合并代码
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 查询点算法
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/// 转角法判断点是否在多边形内
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/// </summary>
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public class AlgorithmFindPoint : ModuleAlgorithm<DataFindPoint> {
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public readonly float FindRange = 0.01f;
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protected override void Awake() => ModuleCore.AlgorithmFindPoint = this;
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public override void Compute(DataFindPoint findPoint) {
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List<DataPlate> datas = findPoint.datas;
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for (int i = 0; i < datas.Count; i++) {
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if (FindPlatePoint(datas[i], findPoint)) { return; }
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if (FindPlateInside(datas[i], findPoint)) { findPoint.plate = datas[i]; }
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}
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}
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/// <summary> 查询匹配的点 </summary>
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private bool FindPlatePoint(DataPlate plate, DataFindPoint findPoint) {
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List<DataPoint> points = plate.points;
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Vector3 position = findPoint.position - plate.position;
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for (int i = 0; i < points.Count; i++) {
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float distance = Vector3.Distance(points[i].position, position);
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if (distance > FindRange) { continue; }
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findPoint.plate = plate;
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findPoint.point = points[i];
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return true;
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}
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return false;
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}
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/// <summary> 转角法查询位置是否在板片内 </summary>
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private bool FindPlateInside(DataPlate plate, DataFindPoint findPoint) {
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DataPoint[] points = plate.points.ToArray();
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double angles = 0;
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Vector3 position = findPoint.position - plate.position;
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for (int i = 0; i < points.Length; i++) {
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Vector3 a = points.LoopIndex(i + 0).position - position;
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Vector3 b = points.LoopIndex(i + 1).position - position;
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float angle = Vector2.SignedAngle(a, b);
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angles += angle;
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}
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int normal = (int)(angles * 1000);
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return normal > 0;
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}
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}
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serializedVersion: 2
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defaultReferences: []
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