コード例 #1
0
 public Connection(Bezier bezier, Lane startlane, Lane endlane, int startbezierindex, int endbezierindex,
                   double starttimeindex, double endtimeindex, double unspawnindex = double.NaN)
 {
     Bezier = bezier;
     StartLane = startlane;
     EndLane = endlane;
     StartBezierIndex = startbezierindex;
     EndBezierIndex = endbezierindex;
     StartTime = starttimeindex;
     EndTime = endtimeindex;
     UnSpawnTimeIndex = unspawnindex;
 }
コード例 #2
0
        //[OptionalField] private RoadLane nextlane;
        //[OptionalField] private RoadLane previouslane;
        public CrossingLane(Crossing crossing, Lane previouslane, Lane nextlane, double width, List<Vehicle> vehiclelist)
        {
            int colorindex;

            if (previouslane.LaneDirection == LaneDirection.Forward)
                colorindex = previouslane.LaneIndex;
            else
                colorindex = -previouslane.LaneIndex - 1;

            Crossing = crossing;
            curvecolor = Colors.GetSaturatedColor(colorindex);
            ILaneContainer = crossing;
            LaneIndex = nextlane.LaneIndex;
            Width = width;
            this.vehiclelist = vehiclelist;

            nextlanes.Add(nextlane);
            nextlane.AddPreviousLane(this);
            previouslanes.Add(previouslane);
            previouslane.AddNextLane(this);

            PointD point1 = previouslane.GetLastCoordinate();
            PointD point2 = nextlane.GetFirstCoordinate();

            VectorD vector1 = previouslane.GetLastVelocity();
            VectorD vector2 = nextlane.GetFirstVelocity();
            VectorD vector3 = vector1.GetUnitVector()*new VectorD(point1, point2).Length/3;

            if (vector1.IsCoLinearWith(vector2))
                // Als de in en uitgaande RoadLane van de die deze CrossingLane verbindt dezelfde richting hebben
                // If the incoming and outgoing RoadLane that this crossinglane connects have the same direction
                // we need a third order curve
                beziers = new Bezier[] {new CubicBezier(point1, point1 + vector3, point2 - vector3, point2)};
            else // else a second order
                beziers = new Bezier[]
                    {
                        new QuadraticBezier(point1,
                                            new LineD(point1, vector1).GetCrossingPoint(new LineD(point2,
                                                                                                  vector2)),
                                            point2)
                    };

            Length = beziers.Sum(bezier => bezier.Length);
        }
コード例 #3
0
ファイル: Road.cs プロジェクト: afraca/Traffic_Simulation
        public Road(RoadData roaddata, Bezier[] beziers)
        {
            this.beziers = beziers;
            linecolor = roaddata.LineColor;
            lanelist = new List<RoadLane>();
            roadcolor = roaddata.RoadColor;
            this.roaddata = roaddata;
            vehiclelist = new List<Vehicle>();

            for (int i = 0; i < roaddata.ForwardLaneCount; i++)
                if (i == roaddata.ForwardLaneCount - 1 && roaddata.ForwardShoulder)
                    addlane(LaneDirection.Forward, LaneType.Shoulder);
                else
                    addlane(LaneDirection.Forward, LaneType.Normal);

            for (int i = 0; i < roaddata.BackwardLaneCount; i++)
                if (i == roaddata.BackwardLaneCount - 1 && roaddata.BackwardShoulder)
                    addlane(LaneDirection.Backward, LaneType.Shoulder);
                else
                    addlane(LaneDirection.Backward, LaneType.Normal);
        }
コード例 #4
0
ファイル: RoadLane.cs プロジェクト: afraca/Traffic_Simulation
        private void setbeziers()
        {
            Bezier[] roadbeziers = Road.Beziers;
            bool reverse = LaneDirection == LaneDirection.Backward;

            beziers = new Bezier[roadbeziers.Length];
            linebeziers = new Bezier[roadbeziers.Length];

            for (int i = 0; i < beziers.Length; i++)
            {
                beziers[i] = roadbeziers[i].GetTranslatedBezier(reverse, translation);
                linebeziers[i] = roadbeziers[i].GetTranslatedBezier(reverse, translation + Width/2);
            }

            if (!reverse) return;
            beziers = beziers.Reverse().ToArray();
            linebeziers = linebeziers.Reverse().ToArray();
        }