151 lines
6.1 KiB
C#
151 lines
6.1 KiB
C#
using System;
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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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/// 顶点算法
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/// </summary>
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public class UnitAlgorithmVertex : UnitAlgorithm<DataPlate> {
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public class SideVertex : IComparable<SideVertex> {
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public float distance;
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public DataVertex vertex;
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public int CompareTo(SideVertex other) {
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return other.distance >= distance ? 1 : -1;
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}
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}
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public void Compute(DataPlate data) {
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float smooth = data.smooth;
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DataBorder border = data.border;
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List<Vector3> edgePoints = new List<Vector3>(data.edgePoints);
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int wide = Mathf.FloorToInt(border.Wide / smooth) + 1;
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int high = Mathf.FloorToInt(border.High / smooth) + 1;
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//计算内部顶点
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data.vertexGrid = new GridTool<DataVertex>(wide, high, (x, y) => {
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Vector3 position = border.MinPoint + new Vector3(x * smooth, y * smooth);
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DataVertex vertex = new DataVertex();
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vertex.isValid = FindPlateInside(edgePoints, position);
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vertex.design = position;
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return vertex;
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});
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//边缘所有的线段
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for (int i = 0; i < data.sides.Count; i++) {
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Compute(data.sides[i], wide, high, border, smooth, data.vertexGrid);
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}
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}
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/// <summary> 向网格和边缘写入顶点数据 </summary>
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private void Compute(DataSide side, int wide, int high, DataBorder border, float smooth, GridTool<DataVertex> grid) {
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DataLine[] lines = side.lines;
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List<SideVertex> sideVertices = new List<SideVertex>();
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//计算水平线段顶点
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for (int x = 0; x < wide; x++) {
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Vector3 a = new Vector3(border.minX + x * smooth, border.minY - 1);
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Vector3 b = new Vector3(border.minX + x * smooth, border.maxY + 1);
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for (int i = 0; i < lines.Length; i++) {
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DataVertex vertex = Compute(a, b, lines[i], smooth, border, grid);
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if (vertex == null) { continue; }
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float distance = Vector3.Distance(lines[i].a, vertex.design) + lines[i].origin;
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SideVertex sideVertex = new SideVertex();
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sideVertex.distance = distance;
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sideVertex.vertex = vertex;
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sideVertices.Add(sideVertex);
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}
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}
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//计算垂直线段顶点
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for (int y = 0; y < high; y++) {
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Vector3 a = new Vector3(border.minX - 1, border.minY + y * smooth);
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Vector3 b = new Vector3(border.maxX + 1, border.minY + y * smooth);
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for (int i = 0; i < lines.Length; i++) {
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DataVertex vertex = Compute(a, b, lines[i], smooth, border, grid);
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if (vertex == null) { continue; }
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float distance = Vector3.Distance(lines[i].a, vertex.design) + lines[i].origin;
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SideVertex sideVertex = new SideVertex();
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sideVertex.distance = distance;
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sideVertex.vertex = vertex;
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sideVertices.Add(sideVertex);
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}
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}
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sideVertices.Sort();
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List<DataVertex> vertices = new List<DataVertex>();
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for (int i = 0; i < sideVertices.Count; i++) {
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vertices.Add(sideVertices[i].vertex);
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}
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side.vertices = vertices.ToArray();
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}
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/// <summary> 向网格写入边缘顶点数据 </summary>
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private DataVertex Compute(Vector3 a, Vector3 b, DataLine line, float smooth, DataBorder border, GridTool<DataVertex> grid) {
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//计算交点
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if (!TryGetIntersectPoint(a, b, line.a, line.b, out Vector3 IntersectPoint)) { return null; }
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//计算顶点xy
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Vector3 offset = new Vector3(smooth, smooth, 0) * 0.3f;
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Vector3 position = IntersectPoint - border.MinPoint + offset;
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int vertexX = Mathf.FloorToInt(position.x / smooth);
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int vertexY = Mathf.FloorToInt(position.y / smooth);
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//填充数据
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DataVertex vertex = grid.Get(vertexX, vertexY);
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vertex.isValid = true;
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vertex.design = IntersectPoint;
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return vertex;
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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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public static bool FindPlateInside(List<Vector3> points, Vector3 position) {
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double angles = 0;
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for (int i = 0; i < points.Count; i++) {
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Vector3 a = points.LoopIndex(i + 0) - position;
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Vector3 b = points.LoopIndex(i + 1) - 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 > 1000;
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}
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/// <summary>
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/// 计算AB与CD两条线段的交点.
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/// </summary>
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/// <param name="a">A点</param>
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/// <param name="b">B点</param>
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/// <param name="c">C点</param>
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/// <param name="d">D点</param>
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/// <param name="intersectPos">AB与CD的交点</param>
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/// <returns>是否相交 true:相交 false:未相交</returns>
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private bool TryGetIntersectPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 d, out Vector3 intersectPos) {
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intersectPos = Vector3.zero;
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Vector3 ab = b - a;
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Vector3 ca = a - c;
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Vector3 cd = d - c;
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Vector3 v1 = Vector3.Cross(ca, cd);
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// 不共面
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if (Mathf.Abs(Vector3.Dot(v1, ab)) > 1e-6) { return false; }
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// 平行
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if (Vector3.Cross(ab, cd).sqrMagnitude <= 1e-6) { return false; }
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Vector3 ad = d - a;
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Vector3 cb = b - c;
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// 快速排斥
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if (Mathf.Min(a.x, b.x) > Mathf.Max(c.x, d.x) || Mathf.Max(a.x, b.x) < Mathf.Min(c.x, d.x)
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|| Mathf.Min(a.y, b.y) > Mathf.Max(c.y, d.y) || Mathf.Max(a.y, b.y) < Mathf.Min(c.y, d.y)
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|| Mathf.Min(a.z, b.z) > Mathf.Max(c.z, d.z) || Mathf.Max(a.z, b.z) < Mathf.Min(c.z, d.z)) {
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return false;
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}
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// 跨立试验
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if (Vector3.Dot(Vector3.Cross(-ca, ab), Vector3.Cross(ab, ad)) > 0
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&& Vector3.Dot(Vector3.Cross(ca, cd), Vector3.Cross(cd, cb)) > 0) {
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Vector3 v2 = Vector3.Cross(cd, ab);
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float ratio = Vector3.Dot(v1, v2) / v2.sqrMagnitude;
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intersectPos = a + ab * ratio;
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return true;
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}
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return false;
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}
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}
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