Specialized Visject Connection Broadphase Intersection
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@@ -2,6 +2,7 @@
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using FlaxEngine;
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using FlaxEngine.GUI;
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using System;
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namespace FlaxEditor.Surface.Elements
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{
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@@ -43,10 +44,86 @@ namespace FlaxEditor.Surface.Elements
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*/
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}
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private static bool IsRight(ref Vector2 a, ref Vector2 b, ref Vector2 point)
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{
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return ((b.X - a.X) * (point.Y - a.Y) - (b.Y - a.Y) * (point.X - a.X)) <= 0;
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}
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/// <summary>
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/// Checks if a point intersects a bezier curve
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/// </summary>
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/// <param name="start">The start location.</param>
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/// <param name="end">The end location.</param>
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/// <param name="point">The point</param>
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/// <param name="distance">Distance at which its an intersection</param>
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public static bool IntersectsConnection(ref Vector2 start, ref Vector2 end, ref Vector2 point, float distance)
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{
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if ((point.X - start.X) * (end.X - point.X) < 0) return false;
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var dst = (end - start) * new Vector2(0.25f, 0.05f); // Purposefully tweaked to 0.25
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Vector2 control1 = new Vector2(start.X + dst.X, start.Y + dst.Y);
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Vector2 control2 = new Vector2(end.X - dst.X, end.Y + dst.Y);
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// I'm ignoring the start.Y + dst.Y
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Vector2 direction = end - start;
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float offset = Mathf.Sign(direction.Y) * distance;
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Vector2 pointAbove1 = new Vector2(control1.X, start.Y - offset);
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Vector2 pointAbove2 = new Vector2(end.X, end.Y - offset);
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Vector2 pointBelow1 = new Vector2(start.X, start.Y + offset);
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Vector2 pointBelow2 = new Vector2(control2.X, end.Y + offset);
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/* Render2D.DrawLine(pointAbove1, pointAbove2, Color.Red);
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Render2D.DrawRectangle(new Rectangle(pointAbove2 - new Vector2(5), new Vector2(10)), Color.Red);
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Render2D.DrawLine(pointBelow1, pointBelow2, Color.Green);
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Render2D.DrawRectangle(new Rectangle(pointBelow2 - new Vector2(5), new Vector2(10)), Color.Green);
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*/
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// TODO: are they parallel ^?
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return IsRight(ref pointAbove1, ref pointAbove2, ref point) == IsRight(ref pointBelow2, ref pointBelow1, ref point);
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// Taken from the Render2D.DrawBezier code
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float squaredDistance = distance;
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Vector2 d1 = control1 - start;
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Vector2 d2 = control2 - control1;
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Vector2 d3 = end - control2;
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float len = d1.Length + d2.Length + d3.Length;
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int segmentCount = Math.Min(Math.Max(Mathf.CeilToInt(len * 0.05f), 1), 100);
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float segmentCountInv = 1.0f / segmentCount;
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Bezier(ref start, ref control1, ref control2, ref end, 0, out Vector2 p);
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for (int i = 1; i <= segmentCount; i++)
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{
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Vector2 oldp = p;
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float t = i * segmentCountInv;
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Bezier(ref start, ref control1, ref control2, ref end, t, out p);
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CollisionsHelper.ClosestPointPointLine(ref point, ref oldp, ref p, out Vector2 result);
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if (Vector2.DistanceSquared(point, result) <= squaredDistance)
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{
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return true;
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}
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}
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return false;
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}
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private static void Bezier(ref Vector2 p0, ref Vector2 p1, ref Vector2 p2, ref Vector2 p3, float alpha, out Vector2 result)
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{
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Vector2.Lerp(ref p0, ref p1, alpha, out var p01);
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Vector2.Lerp(ref p1, ref p2, alpha, out var p12);
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Vector2.Lerp(ref p2, ref p3, alpha, out var p23);
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Vector2.Lerp(ref p01, ref p12, alpha, out var p012);
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Vector2.Lerp(ref p12, ref p23, alpha, out var p123);
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Vector2.Lerp(ref p012, ref p123, alpha, out result);
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}
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/// <summary>
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/// Draw all connections coming from this box.
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/// </summary>
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public void DrawConnections()
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public void DrawConnections(ref Vector2 mousePosition)
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{
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// Draw all the connections
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var center = Size * 0.5f;
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@@ -60,10 +137,31 @@ namespace FlaxEditor.Surface.Elements
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Vector2 endPos = targetBox.Parent.PointToParent(ref tmp);
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var highlight = 1 + Mathf.Max(startHighlight, targetBox.ConnectionsHighlightIntensity);
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var color = _currentTypeColor * highlight;
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// if (PointInRectangle(ref startPos, ref endPos, ref mousePosition))
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{
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for (int ix = 0; ix < 10000; ix++)
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{
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OutputBox.IntersectsConnection(ref startPos, ref endPos, ref mousePosition, 30f);
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}
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if (OutputBox.IntersectsConnection(ref startPos, ref endPos, ref mousePosition, 30f))
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{
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highlight += 2;
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}
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}
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DrawConnection(ref startPos, ref endPos, ref color, highlight);
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}
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}
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private bool PointInRectangle(ref Vector2 a, ref Vector2 b, ref Vector2 point)
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{
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// This has the convenient property that it doesn't matter if a and b are switched
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Vector2 signs = (point - a) * (b - point);
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return signs.X >= 0 && signs.Y >= 0;
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}
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/// <summary>
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/// Draw a selected connections coming from this box.
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/// </summary>
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