示例#1
0
        public static void ClosestPointOnPolygon(RenderVertex3D[] rgv, Vertex2D pvin, bool fClosed, out Vertex2D pvOut, out int piSeg)
        {
            var count   = rgv.Length;
            var minDist = Constants.FloatMax;

            piSeg = -1;             // in case we are not next to the line
            pvOut = new Vertex2D();
            var loopCount = count;

            if (!fClosed)
            {
                --loopCount;                 // Don"t check segment running from the end point to the beginning point
            }

            // Go through line segment, calculate distance from point to the line
            // then pick the shortest distance
            for (var i = 0; i < loopCount; ++i)
            {
                var p2 = i < count - 1 ? i + 1 : 0;

                var rgvi = new RenderVertex3D();
                rgvi.Set(rgv[i].X, rgv[i].Y, rgv[i].Z);
                var rgvp2 = new RenderVertex3D();
                rgvp2.Set(rgv[p2].X, rgv[p2].Y, rgv[p2].Z);
                var a = rgvi.Y - rgvp2.Y;
                var b = rgvp2.X - rgvi.X;
                var c = -(a * rgvi.X + b * rgvi.Y);

                var dist = MathF.Abs(a * pvin.X + b * pvin.Y + c) / MathF.Sqrt(a * a + b * b);

                if (dist < minDist)
                {
                    // Assuming we got a segment that we are closet to, calculate the intersection
                    // of the line with the perpendicular line projected from the point,
                    // to find the closest point on the line
                    var d = -b;
                    var f = -(d * pvin.X + a * pvin.Y);

                    var det        = a * a - b * d;
                    var invDet     = det != 0.0f ? 1.0f / det : 0.0f;
                    var intersectX = (b * f - a * c) * invDet;
                    var intersectY = (c * d - a * f) * invDet;

                    // If the intersect point lies on the polygon segment
                    // (not out in space), then make this the closest known point
                    if (intersectX >= MathF.Min(rgvi.X, rgvp2.X) - 0.1 &&
                        intersectX <= MathF.Max(rgvi.X, rgvp2.X) + 0.1 &&
                        intersectY >= MathF.Min(rgvi.Y, rgvp2.Y) - 0.1 &&
                        intersectY <= MathF.Max(rgvi.Y, rgvp2.Y) + 0.1)
                    {
                        minDist = dist;
                        var seg = i;

                        pvOut.X = intersectX;
                        pvOut.Y = intersectY;
                        piSeg   = seg;
                    }
                }
            }
        }
示例#2
0
        public RampVertex GetRampVertex(float tableHeight, float accuracy, bool incWidth)
        {
            var result = new RampVertex();

            // vvertex are the 2D vertices forming the central curve of the ramp as seen from above
            var vertex = GetCentralCurve(accuracy);

            var numVertices = vertex.Length;

            result.VertexCount  = numVertices;
            result.PointHeights = new float[numVertices];
            result.Cross        = new bool[numVertices];
            result.PointRatios  = new float[numVertices];
            result.MiddlePoints = new Vertex2D[numVertices];
            result.RgvLocal     = new Vertex2D[_data.Type != RampType.RampTypeFlat ? (numVertices + 1) * 2 : numVertices * 2];

            // Compute an approximation to the length of the central curve
            // by adding up the lengths of the line segments.
            var totalLength  = 0f;
            var bottomHeight = _data.HeightBottom + tableHeight;
            var topHeight    = _data.HeightTop + tableHeight;

            for (var i = 0; i < numVertices - 1; i++)
            {
                var v1 = vertex[i];
                var v2 = vertex[i + 1];

                var dx     = v1.X - v2.X;
                var dy     = v1.Y - v2.Y;
                var length = MathF.Sqrt(dx * dx + dy * dy);

                totalLength += length;
            }

            var currentLength = 0f;

            for (var i = 0; i < numVertices; i++)
            {
                // clamp next and prev as ramps do not loop
                var prev   = vertex[i > 0 ? i - 1 : i];
                var next   = vertex[i < numVertices - 1 ? i + 1 : i];
                var middle = vertex[i];

                result.Cross[i] = middle.IsControlPoint;

                var normal = new Vertex2D();
                // Get normal at this point
                // Notice that these values equal the ones in the line
                // equation and could probably be substituted by them.
                var v1Normal = new Vertex2D(prev.Y - middle.Y, middle.X - prev.X);                 // vector vmiddle-vprev rotated RIGHT
                var v2Normal = new Vertex2D(middle.Y - next.Y, next.X - middle.X);                 // vector vnext-vmiddle rotated RIGHT

                // special handling for beginning and end of the ramp, as ramps do not loop
                if (i == numVertices - 1)
                {
                    v1Normal.Normalize();
                    normal = v1Normal;
                }
                else if (i == 0)
                {
                    v2Normal.Normalize();
                    normal = v2Normal;
                }
                else
                {
                    v1Normal.Normalize();
                    v2Normal.Normalize();

                    if (MathF.Abs(v1Normal.X - v2Normal.X) < 0.0001 && MathF.Abs(v1Normal.Y - v2Normal.Y) < 0.0001)
                    {
                        // Two parallel segments
                        normal = v1Normal;
                    }
                    else
                    {
                        // Find intersection of the two edges meeting this points, but
                        // shift those lines outwards along their normals

                        // First line
                        var a = prev.Y - middle.Y;
                        var b = middle.X - prev.X;

                        // Shift line along the normal
                        var c = -(a * (prev.X - v1Normal.X) + b * (prev.Y - v1Normal.Y));

                        // Second line
                        var d = next.Y - middle.Y;
                        var e = middle.X - next.X;

                        // Shift line along the normal
                        var f = -(d * (next.X - v2Normal.X) + e * (next.Y - v2Normal.Y));

                        var det    = a * e - b * d;
                        var invDet = det != 0.0 ? 1.0f / det : 0.0f;

                        var intersectX = (b * f - e * c) * invDet;
                        var intersectY = (c * d - a * f) * invDet;

                        normal.X = middle.X - intersectX;
                        normal.Y = middle.Y - intersectY;
                    }
                }

                // Update current length along the ramp.
                var dx     = prev.X - middle.X;
                var dy     = prev.Y - middle.Y;
                var length = MathF.Sqrt(dx * dx + dy * dy);

                currentLength += length;

                var percentage   = currentLength / totalLength;
                var currentWidth = percentage * (_data.WidthTop - _data.WidthBottom) + _data.WidthBottom;
                result.PointHeights[i] = middle.Z + percentage * (topHeight - bottomHeight) + bottomHeight;

                AssignHeightToControlPoint(new Vertex2D(vertex[i].X, vertex[i].Y), middle.Z + percentage * (topHeight - bottomHeight) + bottomHeight);
                result.PointRatios[i] = 1.0f - percentage;

                // only change the width if we want to create vertices for rendering or for the editor
                // the collision engine uses flat type ramps
                if (IsHabitrail() && _data.Type != RampType.RampType1Wire)
                {
                    currentWidth = _data.WireDistanceX;
                    if (incWidth)
                    {
                        currentWidth += 20.0f;
                    }
                }
                else if (_data.Type == RampType.RampType1Wire)
                {
                    currentWidth = _data.WireDiameter;
                }

                result.MiddlePoints[i] = new Vertex2D(middle.X, middle.Y) + normal;
                result.RgvLocal[i]     = new Vertex2D(middle.X, middle.Y) + currentWidth * 0.5f * normal;
                result.RgvLocal[numVertices * 2 - i - 1] = new Vertex2D(middle.X, middle.Y) - currentWidth * 0.5f * normal;
            }

            return(result);
        }
示例#3
0
 public bool IsZero()
 {
     return(MathF.Abs(X) < Constants.FloatMin && MathF.Abs(Y) < Constants.FloatMin &&
            MathF.Abs(Z) < Constants.FloatMin);
 }