コード例 #1
0
ファイル: Excavation.cs プロジェクト: tevfikoguz/XCOM
        public static ExcavationSection Interpolate(ExcavationSection startSection, ExcavationSection endSection, double ratio)
        {
            ExcavationSection result = new ExcavationSection();

            for (int i = 0; i < Math.Max(startSection.Elements.Count, endSection.Elements.Count); i++)
            {
                int startIndex = Math.Min(i, startSection.Elements.Count - 1);
                int endIndex   = Math.Min(i, endSection.Elements.Count - 1);

                double hStart  = startSection.Elements[startIndex].H;
                double vStart  = startSection.Elements[startIndex].V;
                double hlStart = startSection.Elements[startIndex].HeightLimit;
                double llStart = startSection.Elements[startIndex].LengthLimit;

                double hEnd  = startSection.Elements[endIndex].H;
                double vEnd  = startSection.Elements[endIndex].V;
                double hlEnd = startSection.Elements[endIndex].HeightLimit;
                double llEnd = startSection.Elements[endIndex].LengthLimit;

                double h = hStart + ratio * (hEnd - hStart);
                double v = vStart + ratio * (vEnd - vStart);

                double hl = ((hlStart > 0 && hlEnd > 0) ? hlStart + ratio * (hlEnd - hlStart) : Math.Max(hlStart, hlEnd));
                double ll = ((llStart > 0 && llEnd > 0) ? llStart + ratio * (llEnd - llStart) : Math.Max(llStart, llEnd));

                ExcavationSectionElement ele = new ExcavationSectionElement(h, v);
                ele.HeightLimit = hl;
                ele.LengthLimit = ll;
                result.Elements.Add(ele);
            }

            return(result);
        }
コード例 #2
0
ファイル: Excavation.cs プロジェクト: tevfikoguz/XCOM
        public void AddSlope(double h, double v, double heightLimit = -1)
        {
            ExcavationSectionElement ele = new ExcavationSectionElement(h, v);

            ele.HeightLimit = heightLimit;
            Elements.Add(ele);
        }
コード例 #3
0
ファイル: Excavation.cs プロジェクト: tevfikoguz/XCOM
        public void AddOffset(double lengthLimit)
        {
            ExcavationSectionElement ele = new ExcavationSectionElement(1, 0);

            ele.LengthLimit = lengthLimit;
            Elements.Add(ele);
        }
コード例 #4
0
ファイル: Excavation.cs プロジェクト: tevfikoguz/XCOM
        protected static ExcavationSection ExcavateSlopeAtPoint(TriangleNet.Mesh surfaceMesh, ExcavationSection section, Point3d bottomPoint, Vector3d normal)
        {
            double            xyLen      = Math.Sqrt(normal.X * normal.X + normal.Y * normal.Y);
            ExcavationSection outSection = new ExcavationSection();

            foreach (ExcavationSectionElement inputelement in section.Elements)
            {
                ExcavationSectionElement element = (ExcavationSectionElement)inputelement.Clone();
                element.HasIntersection = false;
                element.HasTopPoint     = false;
                element.CurrentRatio    = double.MaxValue;
                element.BottomPoint     = bottomPoint;

                // Calculate 3D slope
                Vector3d slope = new Vector3d(normal.X / xyLen * element.H, normal.Y / xyLen * element.H, element.V);
                slope         = slope / slope.Length;
                element.Slope = slope;

                // Intersects slope vectors with surface triangles
                foreach (TriangleNet.Data.Triangle tri in surfaceMesh.Triangles)
                {
                    TriangleNet.Data.Vertex v1 = tri.GetVertex(0);
                    TriangleNet.Data.Vertex v2 = tri.GetVertex(1);
                    TriangleNet.Data.Vertex v3 = tri.GetVertex(2);

                    // Intersect the 3D ray from excavation bottom with the triangle
                    double  t;
                    Point3d topPoint;
                    bool    intersect = RayTriangleIntersection(bottomPoint, slope,
                                                                new Point3d(v1.X, v1.Y, v1.Attributes[0]), new Point3d(v2.X, v2.Y, v2.Attributes[0]), new Point3d(v3.X, v3.Y, v3.Attributes[0]),
                                                                out t, out topPoint);
                    double xyDist = double.MaxValue;
                    double zDist  = double.MaxValue;
                    if (intersect)
                    {
                        xyDist = new Vector3d(topPoint.X - bottomPoint.X, topPoint.Y - bottomPoint.Y, 0).Length;
                        zDist  = topPoint.Z - bottomPoint.Z;
                    }
                    if (!intersect ||
                        (element.HeightLimit > 0 && zDist > element.HeightLimit) ||
                        (element.LengthLimit > 0 && xyDist > element.LengthLimit))
                    {
                        t = double.MaxValue;
                    }
                    if (t < element.CurrentRatio)
                    {
                        element.CurrentRatio    = t;
                        element.TopPoint        = topPoint;
                        element.HasIntersection = true;
                    }
                }

                // Create the output section
                if (element.HasIntersection)
                {
                    // This element intersected the surface
                    // Add to output section and end calculation
                    element.HasTopPoint = true;
                    outSection.Elements.Add(element);
                    break;
                }
                else
                {
                    // No intersections
                    // Add to output section and continue calculation
                    // Calculate the top point for this element (bottom point for the next element)
                    if (element.HeightLimit > 0)
                    {
                        element.TopPoint    = element.BottomPoint + slope * element.HeightLimit / element.V;
                        element.HasTopPoint = true;
                    }
                    else if (element.LengthLimit > 0)
                    {
                        element.TopPoint    = element.BottomPoint + slope * element.LengthLimit / element.H;
                        element.HasTopPoint = true;
                    }
                    else
                    {
                        element.HasTopPoint = false;
                    }

                    outSection.Elements.Add(element);
                    bottomPoint = element.TopPoint;
                }
            }

            return(outSection);
        }