBack(percent);//move all nodes back to the position of the event
                        }
                        foreach (Edge edge in _shape.liveEdges)
                        {
                            edge.UpdateValues();//update all edges to reflect this
                        }
                    }
                    foreach (Node node in _shape.liveNodes)
                    {
                        if (_shape.formingEdges.ContainsKey(node))
                        {
                            _shape.formingEdges[node].UpdateValues();
                        }
                    }
                }
            }

            if (earlyTermination)
            {
                _complete = true;
                _shape.TerminateAllNodes();
                if (OnCompleteEvent != null)
                {
                    OnCompleteEvent();
                }
                return;
            }
            else
            {
                //recalculate node directions
                foreach (Node node in _shape.liveNodes)
                {
                    Utils.CalculateNodeDirAng(_shape, node);
                }
            }
        }
コード例 #9
0
ファイル: SkeletonMesh.cs プロジェクト: ishui/unity3DScripts
        public void SplitEdge(SplitEvent e)
        {
            Edge         oldLiveEdge  = e.edge;
            Vector3      splitTangent = Utils.ToV3(oldLiveEdge.direction);
            SkeletonFace oldFace      = _nodeDic[oldLiveEdge];
            Node         staticNode   = e.newStaticNode;

            Edge newLiveEdgeA = e.newLiveEdgeA;
            Edge newLiveEdgeB = e.newLiveEdgeB;

            Node oldNode      = e.node;
            Node newLiveNodeA = e.newLiveNodeA;
            Node newLiveNodeB = e.newLiveNodeB;

            //centre tri
            SkeletonTri newTriangle = new SkeletonTri(oldFace[0], oldFace[1], staticNode, splitTangent);

            AddTriangle(newTriangle);

            if (!_nodeDic.ContainsKey(e.nodeEdgeA))
            {
                return;
            }
            SkeletonFace faceA = _nodeDic[e.nodeEdgeA];

            faceA.ReplaceNode(oldNode, newLiveNodeA);
            //left tri
            SkeletonTri newTriangleA = new SkeletonTri(staticNode, faceA[0], newLiveNodeA, splitTangent);

            AddTriangle(newTriangleA);

            if (!_nodeDic.ContainsKey(e.nodeEdgeB))
            {
                return;
            }
            SkeletonFace faceB = _nodeDic[e.nodeEdgeB];

            faceB.ReplaceNode(oldNode, newLiveNodeB);
            //right tri
            SkeletonTri newTriangleB = new SkeletonTri(faceB[1], staticNode, newLiveNodeB, splitTangent);

            AddTriangle(newTriangleB);

            RemoveFace(oldFace);
            AddFace(newLiveEdgeA, oldFace[0], staticNode);
            AddFace(newLiveEdgeB, staticNode, oldFace[1]);

            int oldNodeReferenceCount = 0;

            if (_edgeDic.ContainsKey(oldNode))
            {
                oldNodeReferenceCount = _edgeDic[oldNode].Count;
            }
            for (int r = 0; r < oldNodeReferenceCount; r++)
            {
                SkeletonFace face     = _edgeDic[oldNode][r];
                Edge         liveEdge = face.liveEdge;

                if (liveEdge.Contains(newLiveNodeA))
                {
                    if (!_edgeDic.ContainsKey(newLiveNodeA))
                    {
                        _edgeDic.Add(newLiveNodeA, new List <SkeletonFace>());
                    }
                    _edgeDic[newLiveNodeA].Add(face);
                }
                if (liveEdge.Contains(newLiveNodeB))
                {
                    if (!_edgeDic.ContainsKey(newLiveNodeB))
                    {
                        _edgeDic.Add(newLiveNodeB, new List <SkeletonFace>());
                    }
                    _edgeDic[newLiveNodeB].Add(face);
                }
            }
        }
コード例 #10
0
        public void SplitEdge(SplitEvent e)
        {
            OffsetShapeLog.AddLine("Split event");
            OffsetShapeLog.AddLine("by node ", e.node.id);
            OffsetShapeLog.AddLine(e.edge.ToString());
            //nodes
            float realHeight = e.node.height;

            Node nodeStatic = (e.newStaticNode == null) ? new Node(e.point, realHeight) : e.newStaticNode;

            e.newStaticNode = nodeStatic;

            Node nodeOldA = e.edge.nodeA;
            Node nodeOldB = e.edge.nodeB;

            Edge[] edges = Utils.GetABEdge(shape, e.node);
            if (edges[0] == null || edges[1] == null)
            {
                //TODO work out what to really do here.
                return;
            }
            Edge byEdgeA = edges[0];
            Edge byEdgeB = edges[1];
            Node byNodeA = byEdgeA.GetOtherNode(e.node);
            Node byNodeB = byEdgeB.GetOtherNode(e.node);

            OffsetShapeLog.AddLine("by node a", byNodeA.id);
            OffsetShapeLog.AddLine("by node b", byNodeB.id);

            if (byNodeA == null || byNodeB == null)
            {
                return;
            }
            int insertionIndex = _core.shape.LiveIndex(e.node);

            _core.shape.AddStaticNode(nodeStatic);
            _core.shape.liveNodes.Remove(e.node);
            //discard the old edge
            OffsetShapeLog.AddLine("Discard old edge ", e.edge.ToString());
            _core.shape.liveEdges.Remove(e.edge);//
            if (!_splitEdges.ContainsKey(e.edge))
            {
                _splitEdges.Add(e.edge, e);
            }
            Utils.RetireFormingEdge(_core.shape, e.node, nodeStatic);

            Node newLiveNodeA = null;
            Node newLiveNodeB = null;

            //node a
            if (!e.edge.Contains(byNodeA))
            {
                newLiveNodeA   = new Node(e.point, realHeight);
                e.newLiveNodeA = newLiveNodeA;
                //calculate new node directions
                Utils.CalculateNodeDirAng(newLiveNodeA, byNodeA, nodeOldA);
                _core.shape.InsertLiveNode(insertionIndex, newLiveNodeA);
                byEdgeA.ReplaceNode(e.node, newLiveNodeA);
                //create the two new edges from the split
                Edge newEdgeA = new Edge(nodeOldA, newLiveNodeA);
                _core.shape.liveEdges.Add(newEdgeA);
                e.newLiveEdgeA = newEdgeA;
                Edge formingEdgeA = Utils.NewFormingEdge(_core.shape, nodeStatic, newLiveNodeA);

                OffsetShapeLog.AddLine("new live node a");
                OffsetShapeLog.AddLine(newLiveNodeA.id);
                OffsetShapeLog.AddLine("new edges - old edge - forming edge a");
                OffsetShapeLog.AddLine(newEdgeA.ToString());
                OffsetShapeLog.AddLine(byEdgeA.ToString());
                OffsetShapeLog.AddLine(formingEdgeA.ToString());
            }
            else
            {
                Utils.RetireFormingEdge(_core.shape, byNodeA, nodeStatic);
                _core.shape.liveNodes.Remove(byNodeA);
            }

            //node b
            if (!e.edge.Contains(byNodeB))
            {
                newLiveNodeB   = new Node(e.point, realHeight);
                e.newLiveNodeB = newLiveNodeB;
                Utils.CalculateNodeDirAng(newLiveNodeB, nodeOldB, byNodeB);
                _core.shape.InsertLiveNode(insertionIndex, newLiveNodeB);
                byEdgeB.ReplaceNode(e.node, newLiveNodeB);
                Edge newEdgeB = new Edge(newLiveNodeB, nodeOldB);
                _core.shape.liveEdges.Add(newEdgeB);
                e.newLiveEdgeB = newEdgeB;
                Edge formingEdgeB = Utils.NewFormingEdge(_core.shape, nodeStatic, newLiveNodeB);

                OffsetShapeLog.AddLine("new live node b");
                OffsetShapeLog.AddLine(newLiveNodeB.id);
                OffsetShapeLog.AddLine("new edges - old edge - forming edge b");
                OffsetShapeLog.AddLine(byEdgeB.ToString());
                OffsetShapeLog.AddLine(newEdgeB.ToString());
                OffsetShapeLog.AddLine(formingEdgeB.ToString());
            }
            else
            {
                Utils.RetireFormingEdge(_core.shape, byNodeB, nodeStatic);
                _core.shape.liveNodes.Remove(byNodeB);
            }

            if (newLiveNodeA != null && newLiveNodeB != null)
            {
                if (!_core.currentSplits.ContainsKey(newLiveNodeA.id))
                {
                    _core.currentSplits.Add(newLiveNodeA.id, new List <int>());
                }
                _core.currentSplits[newLiveNodeA.id].Add(newLiveNodeB.id);
                if (!_core.currentSplits.ContainsKey(newLiveNodeB.id))
                {
                    _core.currentSplits.Add(newLiveNodeB.id, new List <int>());
                }
                _core.currentSplits[newLiveNodeB.id].Add(newLiveNodeA.id);
            }
        }
コード例 #11
0
 private void OnSplit(SplitEvent sEvent)
 {
     sEvent.DrawDebug();
     SplitEvent(sEvent);
     Utils.CheckParrallel(_core.shape);
 }