示例#1
0
        /// <summary>
        /// 最短射线包围盒路径
        /// </summary>
        /// <param name="line">线段</param>
        /// <param name="offset">偏移值</param>
        /// <param name="rbi">包围盒信息</param>
        /// <returns>true,表示线段与aabb有相交,并返回最短包围路径</returns>
        public override RBIResultType RayboundingNearestPath(LineSegment2D line, double offset, ref RayboundingInfo rbi)
        {
            if (rbi == null)
            {
                rbi = new RayboundingInfo();
            }
            List <Double3> lineArray         = new List <Double3>();
            Double2        intersectionPoint = Double2.zero;
            Double2        pos1 = Double2.zero;

            for (int i = 0; i < this.pointArr.Length; i++)
            {
                if (line.GetIntersectPoint(GetEdge(i), ref intersectionPoint, ref pos1) == true)
                {
                    lineArray.Add(new Double3(intersectionPoint.x, intersectionPoint.y, i));
                }
            }
            int count = lineArray.Count;

            if (count == 0)
            {
                return(RBIResultType.Fail);
            }
            else if (count % 2 == 1)
            {
                lineArray.Sort((x, y) => MathUtil.GetCompareDis(new Double2(x.x, x.y), line.startPoint).CompareTo(MathUtil.GetCompareDis(new Double2(y.x, y.y), line.startPoint)));
                if (CheckIn(line.startPoint) == true)
                {
                    rbi.SetNear(line, offset, new Double2(lineArray[0].x, lineArray[0].y));
                    return(RBIResultType.UnCrossstartPointIn);
                }
                else
                {
                    rbi.SetNear(line, offset, new Double2(lineArray[count - 1].x, lineArray[count - 1].y));
                    return(RBIResultType.UnCrossendPointIn);
                }
            }
            else
            {
                // 先按距离进行排序。
                lineArray.Sort((x, y) => MathUtil.GetCompareDis(new Double2(x.x, x.y), line.startPoint).CompareTo(MathUtil.GetCompareDis(new Double2(y.x, y.y), line.startPoint)));
                //
                bool isCross   = true;
                bool isPathDir = CheckPathDir(lineArray[0], lineArray[lineArray.Count - 1], ref isCross);
                if (isCross == false)
                {
                    rbi.SetNear(line, offset, new Double2(lineArray[0].x, lineArray[0].y));
                    return(RBIResultType.UnCross);
                }
                List <Double2> temppaths = new List <Double2>();
                RayboundingNearestPath(lineArray[0], lineArray[lineArray.Count - 1], offset, isPathDir, ref temppaths);
                if (rbi.listpath == null)
                {
                    rbi.listpath = temppaths;
                }
                else
                {
                    rbi.listpath.AddRange(temppaths);
                }
                // 排斥需要扣除的点。
                for (int i = 1; i < lineArray.Count - 1; i += 2)
                {
                    if (CheckisSubChild((int)lineArray[0].z, (int)lineArray[lineArray.Count - 1].z, isPathDir, (int)lineArray[i].z, (int)lineArray[i + 1].z) == false)
                    {
                        continue;
                    }
                    List <Double2> listTemp = new List <Double2>();
                    RayboundingNearestPath(lineArray[i], lineArray[i + 1], offset, isPathDir, ref listTemp);
                    if (listTemp.Count > 0)
                    {
                        foreach (Double2 pos in listTemp)
                        {
                            rbi.listpath.Remove(pos);
                        }
                    }
                }
                //
                if (rbi.listpath != null && rbi.listpath.Count > 0)
                {
                    rbi.CalcHelpData(line, offset, new Double2(lineArray[0].x, lineArray[0].y), new Double2(lineArray[lineArray.Count - 1].x, lineArray[lineArray.Count - 1].y));
                    return(RBIResultType.Succ);
                }
                return(RBIResultType.Fail);
            }
        }
示例#2
0
        /// <summary>
        /// 最短射线包围盒路径
        /// </summary>
        /// <param name="line">线段</param>
        /// <param name="offset">偏移值</param>
        /// <param name="rbi">包围盒信息</param>
        /// <returns>true,表示线段与aabb有相交,并返回最短包围路径</returns>
        public override RBIResultType RayboundingNearestPath(LineSegment2D line, double offset, ref RayboundingInfo rbi)
        {
            if (rbi == null)
            {
                rbi = new RayboundingInfo();
            }
            int index = 0;

            Double3[] lineArray         = new Double3[2];
            Double2   intersectionPoint = Double2.zero;
            Double2   pos1 = Double2.zero;

            if (line.GetIntersectPoint(GetEdge(0), ref intersectionPoint, ref pos1) == true)
            {
                lineArray[index] = new Double3(intersectionPoint.x, intersectionPoint.y, 1);
                index++;
            }
            if (line.GetIntersectPoint(GetEdge(2), ref intersectionPoint, ref pos1) == true)
            {
                lineArray[index] = new Double3(intersectionPoint.x, intersectionPoint.y, 3);
                index++;
            }
            if (index < 2)
            {
                if (line.GetIntersectPoint(GetEdge(3), ref intersectionPoint, ref pos1) == true)
                {
                    lineArray[index] = new Double3(intersectionPoint.x, intersectionPoint.y, 4);
                    index++;
                }
            }
            if (index < 2)
            {
                if (line.GetIntersectPoint(GetEdge(1), ref intersectionPoint, ref pos1) == true)
                {
                    lineArray[index] = new Double3(intersectionPoint.x, intersectionPoint.y, 2);
                    index++;
                }
            }

            if (index == 2)
            {
                double  v1 = (new Double2(lineArray[0].x, lineArray[0].y) - line.startPoint).sqrMagnitude;
                double  v2 = (new Double2(lineArray[1].x, lineArray[1].y) - line.startPoint).sqrMagnitude;
                Double2 s;
                Double2 e;
                if (v1 < v2)
                {
                    s = new Double2(lineArray[0].x, lineArray[0].y);
                    e = new Double2(lineArray[1].x, lineArray[1].y);
                    RayboundingNearestPath(new Double3(s.x, s.y, lineArray[0].z), new Double3(e.x, e.y, lineArray[1].z), offset, ref rbi.listpath);
                }
                else
                {
                    e = new Double2(lineArray[0].x, lineArray[0].y);
                    s = new Double2(lineArray[1].x, lineArray[1].y);
                    RayboundingNearestPath(new Double3(s.x, s.y, lineArray[1].z), new Double3(e.x, e.y, lineArray[0].z), offset, ref rbi.listpath);
                }
                if (rbi.listpath != null && rbi.listpath.Count > 0)
                {
                    rbi.CalcHelpData(line, offset, s, e);
                    return(RBIResultType.Succ);
                }
                return(RBIResultType.Fail);
            }
            else
            {
                return(RBIResultType.Fail);
            }
        }
示例#3
0
        /// <summary>
        /// 最短射线包围盒路径
        /// </summary>
        /// <param name="line">线段</param>
        /// <param name="offset">偏移值</param>
        /// <param name="rbi">包围盒信息</param>
        /// <returns>true,表示线段与aabb有相交,并返回最短包围路径</returns>
        public override RBIResultType RayboundingNearestPath(LineSegment2D line, double offset, ref RayboundingInfo rbi)
        {
            if (rbi == null)
            {
                rbi = new RayboundingInfo();
            }
            Double2 diff = this.circleCenter - line.startPoint;

            if (diff == Double2.zero)
            {
                return(RBIResultType.Fail);
            }
            //
            Double2 projectoint = line.ProjectPoint(this.circleCenter);

            diff = this.circleCenter - projectoint;
            // 跟直线相交奥
            double dis = diff.sqrMagnitude - this.radius * this.radius;

            if (dis >= 0)
            {
                return(RBIResultType.Fail);
            }
            dis = -dis;
            // 在同侧不行。
            Double2 diff1 = line.startPoint - projectoint;
            Double2 diff2 = line.endPoint - projectoint;

            if (Double2.Dot(diff1, diff2) >= 0)
            {
                return(RBIResultType.Fail);
            }
            //
            if (diff1.sqrMagnitude < dis || diff2.sqrMagnitude < dis)
            {
                return(RBIResultType.Fail);
            }

            dis = System.Math.Sqrt(dis) + offset;

            Double2 p1 = projectoint - line.normalizedDir * dis;
            Double2 p2 = projectoint + line.normalizedDir * dis;

            double         bigRadius   = this.radius + offset;
            double         angle       = SignedAngleInCircle(p1 - this.circleCenter, p2 - this.circleCenter, bigRadius);
            int            count       = (int)(System.Math.Abs(angle / 0.25f));
            double         diffangle   = angle / count;
            List <Double2> listpath    = new List <Double2>();
            Double2        startVector = (p1 - this.circleCenter).normalized * bigRadius;

            for (int i = 1; i <= count - 1; i++)
            {
                Double2 rorateVector = Double2.Rotate(startVector, -diffangle * i);
                listpath.Add(rorateVector + this.circleCenter);
            }
            rbi.listpath = listpath;
            if (rbi.listpath != null && rbi.listpath.Count > 0)
            {
                rbi.CalcHelpData(line, offset, p1, p2);
                return(RBIResultType.Succ);
            }
            return(RBIResultType.Fail);
        }