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622 lines
24 KiB
622 lines
24 KiB
using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using AX.MessageSystem; |
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using UnityEngine; |
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using AX.InputSystem; |
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public enum SpreadWay |
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{ |
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None, |
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Road,//路径蔓延 |
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Are,//区域蔓延 |
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Around,//四周蔓延 |
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Aoto//自动蔓延 |
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} |
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struct Line |
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{ |
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public Vector2 Start, End; |
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} |
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public class CloneFireSpreadLine : CloneBase |
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{ |
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public float Height = 0; |
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private SpreadWay spreadWay = SpreadWay.None; |
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public List<Vector3> pathPoints = new List<Vector3>(); |
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public int currentPathPointsCount = 0;//打开火属性设置窗口时当前火已设置的路径点数 |
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public long spreadedFireGameObjID; |
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public Vector3 startPoint; |
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private Vector3 endPoint; |
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private Line lastLine = new Line();//区域或四周蔓延范围多边形最后一条边 |
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private Line lastButOneLine = new Line();//区域或四周蔓延范围多边形倒数第二条边 |
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private Line otherLine = new Line();//区域或四周蔓延范围多边形中除了最后一条边和倒数第二条边的其它边 |
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public static CloneFireSpreadLine instance; |
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private void Awake() |
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{ |
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instance = this; |
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} |
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private void Start() |
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{ |
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MessageDispatcher.AddListener("ROAD_SPREAD_SELECTED", RoadSpreadSelected); |
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MessageDispatcher.AddListener("ARE_SPREAD_SELECTED", AreSpreadSelected); |
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MessageDispatcher.AddListener("AROUND_SPREAD_SELECTED", AroundSpreadSelected); |
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MessageDispatcher.AddListener("AOTO_SPREAD_SELECTED", AotoSpreadSelected); |
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MessageDispatcher.AddListener("HIDE_ALL_SPREADPATH", HideAllSpreadLine); |
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MessageDispatcher.AddListener("SHOW_SELECTEDFIRE_SPREADPATH", ShowSelectedFireSpreadLine); |
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} |
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public override void OnDestroy() |
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{ |
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MessageDispatcher.RemoveListener("ROAD_SPREAD_SELECTED", RoadSpreadSelected); |
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MessageDispatcher.RemoveListener("ARE_SPREAD_SELECTED", AreSpreadSelected); |
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MessageDispatcher.RemoveListener("AROUND_SPREAD_SELECTED", AroundSpreadSelected); |
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MessageDispatcher.RemoveListener("AOTO_SPREAD_SELECTED", AotoSpreadSelected); |
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MessageDispatcher.RemoveListener("HIDE_ALL_SPREADPATH", HideAllSpreadLine); |
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MessageDispatcher.RemoveListener("SHOW_SELECTEDFIRE_SPREADPATH", ShowSelectedFireSpreadLine); |
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} |
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private void RoadSpreadSelected(IMessage obj) |
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{ |
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var data = (bool)obj.Data; |
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if (data) |
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{ |
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spreadWay = SpreadWay.Road; |
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InputManager.cloneObjType = CloneObjType.FireSpreadLine; |
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InputManager.skill = true; |
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} |
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else |
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{ |
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spreadWay = SpreadWay.None; |
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InputManager.cloneObjType = CloneObjType.None; |
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InputManager.skill = false; |
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} |
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} |
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private void AreSpreadSelected(IMessage obj) |
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{ |
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var data = (bool)obj.Data; |
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if (data) |
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{ |
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spreadWay = SpreadWay.Are; |
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InputManager.cloneObjType = CloneObjType.FireSpreadLine; |
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InputManager.skill = true; |
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} |
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else |
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{ |
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spreadWay = SpreadWay.None; |
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InputManager.cloneObjType = CloneObjType.None; |
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InputManager.skill = false; |
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} |
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} |
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private void AroundSpreadSelected(IMessage obj) |
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{ |
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var data = (bool)obj.Data; |
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if (data) |
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{ |
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spreadWay = SpreadWay.Around; |
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InputManager.cloneObjType = CloneObjType.FireSpreadLine; |
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InputManager.skill = true; |
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} |
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else |
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{ |
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spreadWay = SpreadWay.None; |
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InputManager.cloneObjType = CloneObjType.None; |
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InputManager.skill = false; |
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} |
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} |
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private void AotoSpreadSelected(IMessage obj) |
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{ |
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var data = (bool)obj.Data; |
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if (data) |
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{ |
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spreadWay = SpreadWay.Aoto; |
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InputManager.cloneObjType = CloneObjType.FireSpreadLine; |
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InputManager.skill = true; |
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} |
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else |
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{ |
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spreadWay = SpreadWay.None; |
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InputManager.cloneObjType = CloneObjType.None; |
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InputManager.skill = false; |
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} |
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} |
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public void Cancel() |
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{ |
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if (spreadWay == SpreadWay.Road) |
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{ |
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if (currentPathPointsCount == 0) |
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{//第一次设置时点击取消 |
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ResetSpreadPath(spreadedFireGameObjID); |
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} |
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else |
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{//已经设置并保存过一次或多次 |
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if (pathPoints.Count > currentPathPointsCount) |
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{//再次打开属性窗口,并且设置过一条或多条线段 |
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var count = pathPoints.Count - currentPathPointsCount; |
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for (int i = 1; i <= count; i++) |
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{ |
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EntitiesManager.Instance.DeleteObj(transform.GetChild(transform.childCount - i).gameObject); |
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} |
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} |
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} |
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} |
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else if (spreadWay == SpreadWay.Are || spreadWay == SpreadWay.Around) |
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{ |
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if (currentPathPointsCount == 0) |
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{//第一次设置时点击取消 |
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ResetSpreadPath(spreadedFireGameObjID); |
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} |
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else |
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{//已经设置并保存过一次或多次 |
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if (pathPoints.Count > currentPathPointsCount) |
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{//再次打开属性窗口,并且设置过一条或多条线段 |
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var count = pathPoints.Count - currentPathPointsCount + 1; |
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for (int i = 1; i <= count; i++) |
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{ |
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EntitiesManager.Instance.DeleteObj(transform.GetChild(transform.childCount - i).gameObject); |
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} |
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var count1 = pathPoints.Count - currentPathPointsCount; |
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for (int j = 1; j <= count1; j++) |
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{ |
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pathPoints.RemoveAt(pathPoints.Count - 1); |
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} |
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Vector3 ClonedObjPos = (pathPoints[pathPoints.Count - 1] + pathPoints[0]) / 2; |
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ClonedObjPos = new Vector3(ClonedObjPos.x, ClonedObjPos.y + Height, ClonedObjPos.z); |
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var ClonedObj = EntitiesManager.Instance.CreateObj(clonePrefab, |
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ClonedObjPos, |
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transform, |
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EntitiesManager.Instance.CreateObjID(CurrentUserInfo.mySelf.Id)); |
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ClonedObj.transform.forward = (-(pathPoints[0] - pathPoints[pathPoints.Count - 1])).normalized; |
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float Distance = Vector3.Distance(pathPoints[pathPoints.Count - 1], pathPoints[0]); |
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ClonedObj.transform.localScale = new Vector3(30f, 30f, Distance * 108); |
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ClonedObj.GetComponent<FireSpreadLineCtrl>().fireGameObjID = spreadedFireGameObjID; |
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ClonedObj.GetComponent<FireSpreadLineCtrl>().flag = true; |
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} |
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} |
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} |
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} |
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public void SetPathPoints(List<Vector3> firePathPoints) |
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{ |
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firePathPoints.Clear(); |
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foreach (Vector3 item in pathPoints) |
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{ |
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firePathPoints.Add(item); |
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} |
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} |
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private void HideAllSpreadLine(IMessage obj) |
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{ |
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foreach (Transform child in this.transform) |
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{ |
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child.gameObject.SetActive(false); |
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} |
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} |
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private void ShowSelectedFireSpreadLine(IMessage obj) |
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{ |
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var fireGameObjID = (long)obj.Data; |
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foreach (Transform child in transform) |
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{ |
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if (child.GetComponent<FireSpreadLineCtrl>().fireGameObjID == fireGameObjID) |
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{ |
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child.gameObject.SetActive(true); |
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} |
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} |
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} |
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public void ResetSpreadPath(long fireGameObjID) |
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{ |
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//删除蔓延路径点 |
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pathPoints.Clear(); |
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//删除蔓延路径模型 |
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foreach (Transform child in transform) |
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{ |
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if (child.GetComponent<FireSpreadLineCtrl>().fireGameObjID == fireGameObjID) |
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{ |
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EntitiesManager.Instance.DeleteObj(child.gameObject); |
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} |
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} |
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} |
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public override void Execute(IMessage obj) |
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{ |
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var gameObjID = (long)obj.Sender; |
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var data = ((CloneCmdArgs)obj.Data); |
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if (data.cloneObjType == cloneObjType /*&& !FireSpreadPanel.Instance.chooseObj.GetComponent<FireSpreadCtrl>().flag*/) |
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{ |
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var hitPoint = data.hitPos; |
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endPoint = hitPoint; |
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//加入克隆火蔓延路径或范围时点击的点 |
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pathPoints.Add(endPoint); |
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float distance = Vector3.Distance(startPoint, endPoint);//计算两点的距离 |
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if (distance < 2) |
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{ |
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pathPoints.Remove(endPoint); |
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LoadPromptWin.Instance.LoadTextPromptWindow("两点重合",1f); |
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return; |
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} |
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if (spreadWay == SpreadWay.Road) |
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{ |
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Vector3 clonedObjPos = (startPoint + endPoint) / 2; |
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clonedObjPos = new Vector3(clonedObjPos.x, clonedObjPos.y + Height, clonedObjPos.z); |
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var clonedObj = EntitiesManager.Instance.CreateObj(clonePrefab, clonedObjPos, transform, gameObjID); |
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clonedObj.transform.forward = (-(endPoint - startPoint)).normalized;//改变线条的朝向 |
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clonedObj.transform.localScale = new Vector3(30f, 30f, distance * 108);//延长线条,连接两点。 |
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clonedObj.GetComponent<FireSpreadLineCtrl>().fireGameObjID = spreadedFireGameObjID; |
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startPoint = endPoint; |
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//设置克隆物体所在楼层等基本属性,属性从点击的对象上获取 |
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var hitObj = EntitiesManager.Instance.GetEntityByID(data.gameObjID); |
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CloneGameObjInfo hitObjInfo = hitObj.GetComponent<CloneGameObjInfo>(); |
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CloneGameObjInfo cloneObjInfo = clonedObj.GetComponent<CloneGameObjInfo>(); |
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cloneObjInfo.gameObjType = cloneObjType; |
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cloneObjInfo.UserID = CurrentUserInfo.mySelf.Id; |
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cloneObjInfo.buildNum = hitObjInfo.buildNum; |
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cloneObjInfo.floorNum = hitObjInfo.floorNum; |
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cloneObjInfo.interlayerNum = hitObjInfo.interlayerNum; |
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} |
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if (spreadWay == SpreadWay.Are || spreadWay == SpreadWay.Around) |
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{ |
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if (startPoint == Vector3.zero) |
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{ |
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startPoint = endPoint; |
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return; |
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} |
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Vector3 clonedObjPos = (startPoint + endPoint) / 2; |
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clonedObjPos = new Vector3(clonedObjPos.x, clonedObjPos.y + Height, clonedObjPos.z); |
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var clonedObj = EntitiesManager.Instance.CreateObj(clonePrefab, clonedObjPos, transform, gameObjID); |
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clonedObj.transform.forward = (-(endPoint - startPoint)).normalized;//改变线条的朝向 |
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clonedObj.transform.localScale = new Vector3(30f, 30f, distance * 108);//延长线条,连接两点。 |
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clonedObj.GetComponent<FireSpreadLineCtrl>().fireGameObjID = spreadedFireGameObjID; |
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startPoint = endPoint; |
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//设置克隆物体所在楼层等基本属性,属性从点击的对象上获取 |
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var hitObj = EntitiesManager.Instance.GetEntityByID(data.gameObjID); |
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CloneGameObjInfo hitObjInfo = hitObj.GetComponent<CloneGameObjInfo>(); |
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CloneGameObjInfo cloneObjInfo = clonedObj.GetComponent<CloneGameObjInfo>(); |
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cloneObjInfo.gameObjType = cloneObjType; |
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cloneObjInfo.UserID = CurrentUserInfo.mySelf.Id; |
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cloneObjInfo.buildNum = hitObjInfo.buildNum; |
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cloneObjInfo.floorNum = hitObjInfo.floorNum; |
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cloneObjInfo.interlayerNum = hitObjInfo.interlayerNum; |
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if (pathPoints.Count >= 3) |
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{//如果是区域蔓延或者四周蔓延,连接蔓延范围的多边形终点与起始点形成封闭多边形。 |
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//终点:克隆蔓延路径或范围最后点击的点。 起点:火源的位置 |
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bool isintersection = CheckPolygon(); |
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if (!isintersection) |
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{ |
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if (spreadWay == SpreadWay.Around) |
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{ |
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List<Vector2> PathPointList_xz = new List<Vector2>(); |
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for (int i = 0; i < pathPoints.Count; i++) |
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{ |
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PathPointList_xz.Add(new Vector2(pathPoints[i].x, pathPoints[i].z)); |
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} |
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var firePos = EntitiesManager.Instance.GetEntityByID(spreadedFireGameObjID).transform.position; |
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var firePos_xz = new Vector2(firePos.x, firePos.z); |
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int wn = wn_PnPoly(PathPointList_xz, firePos_xz); |
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if (wn == 0) |
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{ |
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EntitiesManager.Instance.DeleteObj(transform.GetChild(transform.childCount - 1).gameObject); |
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pathPoints.RemoveAt(pathPoints.Count - 1); |
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startPoint = pathPoints[pathPoints.Count - 1]; |
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LoadPromptWin.Instance.LoadTextPromptWindow("四周蔓延需包围火", 1f); |
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return; |
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} |
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} |
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if (pathPoints.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 |
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{ |
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foreach (Transform child in transform) |
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{ |
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if (child.GetComponent<FireSpreadLineCtrl>().fireGameObjID == spreadedFireGameObjID |
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&& child.GetComponent<FireSpreadLineCtrl>().flag) |
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{ |
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EntitiesManager.Instance.DeleteObj(child.gameObject); |
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} |
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} |
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} |
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Vector3 tempClonedObjPos = (endPoint + pathPoints[0]) / 2; |
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tempClonedObjPos = new Vector3(tempClonedObjPos.x, tempClonedObjPos.y + Height, tempClonedObjPos.z); |
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var tempClonedObj = EntitiesManager.Instance.CreateObj(clonePrefab, |
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tempClonedObjPos, |
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transform, |
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EntitiesManager.Instance.CreateObjID(CurrentUserInfo.mySelf.Id)); |
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tempClonedObj.transform.forward = (-(pathPoints[0] - endPoint)).normalized; |
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float tempDistance = Vector3.Distance(endPoint, pathPoints[0]); |
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tempClonedObj.transform.localScale = new Vector3(30f, 30f, tempDistance * 108); |
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tempClonedObj.GetComponent<FireSpreadLineCtrl>().fireGameObjID = spreadedFireGameObjID; |
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tempClonedObj.GetComponent<FireSpreadLineCtrl>().flag = true; |
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startPoint = endPoint; |
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//设置克隆物体所在楼层等基本属性,属性从点击的对象上获取 |
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var tempHitObj = EntitiesManager.Instance.GetEntityByID(data.gameObjID); |
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CloneGameObjInfo tempHitObjInfo = tempHitObj.GetComponent<CloneGameObjInfo>(); |
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CloneGameObjInfo tempCloneObjInfo = clonedObj.GetComponent<CloneGameObjInfo>(); |
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tempCloneObjInfo.gameObjType = cloneObjType; |
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tempCloneObjInfo.UserID = CurrentUserInfo.mySelf.Id; |
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tempCloneObjInfo.buildNum = tempHitObjInfo.buildNum; |
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tempCloneObjInfo.floorNum = tempHitObjInfo.floorNum; |
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tempCloneObjInfo.interlayerNum = tempHitObjInfo.interlayerNum; |
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} |
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else |
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{ |
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EntitiesManager.Instance.DeleteObj(transform.GetChild(transform.childCount - 1).gameObject); |
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pathPoints.RemoveAt(pathPoints.Count - 1); |
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startPoint = pathPoints[pathPoints.Count - 1]; |
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LoadPromptWin.Instance.LoadTextPromptWindow("不能形成多边形", 1f); |
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} |
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} |
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} |
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} |
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} |
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/// <summary> |
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/// 判断是否能形成多边形 |
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/// </summary> |
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/// <param name="isintersection1">最后一条边与除倒数第二条边外的其他边是否相交</param> |
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/// <param name="isintersection2">倒数第二条边是否与除自己外的其他边相交</param> |
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private bool CheckPolygon() |
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{ |
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bool isintersection1 = false; |
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bool isintersection2 = false; |
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lastLine.Start = new Vector2(endPoint.x, endPoint.z); |
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lastLine.End = new Vector2(pathPoints[0].x, pathPoints[0].z); |
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lastButOneLine.Start = new Vector2(pathPoints[pathPoints.Count - 2].x, pathPoints[pathPoints.Count - 2].z); |
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lastButOneLine.End = new Vector2(endPoint.x, endPoint.z); |
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for (int i = 0; i < pathPoints.Count; i++) |
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{ |
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if ((i + 1) <= (pathPoints.Count - 1)) |
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{ |
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otherLine.Start = new Vector2(pathPoints[i].x, pathPoints[i].z); |
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otherLine.End = new Vector2(pathPoints[i + 1].x, pathPoints[i + 1].z); |
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isintersection1 = CheckTwoLineCrose(lastLine, otherLine); |
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if (isintersection1) |
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{ |
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return true; |
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} |
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} |
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} |
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for (int i = 0; i < pathPoints.Count; i++) |
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{ |
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if ((i + 1) <= (pathPoints.Count - 1)) |
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{ |
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otherLine.Start = new Vector2(pathPoints[i].x, pathPoints[i].z); |
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otherLine.End = new Vector2(pathPoints[i + 1].x, pathPoints[i + 1].z); |
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if ((lastButOneLine.Start != otherLine.Start) && lastButOneLine.End != otherLine.End)//在其它边中排除倒数第二条边自己 |
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{ |
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isintersection2 = CheckTwoLineCrose(lastButOneLine, otherLine); |
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} |
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if (isintersection2) |
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{ |
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return true; |
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} |
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} |
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} |
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if (!isintersection1 && !isintersection2) |
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{ |
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return false; |
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} |
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return default(bool); |
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} |
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/// <summary> |
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/// 判断两条线段是否相交,若相交且交点不是端点。 |
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/// </summary> |
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/// <param name="line1">线段1</param> |
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/// <param name="line2">线段2</param> |
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/// <returns>相交返回真,否则返回假。</returns> |
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private bool CheckTwoLineCrose(Line line1, Line line2) |
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{ |
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bool isintersection = CheckCrose(line1, line2) && CheckCrose(line2, line1); |
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Vector2 intersection = GetIntersection(line1.Start, line1.End, line2.Start, line2.End); |
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bool dengYuDuanDian = true; |
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if (intersection != line1.Start |
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&& intersection != line1.End |
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&& intersection != line2.Start |
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&& intersection != line2.End) |
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{ |
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dengYuDuanDian = false; |
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} |
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if (isintersection && !dengYuDuanDian) |
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{ |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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/// <summary> |
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/// 判断直线2的两点是否在直线1的两边。 |
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/// </summary> |
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/// <param name="line1">直线1</param> |
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/// <param name="line2">直线2</param> |
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/// <returns></returns> |
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private bool CheckCrose(Line line1, Line line2) |
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{ |
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Vector2 v1 = new Vector2(); |
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Vector2 v2 = new Vector2(); |
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Vector2 v3 = new Vector2(); |
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v1.x = line2.Start.x - line1.End.x; |
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v1.y = line2.Start.y - line1.End.y; |
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v2.x = line2.End.x - line1.End.x; |
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v2.y = line2.End.y - line1.End.y; |
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v3.x = line1.Start.x - line1.End.x; |
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v3.y = line1.Start.y - line1.End.y; |
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return (CrossMul(v1, v3) * CrossMul(v2, v3) <= 0); |
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} |
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/// <summary> |
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/// 计算两个向量的叉乘。 |
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/// </summary> |
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/// <param name="pt1"></param> |
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/// <param name="pt2"></param> |
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/// <returns></returns> |
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private float CrossMul(Vector2 pt1, Vector2 pt2) |
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{ |
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return pt1.x * pt2.y - pt1.y * pt2.x; |
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} |
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|
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/// <summary> |
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/// 求两条线段的交点 |
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/// </summary> |
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/// <param name="a">线段1起点坐标</param> |
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/// <param name="b">线段1终点坐标</param> |
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/// <param name="c">线段2起点坐标</param> |
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/// <param name="d">线段2终点坐标</param> |
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/// <param name="intersection">相交点坐标</param> |
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private Vector2 GetIntersection(Vector2 a, Vector2 b, Vector2 c, Vector2 d) |
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{ |
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Vector2 intersection = new Vector2(); |
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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)) |
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/ ((b.y - a.y) * (c.x - d.x) - (b.x - a.x) * (c.y - d.y)); |
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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)) |
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/ ((b.x - a.x) * (c.y - d.y) - (b.y - a.y) * (c.x - d.x)); |
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if ((intersection.x - a.x) * (intersection.x - b.x) <= 0 |
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&& (intersection.x - c.x) * (intersection.x - d.x) <= 0 |
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&& (intersection.y - a.y) * (intersection.y - b.y) <= 0 |
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&& (intersection.y - c.y) * (intersection.y - d.y) <= 0) |
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{ |
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return intersection; //相交 |
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} |
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else |
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{ |
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return Vector2.zero; |
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} |
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} |
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// wn_PnPoly(): winding number test for a point in a polygon |
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// Input: point = a point, |
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// polygon = anticlockwise vertex points of a polygon polygon[n] |
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// Return: wn = the winding number (=0 only when P is outside) |
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// See:"http://geomalgorithms.com/a03-_inclusion.html" |
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public int wn_PnPoly(List<Vector2> polygon, Vector2 point) |
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{ |
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//polygon顶点的X,Y数组 |
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float[] polyline = new float[2 * polygon.Count]; |
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for (int i = 0; i < polygon.Count; i++) |
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{ |
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polyline[i + i] = polygon[i].x; |
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polyline[i + i + 1] = polygon[i].y; |
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} |
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float maxx = 0, minx = 0, maxy = 0, miny = 0; |
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int pointcount = 0; |
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if (polyline != null) |
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{ |
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pointcount = polyline.Length / 2; |
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maxx = minx = polyline[0]; |
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maxy = miny = polyline[1]; |
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for (int i = 0; i < pointcount; i++) |
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{ |
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if (maxx < polyline[i + i]) |
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maxx = polyline[i + i]; |
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if (minx > polyline[i + i]) |
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minx = polyline[i + i]; |
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if (maxy < polyline[i + i + 1]) |
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maxy = polyline[i + i + 1]; |
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if (miny > polyline[i + i + 1]) |
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miny = polyline[i + i + 1]; |
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} |
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} |
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int n = polygon.Count; |
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int wn = 0; // the winding number counter |
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//首先判断是否在多边形的外框范围内 |
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if (point.x < minx || point.x > maxx |
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|| point.y < miny || point.y > maxy) |
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{ |
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return 0; |
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} |
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else |
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{ |
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// loop through all edges of the polygon |
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for (int i = 0; i < n; i++) |
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{ // edge from polygon[i] to polygon[i+1] |
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if (polygon[i].y <= point.y) |
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{ // start y <= P.y |
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if (polygon[(i + 1) % n].y > point.y) // an upward crossing |
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if (isLeft(polygon[i], polygon[(i + 1) % n], point) > 0) // P left of edge |
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++wn; // have a valid up intersect |
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} |
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else |
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{ // start y > P.y (no test needed) |
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if (polygon[(i + 1) % n].y <= point.y) // a downward crossing |
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if (isLeft(polygon[i], polygon[(i + 1) % n], point) < 0) // P right of edge |
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--wn; // have a valid down intersect |
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} |
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} |
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return wn; |
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} |
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} |
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//isLeft(): tests if a point is Left|On|Right of an infinite line. |
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//Input: three points P0, P1, and P2 |
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//Return: >0 for P2 left of the line through P0 and P1 |
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// =0 for P2 on the line |
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// <0 for P2 right of the line |
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// See:"http://geomalgorithms.com/a03-_inclusion.html":Algorithm 1 "Area of Triangles and Polygons" |
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// Or "http://geomalgorithms.com/a01-_area.html" |
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float isLeft(Vector2 P0, Vector2 P1, Vector2 P2) |
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{ |
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return ((P1.x - P0.x) * (P2.y - P0.y) |
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- (P2.x - P0.x) * (P1.y - P0.y)); |
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} |
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}
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