Пример #1
0
    private void SplitInHalf(Vector3 x, NewPointsGetter newPoints, Shape2 shapeAbove, Shape2 shapeBelow)
    {
        var a = new Point2(x);
        var b = new Point2(x);

        newPoints.AddPoints(EdgeP1, EdgeP2, a, b);

        shapeAbove.AddPoint(a);
        shapeBelow.AddPoint(b);

        if (EdgeP1.PlaneRelationship == PointPlaneRelationship.Above)
        {
            var newForBelow = new Edge2(EdgeP2, b);
            EdgeP2 = a;

            shapeAbove.Edges.Add(this);
            shapeBelow.Edges.Add(newForBelow);
        }
        else
        {
            var newForAbove = new Edge2(EdgeP2, a);
            EdgeP2 = b;

            shapeAbove.Edges.Add(newForAbove);
            shapeBelow.Edges.Add(this);
        }
    }
Пример #2
0
        private static IEnumerable <Edge2> GetPolygonEdges(IEnumerable <Vector2> vectors)
        {
            var edges = new List <Edge2>();

            var vectorsEnumerator = vectors.GetEnumerator();

            vectorsEnumerator.MoveNext();
            var firstPoint = vectorsEnumerator.Current;
            var point1     = firstPoint;
            var point2     = firstPoint;

            while (vectorsEnumerator.MoveNext())
            {
                point1 = point2;
                point2 = vectorsEnumerator.Current;

                var edge = new Edge2(point1, point2);
                edges.Add(edge);
            }

            var lastEdge = new Edge2(point2, firstPoint);

            edges.Add(lastEdge);

            return(edges);
        }
Пример #3
0
    public void AddEdge(Edge2 e)
    {
        e.EdgeP1.AddLink(e.EdgeP2);
        e.EdgeP2.AddLink(e.EdgeP1);

        m_Head = e.EdgeP1;
    }
Пример #4
0
    // dessine une edge d'une epaisseur thickness en appliquant les transformations
    // de planMatrix
    public static void Draw(Edge2 edge, Matrix4x4 planMatrix, int thickness = 10, 
		float offsetWidth=0, float offsetHeight=0)
    {
        Matrix4x4 matrix = GUI.matrix;

        Vector2 nextPt = edge.GetNextPoint2 ();
        nextPt.Set(nextPt.x+offsetWidth, nextPt.y+offsetHeight);
        nextPt = planMatrix.MultiplyPoint (nextPt);

        Vector2 prevPt = edge.GetPrevPoint2 ();
        prevPt.Set(prevPt.x+offsetWidth, prevPt.y+offsetHeight);
        prevPt = planMatrix.MultiplyPoint (prevPt);

        float angle = Vector2.Angle(nextPt - prevPt, Vector2.right);

        if (prevPt.y > nextPt.y)
        {
            angle = -angle;
        }

        GUIUtility.RotateAroundPivot (angle, prevPt);

        GUI.DrawTexture(new Rect (prevPt.x, prevPt.y - thickness / 2 ,
            (nextPt - prevPt).magnitude, thickness), SOLID_EDGE_TEXTURE);

        GUI.matrix = matrix;
    }
Пример #5
0
            public void AddNeighbor(string v1, string v2, double w)
            {
                Edge2        e1 = new Edge2(v2, w);
                List <Edge2> value;

                g.TryGetValue(v1, out value);
                value.Add(e1);
            }
Пример #6
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        public double ComputeArea()
        {
            //Compute area using Heron's formula
            double semiperimiter = (Edge1.ComputeLength() + Edge2.ComputeLength() + Edge3.ComputeLength()) / 2;

            double area = Math.Sqrt(semiperimiter * (semiperimiter - Edge1.ComputeLength()) * (semiperimiter - Edge2.ComputeLength()) * (semiperimiter - Edge3.ComputeLength()));

            return(area);
        }
Пример #7
0
    private List <List <Vector2> > GenerateEdgeIslands(HashSet <Edge2> edgeSet)
    {
        // Run though edge set and get individual edge islands
        List <List <Vector2> > edgeIslands = new List <List <Vector2> >();

        while (edgeSet.Count > 0)
        {
            List <Vector2> wallPath = new List <Vector2>();

            IEnumerator <Edge2> en = edgeSet.GetEnumerator();
            en.MoveNext();
            Edge2 start   = en.Current;
            Edge2 current = start;
            wallPath.Add(current.first);
            edgeSet.Remove(current);

            while (current.second != start.first)
            {
                wallPath.Add(current.second);

                Edge2 oldCurrent = new Edge2(current.first, current.second);
                foreach (Edge2 edge in edgeSet)
                {
                    if (edge == start)
                    {
                        continue;
                    }

                    if (edge.first == current.second)
                    {
                        current = edge;
                        break;
                    }
                    else if (edge.second == current.second)
                    {
                        current = new Edge2(edge.second, edge.first);
                        break;
                    }
                }

                if (current == oldCurrent)
                {
                    throw new System.Exception("Infinite loop while iterating through edges.");
                }

                edgeSet.Remove(current);
            }

            wallPath.Add(start.first);
            edgeIslands.Add(wallPath);
        }

        return(edgeIslands);
    }
Пример #8
0
    private void ProcessNewFace(Shape2 shape, List <Point2> points, Edge2 newEdge)
    {
        if (DefinesNewFace(points))
        {
            shape.Faces.Add(GetNewFace(points, m_Normal));

            if (IsNewlyFormedEdge(newEdge))
            {
                shape.AddNewEdgeFromFaceSplit(newEdge);
            }
        }
    }
Пример #9
0
    public void Split(NewPointsGetter newPoints, Shape2 shapeAbove, Shape2 shapeBelow)
    {
        m_InUse = false;

        var abovePoints = new List <Point2>();
        var belowPoints = new List <Point2>();

        var newAboveEdge = new Edge2();
        var newBelowEdge = new Edge2();

        for (int i = 0; i < m_Points.Count; i++)
        {
            var next = (i + 1) % m_Points.Count;

            var p1 = m_Points[i];
            var p2 = m_Points[next];

            if (p1.PlaneRelationship == PointPlaneRelationship.Above)
            {
                abovePoints.Add(p1);
            }
            else if (p1.PlaneRelationship == PointPlaneRelationship.Below)
            {
                belowPoints.Add(p1);
            }
            else
            {
                var a = newPoints.GetPointAbove(p1);
                var b = newPoints.GetPointBelow(p1);

                abovePoints.Add(a);
                belowPoints.Add(b);

                newAboveEdge.AddPoint(a);
                newBelowEdge.AddPoint(b);
            }

            if (Point2.PointsBridgePlane(p1, p2))
            {
                var a = newPoints.GetPointAbove(p1, p2);
                var b = newPoints.GetPointBelow(p1, p2);

                abovePoints.Add(a);
                belowPoints.Add(b);

                newAboveEdge.AddPoint(a);
                newBelowEdge.AddPoint(b);
            }
        }

        ProcessNewFace(shapeAbove, abovePoints, newAboveEdge);
        ProcessNewFace(shapeBelow, belowPoints, newBelowEdge);
    }
Пример #10
0
        void add_edge(int a, int b, int cap)
        {
            a = v(a);
            b = v(b);

            Edge2 e1 = new Edge2(a, b, cap, 0);
            Edge2 e2 = new Edge2(b, a, 0, 0);

            g[a].Add(e.Count);
            e.Add(e1);
            g[b].Add(e.Count);
            e.Add(e2);
        }
Пример #11
0
        void add_edge(int a, int b, int cap)
        {
            a = GetOrCreateIndex(a);
            b = GetOrCreateIndex(b);

            Edge2 e1 = new Edge2(a, b, cap, 0);
            Edge2 e2 = new Edge2(b, a, 0, 0);

            edgeLists[a].Add(edges.Count);
            edges.Add(e1);
            edgeLists[b].Add(edges.Count);
            edges.Add(e2);
        }
Пример #12
0
	/// <summary>
	/// 辺をy座標値で分割
	/// 座標値は上から下にソートしてあること
	/// </summary>
	public List<Edge2>[] DivisionEdges(float[] divisions) {

		//下準備
		int len = divisions.Length;
		List<Edge2>[] edges = new List<Edge2>[len - 1];

		//左側(topBottomEdges)
		Edge2 divEdge = topBottomEdges[0];	//分割対象の辺
		for (int i = 0; i < len; ++i) {
			if(divEdge)
		}

		return edges;
	}
Пример #13
0
 private bool AreEdgeSlopesEqual()
 {
     if (Edge1.ComputeSlope() == Edge2.ComputeSlope())
     {
         return(true);
     }
     if (Edge2.ComputeSlope() == Edge3.ComputeSlope())
     {
         return(true);
     }
     if (Edge1.ComputeSlope() == Edge3.ComputeSlope())
     {
         return(true);
     }
     return(false);
 }
Пример #14
0
 public override bool Equals(object obj)
 {
     return(obj is Triangle triangle &&
            Transform.Equals(triangle.Transform) &&
            Material.Equals(triangle.Material) &&
            Parent == triangle.Parent &&
            HasParent == triangle.HasParent &&
            P1.Equals(triangle.P1) &&
            P2.Equals(triangle.P2) &&
            P3.Equals(triangle.P3) &&
            Edge1.Equals(triangle.Edge1) &&
            Edge2.Equals(triangle.Edge2) &&
            Normal.Equals(triangle.Normal) &&
            N1.Equals(triangle.N1) &&
            N2.Equals(triangle.N2) &&
            N3.Equals(triangle.N3) &&
            IsSmoothed == triangle.IsSmoothed);
 }
Пример #15
0
        public void Construction2()
        {
            // Arrange
            var graph = new Graph <Node2, Edge2>();

            // Act
            Node2 node1, node2;

            graph.Add(node1 = new Node2());
            graph.Add(node2 = new Node2());
            Edge2 edge;

            graph.Add(edge = new Edge2(node1, node2, 1));

            // Assert
            edge.MyEdgeProp.ShouldBe(1);
            edge.Reverse.MyEdgeProp.ShouldBe(-1);
        }
 /// <summary>
 /// Get the edge of this face with vertices v1, v2
 /// </summary>
 /// <param name="v1">a vertex of the edge</param>
 /// <param name="v2">the other vertex</param>
 /// <returns>null if it cannot be found</returns>
 public Edge GetEdge(DualSite v1, DualSite v2)
 {
     if (Edge0.EqualEdge(v1, v2))
     {
         return(Edge0);
     }
     else if (Edge1.EqualEdge(v1, v2))
     {
         return(Edge1);
     }
     else if (Edge2.EqualEdge(v1, v2))
     {
         return(Edge2);
     }
     else
     {
         return(null);
     }
 }
Пример #17
0
        public override IntersectionList LocalIntersect(Ray ray)
        {
            var intersections = new IntersectionList();

            var directionCrossEdge2 = ray.Direction.Cross(Edge2);
            var determinant         = Edge1.Dot(directionCrossEdge2);

            if (Math.Abs(determinant) < DoubleExtensions.EPSILON)
            {
                return(intersections);
            }

            var f = 1.0 / determinant;
            var point1ToOrigin = ray.Origin - Point1;
            var u = f * point1ToOrigin.Dot(directionCrossEdge2);

            if (u < 0 || u > 1)
            {
                return(intersections);
            }

            var originCrossEdge1 = point1ToOrigin.Cross(Edge1);
            var v = f * ray.Direction.Dot(originCrossEdge1);

            if (v < 0 || (u + v) > 1)
            {
                return(intersections);
            }

            var t            = f * Edge2.Dot(originCrossEdge1);
            var intersection = new Intersection
            {
                Shape = this,
                Time  = t,
                U     = u,
                V     = v
            };

            intersections.Add(intersection);

            return(intersections);
        }
    //Are two lines intersecting?
    private void LineLine()
    {
        MyVector2 l1_p1 = t1_p1_trans.position.ToMyVector2();
        MyVector2 l1_p2 = t1_p2_trans.position.ToMyVector2();

        MyVector2 l2_p1 = t2_p1_trans.position.ToMyVector2();
        MyVector2 l2_p2 = t2_p2_trans.position.ToMyVector2();

        Edge2 l1 = new Edge2(l1_p1, l1_p2);
        Edge2 l2 = new Edge2(l2_p1, l2_p2);

        bool isIntersecting = _Intersections.LineLine(l1, l2, includeEndPoints: true);

        //Display

        //Gizmos.DrawLine(l1_p1.ToVector3(), l1_p2.ToVector3());
        //Gizmos.DrawLine(l2_p1.ToVector3(), l2_p2.ToVector3());

        //if (isIntersecting)
        //{
        //    MyVector2 intersectionPoint = Intersections.GetLineLineIntersectionPoint(l1_p1, l1_p2, l2_p1, l2_p2);

        //    //Gizmos.color = Color.red;

        //    //Gizmos.DrawSphere(intersectionPoint.ToVector3(), 1f);
        //}


        //With mesh

        //Line
        TestAlgorithmsHelpMethods.DisplayLineMesh(l1_p1, l1_p2, 0.5f, Color.white);
        TestAlgorithmsHelpMethods.DisplayLineMesh(l2_p1, l2_p2, 0.5f, Color.white);

        //If they are intersecting we can also get the intersection point
        if (isIntersecting)
        {
            MyVector2 intersectionPoint = _Intersections.GetLineLineIntersectionPoint(l1, l2);

            TestAlgorithmsHelpMethods.DisplayCircleMesh(intersectionPoint, 1f, 20, Color.red);
        }
    }
Пример #19
0
        public override int GetHashCode()
        {
            int hashCode = -2063967696;

            hashCode = hashCode * -1521134295 + Transform.GetHashCode();
            hashCode = hashCode * -1521134295 + Material.GetHashCode();
            hashCode = hashCode * -1521134295 + SavedRay.GetHashCode();
            hashCode = hashCode * -1521134295 + Parent.GetHashCode();
            hashCode = hashCode * -1521134295 + HasParent.GetHashCode();
            hashCode = hashCode * -1521134295 + P1.GetHashCode();
            hashCode = hashCode * -1521134295 + P2.GetHashCode();
            hashCode = hashCode * -1521134295 + P3.GetHashCode();
            hashCode = hashCode * -1521134295 + Edge1.GetHashCode();
            hashCode = hashCode * -1521134295 + Edge2.GetHashCode();
            hashCode = hashCode * -1521134295 + Normal.GetHashCode();
            hashCode = hashCode * -1521134295 + N1.GetHashCode();
            hashCode = hashCode * -1521134295 + N2.GetHashCode();
            hashCode = hashCode * -1521134295 + N3.GetHashCode();
            hashCode = hashCode * -1521134295 + IsSmoothed.GetHashCode();
            return(hashCode);
        }
Пример #20
0
        private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
        {
            if (comboBox1.Text == "Circle")
            {
                Radius.Show(); RadiusTextBox.Show();
                Edge1TextBox.Hide(); Edge2TextBox.Hide();
                Edge1.Hide(); Edge2.Hide();
            }
            if (comboBox1.Text == "Rectangle")
            {
                Edge1.Show(); Edge2.Show();
                Edge1TextBox.Show(); Edge2TextBox.Show();
                Radius.Hide(); RadiusTextBox.Hide();
            }

            if (comboBox1.Text == "Select")
            {
                Radius.Hide(); RadiusTextBox.Hide();
                Edge1TextBox.Hide(); Edge2TextBox.Hide();
                Edge1.Hide(); Edge2.Hide();
            }
        }
Пример #21
0
        public void DrawPolygonFilled(ITransformation transformation, IEnumerable <Vector2> vectors, ushort?colorOverride = null, byte?pixelOverride = null)
        {
            var transformedVectors = vectors
                                     .Select(transformation.Transform)
                                     .ToList();
            var yMax  = (int)System.Math.Ceiling(transformedVectors.Max(vector => vector.Y));
            var yMin  = (int)System.Math.Floor(transformedVectors.Min(vector => vector.Y));
            var edges = GetPolygonEdges(transformedVectors);

            for (var scanlineY = yMin; scanlineY <= yMax; scanlineY++)
            {
                var yEdgeIntersections = edges
                                         .Where(edge => edge.IsYValueOnEdge(scanlineY))
                                         .Select(edge => edge.GetPointFromY(scanlineY))
                                         .ToList();
                var xSortedIntersections = yEdgeIntersections.OrderBy(vector => vector.X).ToList();
                var index1 = 0;
                var index2 = 1;
                while (index2 < xSortedIntersections.Count)
                {
                    var point1 = xSortedIntersections[index1];
                    var point2 = xSortedIntersections[index2];
                    var line   = new Edge2(point1, point2);
                    var startX = point1.X;
                    var endX   = point2.X;
                    for (var x = startX; x <= endX; x++)
                    {
                        var point = new Vector2(x, scanlineY);
                        DrawPoint(Transformation.None, point, colorOverride, pixelOverride);
                    }

                    index1 += 2;
                    index2 += 2;
                }
            }
        }
Пример #22
0
    /// <summary>
    /// y軸で分割する。分割したならtrueを返す
    /// </summary>
    public bool Division(float y, out Edge2 a, out Edge2 b)
    {
        a = b = null;
        if (isHorizontal)
        {
            //水平な場合
            return(false);
        }
        else
        {
            //水平以外
            if (isUpward)
            {
                if (from.y < y && y < to.y)
                {
                }
            }
            else
            {
            }
        }

        return(true);
    }
Пример #23
0
        //生成三角网TIN
        public List <Edge> GeneTIN()
        {
            arrEdges.Clear();
            arrTris.Clear();
            arrDots = new PointF[mPointSet.PointList.Count];
            for (int kk = 0; kk < mPointSet.PointList.Count; kk++)
            {
                arrDots[kk] = new PointF((float)mPointSet.PointList[kk].X, (float)mPointSet.PointList[kk].Y);
            }
            int    i, idxStart = 0, endTemp, ptindex;
            bool   isExist;
            double angMax, angMin, angTemp, angRcdMax, angRcdTmp, lenMin, lenCur, lenTmp1, lenTmp2;
            Edge2  edge = new Edge2();
            //找到边界---(删除不需要的点,从X最小的地方开始找,直至回到起始点)
            PointF dirCur  = new PointF();
            PointF dirTmp1 = new PointF();
            PointF dirTmp2 = new PointF();
            PointF ptStart = new PointF();

            for (i = 1; i < arrDots.Length; i++)
            {
                if (arrDots[i].X < arrDots[idxStart].X)
                {
                    idxStart = i;
                }
            }
            endTemp    = idxStart - 1;
            ptStart.X  = arrDots[idxStart].X;
            ptStart.Y  = arrDots[idxStart].Y;
            edge.Start = idxStart;
            angMin     = Math.PI;
            dirCur.X   = 0;
            dirCur.Y   = 500;
            while (endTemp != idxStart)
            {
                lenCur = Math.Sqrt(dirCur.X * dirCur.X + dirCur.Y * dirCur.Y);
                lenMin = 1000;
                for (i = 0; i < arrDots.Length; i++)//找边界
                {
                    if (i != edge.Start)
                    {
                        dirTmp1.X = arrDots[i].X - ptStart.X;
                        dirTmp1.Y = arrDots[i].Y - ptStart.Y;
                        lenTmp1   = Math.Sqrt(dirTmp1.X * dirTmp1.X + dirTmp1.Y * dirTmp1.Y);
                        angTemp   = Math.Acos((dirCur.X * dirTmp1.X + dirCur.Y * dirTmp1.Y) / (lenTmp1 * lenCur));
                        if (angTemp < angMin)
                        {
                            angMin = angTemp; edge.End = i; lenMin = lenTmp1;
                        }
                        else if (angTemp == angMin && lenTmp1 < lenMin)
                        {
                            edge.End = i; lenMin = lenTmp1;
                        }
                    }
                }
                arrEdges.Add(edge);
                endTemp    = edge.End;
                edge       = new Edge2();
                angMin     = Math.PI;
                dirCur.X   = arrDots[endTemp].X - ptStart.X;
                dirCur.Y   = arrDots[endTemp].Y - ptStart.Y;
                ptStart    = arrDots[endTemp];
                edge.Start = endTemp;
            }
            //以下为自动生成TIN
            //从第一条边开始,按照先左后右的顺序寻找,找到则加入三角形数组和边数组,没有则继续下一边,直到边到达最后
            //注意边可能有两种顺序存储。
            for (i = 0; i < arrEdges.Count; i++)
            {
                //取出一条边
                edge = new Edge2();
                edge = (Edge2)arrEdges[i];
                //先左后右计算扩展点-判断三角形是否存在过(若本边的左三角已存在,则计算右三角)??
                if (edge.LeftTri == -1)
                {
                    ptindex   = -1;//选中的点的index
                    dirCur.X  = arrDots[edge.End].X - arrDots[edge.Start].X;
                    dirCur.Y  = arrDots[edge.End].Y - arrDots[edge.Start].Y;
                    angRcdMax = 0; //与该边夹角最大值
                    angMax    = 0; //最大圆内接角
                    for (int j = 0; j < arrDots.Length; j++)
                    {
                        if (j != edge.Start && j != edge.End)//排除边的端点
                        {
                            dirTmp1.X = arrDots[j].X - arrDots[edge.Start].X;
                            dirTmp1.Y = arrDots[j].Y - arrDots[edge.Start].Y;
                            if (dirCur.X * dirTmp1.Y - dirCur.Y * dirTmp1.X < 0)//如果该点在左边,则计算
                            {
                                //找角度最大的
                                lenCur    = Math.Sqrt(dirCur.X * dirCur.X + dirCur.Y * dirCur.Y);//当前向量长度
                                lenTmp1   = Math.Sqrt(dirTmp1.X * dirTmp1.X + dirTmp1.Y * dirTmp1.Y);
                                dirTmp2.X = arrDots[j].X - arrDots[edge.End].X;
                                dirTmp2.Y = arrDots[j].Y - arrDots[edge.End].Y;
                                lenTmp2   = Math.Sqrt(dirTmp2.X * dirTmp2.X + dirTmp2.Y * dirTmp2.Y);
                                angRcdTmp = Math.Acos((dirCur.X * dirTmp1.X + dirCur.Y * dirTmp1.Y) / (lenTmp1 * lenCur));
                                angTemp   = Math.Acos((dirTmp2.X * dirTmp1.X + dirTmp2.Y * dirTmp1.Y) / (lenTmp1 * lenTmp2));
                                if (angTemp > angMax)
                                {
                                    angMax = angTemp; angRcdMax = angRcdTmp; ptindex = j;
                                }
                                else if (angTemp == angMax && angRcdMax < angRcdTmp)//相等取最左
                                {
                                    angRcdMax = angRcdTmp; ptindex = j;
                                }
                            }
                        }
                    }
                    if (ptindex != -1)//选择有点
                    {
                        //记录三角形
                        Tri tri = new Tri();
                        tri.NodeA    = edge.Start;
                        tri.NodeB    = edge.End;
                        tri.NodeC    = ptindex;
                        edge.LeftTri = arrTris.Count;
                        isExist      = false;
                        //记录边1-需要检索是否存在过这条边-由于每条边都先有左三角形,如有三角形加入,必定为右三角形
                        for (int k = 0; k < arrEdges.Count; k++)
                        {
                            Edge2 e = (Edge2)arrEdges[k];
                            if (e.Start == edge.Start && e.End == ptindex)//如果存在过这条边,则记录其右三角形
                            {
                                e.RightTri  = arrTris.Count;
                                tri.AdjTriB = e.LeftTri;
                                isExist     = true;
                                break;
                            }
                            else if (e.Start == ptindex && e.End == edge.Start)
                            {
                                e.LeftTri   = arrTris.Count;
                                tri.AdjTriB = e.RightTri;
                                isExist     = true;
                                break;
                            }
                        }
                        if (isExist == false)//如果不存在这条边,则新建一条边
                        {
                            Edge2 edgeadd = new Edge2();
                            edgeadd.Start   = ptindex;
                            edgeadd.End     = edge.Start;
                            edgeadd.LeftTri = arrTris.Count;
                            arrEdges.Add(edgeadd);
                        }
                        isExist = false;
                        //记录边2
                        for (int k = 0; k < arrEdges.Count; k++)
                        {
                            Edge2 e = (Edge2)arrEdges[k];
                            if (e.Start == ptindex && e.End == edge.End)//如果存在过这条边,则记录其右三角形
                            {
                                e.RightTri  = arrTris.Count;
                                tri.AdjTriA = e.LeftTri;
                                isExist     = true;
                                break;
                            }
                            else if (e.Start == edge.End && e.End == ptindex)
                            {
                                e.LeftTri   = arrTris.Count;
                                tri.AdjTriA = e.RightTri;
                                isExist     = true;
                                break;
                            }
                        }
                        if (isExist == false)//如果不存在这条边,则新建一条边
                        {
                            Edge2 edgeadd = new Edge2();
                            edgeadd.Start   = edge.End;
                            edgeadd.End     = ptindex;
                            edgeadd.LeftTri = arrTris.Count;
                            arrEdges.Add(edgeadd);
                        }
                        tri.AdjTriC = edge.RightTri; //如果edge的右三角形不存在,由if进来可见左三角也不存在,这只能是边界,从而tri.AdjTriC=-1合理
                        arrTris.Add(tri);            //add the tri to the arraylist
                    }
                }
                else if (edge.RightTri == -1)//由于最开始的那部分都是边界,只有一个三角形;以后的边都已存在一个三角形,也仅剩余一个,故可以else if
                {
                    //仅在右边找
                    ptindex   = -1;//选中的点的index
                    dirCur.X  = arrDots[edge.End].X - arrDots[edge.Start].X;
                    dirCur.Y  = arrDots[edge.End].Y - arrDots[edge.Start].Y;
                    angMax    = 0; //最大角度
                    angRcdMax = 0; //与该边夹角最大值
                    for (int j = 0; j < arrDots.Length; j++)
                    {
                        if (j != edge.Start && j != edge.End)                                 //排除边的端点
                        {
                            lenCur    = Math.Sqrt(dirCur.X * dirCur.X + dirCur.Y * dirCur.Y); //当前向量长度
                            dirTmp1.X = arrDots[j].X - arrDots[edge.Start].X;
                            dirTmp1.Y = arrDots[j].Y - arrDots[edge.Start].Y;
                            if (dirCur.X * dirTmp1.Y - dirCur.Y * dirTmp1.X > 0)//如果该点在右边,则计算
                            {
                                //找角度最大的
                                lenTmp1 = Math.Sqrt(dirTmp1.X * dirTmp1.X + dirTmp1.Y * dirTmp1.Y);

                                dirTmp2.X = arrDots[j].X - arrDots[edge.End].X;
                                dirTmp2.Y = arrDots[j].Y - arrDots[edge.End].Y;
                                lenTmp2   = Math.Sqrt(dirTmp2.X * dirTmp2.X + dirTmp2.Y * dirTmp2.Y);
                                angRcdTmp = Math.Acos((dirCur.X * dirTmp1.X + dirCur.Y * dirTmp1.Y) / (lenTmp1 * lenCur));
                                angTemp   = Math.Acos((dirTmp2.X * dirTmp1.X + dirTmp2.Y * dirTmp1.Y) / (lenTmp1 * lenTmp2));
                                if (angTemp > angMax)
                                {
                                    angMax = angTemp; angRcdMax = angRcdTmp; ptindex = j;
                                }
                                else if (angTemp == angMax && angRcdTmp > angTemp)//相等取最左
                                {
                                    angRcdTmp = angTemp; ptindex = j;
                                }
                            }
                        }
                    }
                    if (ptindex != -1)//选择有点
                    {
                        //记录三角形
                        //记录三角形
                        Tri tri = new Tri();
                        tri.NodeA     = edge.Start;
                        tri.NodeB     = edge.End;
                        tri.NodeC     = ptindex;
                        edge.RightTri = arrTris.Count;
                        isExist       = false;
                        //记录边1-需要检索是否存在过这条边-由于每条边都先有左三角形,如有三角形加入,必定为右三角形
                        for (int k = 0; k < arrEdges.Count; k++)
                        {
                            Edge2 e = (Edge2)arrEdges[k];
                            if (e.Start == ptindex && e.End == edge.Start)//如果存在过这条边,则记录其右三角形
                            {
                                e.RightTri  = arrTris.Count;
                                tri.AdjTriB = e.LeftTri;
                                isExist     = true;
                                break;
                            }
                            else if (e.Start == edge.Start && e.End == ptindex)
                            {
                                e.LeftTri   = arrTris.Count;
                                tri.AdjTriB = e.RightTri;
                                isExist     = true;
                                break;
                            }
                        }
                        if (isExist == false)//如果不存在这条边,则新建一条边
                        {
                            Edge2 edgeadd = new Edge2();
                            edgeadd.Start   = edge.Start;
                            edgeadd.End     = ptindex;
                            edgeadd.LeftTri = arrTris.Count;
                            arrEdges.Add(edgeadd);
                        }
                        isExist = false;
                        //记录边2
                        for (int k = 0; k < arrEdges.Count; k++)
                        {
                            Edge2 e = (Edge2)arrEdges[k];
                            if (e.Start == edge.End && e.End == ptindex)//如果存在过这条边,则记录其右三角形
                            {
                                e.RightTri  = arrTris.Count;
                                tri.AdjTriA = e.LeftTri;
                                isExist     = true;
                                break;
                            }
                            else if (e.Start == ptindex && e.End == edge.End)
                            {
                                e.LeftTri   = arrTris.Count;
                                tri.AdjTriA = e.RightTri;
                                isExist     = true;
                                break;
                            }
                        }
                        if (isExist == false)//如果不存在这条边,则新建一条边
                        {
                            Edge2 edgeadd = new Edge2();
                            edgeadd.Start   = ptindex;
                            edgeadd.End     = edge.End;
                            edgeadd.LeftTri = arrTris.Count;
                            arrEdges.Add(edgeadd);
                        }
                        tri.AdjTriC = edge.LeftTri; //如果edge的左三角形不存在,由if进来可见右三角也不存在,这只能是边界,从而tri.AdjTriC=-1合理
                        arrTris.Add(tri);           //add the tri to the arraylist
                    }
                }
            }
            List <Edge> EdgeList = new List <Edge>();

            for (int gg = 0; gg < arrEdges.Count; gg++)
            {
                Edge2  eg = (Edge2)arrEdges[gg];
                PointF pt1, pt2;
                pt1 = arrDots[eg.Start];
                pt2 = arrDots[eg.End];
                EdgeList.Add(new Edge(
                                 new DataPoint(gg, gg.ToString(), pt1.X, pt1.Y, 0),
                                 new DataPoint(-gg, (-gg).ToString(), pt2.X, pt2.Y, 0)));
            }
            return(EdgeList);
        }
        /// <summary>
        ///  Required method for Designer support - do not modify
        ///  the contents of this method with the code editor.
        /// </summary>
        private void InitializeComponent()
        {
            this.button1       = new System.Windows.Forms.Button();
            this.comboBox1     = new System.Windows.Forms.ComboBox();
            this.Radius        = new System.Windows.Forms.Label();
            this.Edge1         = new System.Windows.Forms.Label();
            this.Edge2         = new System.Windows.Forms.Label();
            this.Edge1TextBox  = new System.Windows.Forms.TextBox();
            this.RadiusTextBox = new System.Windows.Forms.TextBox();
            this.Edge2TextBox  = new System.Windows.Forms.TextBox();
            this.SuspendLayout();
            //
            // button1
            //
            this.button1.Location = new System.Drawing.Point(96, 100);
            this.button1.Name     = "button1";
            this.button1.Size     = new System.Drawing.Size(81, 23);
            this.button1.TabIndex = 0;
            this.button1.Text     = "REDIRECT";
            this.button1.UseVisualStyleBackColor = true;
            this.button1.Click += new System.EventHandler(this.button1_Click);
            //
            // comboBox1
            //
            this.comboBox1.FormattingEnabled = true;
            this.comboBox1.Location          = new System.Drawing.Point(70, 50);
            this.comboBox1.Name                  = "comboBox1";
            this.comboBox1.Size                  = new System.Drawing.Size(137, 23);
            this.comboBox1.TabIndex              = 1;
            this.comboBox1.SelectedIndexChanged += new System.EventHandler(this.comboBox1_SelectedIndexChanged);
            //
            // Radius
            //
            this.Radius.AutoSize = true;
            this.Radius.Location = new System.Drawing.Point(47, 194);
            this.Radius.Name     = "Radius";
            this.Radius.Size     = new System.Drawing.Size(42, 15);
            this.Radius.TabIndex = 2;
            this.Radius.Text     = "Radius";
            //
            // Edge1
            //
            this.Edge1.AutoSize = true;
            this.Edge1.Location = new System.Drawing.Point(47, 239);
            this.Edge1.Name     = "Edge1";
            this.Edge1.Size     = new System.Drawing.Size(39, 15);
            this.Edge1.TabIndex = 3;
            this.Edge1.Text     = "Edge1";
            //
            // Edge2
            //
            this.Edge2.AutoSize = true;
            this.Edge2.Location = new System.Drawing.Point(47, 286);
            this.Edge2.Name     = "Edge2";
            this.Edge2.Size     = new System.Drawing.Size(39, 15);
            this.Edge2.TabIndex = 4;
            this.Edge2.Text     = "Edge2";
            //
            // Edge1TextBox
            //
            this.Edge1TextBox.Location = new System.Drawing.Point(145, 236);
            this.Edge1TextBox.Name     = "Edge1TextBox";
            this.Edge1TextBox.Size     = new System.Drawing.Size(117, 23);
            this.Edge1TextBox.TabIndex = 5;
            //
            // RadiusTextBox
            //
            this.RadiusTextBox.Location = new System.Drawing.Point(145, 191);
            this.RadiusTextBox.Name     = "RadiusTextBox";
            this.RadiusTextBox.Size     = new System.Drawing.Size(117, 23);
            this.RadiusTextBox.TabIndex = 5;
            //
            // Edge2TextBox
            //
            this.Edge2TextBox.Location = new System.Drawing.Point(145, 283);
            this.Edge2TextBox.Name     = "Edge2TextBox";
            this.Edge2TextBox.Size     = new System.Drawing.Size(117, 23);
            this.Edge2TextBox.TabIndex = 5;
            //
            // MainForm
            //
            this.AutoScaleDimensions = new System.Drawing.SizeF(7F, 15F);
            this.AutoScaleMode       = System.Windows.Forms.AutoScaleMode.Font;
            this.ClientSize          = new System.Drawing.Size(290, 369);
            this.Controls.Add(this.Edge2TextBox);
            this.Controls.Add(this.RadiusTextBox);
            this.Controls.Add(this.Edge1TextBox);
            this.Controls.Add(this.Edge2);
            this.Controls.Add(this.Edge1);
            this.Controls.Add(this.Radius);
            this.Controls.Add(this.comboBox1);
            this.Controls.Add(this.button1);
            this.Name = "MainForm";
            this.Text = "MainForm";
            this.ResumeLayout(false);
            this.PerformLayout();



            comboBox1.Items.Add("Select");
            comboBox1.Text = comboBox1.Items[0].ToString();
            comboBox1.Items.Add("Circle");
            comboBox1.Items.Add("Rectangle");
            Radius.Hide(); RadiusTextBox.Hide();
            Edge1TextBox.Hide(); Edge2TextBox.Hide();
            Edge1.Hide(); Edge2.Hide();
        }
Пример #25
0
    // Update is called once per frame
    protected void Update()
    {
        #if (UNITY_IPHONE || UNITY_ANDROID) && !UNITY_EDITOR
        _touches = Input.touches;
        #endif
        if (_gui.GetCurrentMode () == PoolDesignerMode.PolygonEdition)
        {
            _cursor = _planTransformation.GetTransformedMousePosition ();

            // on cherche le point et l'edge qui sont sous le curseur
            FindIntersectedPoint ();
            FindIntersectedEdge ();

        //#if (UNITY_IPHONE || UNITY_ANDROID) && !UNITY_EDITOR
        //            if(Input.touchCount == 1)
        //            {
        //                _firstTouch = _planTransformation.GetTouches()[0];
        //                Touch testouch = _touches[0];
        //
        //            if (!_gui.isOnUI () && _firstTouch.phase == TouchPhase.Began)
        //            {
        //                Debug.Log("---------> firstTouch "+_firstTouch.deltaTime+", "+_firstTouch.position+", "+_firstTouch.deltaPosition+", "+_firstTouch.phase);
        //                Debug.Log("---------> testTouch  "+testouch.deltaTime+", "+testouch.position+", "+testouch.deltaPosition+", "+testouch.phase);
        //#else
          //if UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_EDITOR
            if (!_gui.isOnUI () && _planTransformation.GetClickBegan()/*PC.In.Click1Down()*/ && !_gui.IsOpen())
            {
        //#endif
                if(_gui.IsJustCloseMenu())
                {
                    _gui.setIsJustCloseMenu(false);
                    return;
                }
                if (_selectedPointIndexCandidate >= 0) // selection
                {
                    _selectedPointIndex = _selectedPointIndexCandidate;
                    _selectedPoint = _polygon.GetPoints ()[_selectedPointIndex];

                    if (!_polygon.IsClosed () && _selectedPointIndex == 0 /*&& _polygon.GetPoints ().Count > 2*/)
                    {
                        _polygon.Close ();
                        _selectedPointIndex = _polygon.GetPoints ().IndexOf (_selectedPoint);
                    }

                    _canMove = true;
                }
                else if (_selectedEdgeIndexCandidate >= 0) // insert point
                {
                    _selectedEdgeIndex = _selectedEdgeIndexCandidate;
                    _selectedEdge = _polygon.GetEdges ()[_selectedEdgeIndex];

                    Point2 newPoint = new Point2 (_cursor);
                    newPoint.Set(newPoint.GetX()-_offsetWidth, newPoint.GetY()-_offsetHeight);
                    _polygon.InsertPoint (_selectedEdgeIndex, newPoint);

                    _selectedPointIndex = _polygon.GetPoints ().IndexOf (newPoint);
                    _selectedPoint = newPoint;

                    _canMove = true;
                }

                else if (!_polygon.IsClosed ()) // add point
                {
                    Point2 newPoint = new Point2 (_cursor);
                    newPoint.Set(newPoint.GetX()-_offsetWidth, newPoint.GetY()-_offsetHeight);
                    _polygon.AddPoint (newPoint);

                    _selectedPointIndex = _polygon.GetPoints ().Count - 1;
                    _selectedPoint = newPoint;

                    _canMove = true;

                }
                else // deselection
                {
                    _selectedPointIndex = -1;
                    _selectedPoint = null;

                    _selectedEdgeIndex = -1;
                    _selectedEdge = null;
                }

                if (_selectedPointIndex >= 0) // update radius slider values
                {
                    _pointOffset = (Vector2)_selectedPoint - _cursor;

                    if (_selectedPoint.GetJunction () == JunctionType.Broken)
                    {
                        _gui.SetSliderValues (0, 1);
                    }
                    else if (_selectedPoint.GetJunction () == JunctionType.Curved)
                    {
                        ArchedPoint2 ar = _selectedPoint as ArchedPoint2;
                        _gui.SetSliderValues (ar.GetMeasuredRadius () / 100, ar.GetMaxRadius () / 100);
                    }
                }
            }
        //#if (UNITY_IPHONE || UNITY_ANDROID) && !UNITY_EDITOR
        //            }
        //#endif
            if (PC.In.Click1Up()) //Input.GetMouseButtonUp (0))
            {
                _canMove = false;

                if (!_polygon.IsClosed () &&
                    _polygon.GetPoints ().Count > 2 &&
                    _selectedPointIndex == _polygon.GetPoints ().Count - 1) // close polygon
                {
                    Vector2 firstPoint = _polygon.GetPoints ()[0];
                    float rectSize = 100;
                    Rect closeRect = new Rect (
                        firstPoint.x - rectSize/2,
                        firstPoint.y - rectSize/2,
                        rectSize, rectSize);

                    if (closeRect.Contains (_cursor))
                    {
                        _polygon.CloseAndFusion ();

                        _selectedPointIndex = -1;
                        _selectedPoint = null;

                        _selectedEdgeIndex = -1;
                        _selectedEdge = null;
                    }
                }
            }

            if(PC.In.Click1Hold() && _selectedPointIndex >= 0 && _canMove) // move selected point
            {
                _snapper.SetExclusionPoint (_selectedPoint);
                Vector2 pointPosition = _cursor + _pointOffset;

                if (_snapper.IsAngleSnapActivate () && _snapper.IsAngleSnapped ())
                {
                    pointPosition = _snapper.GetAngleSnapPosition ();
                }

                if (_snapper.IsAlignedPointSnapActivate ())
                {
                    if (_snapper.IsHSnapped ())
                    {
                        pointPosition.y = _snapper.GetHSnapY () /*+ _offsetHeight*/;
                    }

                    if (_snapper.IsVSnapped ())
                    {
                        pointPosition.x = _snapper.GetVSnapX () /*+ _offsetWidth*/;
                    }
                }

                if (_snapper.IsPointSnapActivate () && _snapper.IsIntersectedSnapped ())
                {
                    pointPosition = _snapper.GetIntersectedSnapPosition ();
            //		pointPosition.Set(pointPosition.x + _offsetWidth, pointPosition.y + _offsetHeight);
                }

                _polygon.MovePoint (_selectedPointIndex, pointPosition);
            }
        //#endif
        }
        if(m_isModifyingH || m_isModifyingW)
        {
            if (PC.In.Click1Up() && !PC.In.CursorOnUIs(m_cotationH,m_cotationW))
            {

                m_isModifyingW = m_isModifyingH = false;
            }
        }
    }
Пример #26
0
    public void Clear()
    {
        _selectedPoint = null;
        _selectedPointIndex = -1;
        _selectedEdge = null;
        _selectedEdgeIndex = -1;

        _polygon.Clear ();
    }
Пример #27
0
    // Use this for initialization
    void Start()
    {
        _iosShadows = GameObject.Find("iosShadows");
        if(_backgroundImg == null)  Debug.LogError(DEBUGTAG+"Background Image"+PC.MISSING_REF);

        GameObject cameraGameObject = GameObject.Find ("PlanCamera");
        _planCamera = cameraGameObject.GetComponent<Camera>();

        _mainCamera = GameObject.Find ("mainCam");

        _renderCamera = Camera.main;

        _polyDrawer = cameraGameObject.GetComponent <PolygonDrawer> ();
        _snapper = cameraGameObject.GetComponent <Snapper> ();
        _planTransformation = cameraGameObject.GetComponent <PlanTransformation> ();

        _planCamera.GetComponent<Camera>().enabled = false;
        _polyDrawer.enabled = false;
        _planTransformation.enabled = false;

        enabled = false;

        Point2 prevBgPoint = new Point2  (UnityEngine.Screen.width / 2 - 50, UnityEngine.Screen.height / 2);
        Point2 nextBgPoint = new Point2  (UnityEngine.Screen.width / 2 + 50, UnityEngine.Screen.height / 2);

        _backgroundEdge = new Edge2 (prevBgPoint, nextBgPoint);

        prevBgPoint.SetNextEdge (_backgroundEdge);
        nextBgPoint.SetPrevEdge (_backgroundEdge);
    }
Пример #28
0
    public Polygon(PolygonRawData polygonRawData)
    {
        _closed = true;

        float area = 0;

        for (int i = 0; i < polygonRawData.Count; ++i)
        {
            Vector2 p1 = polygonRawData[i];
            Vector2 p2 = polygonRawData[i + 1];

            area += p1.x * p2.y - p2.x * p1.y;
        }

        if (area > 0)
        {
            polygonRawData.Reverse ();
        }

        //Debug.Log ("AREA " + area);

        Edge2 prevEdge = null;
        Point2 prevPt = null;
        Point2 currentPt = null;

        for (int i = 0; i < polygonRawData.Count - 1; ++i)
        {
            Vector2 rawPt = polygonRawData[i];

            if (currentPt == null)
            {
                //currentPt = new Point2 (rawPt);
                currentPt = new Point2 ();
                currentPt.Set(
                    rawPt.x,
                    rawPt.y);
            }

            Point2 nextPt = new Point2 (polygonRawData[i + 1]);

            if (i == polygonRawData.Count - 2 && polygonRawData.Count > 2)
            {
                nextPt = _points[0].GetPrevEdge ().GetPrevPoint2 ();
                //nextPt = (Point2)_points[0].GetPrevEdge ().GetPrevPoint2 ().Clone();
                //nextPt = new Point2();
                nextPt.Set(
                    _points[0].GetPrevEdge ().GetPrevPoint2 ().GetX(),
                    _points[0].GetPrevEdge ().GetPrevPoint2 ().GetY());
            }

            if (prevEdge == null)
            {
                if (prevPt == null)
                {
                    //prevPt = new Point2 (polygonRawData[i - 1]);
                    prevPt = new Point2 ();
                    prevPt.Set(
                        polygonRawData[i - 1].x,
                        polygonRawData[i - 1].y);
                }

                prevEdge = new Edge2 (prevPt, currentPt);
                prevPt.SetNextEdge (prevEdge);
            }

            Edge2 nextEdge = new Edge2 (currentPt, nextPt);
        //			if (i == polygonRawData.Count - 1)
        //			{
        //				nextEdge = _points[0].GetPrevEdge ();
        //			}

            currentPt.SetEdges (prevEdge, nextEdge);

            _points.Add (currentPt);
            _edges.Add (nextEdge);

            if (i == polygonRawData.Count - 2 && polygonRawData.Count >= 2)
            {
                nextPt.SetPrevEdge (nextEdge);
                _edges.Add (nextPt.GetNextEdge ());
                _points.Add (nextPt);
            }

            prevEdge = nextEdge;
            prevPt = currentPt;
            currentPt = nextPt;
        }

        if (_edges.Count == 2 && _points.Count == 2)
        {
            _points[0].SetPrevEdge (null);
            _points[1].SetNextEdge (null);
            _edges.RemoveAt (1);
        }

        UpdateBounds ();
    }
Пример #29
0
 public void SetNextEdge(Edge2 nextEdge)
 {
     _nextEdge = nextEdge;
     Update ();
 }
Пример #30
0
    protected void OnGUI()
    {
        // Get transformation matrix
        Matrix4x4 matrix = _planTransformation.GetMatrix ();

        GUI.depth = -10;

        // draw background image
        GUI.DrawTexture (_rectBackground, backgroundImage, ScaleMode.StretchToFill, false);
        //		GUI.DrawTexture (_rectBackground, backgroundImage, ScaleMode.StretchToFill, false);
        if(_gridVisible)
        {
            ImgUtils.TileTextureWithOffset(backgroundImageGrid,_rectBackgroundInit,
                _rectBackground,
                ScaleMode.ScaleToFit, 0/*_offsetWidth*/,0/* _offsetHeight*/);
        }
        GUISkin bkup = GUI.skin;
        GUI.skin = skin;

        // draw current scale --> ex: 1 x 1
        float scale = Mathf.Round ((1 / _planTransformation.GetScale ().x) * 100) / 100 ;
        //	GUI.DrawTexture (new Rect (850+ _offsetWidth-20, 550+ _offsetHeight-20, 140, 140), labelBackgroundImage, ScaleMode.StretchToFill, true);
        //	GUI.Label (new Rect (850+ _offsetWidth, 590 + _offsetHeight, 100, 20),/* scale.ToString () + " x " + */scale.ToString () + "m", "dimension label Main");

        Function_PoolDesigner function = _gui.GetFunction ();

        // Dessin de l'image de fond chargé par l'utilisateur
        if (function.GetBackgroundImage () != null &&
            function.IsBackgroundImageVisible () &&
            _gui.GetCurrentMode () != PoolDesignerMode.BackgroundScale)
        {
            Rect bgRect = function.GetBackgroundRect ();

            // on applique les transformation du plan a l'image de fond
            Vector2 bgPt = new Vector2 (bgRect.x + _offsetWidth, bgRect.y + _offsetHeight);
            bgPt = matrix.MultiplyPoint (bgPt);
            bgRect.x = bgPt.x;
            bgRect.y = bgPt.y;

            bgRect.width = bgRect.width * _planTransformation.GetScale ().x;
            bgRect.height = bgRect.height * _planTransformation.GetScale ().x;

            GUI.DrawTexture (bgRect, function.GetBackgroundImage (), ScaleMode.ScaleToFit, false);
        }

        if (_maxDimensionVisible && _polygon.GetPoints ().Count > 0 && !(_cotationVisible && _canMove && PC.In.Click1Hold()))
        {
            // draw dimension square with the boundingBox
            Bounds polyBounds = _polygon.bounds;
            Vector2 dimensionPosition = new Vector2 (
                polyBounds.center.x - polyBounds.extents.x + _offsetWidth,
                polyBounds.center.z - polyBounds.extents.z + _offsetHeight);

            dimensionPosition = matrix.MultiplyPoint (dimensionPosition);

            Vector2 dimensionSize = new Vector2 (polyBounds.size.x,
                                                 polyBounds.size.z);

            float poolWidth = Mathf.Round (polyBounds.size.x) / 100;
            float poolHeight = Mathf.Round (polyBounds.size.z) / 100;

            if(m_newWidth != poolWidth.ToString() && !m_isModifyingW)
                m_newWidth = poolWidth.ToString();
            if(m_newHeight != poolHeight.ToString() && !m_isModifyingH)
                m_newHeight = poolHeight.ToString();

            dimensionSize = matrix.MultiplyVector (dimensionSize);

            Rect dimensionRect = new Rect (dimensionPosition.x - DIMENSION_OFFSET,
                                           dimensionPosition.y - DIMENSION_OFFSET ,
                                           dimensionSize.x + DIMENSION_OFFSET + DIMENSION_OFFSET / 2,
                                           dimensionSize.y + DIMENSION_OFFSET + DIMENSION_OFFSET / 2);

            GUI.Label (dimensionRect, "", "dimensionSquare"); //Flèches

            m_cotationW.Set((dimensionRect.x + dimensionRect.width / 2) - 50,dimensionRect.y - 10,100,30);
            m_cotationH.Set(dimensionRect.x - 80,(dimensionRect.y + dimensionRect.height / 2) - 10,100,30);

        //			if(m_cotationH.x < 100f) // plus besoin car plus de boutons gauche/droite
        //			{
        //				if(m_cotationH.yMax < Screen.height/2f && m_cotationH.yMax > Screen.height/2f - 25f)
        //					m_cotationH.y =  Screen.height/2f - 25f - 50f;
        //				else if(m_cotationH.yMax > Screen.height/2f && m_cotationH.yMax < Screen.height/2f + 25f)
        //					m_cotationH.y =  Screen.height/2f + 25f + 20f;
        //				else if(m_cotationH.y > Screen.height/2f && m_cotationH.y < Screen.height/2f + 25f)
        //					m_cotationH.y =  Screen.height/2f + 25f + 20f;
        //				else if(m_cotationH.y < Screen.height/2f && m_cotationH.y > Screen.height/2f -25f)
        //					m_cotationH.y =  Screen.height/2f - 25f - 50f;
        //			}
            //MODIFICATION DES COTES HEIGHT-----------------------------------------------------------------
            if(!m_isModifyingH)
            {
                GUI.BeginGroup(m_cotationH);
                if(GUI.Button(new Rect(0,0,30,30),"","changeSize") ||
                    UsefulFunctions.GUIOutlineButton/* GUI.Button*/(new Rect(30,0,70,30),poolHeight.ToString () + "m","txtout","txtin"))
                {
                    m_isModifyingH = true;
                    m_isModifyingW = false;
        #if UNITY_ANDROID || UNITY_IPHONE
                    m_kb = TouchScreenKeyboard.Open(poolHeight.ToString(),TouchScreenKeyboardType.NumbersAndPunctuation);
        #endif
                }
                GUI.EndGroup();
            }
            else
            {

                GUI.BeginGroup(m_cotationH);
        #if!(UNITY_ANDROID || UNITY_IPHONE)
                if(GUI.Button(new Rect(0,0,30,30),"","applySize"))
                {
                    if(ChangeSize())
                        m_isModifyingH = false;
                    else
                        m_newHeight = "";
                }
                GUI.SetNextControlName(c_uiCoteHeightName);
        //				m_newHeight = GUI.TextField(new Rect(30,0,70,30),m_newHeight);
                m_newHeight = UsefulFunctions.GUIOutlineTextField(new Rect(30,0,70,30),m_newHeight,"txtout","txtin");
        #else
                m_newHeight = m_kb.text;
        //				GUI.Label(new Rect(30,0,70,30),m_newHeight,"dimension label");
                UsefulFunctions.GUIOutlineLabel(new Rect(30,0,70,30),m_newHeight,"txtout","txtin");
                if(m_kb.done)
                {
                    if(m_kb.wasCanceled)
                    {
                        m_isModifyingH = false;
                        m_newHeight = "";
                    }
                    else
                    {
                        if(ChangeSize())
                            m_isModifyingH = false;
                        else
                        {
                            m_newHeight = "";
                            m_isModifyingH = false;
                        }
                    }
                }
        #endif
                GUI.EndGroup();
                if(GUI.GetNameOfFocusedControl() != c_uiCoteHeightName)
                    GUI.FocusControl(c_uiCoteHeightName);
            }
            //MODIFICATION DES COTES Width----------------------------------------------------------------
            if(!m_isModifyingW)
            {
                GUI.BeginGroup(m_cotationW);
                if(GUI.Button(new Rect(0,0,30,30),"","changeSize") ||
                    UsefulFunctions.GUIOutlineButton/* GUI.Button*/(new Rect(30,0,70,30),poolWidth.ToString () + "m", "txtout","txtin"))
                {
                    m_isModifyingW = true;
                    m_isModifyingH = false;
        #if UNITY_ANDROID || UNITY_IPHONE
                    m_kb = TouchScreenKeyboard.Open(poolWidth.ToString(),TouchScreenKeyboardType.NumbersAndPunctuation);
        #endif
                }
                GUI.EndGroup();
            }
            else
            {
                GUI.BeginGroup(m_cotationW);
        #if!(UNITY_ANDROID || UNITY_IPHONE)
                if(GUI.Button(new Rect(0,0,30,30),"","applySize"))
                {
                    if(ChangeSize())
                        m_isModifyingW = false;
                    else
                        m_newWidth = "";
                }
                GUI.SetNextControlName(c_uiCoteWidthName);
        //				m_newWidth = GUI.TextField(new Rect(30,0,70,30),m_newWidth);
                m_newWidth = UsefulFunctions.GUIOutlineTextField(new Rect(30,0,70,30),m_newWidth,"txtout","txtin");
        #else
                m_newWidth = m_kb.text;
        //				GUI.Label(new Rect(30,0,70,30),m_newWidth,"dimension label");
                UsefulFunctions.GUIOutlineLabel(new Rect(30,0,70,30),m_newWidth,"txtout","txtin");
                if(m_kb.done)
                {
                    if(m_kb.wasCanceled)
                    {
                        m_isModifyingW = false;
                        m_newWidth = "";
                    }
                    else
                    {
                        if(ChangeSize())
                            m_isModifyingW = false;
                        else
                        {
                            m_newWidth = "";
                            m_isModifyingW = false;
                        }
                    }
                }
        #endif
                GUI.EndGroup();
                if(GUI.GetNameOfFocusedControl() != c_uiCoteWidthName)
                    GUI.FocusControl(c_uiCoteWidthName);
            }
            //GUI.Label (new Rect (dimensionRect.x + dimensionRect.width + 10, (dimensionRect.y + dimensionRect.height / 2) + 10, 40, 20), "", "dimension label");
            //GUI.Label (new Rect ((dimensionRect.x + dimensionRect.width / 2) - 20, dimensionRect.y + dimensionRect.height + 10, 40, 20), "", "dimension label");
        }

        // draw edges
        int edgeCounter = 0;
        foreach (Edge2 edge in _polygon.GetEdges ())
        {
            if (edge.GetPrevPoint2 ().GetJunction () != JunctionType.Curved &&
                edge.GetNextPoint2 ().GetJunction () != JunctionType.Curved)
            {
                EdgeDrawer.Draw (edge, matrix, 10, _offsetWidth, _offsetHeight); // draw simple edges
            }
            else
            {
                Point2 prevPoint = edge.GetPrevPoint2 ();
                Point2 prevEdgePoint = new Point2 (prevPoint);
                if (prevPoint.GetJunction () == JunctionType.Curved)
                {
                    ArchedPoint2 aPoint = prevPoint as ArchedPoint2;
                    prevEdgePoint.Set (aPoint.GetNextTangentPoint ());

                    Edge2 curvedEdge = new Edge2 (prevPoint, prevEdgePoint);

                    Color bckColor = GUI.color;
                    GUI.color = new Color (0.9f, 0.9f, 0.9f, 0.8f);
                    EdgeDrawer.Draw (curvedEdge, matrix, 6, _offsetWidth, _offsetHeight); // draw edges before the curve
                    GUI.color = bckColor;
                }

                Point2 nextPoint = edge.GetNextPoint2 ();
                Point2 nextEdgePoint = new Point2 (nextPoint);
                if (nextPoint.GetJunction () == JunctionType.Curved)
                {
                    ArchedPoint2 aPoint = nextPoint as ArchedPoint2;
                    nextEdgePoint.Set (aPoint.GetPrevTangentPoint ());

                    Edge2 curvedEdge = new Edge2 (nextEdgePoint, nextPoint);

                    Color bckColor = GUI.color;
                    GUI.color = new Color (0.9f, 0.9f, 0.9f, 0.8f);
                    EdgeDrawer.Draw (curvedEdge, matrix, 6, _offsetWidth, _offsetHeight); // draw edges after the curve
                    GUI.color = bckColor;
                }

                // draw edges between the curve
                Edge2 fillEdge = new Edge2 (prevEdgePoint, nextEdgePoint);
                EdgeDrawer.Draw (fillEdge, matrix, 10, _offsetWidth, _offsetHeight);
            }

            ++edgeCounter;
        }

        // draw point according its current state
        int pointCounter = 0;
        foreach (Point2 point in _polygon.GetPoints ())
        {
            Vector2 position = point;
            position.Set(position.x+ _offsetWidth, position.y+ _offsetHeight);
            position = matrix.MultiplyPoint (position);

            if (pointCounter != _selectedPointIndex)
            {
                GUI.Box (new Rect (position.x - POINT_RADIUS / 2  ,
                                   position.y - POINT_RADIUS / 2  ,
                                   POINT_RADIUS,
                                   POINT_RADIUS), "", "point");
            }
            else
            {
                if (_cotationVisible && _canMove && PC.In.Click1Hold()/*Input.GetMouseButton (0)*/)
                {
                    // dessin des cote de chaque segment
                    // ici segement precedent le sommet courant (sens anti-horaire)
                    Edge2 prevEdge = point.GetPrevEdge ();
                    if (prevEdge != null)
                    {
                        // on retrouve les deux sommets correspondant a chaque segment
                        // en prenant en compte les sommets de type arc de cercle
                        Point2 prevPt2 = prevEdge.GetPrevPoint2 ();

                        Vector2 prevPt = prevPt2;
                        prevPt.x = prevPt.x+_offsetWidth;
                        prevPt.y = prevPt.y+_offsetHeight;

                        if (prevPt2.GetJunction () == JunctionType.Curved)
                        {
                            ArchedPoint2 ap = prevPt2 as ArchedPoint2;
                            prevPt = ap.GetNextTangentPoint ();
                            prevPt.x = prevPt.x+_offsetWidth;
                            prevPt.y = prevPt.y+_offsetHeight;
                        }

                        Vector2 nextPt = point;
                        nextPt.x = nextPt.x+_offsetWidth;
                        nextPt.y = nextPt.y+_offsetHeight;

                        if (point.GetJunction () == JunctionType.Curved)
                        {
                            ArchedPoint2 ap = point as ArchedPoint2;
                            nextPt = ap.GetPrevTangentPoint ();
                            nextPt.x = nextPt.x+_offsetWidth;
                            nextPt.y = nextPt.y+_offsetHeight;
                        }

                        // taille reel du segment
                        float edgelabel = Mathf.Round (Vector2.Distance (nextPt, prevPt)) / 100;

                        // on applique la matrice de transformation aux deux sommets
                        prevPt = matrix.MultiplyPoint (prevPt);
                        nextPt = matrix.MultiplyPoint (nextPt);

                        // on cherche l'inclinaison a appliqué pour tracer la fleche et le label de dimension
                        float angle = Vector2.Angle (nextPt - prevPt, Vector2.right);

                        if (prevPt.y > nextPt.y)
                        {
                            angle = -angle;
                        }

                        Matrix4x4 m = GUI.matrix;

                        GUIUtility.RotateAroundPivot (angle, prevPt);

                        // taille du segment apres transformation matricielle
                        float edgeLength = Vector2.Distance (nextPt, prevPt);

                        Rect edgeRect = new Rect (prevPt.x - COTATION_OFFSET,
                                                  prevPt.y,
                                                  edgeLength + COTATION_OFFSET + COTATION_OFFSET,
                                                  COTATION_HEIGHT);
                        string style = "cotation";
                        float minusLabelY = 0;

                        if (point.GetAngleType () == AngleType.Inside)
                        {
                            edgeRect = new Rect (prevPt.x - COTATION_OFFSET,
                                                 prevPt.y - COTATION_HEIGHT,
                                                 edgeLength + COTATION_OFFSET + COTATION_OFFSET,
                                                 COTATION_HEIGHT);
                            style = "reverse cotation";
                            minusLabelY = POINT_RADIUS + POINT_RADIUS;
                        }

                        GUI.Box (edgeRect, "", style);

                        if (angle > -90 && angle <= 90) // ici le label est dans le bon sens
                        {
                            UsefulFunctions.GUIOutlineLabel/* GUI.Label */(new Rect ((prevPt.x + edgeLength / 2) - 20,
                                              	 prevPt.y + POINT_RADIUS - minusLabelY,
                                                 40,
                                                 20), edgelabel.ToString () + "m", "txtout","txtin");
                        }
                        else
                        {
                            // le label est a l'envers, on applique une rotation
                            // par rapport au sommet suivant le sommet courant (sens anti-horaire)
                            // et d'angle 180 - angle mesuré
                            GUI.matrix = m;
                            GUIUtility.RotateAroundPivot (angle - 180, nextPt);
                            UsefulFunctions.GUIOutlineLabel/* GUI.Label */(new Rect ((nextPt.x + edgeLength / 2) - 20,
                                              	 nextPt.y - POINT_RADIUS - 20 + minusLabelY,
                                                 40,
                                                 20), edgelabel.ToString () + "m", "txtout","txtin");
                        }

                        GUI.matrix = m;
                    }

                    // meme chose pour le segment suivant
                    Edge2 nextEdge = point.GetNextEdge ();
                    if (nextEdge != null)
                    {
                        Vector2 prevPt = point;
                        prevPt.x = prevPt.x+_offsetWidth;
                        prevPt.y = prevPt.y+_offsetHeight;

                        if (point.GetJunction () == JunctionType.Curved)
                        {
                            ArchedPoint2 ap = point as ArchedPoint2;
                            prevPt = ap.GetNextTangentPoint ();
                            prevPt.x = prevPt.x+_offsetWidth;
                            prevPt.y = prevPt.y+_offsetHeight;
                        }

                        Point2 nextPt2 = nextEdge.GetNextPoint2 ();
                        Vector2 nextPt = nextPt2;
                        nextPt.x = nextPt.x+_offsetWidth;
                        nextPt.y = nextPt.y+_offsetHeight;

                        if (nextPt2.GetJunction () == JunctionType.Curved)
                        {
                            ArchedPoint2 ap = nextPt2 as ArchedPoint2;
                            nextPt = ap.GetPrevTangentPoint ();
                            nextPt.x = nextPt.x+_offsetWidth;
                            nextPt.y = nextPt.y+_offsetHeight;
                        }

                        float edgelabel = Mathf.Round (Vector2.Distance (nextPt, prevPt)) / 100;

                        prevPt = matrix.MultiplyPoint (prevPt);
                        nextPt = matrix.MultiplyPoint (nextPt);

                        float angle = Vector2.Angle (nextPt - prevPt, Vector2.right);

                        if (prevPt.y > nextPt.y)
                        {
                            angle = -angle;
                        }

                        Matrix4x4 m = GUI.matrix;

                        GUIUtility.RotateAroundPivot (angle, prevPt);

                        float edgeLength = Vector2.Distance (nextPt, prevPt);

                        Rect edgeRect = new Rect (prevPt.x - COTATION_OFFSET,
                                                  prevPt.y,
                                                  edgeLength + COTATION_OFFSET + COTATION_OFFSET,
                                                  COTATION_HEIGHT);
                        string style = "cotation";
                        float minusLabelY = 0;

                        if (point.GetAngleType () == AngleType.Inside)
                        {
                            edgeRect = new Rect (prevPt.x - COTATION_OFFSET,
                                                 prevPt.y - COTATION_HEIGHT,
                                                 edgeLength + COTATION_OFFSET + COTATION_OFFSET,
                                                 COTATION_HEIGHT);
                            style = "reverse cotation";
                            minusLabelY = POINT_RADIUS + POINT_RADIUS;
                        }

                        GUI.Box (edgeRect, "", style);

                        if (angle > -90 && angle <= 90)
                        {
                            UsefulFunctions.GUIOutlineLabel/* GUI.Label */(new Rect ((prevPt.x + edgeLength / 2) - 20,
                                              	 prevPt.y + POINT_RADIUS - minusLabelY,
                                                 40,
                                                 20), edgelabel.ToString () + "m", "txtout","txtin");
                        }
                        else
                        {
                            GUI.matrix = m;
                            GUIUtility.RotateAroundPivot (angle - 180, nextPt);
                            UsefulFunctions.GUIOutlineLabel/* GUI.Label */(new Rect ((nextPt.x + edgeLength / 2) - 20,
                                              	 nextPt.y - POINT_RADIUS - 20 + minusLabelY,
                                                 40,
                                                 20), edgelabel.ToString () + "m", "txtout","txtin");
                        }

                        GUI.matrix = m;
                    }
                }

                // dessin du sommet courant
                if (_canMove && PC.In.Click1Hold() /*Input.GetMouseButton (0)*/)
                {
                    GUI.Box (new Rect (position.x - POINT_RADIUS *2 / 2,
                                       position.y - POINT_RADIUS *2 / 2,
                                       POINT_RADIUS * 2,
                                       POINT_RADIUS * 2), "", "selected point up");
                }
                else
                {
                    GUI.Box (new Rect (position.x - POINT_RADIUS / 2,
                                       position.y - POINT_RADIUS / 2,
                                       POINT_RADIUS,
                                       POINT_RADIUS), "", "selected point");
                }
            }

            // si arc de cercle dessin de l'arc de cercle
            if (point.GetJunction () == JunctionType.Curved)
            {
                ArchedPoint2 ap = point as ArchedPoint2;
                ArcDrawer.Draw (ap, matrix,_offsetWidth, _offsetHeight);
            }

            ++pointCounter;
        }

        GUI.skin = bkup;

        /*********************** DEBUG DRAW RECT FOR EDGE AND POINT SELECTION AND TRANSFORMED CURSOR POSITION ***********************/
        /*float s = 1 / _planTransformation.GetScale ().x;
        float pr = POINT_RADIUS * s;

        foreach (Point2 point in _polygon.GetPoints ())
        {
            Vector2 p = point;
            Rect pointRect = new Rect (p.x - pr / 2,
                                       p.y - pr / 2,
                                       pr,
                                       pr);

            GUI.Box (pointRect, "");
        }

        GUI.Button (new Rect (_cursor.x - 4, _cursor.y - 4, 8, 8), "");

        foreach (Edge2 edge in _polygon.GetEdges ())
        {
            Vector2 prevPt = edge.GetPrevPoint2 ();
            Vector2 nextPt = edge.GetNextPoint2 ();

            float angle = Vector2.Angle (nextPt - prevPt, Vector2.right);

            if (prevPt.y > nextPt.y)
            {
                angle = -angle;
            }

            Matrix4x4 m = GUI.matrix;

            GUIUtility.RotateAroundPivot (angle, prevPt);
            Rect edgeRect = new Rect (prevPt.x + (pr / 2),
                                      prevPt.y - (pr / 2),
                                      edge.GetLength () - pr,
                                      pr);
            GUI.Box (edgeRect, "");

            GUI.matrix = m;
        }*/
        /********************************************************/
    }
Пример #31
0
        private static IEnumerable<Edge2> GetPolygonEdges(IEnumerable<Vector2> vectors)
        {
            var edges = new List<Edge2>();

            var vectorsEnumerator = vectors.GetEnumerator();

            vectorsEnumerator.MoveNext();
            var firstPoint = vectorsEnumerator.Current;
            var point1 = firstPoint;
            var point2 = firstPoint;

            while (vectorsEnumerator.MoveNext())
            {
                point1 = point2;
                point2 = vectorsEnumerator.Current;

                var edge = new Edge2(point1, point2);
                edges.Add(edge);
            }

            var lastEdge = new Edge2(point2, firstPoint);
            edges.Add(lastEdge);

            return edges;
        }
    //Is a line intersecting with a plane?
    private void LinePlane()
    {
        Vector3 planeNormal = planeTrans.forward;

        Vector3 planePos = planeTrans.position;

        Vector3 line_p1 = t1_p1_trans.position;

        Vector3 line_p2 = t1_p2_trans.position;


        //2d space
        MyVector2 planeNormal_2d = planeNormal.ToMyVector2();

        MyVector2 planePos_2d = planePos.ToMyVector2();

        MyVector2 line_p1_2d = line_p1.ToMyVector2();

        MyVector2 line_p2_2d = line_p2.ToMyVector2();

        Plane2 plane = new Plane2(planePos_2d, planeNormal_2d);

        Edge2 line = new Edge2(line_p1_2d, line_p2_2d);

        bool isIntersecting = _Intersections.LinePlane(plane, line);


        //Debug
        //TestAlgorithmsHelpMethods.DrawPlane(planePos_2d, planeNormal_2d, Color.blue);

        ////Line
        //Gizmos.color = Color.white;

        //Gizmos.DrawWireSphere(line_p1, 0.1f);
        //Gizmos.DrawWireSphere(line_p2, 0.1f);

        //if (isIntersecting)
        //{
        //    Gizmos.color = Color.red;

        //    MyVector2 intersectionPoint = Intersections.GetLinePlaneIntersectionPoint(planePos_2d, planeNormal_2d, line_p1_2d, line_p2_2d);

        //    Gizmos.DrawWireSphere(intersectionPoint.ToVector3(), 0.2f);
        //}

        //Gizmos.DrawLine(line_p1, line_p2);


        //Display with mesh
        //Plane
        TestAlgorithmsHelpMethods.DisplayPlaneMesh(planePos_2d, planeNormal_2d, 0.5f, Color.blue);

        //Line
        TestAlgorithmsHelpMethods.DisplayLineMesh(line_p1_2d, line_p2_2d, 0.5f, Color.white);

        if (isIntersecting)
        {
            MyVector2 intersectionPoint = _Intersections.GetLinePlaneIntersectionPoint(plane, line);

            TestAlgorithmsHelpMethods.DisplayCircleMesh(intersectionPoint, 1f, 20, Color.red);
        }
    }
Пример #33
0
    private HashSet <Edge2> LoadMap(string mapName)
    {
        TextAsset mapTextAsset = Resources.Load(mapName) as TextAsset;

        string[] mapLines   = mapTextAsset.text.Split('\n');
        string[] dimensions = mapLines[0].Split('x');
        int      mapWidth   = int.Parse(dimensions[0]);
        int      mapHeight  = int.Parse(dimensions[1]);

        // Create a hash set of all edges. This is a quick way to get a set of all the edges
        // and ignore all duplicates in one swing.
        HashSet <Edge2> edgeSet = new HashSet <Edge2>();

        // Start with adding the edges which make up the border
        // North and South
        for (int i = 0; i < mapWidth; i++)
        {
            Vector2 a = new Vector2(i, 0);
            Vector2 b = new Vector2(i + 1, 0);
            edgeSet.Add(new Edge2(a, b));

            a = new Vector2(i, mapHeight);
            b = new Vector2(i + 1, mapHeight);
            edgeSet.Add(new Edge2(a, b));
        }

        // West and East
        for (int i = 0; i < mapHeight; i++)
        {
            Vector2 a = new Vector2(0, i);
            Vector2 b = new Vector2(0, i + 1);
            edgeSet.Add(new Edge2(a, b));

            a = new Vector2(mapWidth, i);
            b = new Vector2(mapWidth, i + 1);
            edgeSet.Add(new Edge2(a, b));
        }

        // Get edges from all wall blocks
        for (int y = 0; y < mapHeight; y++)
        {
            int lineNum = mapHeight - y;
            for (int x = 0; x < mapWidth; x++)
            {
                if (mapLines[lineNum][x] == 'w')
                {
                    // North edge
                    Vector2 a    = new Vector2(x, y + 1);
                    Vector2 b    = new Vector2(x + 1, y + 1);
                    Edge2   edge = new Edge2(a, b);
                    if (!edgeSet.Remove(edge))
                    {
                        edgeSet.Add(edge);
                    }

                    // South edge
                    a    = new Vector2(x, y);
                    b    = new Vector2(x + 1, y);
                    edge = new Edge2(a, b);
                    if (!edgeSet.Remove(edge))
                    {
                        edgeSet.Add(edge);
                    }

                    // West edge
                    a    = new Vector2(x, y);
                    b    = new Vector2(x, y + 1);
                    edge = new Edge2(a, b);
                    if (!edgeSet.Remove(edge))
                    {
                        edgeSet.Add(edge);
                    }

                    // East edge
                    a    = new Vector2(x + 1, y);
                    b    = new Vector2(x + 1, y + 1);
                    edge = new Edge2(a, b);
                    if (!edgeSet.Remove(edge))
                    {
                        edgeSet.Add(edge);
                    }
                }
            }
        }

        return(edgeSet);
    }
Пример #34
0
    // Use this for initialization
    void Start()
    {
        //NEW UI ----------------------------------------------
        m_headerRect = new Rect(0,0,Screen.width,m_btnH);

        m_drawRect = new Rect(0,-m_drawMenus.Length* m_btnH,m_btnWL,m_drawMenus.Length* m_btnH);
        m_tmpDrawRect = new Rect(0,m_btnH,m_btnWL,m_btnH);

        //		m_planRect = new Rect(m_btnW,-m_planMenus.Length* m_btnH,m_btnWL,m_planMenus.Length* m_btnH);
        m_planRect = new Rect(m_btnW,-m_planMenus.Length* m_btnH,m_btnWL,m_btnH);
        m_tmpPlanRect = new Rect(0,m_btnH,m_btnWL,m_btnH);

        m_paramRect = new Rect(2*m_btnW,-m_paramMenus.Length* m_btnH,m_btnWL*1.25f,m_paramMenus.Length* m_btnH);
        m_tmpParamRect = new Rect(0,m_btnH,m_btnWL*1.25f,m_btnH);

        m_mainView = new Rect(0,m_btnH,Screen.width,Screen.height-(2*m_btnH));
        m_askRect  = new Rect(Screen.width/3f,Screen.height/4f,Screen.width/3f,Screen.height/4f);
        //NEW UI ----------------------------------------------

         if(_backgroundImg == null)  Debug.LogError(DEBUGTAG+"Background Image"+PC.MISSING_REF);

        GameObject cameraGameObject = GameObject.Find ("PlanCamera");
        _planCamera = cameraGameObject.GetComponent<Camera>();
        _mainCamera = GameObject.Find ("mainCam");
        _renderCamera = Camera.main;

        _polyDrawer = cameraGameObject.GetComponent <PolygonDrawer> ();
        _snapper = cameraGameObject.GetComponent <Snapper> ();
        _planTransformation = cameraGameObject.GetComponent <PlanTransformation> ();

        _planCamera.GetComponent<Camera>().enabled = false;
        _polyDrawer.enabled = false;
        _planTransformation.enabled = false;

        enabled = false;

        Point2 prevBgPoint = new Point2  (UnityEngine.Screen.width / 2 - 50, UnityEngine.Screen.height / 2);
        Point2 nextBgPoint = new Point2  (UnityEngine.Screen.width / 2 + 50, UnityEngine.Screen.height / 2);

        _backgroundEdge = new Edge2 (prevBgPoint, nextBgPoint);

        prevBgPoint.SetNextEdge (_backgroundEdge);
        nextBgPoint.SetPrevEdge (_backgroundEdge);
    }
Пример #35
0
        public void DrawPolygonFilled(ITransformation transformation, IEnumerable<Vector2> vectors, ushort? colorOverride = null, byte? pixelOverride = null)
        {
            var transformedVectors = vectors
                .Select(transformation.Transform)
                .ToList();
            var yMax = (int) System.Math.Ceiling(transformedVectors.Max(vector => vector.Y));
            var yMin = (int) System.Math.Floor(transformedVectors.Min(vector => vector.Y));
            var edges = GetPolygonEdges(transformedVectors);
            for (var scanlineY = yMin; scanlineY <= yMax; scanlineY++)
            {
                var yEdgeIntersections = edges
                    .Where(edge => edge.IsYValueOnEdge(scanlineY))
                    .Select(edge => edge.GetPointFromY(scanlineY))
                    .ToList();
                var xSortedIntersections = yEdgeIntersections.OrderBy(vector => vector.X).ToList();
                var index1 = 0;
                var index2 = 1;
                while (index2 < xSortedIntersections.Count)
                {
                    var point1 = xSortedIntersections[index1];
                    var point2 = xSortedIntersections[index2];
                    var line = new Edge2(point1, point2);
                    var startX = point1.X;
                    var endX = point2.X;
                    for (var x = startX; x <= endX; x++)
                    {
                        var point = new Vector2(x, scanlineY);
                        DrawPoint(Transformation.None, point, colorOverride, pixelOverride);
                    }

                    index1 += 2;
                    index2 += 2;
                }
            }
        }
Пример #36
0
    public void ResetSelection()
    {
        _selectedPointIndex = -1;
        _selectedPoint = null;

        _selectedEdgeIndex = -1;
        _selectedEdge = null;
    }
Пример #37
0
    public void InsertPoint(Edge2 edge, Point2 point)
    {
        int edgeAndPointIndex = _edges.IndexOf (edge);

        if (edgeAndPointIndex < 0)
            return;

        Point2 nextPoint = edge.GetNextPoint2 ();
        Edge2 newEdge = new Edge2 (point, nextPoint);
        edge.SetNextPoint2 (point);
        point.SetEdges (edge, newEdge);
        nextPoint.SetPrevEdge (newEdge);

        _edges.Insert (edgeAndPointIndex + 1, newEdge);
        _points.Insert (edgeAndPointIndex + 1, point);

        Point2 prevPoint = edge.GetPrevPoint2 ();
        prevPoint.Update (false);
        point.Update (false);
        nextPoint.Update (false);

        UpdateBounds ();
    }
Пример #38
0
    protected void FindIntersectedEdge()
    {
        _selectedEdgeIndexCandidate = -1;
        int edgeCounter = 0;

        float scale = 1 / _planTransformation.GetScale ().x;
        float pr = POINT_RADIUS * scale;

        // pour chaque edge on crée un rectangle de l'epaisseur POINT_RADIUS * currentScale
        // et de la longueur de l'edge. Puis on applique une transformation au curseur correspondant
        // a l'orientation de l'edge. Et on verifie que le curseur intersecte le rectangle.

        foreach (Edge2 edge in _polygon.GetEdges ())
        {
            Point2 prevPoint = edge.GetPrevPoint2 ();
            Point2 prevEdgePoint = new Point2 (prevPoint);
            if (prevPoint.GetJunction () == JunctionType.Curved)
            {
                ArchedPoint2 aPoint = prevPoint as ArchedPoint2;
                prevEdgePoint.Set (aPoint.GetNextTangentPoint ());
            }

            Point2 nextPoint = edge.GetNextPoint2 ();
            Point2 nextEdgePoint = new Point2 (nextPoint);
            if (nextPoint.GetJunction () == JunctionType.Curved)
            {
                ArchedPoint2 aPoint = nextPoint as ArchedPoint2;
                nextEdgePoint.Set (aPoint.GetPrevTangentPoint ());
            }

            Edge2 transformedEdge = new Edge2 (prevEdgePoint, nextEdgePoint);

            Vector2 prevPt = transformedEdge.GetPrevPoint2 ();
            prevPt.Set(prevPt.x+_offsetWidth, prevPt.y+_offsetHeight);
            Vector2 nextPt = transformedEdge.GetNextPoint2 ();
            nextPt.Set(nextPt.x+_offsetWidth, nextPt.y+_offsetHeight);

            Vector3 translation = new Vector3 (prevPt.x, 0, prevPt.y);
            Matrix4x4 translationMatrix = Matrix4x4.TRS (translation, Quaternion.identity, Vector3.one);

            Vector3 edgeVector = new Vector3 (transformedEdge.ToVector2 ().x, 0, transformedEdge.ToVector2 ().y);
            Quaternion rotation = Quaternion.FromToRotation (edgeVector, Vector3.right);
            Matrix4x4 rotationMatrix = Matrix4x4.TRS (Vector3.zero, rotation, Vector3.one);

            Matrix4x4 edgeMatrix = translationMatrix * rotationMatrix * translationMatrix.inverse;
            Vector3 transformedCursor3 = edgeMatrix.MultiplyPoint (new Vector3 (_cursor.x, 0, _cursor.y));
            Vector2 transformedCursor = new Vector2 (transformedCursor3.x, transformedCursor3.z);

            Rect edgeRect = new Rect (prevPt.x + (pr / 2),
                                      prevPt.y - (pr / 2),
                                      transformedEdge.GetLength () - pr,
                                      pr);

            if (edgeRect.Contains (transformedCursor))
            {
                _selectedEdgeIndexCandidate = edgeCounter;
        //				Debug.Log ("EDGE " + edgeCounter);
            }

            ++edgeCounter;
        }
    }
Пример #39
0
 public void AddNewEdgeFromFaceSplit(Edge2 e)
 {
     Edges.Add(e);
     m_FinalFaceCreator.AddEdge(e);
 }
Пример #40
0
    public void AddPoint(Point2 point)
    {
        if (_points.Count > 0)
        {
            Point2 lastPoint = _points[_points.Count - 1];
            Edge2 edge = new Edge2 (lastPoint, point);
            _edges.Add (edge);

            lastPoint.SetNextEdge (edge);
            point.SetPrevEdge (edge);
        }

        _points.Add (point);
        point.Update ();

        UpdateBounds ();
    }
Пример #41
0
 public void SetEdges(Edge2 prevEdge, Edge2 nextEdge)
 {
     _prevEdge = prevEdge;
     _nextEdge = nextEdge;
     Update ();
 }
Пример #42
0
    // ferme le polygon
    public void Close()
    {
        Point2 firstPoint = _points[0];
        Point2 lastPoint = _points[_points.Count - 1];

        Edge2 edge = new Edge2 (lastPoint, firstPoint);
        _edges.Add (edge);

        firstPoint.SetPrevEdge (edge);
        lastPoint.SetNextEdge (edge);

        _closed = true;

        //Debug.Log ("AREA " + GetArea ());

        if (GetArea () > 0)
        {
            //Debug.Log ("Reverse Polygon");
            _points.Reverse ();
            _edges.Reverse ();

            for (int i = 0; i < _points.Count; ++i)
            {
                Point2 currentPoint = _points[i];
                Point2 nextPoint = _points[i + 1];

                Edge2 prevEdge = _edges[i - 1];
                Edge2 currentEdge = _edges[i];

                currentEdge.SetPrevPoint2 (currentPoint);
                currentEdge.SetNextPoint2 (nextPoint);

                currentPoint.SetPrevEdge (prevEdge);
                currentPoint.SetNextEdge (currentEdge);
            }
        }

        UpdateBounds ();
    }
Пример #43
0
 public void SetPrevEdge(Edge2 prevEdge)
 {
     _prevEdge = prevEdge;
     Update ();
 }
Пример #44
0
 private bool IsNewlyFormedEdge(Edge2 e)
 {
     return(e.EdgeP1 != null);
 }