예제 #1
0
        /* If node distance is too short, we travel one segment up from the border node and set the new node as the one to connect to */
        private static void RepairShortSegment(ref Vector3 direction, ref ushort node)
        {
            //Debug.Log("Repairing short segment...");

            NetNode netNode = NetAccess.GetNode(node);

            // If there is more than one segment we cannot safely delete it (we don't even know from which segment we should pick)
            if (netNode.CountSegments() != 1)
            {
                return;
            }

            ushort     segmentId  = NetAccess.GetFirstSegment(netNode);
            NetSegment netSegment = NetAccess.GetSegment(segmentId);

            if (node == netSegment.m_startNode)
            {
                direction = netSegment.m_endDirection;
                node      = netSegment.m_endNode;
            }
            else
            {
                direction = netSegment.m_startDirection;
                node      = netSegment.m_startNode;
            }

            NetAccess.ReleaseSegment(segmentId, true);
        }
예제 #2
0
        private static bool TryConnect(ushort node1, ConnectionPoint cpoint)
        {
            NetNode netNode1 = NetAccess.GetNode(node1);
            NetNode netNode2 = NetAccess.GetNode(cpoint.Node);

            Vector3 differenceVector = netNode2.m_position - netNode1.m_position;

            //Debug.Log("TryConnect: " + node1 + ", " + cpoint.Node + ", dist: " + differenceVector.magnitude);

            // 1) Check max distance
            if (differenceVector.magnitude > MAX_NODE_DISTANCE)
            {
                return(false);
            }

            ushort segment1 = NetAccess.GetFirstSegment(netNode1);
            //ushort segment2 = NetAccess.GetFirstSegment(netNode2);
            NetSegment netSegment1 = NetAccess.GetSegment(segment1);

            //NetSegment netSegment2 = NetAccess.GetSegment(segment2);

            // 2) Check if both segments are roads
            if (!((netSegment1.Info.m_hasForwardVehicleLanes || netSegment1.Info.m_hasBackwardVehicleLanes) && (cpoint.NetInfo.m_hasForwardVehicleLanes || cpoint.NetInfo.m_hasBackwardVehicleLanes)))
            {
                //Debug.Log("Not roads!");
                return(false);
            }

            // 3) Check max angle (if segments are too close we skip this as it won't give good data)
            Vector3 direction1 = netSegment1.GetDirection(node1);
            Vector3 direction2 = cpoint.Direction;
            float   angle1     = Vector3.Angle(direction1, -differenceVector);
            float   angle2     = Vector3.Angle(direction2, -differenceVector);

            if (differenceVector.magnitude > MIN_SEGMENT_LENGTH)
            {
                if (angle1 > MAX_ANGLE || angle2 > MAX_ANGLE)
                {
                    //Debug.Log("Angle too big: " + angle1 + " " + angle2);
                    return(false);
                }
            }

            // 4) Check if directions of one-way roads match (if so connect)
            if (NetAccess.IsOneWay(netSegment1.Info) && cpoint.NetInfo)
            {
                if (SegmentDirectionBool(netSegment1, node1) ^ cpoint.DirectionBool)
                {
                    Connect(node1, cpoint.Node, -netSegment1.GetDirection(node1), cpoint.Direction, cpoint.NetInfo, !cpoint.DirectionBool);
                    return(true);
                }
                else
                {
                    return(false); // We won't connect one-way roads whose directions don't match
                }
            }

            // 5) We will favor roads with same NetIfno (if so connect)
            if (netSegment1.Info == cpoint.NetInfo)
            {
                Connect(node1, cpoint.Node, -netSegment1.GetDirection(node1), cpoint.Direction, cpoint.NetInfo, !cpoint.DirectionBool);
                return(true);
            }

            // 6) Lastly we set smaller max distance and angle and try again
            if (differenceVector.magnitude < (MAX_NODE_DISTANCE * 3 / 4) && angle1 < MAX_ANGLE / 2 && angle2 < MAX_ANGLE / 2)
            {
                Connect(node1, cpoint.Node, -netSegment1.GetDirection(node1), cpoint.Direction, cpoint.NetInfo, !cpoint.DirectionBool);
                return(true);
            }

            return(false);
        }