예제 #1
0
        protected void ConnectEdge(ShapeNode n, ref int index, List <Node> nl)
        {
            // Attempts to connect an edge(index) on a ShapeNode(n) against all edges in a list of Nodes(nl)
            // Subdivides matching edges accordingly if the intersection is less than the entire length of one of the edges.
            // Note: Subdivision code is fairly basic at the moment. Some edge cases are not covered.

            if (n.LinkList[index] != null)
            {
                return;
            }

            Vector2D edge  = n.GetEdge(index);
            Vector2D norm1 = edge.Normalized();

            foreach (ShapeNode n2 in nl)
            {
                if (n2 != n)
                {
                    for (int index2 = 0; index2 < n2.points.Count; index2++)
                    {
                        Vector2D edge2 = n2.GetAntiClockwiseEdge(index2);
                        Vector2D norm2 = edge2.Normalized();

                        if (edge.a == edge2.a && norm1 == norm2)
                        {
                            NodeLink nodeLink = ShapeNode.ConnectEdges(n, index, n2, index2);

                            if (edge.Length() > edge2.Length())
                            {
                                n.AddPoint(index + 1, edge2.b);
                                index--;
                            }

                            if (edge2.Length() > edge.Length())
                            {
                                n2.AddPoint(index2 + 1, edge.b);
                                n2.LinkList[index2 + 1] = n2.LinkList[index2];
                                n2.LinkList[index2]     = null;
                                ConnectEdge(n2, ref index2, nl);
                            }

                            return;
                        }
                    }
                }
            }
        }
예제 #2
0
        public void Initialize(int gridWidth, int gridHeight, int weavePercent, float weighting)
        {
            horizontalWeighting = weighting;
            verticalWeighting   = 1.0f - weighting;

            // Create grid
            RectNode[,] basicGrid = new RectNode[gridWidth, gridHeight];

            // Create square nodes
            SizeF cellSize = new SizeF(1, 1);
            Point p        = new Point();

            for (p.X = 0; p.X < gridWidth; p.X++)
            {
                for (p.Y = 0; p.Y < gridHeight; p.Y++)
                {
                    RectNode node = new RectNode(p, cellSize);
                    nodeDict.Add(node, node.LinkList);
                    basicGrid[p.X, p.Y] = node;
                }
            }

            // Connect nodes
            for (p.X = 1; p.X < gridWidth; p.X++)
            {
                for (p.Y = 0; p.Y < gridHeight; p.Y++)
                {
                    ShapeNode.ConnectEdges(basicGrid[p.X - 1, p.Y], RectNode.RightIndex, basicGrid[p.X, p.Y], RectNode.LeftIndex, horizontalWeighting);
                }
            }

            for (p.X = 0; p.X < gridWidth; p.X++)
            {
                for (p.Y = 1; p.Y < gridHeight; p.Y++)
                {
                    ShapeNode.ConnectEdges(basicGrid[p.X, p.Y - 1], RectNode.BottomIndex, basicGrid[p.X, p.Y], RectNode.TopIndex, verticalWeighting);
                }
            }

            boundingBox.ptMin.X = 0;
            boundingBox.ptMin.Y = 0;
            boundingBox.ptMax.X = gridWidth;
            boundingBox.ptMax.Y = gridHeight;

            // Add Weaves
            int numWeaveNodes = (gridWidth - 2) * (gridHeight - 2);

            if (numWeaveNodes > 0)
            {
                for (p.X = 1; p.X < (gridWidth - 1); p.X++)
                {
                    for (p.Y = 1; p.Y < (gridHeight - 1); p.Y++)
                    {
                        int chance = r.Next(0, 100);
                        if (chance < weavePercent)
                        {
                            NodeLink link;

                            Node gridNode  = basicGrid[p.X, p.Y];
                            Node upperNode = gridNode.LinkList[0].Other(gridNode);
                            Node leftNode  = gridNode.LinkList[1].Other(gridNode);
                            Node lowerNode = gridNode.LinkList[2].Other(gridNode);
                            Node rightNode = gridNode.LinkList[3].Other(gridNode);

                            RectNode weaveNode = new RectNode(p, cellSize);
                            nodeDict.Add(weaveNode, weaveNode.LinkList);

                            weaveNode.LinkList[0] = gridNode.LinkList[0];
                            gridNode.LinkList[0]  = null;

                            weaveNode.LinkList[2] = gridNode.LinkList[2];
                            gridNode.LinkList[2]  = null;

                            link = weaveNode.LinkList[0];
                            if (link.a == gridNode)
                            {
                                link.a = weaveNode;
                            }
                            else
                            {
                                link.b = weaveNode;
                            }

                            link = weaveNode.LinkList[2];
                            if (link.a == gridNode)
                            {
                                link.a = weaveNode;
                            }
                            else
                            {
                                link.b = weaveNode;
                            }

                            link = new NodeLink(upperNode, lowerNode);
                            upperNode.LinkList[2] = link;
                            lowerNode.LinkList[0] = link;
                            link.visited          = true;

                            link = new NodeLink(leftNode, rightNode);
                            leftNode.LinkList[3]  = link;
                            rightNode.LinkList[1] = link;
                            link.visited          = true;

                            gridNode.LinkList[1].visited  = true;
                            gridNode.LinkList[3].visited  = true;
                            weaveNode.LinkList[0].visited = true;
                            weaveNode.LinkList[2].visited = true;
                        }
                    }
                }
            }

            // Add start and end nodes
            Node startNode = basicGrid[0, 0];

            startNode.LinkList[3]         = new NodeLink(startNode, null);
            startNode.LinkList[3].visited = true;

            Node endNode = basicGrid[gridWidth - 1, gridHeight - 1];

            endNode.LinkList[1]         = new NodeLink(endNode, null);
            endNode.LinkList[1].visited = true;;
        }