Exemplo n.º 1
0
    static public List <Vector3> OptimizeLine(List <Vector3> lst)
    {
        if (lst.Count == 2)
        {
            return(lst);
        }
        List <Vector3> result = new List <Vector3>();

        result.Add(lst[0]);
        result.Add(lst[1]);

        var d1 = SpeedRoadUtils.AngleBetween(Vector3.right, lst[1] - lst[0]);

        for (int i = 2; i < lst.Count; i++)
        {
            var d2 = SpeedRoadUtils.AngleBetween(Vector3.right, lst[i] - lst[i - 1]);
            if (Mathf.Abs(d1 - d2) < SpeedRoad.RoadAngleThreshold)
            {
                result.RemoveAt(result.Count - 1);
                //                 Debug.Log("优化线段");
            }
            result.Add(lst[i]);
            d1 = d2;
        }

        Assert.IsTrue(result.Count >= 2);
        return(result);
    }
Exemplo n.º 2
0
    //     static public void CreateGeo(List<Vector3> lst, ref Geometry dst)
    //     {
    //         foreach (var item in lst)
    //         {
    //             dst.AddPoint_2D(item.x, item.y);
    //         }
    //         Assert.IsTrue(dst.GetPointCount() >= 2);
    //     }

    static public void Widen(ref List <Vector3> vertexbuf, Vector3 start, Vector3 end, int index, float roadwidth)
    {
        float      rstart   = SpeedRoadUtils.AngleBetween(Vector3.right, end - start);
        Quaternion rotation = Quaternion.Euler(0, 0, -rstart);
        Matrix4x4  m        = Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one);
        Vector3    ss       = m.MultiplyPoint(start);
        Vector3    se       = m.MultiplyPoint(end);
        Matrix4x4  m2       = m.inverse;

        Vector3 halfWidth = new Vector3(0, roadwidth / 2, 0);

        vertexbuf[index + 0] = m2.MultiplyPoint(ss + halfWidth);
        vertexbuf[index + 1] = m2.MultiplyPoint(ss - halfWidth);
        vertexbuf[index + 2] = m2.MultiplyPoint(se + halfWidth);
        vertexbuf[index + 3] = m2.MultiplyPoint(se - halfWidth);
    }
Exemplo n.º 3
0
    public float GetRoadAngle(bool bhead, ref List <Vector3> lst)
    {
        float          angle  = 0;
        List <Vector3> vertex = null;

        if (bhead)
        {
            if (vertexZebraCrossingHead.Count > 0)
            {
                vertex = vertexZebraCrossingHead;
            }
            else if (vertexRoad.Count > 0)
            {
                vertex = vertexRoad;
            }
            else
            {
                Assert.IsFalse(true);
            }
            var dst = vertex[2] - vertex[0];
            angle = SpeedRoadUtils.AngleBetween(Vector3.right, new Vector3(dst.x, dst.y, 0));
            lst.Add(SpeedRoadUtils.SwapYZ(vertex[0]));
            lst.Add(SpeedRoadUtils.SwapYZ(vertex[1]));
        }
        else
        {
            if (vertexZebraCrossingTail.Count > 0)
            {
                vertex = vertexZebraCrossingTail;
            }
            else if (vertexRoad.Count > 0)
            {
                vertex = vertexRoad;
            }
            else
            {
                Assert.IsFalse(true);
            }
            var dst = vertex[vertex.Count - 4] - vertex[vertex.Count - 2];
            angle = SpeedRoadUtils.AngleBetween(Vector3.right, new Vector3(dst.x, dst.y, 0));
            lst.Add(SpeedRoadUtils.SwapYZ(vertex[vertex.Count - 1]));
            lst.Add(SpeedRoadUtils.SwapYZ(vertex[vertex.Count - 2]));
        }
        return(angle);
    }