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)); }
private void BezierToSegment(Bezier2 bezier2, ushort oldSegmentId, ushort startNodeId, ushort endNodeId, bool invert) { NetSegment oldSegment = NetAccess.Segment(oldSegmentId); Vector2 startDirection2d; Vector2 endDirection2d; Vector2 nodePos2d = new Vector2(NetAccess.Node(startNodeId).m_position.x, NetAccess.Node(startNodeId).m_position.z); /*if ( Distance(nodePos2d,bezier2.Position(0f)) < 10e-3d) * { * //0f is on the ellipse * } * else if(Distance(nodePos2d, bezier2.Position(1f)) < 10e-3d) * { * //1f is on the ellipse * bezier2 = bezier2.Invert(); * invert = true; * } * else * { * throw new Exception(string.Format("Error - no intersection of bezier and point. Dist: {0}, {1}",Distance(nodePos2d,bezier2.Position(0f)), Distance(nodePos2d, bezier2.Position(1f)))); * }*/ startDirection2d = bezier2.Tangent(0f); endDirection2d = bezier2.Tangent(1f); Vector3 startDirection = (new Vector3(startDirection2d.x, 0, startDirection2d.y)); Vector3 endDirection = -(new Vector3(endDirection2d.x, 0, endDirection2d.y)); /* Unlike from the old algorithm, we use no padding when looking for the segments. That means the obtained segments can be arbitrarily short. * In that case, we take one more segment away from the ellipse.*/ if (VectorDistance(bezier2.a, bezier2.d) < MIN_BEZIER_LENGTH) { //Debug.Log("Segment is too short. Launching repair mechainsm." + VectorDistance(bezier2.a, bezier2.d)); if (nextSegmentInfo(endNodeId, oldSegmentId, out ushort endNodeIdNew, out Vector3 endDirectionNew)) { endNodeId = endNodeIdNew; endDirection = endDirectionNew; //Debug.Log("The segment length should be " + VectorDistance(GetNode(startNodeId).m_position,GetNode(endNodeId).m_position)); //EllipseTool.Instance.debugDrawPositions.Add(GetNode(endNodeIdNew).m_position); } } // Debug // EllipseTool.Instance.debugDrawVector(20*startDirection, GetNode(startNodeId).m_position); // EllipseTool.Instance.debugDrawVector(20*endDirection, GetNode(endNodeId).m_position); startDirection.Normalize(); endDirection.Normalize(); if (oldSegment.m_flags.IsFlagSet(NetSegment.Flags.Invert)) { invert = !invert; } try { ushort newSegmentId = NetAccess.CreateSegment(startNodeId, endNodeId, startDirection, endDirection, oldSegment.Info, invert); m_group.Actions.Add(new EnteringBlockedJunctionAllowedAction(newSegmentId, true, true)); m_group.Actions.Add(new YieldSignAction(newSegmentId, true)); } catch (Exception e) { UIWindow2.instance.ThrowErrorMsg("The game failed to create one of the road segments."); Debug.LogError(e.ToString()); } }
/* Old algorithm. Originally intended only for circles. From older documentation: */ /* "For now, the intersection isn't created at the exact point where the segment crosses the circle, but rather on the intersection of * the circle and straight line, which goes from origin and ends at outer node of that segment. That could be unfortunately very * inaccurate, as the first note outside the circle could be quite far away". */ private void SnappingAlgorithmOld() { float centerX = CenterNode.m_position.x; float centerY = CenterNode.m_position.y; float centerZ = CenterNode.m_position.z; for (int i = 0; i < traveller.OuterNodes.Count; i++) { NetNode curNode = NetAccess.Node(traveller.OuterNodes[i]); Vector3 circleIntersection = new Vector3(); float directionX = (curNode.m_position.x - centerX) / VectorDistance(CenterNode.m_position, curNode.m_position); float directionZ = (curNode.m_position.z - centerZ) / VectorDistance(CenterNode.m_position, curNode.m_position); float radius = (float)ellipse.RadiusAtAbsoluteAngle(Math.Abs(Ellipse.VectorsAngle(curNode.m_position - ellipse.Center))); if (radius > 10000) { throw new Exception("Algortithm error"); } circleIntersection.x = (directionX * radius + centerX); circleIntersection.y = centerY; circleIntersection.z = (directionZ * radius + centerZ); ushort newNodeId; ushort newSegmentId; newNodeId = NetAccess.CreateNode(CenterNode.Info, circleIntersection); Intersections.Add(new VectorNodeStruct(newNodeId)); //EllipseTool.Instance.debugDrawPositions.Add(Intersections.Last().vector); NetSegment curSegment = NetAccess.Segment(traveller.OuterSegments[i]); /* For now ignoring anything regarding Y coordinate */ //float directionY2 = (GetNode(newNodeId).m_position.y - curNode.m_position.z) / NodeDistance(GetNode(newNodeId), curNode); float directionY2 = 0f; Vector3 startDirection = new Vector3(); startDirection.x = (directionX /** NodeDistance( GetNode( newNodeId ), curNode ) / 2*/); startDirection.y = directionY2; startDirection.z = (directionZ /** NodeDistance(GetNode(newNodeId), curNode) / 2*/); Vector3 endDirection = new Vector3(); endDirection.x = -startDirection.x; endDirection.y = -startDirection.y; endDirection.z = -startDirection.z; bool invert; //Debug.Log(string.Format("same node: {0}, invert: {1}", curSegment.m_startNode == traveller.OuterNodes[i], curSegment.m_flags.IsFlagSet(NetSegment.Flags.Invert))); if (curSegment.m_startNode == traveller.OuterNodes[i] ^ curSegment.m_flags.IsFlagSet(NetSegment.Flags.Invert)) { invert = true; } else { invert = false; } newSegmentId = NetAccess.CreateSegment(newNodeId, traveller.OuterNodes[i], startDirection, endDirection, curSegment.Info, invert); m_group.Actions.Add(new EnteringBlockedJunctionAllowedAction(newSegmentId, true, true)); m_group.Actions.Add(new YieldSignAction(newSegmentId, true)); //Debug.Log(string.Format("Segment and node created... ")); } }