Aetheria/Assets/Plugins/MSAGL/Routing/Rectilinear/FreePoint.cs
Reinier Vens dbc522a224 Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
2021-01-31 03:52:32 +00:00

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No EOL
7.3 KiB
C#

//
// FreePoint.cs
// MSAGL class for non-obstacle path control points for Rectilinear Edge Routing.
//
// Copyright Microsoft Corporation.
using System;
using System.Diagnostics;
using Microsoft.Msagl.Core.Geometry;
using Microsoft.Msagl.Core.Geometry.Curves;
using Microsoft.Msagl.Routing.Visibility;
namespace Microsoft.Msagl.Routing.Rectilinear{
using SegmentAndCrossings = Tuple<LineSegment, PointAndCrossingsList>;
/// <summary>
/// This is a point on a path that is not associated with an obstacle, such as
/// a port for the end of a dragged path, or a waypoint.
/// </summary>
internal class FreePoint {
// The VisibilityVertex for this path point; created if it does not already exist.
internal VisibilityVertex Vertex { get; private set; }
internal Point Point { get { return Vertex.Point; } }
internal bool IsOverlapped { get; set; }
internal double InitialWeight { get { return this.IsOverlapped ? ScanSegment.OverlappedWeight : ScanSegment.NormalWeight; } }
internal Directions OutOfBoundsDirectionFromGraph { get; set; }
internal bool IsOutOfBounds { get { return Directions. None != OutOfBoundsDirectionFromGraph; }}
private readonly SegmentAndCrossings[] maxVisibilitySegmentsAndCrossings = new SegmentAndCrossings[4];
// Called if we must create the vertex.
internal FreePoint(TransientGraphUtility transUtil, Point point) {
OutOfBoundsDirectionFromGraph = Directions. None;
this.GetVertex(transUtil, point);
}
internal void GetVertex(TransientGraphUtility transUtil, Point point) {
this.Vertex = transUtil.FindOrAddVertex(point);
}
// Adds an edge from this.Vertex to a (possibly new) vertex at an intersection with an
// existing Edge that adjoins the point. We take 'dir' as an input parameter for edge
// extension because we may be on the edge so can't calculate the direction.
internal VisibilityVertex AddEdgeToAdjacentEdge(TransientGraphUtility transUtil
, VisibilityEdge targetEdge, Directions dirToExtend, Rectangle limitRect) {
Point targetIntersect = StaticGraphUtility.SegmentIntersection(targetEdge, this.Point);
VisibilityVertex targetVertex = transUtil.VisGraph.FindVertex(targetIntersect);
if (null != targetVertex) {
AddToAdjacentVertex(transUtil, targetVertex, dirToExtend, limitRect);
}
else {
targetVertex = transUtil.AddEdgeToTargetEdge(this.Vertex, targetEdge, targetIntersect);
}
ExtendEdgeChain(transUtil, targetVertex, dirToExtend, limitRect);
return targetVertex;
}
internal void AddToAdjacentVertex(TransientGraphUtility transUtil
, VisibilityVertex targetVertex, Directions dirToExtend, Rectangle limitRect) {
if (!PointComparer.Equal(this.Point, targetVertex.Point)) {
transUtil.FindOrAddEdge(this.Vertex, targetVertex, InitialWeight);
}
ExtendEdgeChain(transUtil, targetVertex, dirToExtend, limitRect);
}
internal void ExtendEdgeChain(TransientGraphUtility transUtil, VisibilityVertex targetVertex, Directions dirToExtend, Rectangle limitRect) {
// Extend the edge chain to the opposite side of the limit rectangle.
StaticGraphUtility.Assert(PointComparer.Equal(this.Point, targetVertex.Point)
|| (PointComparer.GetPureDirection(this.Point, targetVertex.Point) == dirToExtend)
, "input dir does not match with to-targetVertex direction", transUtil.ObstacleTree, transUtil.VisGraph);
var extendOverlapped = IsOverlapped;
if (extendOverlapped)
{
// The initial vertex we connected to may be on the border of the enclosing obstacle,
// or of another also-overlapped obstacle. If the former, we turn off overlap now.
extendOverlapped = transUtil.ObstacleTree.PointIsInsideAnObstacle(targetVertex.Point, dirToExtend);
}
// If we're inside an obstacle's boundaries we'll never extend past the end of the obstacle
// due to encountering the boundary from the inside. So start the extension at targetVertex.
SegmentAndCrossings segmentAndCrossings = GetSegmentAndCrossings(this.IsOverlapped ? targetVertex : this.Vertex, dirToExtend, transUtil);
transUtil.ExtendEdgeChain(targetVertex, limitRect, segmentAndCrossings.Item1, segmentAndCrossings.Item2, extendOverlapped);
}
private SegmentAndCrossings GetSegmentAndCrossings(VisibilityVertex startVertex, Directions dirToExtend, TransientGraphUtility transUtil) {
var dirIndex = CompassVector.ToIndex(dirToExtend);
var segmentAndCrossings = this.maxVisibilitySegmentsAndCrossings[dirIndex];
if (null == segmentAndCrossings) {
PointAndCrossingsList pacList;
var maxVisibilitySegment = transUtil.ObstacleTree.CreateMaxVisibilitySegment(startVertex.Point, dirToExtend, out pacList);
segmentAndCrossings = new SegmentAndCrossings(maxVisibilitySegment, pacList);
this.maxVisibilitySegmentsAndCrossings[dirIndex] = segmentAndCrossings;
} else {
// For a waypoint this will be a target and then a source, so there may be a different lateral edge to
// connect to. In that case make sure we are consistent in directions - back up the start point if needed.
if (PointComparer.GetDirections(startVertex.Point, segmentAndCrossings.Item1.Start) == dirToExtend) {
segmentAndCrossings.Item1.Start = startVertex.Point;
}
}
return segmentAndCrossings;
}
internal Point MaxVisibilityInDirectionForNonOverlappedFreePoint(Directions dirToExtend, TransientGraphUtility transUtil) {
Debug.Assert(!this.IsOverlapped, "Do not precalculate overlapped obstacle visibility as we should extend from the outer target vertex instead");
SegmentAndCrossings segmentAndCrossings = GetSegmentAndCrossings(this.Vertex, dirToExtend, transUtil);
return segmentAndCrossings.Item1.End;
}
internal void AddOobEdgesFromGraphCorner(TransientGraphUtility transUtil, Point cornerPoint) {
Directions dirs = PointComparer.GetDirections(cornerPoint, Vertex.Point);
VisibilityVertex cornerVertex = transUtil.VisGraph.FindVertex(cornerPoint);
// For waypoints we want to be able to enter in both directions.
transUtil.ConnectVertexToTargetVertex(cornerVertex, this.Vertex, dirs & (Directions.North | Directions.South), ScanSegment.NormalWeight);
transUtil.ConnectVertexToTargetVertex(cornerVertex, this.Vertex, dirs & (Directions.East | Directions.West), ScanSegment.NormalWeight);
}
internal void RemoveFromGraph() {
// Currently all transient removals and edge restorations are done by TransientGraphUtility itself.
Vertex = null;
}
/// <summary>
/// </summary>
/// <returns></returns>
public override string ToString() {
return Vertex.ToString();
}
}
}