三角形.
Inheritance: Delaunay.PathfindingNode
示例#1
0
		float SearchWidth(Vertex c, Triangle t, HalfEdge e, float d)
		{
			Vertex u = e.Src, v = e.Dest;
			if (c.Position.dot2(v.Position, u.Position) <= 0
				|| c.Position.dot2(u.Position, v.Position) <= 0)
			{
				return d;
			}

			float d2 = MathUtility.MinDistance2Segment(c.Position, e.Src.Position, e.Dest.Position);
			if (d2 > d)
			{
				return d;
			}

			if (e.Constrained)
			{
				return d2;
			}

			Triangle t2 = e.Pair.Face;

			if (t2 == null)
			{
				Debug.LogError("Invalid t2");
				return d;
			}

			HalfEdge e2 = t2.GetOpposite(e.Src);
			HalfEdge e3 = t2.GetOpposite(e.Dest);

			d = SearchWidth(c, t2, e2, d);
			return SearchWidth(c, t2, e3, d);
		}
示例#2
0
		/// <summary>
		/// 将点插入到三角形中.
		/// </summary>
		void InsertToTriangle(Vertex v, Triangle old)
		{
			Triangle ab = geomManager.CreateTriangle();
			Triangle bc = geomManager.CreateTriangle();
			Triangle ca = geomManager.CreateTriangle();

			// 分别构造连接v和old的三个顶点的边, 将old一分为三.
			HalfEdge av = geomManager.CreateEdge(old.A, v);
			HalfEdge bv = geomManager.CreateEdge(old.B, v);
			HalfEdge cv = geomManager.CreateEdge(old.C, v);

			HalfEdge AB = old.AB, BC = old.BC, CA = old.CA;

			// 更新Face.
			AB.Face = bv.Face = av.Pair.Face = ab;
			BC.Face = cv.Face = bv.Pair.Face = bc;
			CA.Face = av.Face = cv.Pair.Face = ca;

			// 释放旧三角形.
			geomManager.ReleaseTriangle(old);

			// 连接边.
			ab.Edge = AB.CycleLink(bv, av.Pair);
			bc.Edge = BC.CycleLink(cv, bv.Pair);
			ca.Edge = CA.CycleLink(av, cv.Pair);

			// 映射到格子地图上.
			geomManager.RasterizeTriangle(ab);
			geomManager.RasterizeTriangle(bc);
			geomManager.RasterizeTriangle(ca);

			Utility.Verify(av.Face == ca);
			Utility.Verify(av.Pair.Face == ab);

			Utility.Verify(bv.Face == ab);
			Utility.Verify(bv.Pair.Face == bc);

			Utility.Verify(cv.Face == bc);
			Utility.Verify(cv.Pair.Face == ca);

			// 维护delaunay特性.
			FlipTriangles(ab.Edge);
			FlipTriangles(bc.Edge);
			FlipTriangles(ca.Edge);
		}
示例#3
0
		/// <summary>
		/// 将点插入到old的边上.
		/// </summary>
		void InsertOnEdge(Vertex v, Triangle old, HalfEdge hitEdge)
		{
			// 连接v和v所在的边正对的顶点, 将old一分为二.
			Triangle split1 = geomManager.CreateTriangle();
			Triangle split2 = geomManager.CreateTriangle();

			Vertex opositeVertex = hitEdge.Next.Dest;

			HalfEdge ov = geomManager.CreateEdge(opositeVertex, v);
			HalfEdge v1 = geomManager.CreateEdge(v, hitEdge.Dest);
			HalfEdge v2 = geomManager.CreateEdge(v, hitEdge.Pair.Dest);

			HalfEdge sp1Edge0 = hitEdge.Next;

			HalfEdge sp2Edge0 = hitEdge.Next.Next;
			HalfEdge sp2Edge1 = v2.Pair;
			HalfEdge sp2Edge2 = ov.Pair;

			// 更新Face.
			sp1Edge0.Face = ov.Face = v1.Face = split1;
			sp2Edge0.Face = sp2Edge1.Face = sp2Edge2.Face = split2;

			// 释放旧三角形.
			geomManager.ReleaseTriangle(old);

			// 连接边.
			split1.Edge = sp1Edge0.CycleLink(ov, v1);
			split2.Edge = sp2Edge0.CycleLink(sp2Edge1, sp2Edge2);

			// 将新三角形映射到格子地图上.
			geomManager.RasterizeTriangle(split1);
			geomManager.RasterizeTriangle(split2);

			Utility.Verify(ov.Face == split1);
			Utility.Verify(ov.Pair.Face == split2);

			Triangle other = hitEdge.Pair.Face;

			Triangle oposite1 = null;
			Triangle oposite2 = null;

			// 分割另一侧的三角形.
			if (other != null)
			{
				Vertex p = hitEdge.Pair.Next.Dest;

				HalfEdge vp = geomManager.CreateEdge(v, p);

				oposite1 = geomManager.CreateTriangle();
				oposite2 = geomManager.CreateTriangle();

				HalfEdge hpn = hitEdge.Pair.Next;
				HalfEdge op1Edge0 = hpn.Next;
				HalfEdge op1Edge1 = v1.Pair;
				HalfEdge op1Edge2 = vp;

				hpn.Face = vp.Pair.Face = v2.Face = oposite2;
				op1Edge0.Face = op1Edge1.Face = op1Edge2.Face = oposite1;
				geomManager.ReleaseTriangle(other);

				oposite2.Edge = hpn.CycleLink(vp.Pair, v2);
				oposite1.Edge = op1Edge0.CycleLink(op1Edge1, op1Edge2);

				geomManager.RasterizeTriangle(oposite1);
				geomManager.RasterizeTriangle(oposite2);

				Utility.Verify(vp.Face == oposite1);
				Utility.Verify(vp.Pair.Face == oposite2);
			}

			Utility.Verify(v1.Face == split1);
			Utility.Verify(v1.Pair.Face == oposite1);

			Utility.Verify(v2.Face == oposite2);
			Utility.Verify(v2.Pair.Face == split2);

			// 维护delaunay特性.
			FlipTriangles(split1.Edge);
			FlipTriangles(split2.Edge);

			if (other != null)
			{
				FlipTriangles(oposite1.Edge);
				FlipTriangles(oposite2.Edge);
			}
		}
示例#4
0
文件: Triangle.cs 项目: ThePerian/FTR
        public bool SharesEdgeWith(Triangle triangle)
        {
            var sharedVertices = Vertices.Where(o => triangle.Vertices.Contains(o)).Count();

            return(sharedVertices == 2);
        }
示例#5
0
		/// <summary>
		/// 查找与triangle的外接矩形相交的格子.
		/// </summary>
		TiledMapRegion FindTriangleBoundingRectOverlappedTiles(Triangle triangle)
		{
			float xMin = Mathf.Min(triangle.A.Position.x, triangle.B.Position.x, triangle.C.Position.x);
			float xMax = Mathf.Max(triangle.A.Position.x, triangle.B.Position.x, triangle.C.Position.x);
			float zMin = Mathf.Min(triangle.A.Position.z, triangle.B.Position.z, triangle.C.Position.z);
			float zMax = Mathf.Max(triangle.A.Position.z, triangle.B.Position.z, triangle.C.Position.z);

			return tiledMap.GetTiles(xMin, xMax, zMin, zMax);
		}
示例#6
0
		/// <summary>
		/// 将triangle的映射从TiledMap上去掉.
		/// </summary>
		public void UnrasterizeTriangle(Triangle triangle)
		{
			TiledMapRegion tmr = FindTriangleBoundingRectOverlappedTiles(triangle);
			for (; tmr.MoveNext(); )
			{
				Tile tile = tiledMap[tmr.Current.First, tmr.Current.Second];
				if (tile.Face == triangle)
				{
					tile.Face = null;
				}
			}
		}
示例#7
0
		/// <summary>
		/// 将triangle映射到TiledMap上.
		/// </summary>
		public void RasterizeTriangle(Triangle triangle)
		{
			Vector3[] list = new Vector3[] { triangle.A.Position, triangle.B.Position, triangle.C.Position };
			TiledMapRegion tmr = FindTriangleBoundingRectOverlappedTiles(triangle);

			for (; tmr.MoveNext(); )
			{
				Tuple2<int, int> current = tmr.Current;
				Tile tile = tiledMap[current.First, current.Second];
				Vector3 center = tiledMap.GetTileCenter(current.First, current.Second);
				if (MathUtility.PolygonContains(list, center))
				{
					tile.Face = triangle;
				}
			}
		}
示例#8
0
		/// <summary>
		/// 释放triangle.
		/// </summary>
		public void ReleaseTriangle(Triangle triangle)
		{
			UnrasterizeTriangle(triangle);

			foreach (HalfEdge edge in triangle.BoundingEdges)
			{
				if (edge.Face == triangle)
				{
					edge.Face = null;
					edge.Next = null;
				}

				if (edge.Face == null && edge.Pair.Face == null)
				{
					ReleaseEdge(edge);
				}
			}
		}