using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 算法:根据设计点来生成边缘点
/// 依据:???
///
public class AlgorithmGenerateEdge : ModuleAlgorithm {
/// 算法:根据设计点来生成边缘点
public AlgorithmGenerateEdge() { }
public override void Compute(DataPlate data) {
data.edgePoints = new List();
int maxIndex = data.designPoints.Count;
for (int i = 0; i < maxIndex; i++) {
DataDesignPoint designPoint = data.FindDesignPoint(i);
DataDesignPoint nextDesignPoint = data.FindDesignPoint(i + 1);
CreateStraightLine(data, designPoint, nextDesignPoint);
}
}
public void CreateStraightLine(DataPlate data, DataDesignPoint designPoint, DataDesignPoint nextDesignPoint) {
designPoint.edgePoints = new List();
//方向,距离
Vector2 direction = (nextDesignPoint.postiton - designPoint.postiton).normalized;
float distance = Vector2.Distance(nextDesignPoint.postiton, designPoint.postiton);
//求余,得商数
int a = (int)(distance * 1000);
int b = (int)(data.edgeSmooth * 1000);
int quotient = Math.DivRem(a, b, out int remainder);
//点位间距
float segment = distance / quotient;
Vector3 ap = designPoint.postiton;
Vector3 bp = designPoint.leftBezier + designPoint.postiton;
Vector3 cp = nextDesignPoint.rightBezier + nextDesignPoint.postiton;
Vector3 dp = nextDesignPoint.postiton;
for (int i = 0; i < quotient; i++) {
float t = segment * i / distance;
Vector2 position = ComputeBezier(ap, bp, cp, dp, t);
designPoint.edgePoints.Add(position);
}
data.edgePoints.AddRange(designPoint.edgePoints);
}
///
///
///
/// 起点
/// 起点的贝塞尔点
/// 终点的贝塞尔点
/// 终点
/// 进度
///
public Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
}