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677 lines
24 KiB
677 lines
24 KiB
4 years ago
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using AX.MessageSystem;
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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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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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[Serializable]
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public class FireSettingData
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{
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public long id;
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public string name;
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public string rsw;
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public string pos;
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public int type;
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public int time;
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public List<Vector3> pathPointList;
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public string temperature; //火焰温度
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public string radiation; //热辐射
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}
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public class FireSettingPanel : ResourceLoadPanel<FireSettingPanel>
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{
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public InputField RSWInput;
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public InputField PosInput;
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public InputField WDInput;
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public InputField RFSInput;
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public Toggle StraightSpread;
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public Toggle AreaSpread;
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public Toggle AroundSpread;
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public InputField TimeInput;
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public Text ErrorText;
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public Button ResetBtn;
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public Button SaveBtn;
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public Button CloseBtn;
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public List<Vector3> PathPointList = new List<Vector3>();
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private RaycastHit hit;
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private Ray ray;
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public Vector3 startPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置
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private Vector3 endPosition = Vector3.zero;//定义一个Vector3,用来存储鼠标点击的位置
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public LayerMask layerMask = -1;
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public Transform lineObjParent;
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public Transform lineObj;
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private GameObject lineObjChild;
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private GameObject linePrefab;
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private Line line1 = new Line();//多边形最后一条边
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private Line line2 = new Line();//多边形除最后一条边的其他各边
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private Line line3 = new Line();//多边形倒数第二边
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private FireSettingData NowData = new FireSettingData();
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private GameObject NowObj;
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// Use this for initialization
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void Start()
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{
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RSWInput.onValueChanged.AddListener(RSWInput_valueChanged);
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PosInput.onValueChanged.AddListener(PosInput_valueChanged);
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TimeInput.onValueChanged.AddListener(TimeInput_valueChanged);
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WDInput.onValueChanged.AddListener(WDInput_valueChanged);
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RFSInput.onValueChanged.AddListener(RFSInput_valueChanged);
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StraightSpread.onValueChanged.AddListener(StraightSpread_valueChanged);
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AreaSpread.onValueChanged.AddListener(AreaSpread_valueChanged);
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AroundSpread.onValueChanged.AddListener(AroundSpread_valueChanged);
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ResetBtn.onClick.AddListener(ResetBtn_Click);
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SaveBtn.onClick.AddListener(SaveBtn_Click);
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CloseBtn.onClick.AddListener(CloseBtn_Click);
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MessageDispatcher.AddListener("SelectChange", selectchange);
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}
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private void OnDestroy()
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{
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MessageDispatcher.RemoveListener("SelectChange", selectchange);
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}
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private void selectchange(IMessage obj)
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{
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gameObject.SetActive(false);
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}
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public void AddRecordEventFire(GameObject obj, FireSettingData data)
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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var eventData = new EventData();
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eventData.time = RecordManager.Instance.RecordTimer;
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eventData.cloneObjType = obj.GetComponent<CloneGameObjInfo>().gameObjType;
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eventData.eventType = RecordEventType.Fire;
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eventData.json = JsonUtility.ToJson(data);
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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}
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public void AddRecordEventFireReset(GameObject obj, FireSettingData data)
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{
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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var eventData = new EventData();
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eventData.time = RecordManager.Instance.RecordTimer;
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eventData.cloneObjType = obj.GetComponent<CloneGameObjInfo>().gameObjType;
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eventData.eventType = RecordEventType.FireReset;
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eventData.json = JsonUtility.ToJson(data);
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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}
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public void SettingFire(GameObject Fire)
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{
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NowObj = Fire;
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NowData = Fire.GetComponent<FireControl>().MyData;
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RSWInput.text = NowData.rsw;
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PosInput.text = NowData.pos;
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TimeInput.text = NowData.time.ToString();
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WDInput.text = NowData.temperature;
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RFSInput.text = NowData.radiation;
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StraightSpread.isOn = NowData.type == 1;
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AreaSpread.isOn = NowData.type == 2;
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AroundSpread.isOn = NowData.type == 3;
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PathPointList = NowData.pathPointList;
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ErrorText.text = "";
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if (PathPointList.Count > 0)
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{
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GetLineObj();
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//Debug.Log("Line"+lineObj.name);
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startPosition = PathPointList[PathPointList.Count - 1];
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}
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else
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{
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startPosition = Fire.transform.position;
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}
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}
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private void CloseBtn_Click()
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{
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gameObject.SetActive(false);
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//隐藏或删除路径
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NowData = null;
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if (lineObj != null)
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lineObj.gameObject.SetActive(false);
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lineObj = null;
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NowObj = null;
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}
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public void SaveBtn_Click()
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{
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NowObj.GetComponent<FireControl>().SetTemperatureText();
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NowObj.GetComponent<FireControl>().SetRadiationText();
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if (!StraightSpread.group.AnyTogglesOn())
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{
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ErrorText.text = "请先选择蔓延方式!";
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return;
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}
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if (string.IsNullOrEmpty(TimeInput.text))
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{
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ErrorText.text = "请输入时间!";
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return;
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}
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//if (NowData.time == 0)
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//{
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// ErrorText.text = "请输入正整数时间!";
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// return;
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//}
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if (NowData.pathPointList.Count == 0)
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{
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ErrorText.text = "请划定蔓延区域!";
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return;
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}
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if (NowObj.GetComponent<FireSpreadCtrl>().isSpreading)
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{
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ResourceLoadWindow.Instance.LoadTipWindow("当前火焰正在蔓延,是否结束并开始新的蔓延?",
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() =>
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{
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AddRecordEventFire(NowObj, NowData);
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if (ReplaySetting.PlayStatus != PlayStatus.isReplay)
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NowObj.GetComponent<FireSpreadCtrl>().Spread(NowData);
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CloseBtn_Click();
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},
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() => CloseBtn_Click());
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return;
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}
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AddRecordEventFire(NowObj, NowData);
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if (ReplaySetting.PlayStatus != PlayStatus.isReplay)
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NowObj.GetComponent<FireSpreadCtrl>().Spread(NowData);
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CloseBtn_Click();
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}
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private void ResetBtn_Click()
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{
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ResetPath();
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}
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private void PosInput_valueChanged(string value)
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{
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NowData.pos = value;
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}
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private void RSWInput_valueChanged(string value)
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{
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NowData.rsw = value;
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}
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private void WDInput_valueChanged(string value)
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{
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NowData.temperature = value;
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}
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private void RFSInput_valueChanged(string value)
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{
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NowData.radiation = value;
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}
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private void AroundSpread_valueChanged(bool Ison)
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{
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if (Ison)
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{
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if (NowData.type != 3)
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ResetLinePath();
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TimeInput.interactable = true;
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NowData.type = 3;
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}
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else
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{
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if (!StraightSpread.group.AnyTogglesOn())
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{
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TimeInput.interactable = false;
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NowData.type = 0;
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}
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}
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}
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private void AreaSpread_valueChanged(bool Ison)
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{
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if (Ison)
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{
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if (NowData.type != 2)
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ResetLinePath();
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TimeInput.interactable = true;
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NowData.type = 2;
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}
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else
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{
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if (!StraightSpread.group.AnyTogglesOn())
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{
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TimeInput.interactable = false;
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NowData.type = 0;
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}
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}
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}
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private void StraightSpread_valueChanged(bool Ison)
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{
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if (Ison)
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{
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if (NowData.type != 1)
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ResetLinePath();
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TimeInput.interactable = true;
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NowData.type = 1;
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}
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else
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{
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if (!StraightSpread.group.AnyTogglesOn())
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{
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TimeInput.interactable = false;
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NowData.type = 0;
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}
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}
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}
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private void TimeInput_valueChanged(string value)
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{
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if (string.IsNullOrEmpty(value))
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return;
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int time = int.Parse(value);
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if (time < 0)
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{
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ErrorText.text = "请输入正整数时间!";
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TimeInput.text = "";
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}
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else
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{
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NowData.time = time;
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ErrorText.text = "";
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}
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}
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private void ResetPath()
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{
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PathPointList.Clear();
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ResetLinePath();
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//重置路径时,如果是已经蔓延过一次及存在蔓延出来的火,重置删除蔓延路径的同时,删除蔓延出来的火
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Transform pfire = GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_SpreadFire");
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foreach (Transform child in pfire)
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{
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if (child.GetComponent<SpreadFire>() && child.GetComponent<SpreadFire>().SourceId == NowData.id)
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{
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Destroy(child.gameObject);
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}
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}
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AddRecordEventFireReset(NowObj, NowData);
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NowObj.GetComponent<FireSpreadCtrl>().Reset();
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}
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private void ResetLinePath()
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{
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GetLineObj();
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//重置路线
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if (lineObj != null)
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{
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foreach (Transform child in lineObj)
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{
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Destroy(child.gameObject);
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}
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PathPointList.Clear();
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startPosition = EntitiesManager.Instance.GetEntityByID(NowData.id).transform.position;
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}
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}
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private void GetLineObj()
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{
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if (lineObjParent == null)
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{
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lineObjParent = GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_FireLine");
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}
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foreach (Transform t in lineObjParent)
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{
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if (t.name == NowData.id.ToString())
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{
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lineObj = t;
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if (!lineObj.gameObject.activeSelf)
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{
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lineObj.gameObject.SetActive(true);
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}
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}
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else
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{
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if (t.gameObject.activeSelf)
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{
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t.gameObject.SetActive(false);
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}
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (gameObject.activeSelf)
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{
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if ((StraightSpread.isOn || AreaSpread.isOn || AroundSpread.isOn) && InputManager.cloneObjType == CloneObjType.None)
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{
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if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
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{
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ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out hit, Mathf.Infinity))
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{
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//if (hit.transform.gameObject.layer == LayerMask.NameToLayer("PathFinding")
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// || hit.transform.gameObject.layer == LayerMask.NameToLayer("shineiFloor"))
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if (hit.transform.GetComponent<CloneableEnums>() &&
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hit.transform.GetComponent<CloneableEnums>().CloneableTypes.Contains(CloneObjType.FireNormal)
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)
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{
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if (NowObj.GetComponent<CloneGameObjInfo>().gameObjType == CloneObjType.FireHuge)
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{
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if (Mathf.Abs(hit.transform.position.y - NowObj.transform.position.y) > 7)
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return;
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}
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else
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{
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if (Mathf.Abs(hit.transform.position.y - NowObj.transform.position.y) > 3)
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return;
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}
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if (PathPointList.Count == 0)//第一次设置或重置后再设置蔓延路径的情况
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{
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if (StraightSpread.isOn || AreaSpread.isOn)
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{
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PathPointList.Add(startPosition);
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}
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else if (AroundSpread.isOn)
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{
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startPosition = hit.point;
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}
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CloneFireSpreadPath();
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}
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else
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{
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startPosition = PathPointList[PathPointList.Count - 1];
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CloneFireSpreadPath();
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}
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}
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}
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}
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}
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}
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}
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private void CloneFireSpreadPath()
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{
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bool isintersection1 = false;
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bool isintersection2 = false;
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PathPointList.Add(hit.point);
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endPosition = hit.point;
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if (startPosition == endPosition)
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{
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return;
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}
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Vector3 tempPos = (startPosition + endPosition) / 2;
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if (linePrefab == null)
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linePrefab = Resources.Load<GameObject>("Prefab/Diaster/FireSpreadLine");
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lineObjChild = Instantiate(linePrefab, tempPos, Quaternion.identity) as GameObject;
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if (lineObjParent == null)
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lineObjParent = GameObject.Find("P_AllParent").transform.Find("P_Disaster/P_FireLine");
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if (lineObj == null)
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lineObj = new GameObject().transform;
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lineObj.name = NowData.id.ToString();
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lineObj.SetParent(lineObjParent);
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lineObjChild.transform.parent = lineObj.transform;
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lineObjChild.transform.up = (-(endPosition - startPosition)).normalized;//改变线条的朝向
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float distance = Vector3.Distance(startPosition, endPosition);//计算两点的距离
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lineObjChild.transform.localScale = new Vector3(5f, distance * 18, 5f);//延长线条,连接两点。
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if (StraightSpread.isOn)
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{
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startPosition = endPosition;
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}
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//如果是区域蔓延方式或四周蔓延,在顶点数大于2的情况下,画出终点与起始点连接成的边
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if (AreaSpread.isOn || AroundSpread.isOn)
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{
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if (PathPointList.Count > 2)
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{
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line1.Start = new Vector2(endPosition.x, endPosition.z);
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line1.End = new Vector2(PathPointList[0].x, PathPointList[0].z);
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line3.Start = new Vector2(PathPointList[PathPointList.Count - 2].x, PathPointList[PathPointList.Count - 2].z);
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line3.End = new Vector2(endPosition.x, endPosition.z);
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for (int i = 0; i < PathPointList.Count; i++)
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{
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if ((i + 1) <= (PathPointList.Count - 1))
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{
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||
|
line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z);
|
||
|
line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z);
|
||
|
|
||
|
isintersection1 = CheckTwoLineCrose(line1, line2, PathPointList);
|
||
|
|
||
|
if (isintersection1)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < PathPointList.Count; i++)
|
||
|
{
|
||
|
if ((i + 1) <= (PathPointList.Count - 1))
|
||
|
{
|
||
|
line2.Start = new Vector2(PathPointList[i].x, PathPointList[i].z);
|
||
|
line2.End = new Vector2(PathPointList[i + 1].x, PathPointList[i + 1].z);
|
||
|
|
||
|
if ((line3.Start != line2.Start) && line3.End != line2.End)//排除line3和自己比
|
||
|
{
|
||
|
isintersection2 = CheckTwoLineCrose(line3, line2, PathPointList);
|
||
|
}
|
||
|
|
||
|
if (isintersection2)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!isintersection1 && !isintersection2)
|
||
|
{
|
||
|
Vector3 tempPos1 = (endPosition + PathPointList[0]) / 2;
|
||
|
lineObjChild = Instantiate(linePrefab, tempPos1, Quaternion.identity) as GameObject;
|
||
|
lineObjChild.transform.parent = lineObj.transform;
|
||
|
lineObjChild.transform.up = (-(PathPointList[0] - endPosition)).normalized;
|
||
|
float distance1 = Vector3.Distance(endPosition, PathPointList[0]);
|
||
|
lineObjChild.transform.localScale = new Vector3(5f, distance1 * 18, 5f);
|
||
|
|
||
|
startPosition = endPosition;
|
||
|
|
||
|
if (PathPointList.Count > 3)//如果是区域蔓延方式或四周蔓延,要删除前一次终点到起始点的边
|
||
|
Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 3).gameObject);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Destroy(lineObj.transform.GetChild(lineObj.transform.childCount - 1).gameObject);
|
||
|
PathPointList.RemoveAt(PathPointList.Count - 1);
|
||
|
//messageBox.GetComponent<MessageTool>().showMessage(ShowMessageType.prompt, "提示信息", "不能形成多边形");
|
||
|
ResourceLoadWindow.Instance.LoadTextHintWindow("不能形成多边形", 1f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
struct Line
|
||
|
{
|
||
|
public Vector2 Start, End;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// 判断直线2的两点是否在直线1的两边。
|
||
|
/// </summary>
|
||
|
/// <param name="line1">直线1</param>
|
||
|
/// <param name="line2">直线2</param>
|
||
|
/// <returns></returns>
|
||
|
private bool CheckCrose(Line line1, Line line2)
|
||
|
{
|
||
|
Vector2 v1 = new Vector2();
|
||
|
Vector2 v2 = new Vector2();
|
||
|
Vector2 v3 = new Vector2();
|
||
|
|
||
|
v1.x = line2.Start.x - line1.End.x;
|
||
|
v1.y = line2.Start.y - line1.End.y;
|
||
|
|
||
|
v2.x = line2.End.x - line1.End.x;
|
||
|
v2.y = line2.End.y - line1.End.y;
|
||
|
|
||
|
v3.x = line1.Start.x - line1.End.x;
|
||
|
v3.y = line1.Start.y - line1.End.y;
|
||
|
|
||
|
return (CrossMul(v1, v3) * CrossMul(v2, v3) <= 0);
|
||
|
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 判断两条线段是否相交,若相交且交点不是端点。
|
||
|
/// </summary>
|
||
|
/// <param name="line1">线段1</param>
|
||
|
/// <param name="line2">线段2</param>
|
||
|
/// <returns>相交返回真,否则返回假。</returns>
|
||
|
private bool CheckTwoLineCrose(Line line1, Line line2, List<Vector3> PathPointList)
|
||
|
{
|
||
|
//return CheckCrose(line1, line2) && CheckCrose(line2, line1);
|
||
|
bool isintersection = CheckCrose(line1, line2) && CheckCrose(line2, line1);
|
||
|
Vector2 intersection = GetIntersection(line1.Start, line1.End, line2.Start, line2.End);
|
||
|
bool dengYuDuanDian = true;
|
||
|
|
||
|
if (intersection != line1.Start
|
||
|
&& intersection != line1.End
|
||
|
&& intersection != line2.Start
|
||
|
&& intersection != line2.End)
|
||
|
{
|
||
|
dengYuDuanDian = false;
|
||
|
}
|
||
|
|
||
|
if (isintersection && !dengYuDuanDian)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 计算两个向量的叉乘。
|
||
|
/// </summary>
|
||
|
/// <param name="pt1"></param>
|
||
|
/// <param name="pt2"></param>
|
||
|
/// <returns></returns>
|
||
|
private float CrossMul(Vector2 pt1, Vector2 pt2)
|
||
|
{
|
||
|
return pt1.x * pt2.y - pt1.y * pt2.x;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// 求两条线段的交点
|
||
|
/// </summary>
|
||
|
/// <param name="a">线段1起点坐标</param>
|
||
|
/// <param name="b">线段1终点坐标</param>
|
||
|
/// <param name="c">线段2起点坐标</param>
|
||
|
/// <param name="d">线段2终点坐标</param>
|
||
|
/// <param name="intersection">相交点坐标</param>
|
||
|
private Vector2 GetIntersection(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
|
||
|
{
|
||
|
Vector2 intersection = new Vector2();
|
||
|
intersection.x = ((b.x - a.x) * (c.x - d.x) * (c.y - a.y) - c.x * (b.x - a.x) * (c.y - d.y) + a.x * (b.y - a.y) * (c.x - d.x))
|
||
|
/ ((b.y - a.y) * (c.x - d.x) - (b.x - a.x) * (c.y - d.y));
|
||
|
intersection.y = ((b.y - a.y) * (c.y - d.y) * (c.x - a.x) - c.y * (b.y - a.y) * (c.x - d.x) + a.y * (b.x - a.x) * (c.y - d.y))
|
||
|
/ ((b.x - a.x) * (c.y - d.y) - (b.y - a.y) * (c.x - d.x));
|
||
|
|
||
|
if ((intersection.x - a.x) * (intersection.x - b.x) <= 0
|
||
|
&& (intersection.x - c.x) * (intersection.x - d.x) <= 0
|
||
|
&& (intersection.y - a.y) * (intersection.y - b.y) <= 0
|
||
|
&& (intersection.y - c.y) * (intersection.y - d.y) <= 0)
|
||
|
{
|
||
|
Debug.Log("线段相交于点(" + intersection.x + "," + intersection.y + ")!");
|
||
|
return intersection; //相交
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return Vector2.zero;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// wn_PnPoly(): winding number test for a point in a polygon
|
||
|
// Input: point = a point,
|
||
|
// polygon = anticlockwise vertex points of a polygon polygon[n]
|
||
|
// Return: wn = the winding number (=0 only when P is outside)
|
||
|
// See:"http://geomalgorithms.com/a03-_inclusion.html"
|
||
|
int wn_PnPoly(List<Vector2> polygon, Vector2 point)
|
||
|
{
|
||
|
//polygon顶点的X,Y数组
|
||
|
float[] polyline = new float[2 * polygon.Count];
|
||
|
for (int i = 0; i < polygon.Count; i++)
|
||
|
{
|
||
|
polyline[i + i] = polygon[i].x;
|
||
|
polyline[i + i + 1] = polygon[i].y;
|
||
|
}
|
||
|
|
||
|
float maxx = 0, minx = 0, maxy = 0, miny = 0;
|
||
|
int pointcount = 0;
|
||
|
if (polyline != null)
|
||
|
{
|
||
|
pointcount = polyline.Length / 2;
|
||
|
maxx = minx = polyline[0];
|
||
|
maxy = miny = polyline[1];
|
||
|
for (int i = 0; i < pointcount; i++)
|
||
|
{
|
||
|
if (maxx < polyline[i + i])
|
||
|
maxx = polyline[i + i];
|
||
|
if (minx > polyline[i + i])
|
||
|
minx = polyline[i + i];
|
||
|
if (maxy < polyline[i + i + 1])
|
||
|
maxy = polyline[i + i + 1];
|
||
|
if (miny > polyline[i + i + 1])
|
||
|
miny = polyline[i + i + 1];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int n = polygon.Count;
|
||
|
int wn = 0; // the winding number counter
|
||
|
|
||
|
//首先判断是否在多边形的外框范围内
|
||
|
if (point.x < minx || point.x > maxx
|
||
|
|| point.y < miny || point.y > maxy)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// loop through all edges of the polygon
|
||
|
for (int i = 0; i < n; i++)
|
||
|
{ // edge from polygon[i] to polygon[i+1]
|
||
|
if (polygon[i].y <= point.y)
|
||
|
{ // start y <= P.y
|
||
|
if (polygon[(i + 1) % n].y > point.y) // an upward crossing
|
||
|
if (isLeft(polygon[i], polygon[(i + 1) % n], point) > 0) // P left of edge
|
||
|
++wn; // have a valid up intersect
|
||
|
}
|
||
|
else
|
||
|
{ // start y > P.y (no test needed)
|
||
|
if (polygon[(i + 1) % n].y <= point.y) // a downward crossing
|
||
|
if (isLeft(polygon[i], polygon[(i + 1) % n], point) < 0) // P right of edge
|
||
|
--wn; // have a valid down intersect
|
||
|
}
|
||
|
}
|
||
|
return wn;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//isLeft(): tests if a point is Left|On|Right of an infinite line.
|
||
|
//Input: three points P0, P1, and P2
|
||
|
//Return: >0 for P2 left of the line through P0 and P1
|
||
|
// =0 for P2 on the line
|
||
|
// <0 for P2 right of the line
|
||
|
// See:"http://geomalgorithms.com/a03-_inclusion.html":Algorithm 1 "Area of Triangles and Polygons"
|
||
|
// Or "http://geomalgorithms.com/a01-_area.html"
|
||
|
|
||
|
float isLeft(Vector2 P0, Vector2 P1, Vector2 P2)
|
||
|
{
|
||
|
return ((P1.x - P0.x) * (P2.y - P0.y)
|
||
|
- (P2.x - P0.x) * (P1.y - P0.y));
|
||
|
}
|
||
|
}
|