Finished road generator
This commit is contained in:
@ -35,8 +35,6 @@ namespace TransportGame.Generator
|
||||
RoadGenerator roadGenerator = new RoadGenerator();
|
||||
roadGenerator.Generate(map);
|
||||
|
||||
Logger.DumpMap(map, "withroads.map");
|
||||
|
||||
// Done
|
||||
return map;
|
||||
}
|
||||
|
@ -4,7 +4,6 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Noise;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Generator
|
||||
{
|
||||
@ -14,9 +13,13 @@ namespace TransportGame.Generator
|
||||
|
||||
public void Generate(Map map)
|
||||
{
|
||||
// Generate range
|
||||
float mp = (float)(map.Width * map.Height) / (1024 * 1024); // For 4k x 4k range should be around 900
|
||||
map.PopulationCenterRange = mp * 155f / 5f + 1490f / 3f; // For 2k x 2k range should be around 600
|
||||
|
||||
// Generate a number of points
|
||||
int maxPoints = map.Width * map.Height / (1024 * 512);
|
||||
int points = random.Next(maxPoints / 4, maxPoints);
|
||||
int maxPoints = 16 * (int) Math.Sqrt(mp);
|
||||
int points = random.Next(maxPoints / 2, maxPoints);
|
||||
|
||||
for (int i = 0; i < points; ++i)
|
||||
{
|
||||
@ -24,12 +27,12 @@ namespace TransportGame.Generator
|
||||
|
||||
do
|
||||
{
|
||||
px = random.Next(map.Width);
|
||||
py = random.Next(map.Height);
|
||||
px = random.Next(map.Width / 6, 5 * map.Width / 6);
|
||||
py = random.Next(map.Height / 6, 5 * map.Height / 6);
|
||||
}
|
||||
while (map.IsWater(px, py));
|
||||
|
||||
map.PopulationCenters.Add(new Point(px, py));
|
||||
map.PopulationCenters.Add(new Vector2(px, py));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,142 +4,383 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Model.Road;
|
||||
using UnityEngine;
|
||||
using TransportGame.Utils;
|
||||
using Vector2 = TransportGame.Model.Vector2;
|
||||
|
||||
namespace TransportGame.Generator
|
||||
{
|
||||
public class RoadGenerator
|
||||
{
|
||||
class RoadGeneratorSegment
|
||||
{
|
||||
public RoadNode Terminal1;
|
||||
public Vector2 Terminal2Pos;
|
||||
public RoadNode Terminal2;
|
||||
public bool Highway;
|
||||
public int Time;
|
||||
|
||||
public RoadGeneratorSegment(RoadNode term1, Vector2 term2pos, bool highway, int time = 0)
|
||||
{
|
||||
Terminal1 = term1;
|
||||
Terminal2Pos = term2pos;
|
||||
Highway = highway;
|
||||
Time = time;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
string str = String.Format("(gensegment, {0}->", Terminal1);
|
||||
|
||||
if (Terminal2 == null)
|
||||
str += Terminal2Pos.ToString();
|
||||
else str += Terminal2.ToString();
|
||||
|
||||
str += ", ";
|
||||
if (Highway)
|
||||
str += "highway, ";
|
||||
str += String.Format("time={0})", Time);
|
||||
|
||||
return str;
|
||||
}
|
||||
}
|
||||
|
||||
QuadTree<RoadNode> qtree;
|
||||
List<RoadGeneratorSegment> queue;
|
||||
|
||||
System.Random random = new System.Random();
|
||||
Map map;
|
||||
|
||||
const int segmentCountLimit = 100;
|
||||
const int maxSegmentLength = 20;
|
||||
const int minSegmentLength = 1;
|
||||
const float HighwaySegmentLength = 60;
|
||||
const float DefaultBranchPopulationTreshold = 0.12f;
|
||||
const float DefaultBranchProbability = 0.2f;
|
||||
const float DefaultSegmentLength = 24;
|
||||
const float SteepnessLimit = 10;
|
||||
const float SlopeLimit = (float)Math.PI / 6;
|
||||
const float RoadSegmentAngleLimit = (float)Math.PI / 4;
|
||||
const float RoadSnapDistance = 19;
|
||||
const float MinNodeDistance = 12;
|
||||
const int MaximumRandomStraightAngle = 45; // in degrees
|
||||
const int MaximumBranchAngleVariation = 12; // in degrees
|
||||
const float HighwayBranchPopulationTreshold = .4f; // 0..1
|
||||
const float HighwayBranchProbability = .01f;
|
||||
const int HighwayBranchDelay = 3;
|
||||
const int MaximumIntersectingRoads = 5;
|
||||
|
||||
public RoadGenerator()
|
||||
{
|
||||
}
|
||||
|
||||
public void Generate(Map map)
|
||||
public void Initialize(Map map)
|
||||
{
|
||||
this.map = map;
|
||||
map.RoadNetwork = new RoadNetwork();
|
||||
qtree = new QuadTree<RoadNode>(0, 0, map.Width, map.Height);
|
||||
queue = new List<RoadGeneratorSegment>();
|
||||
|
||||
Queue<RoadNode> queue = new Queue<RoadNode>();
|
||||
RoadNode first = map.RoadNetwork.CreateNode();
|
||||
queue.Enqueue(first);
|
||||
|
||||
// Set starting point
|
||||
if (map.PopulationCenters != null && map.PopulationCenters.Count > 0)
|
||||
// Generate positions
|
||||
Vector2 center = new Vector2(map.Width / 2, map.Height / 2);
|
||||
int maxDistanceFromCenter = map.Width / 3;
|
||||
|
||||
Vector2 p0, p1, p2; // p2 goes in opposite direction
|
||||
|
||||
do
|
||||
{
|
||||
first.X = map.PopulationCenters.First().X;
|
||||
first.Y = map.PopulationCenters.First().Y;
|
||||
// Generate point close to center of the map
|
||||
float gen_x = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
|
||||
float gen_y = random.Next(-maxDistanceFromCenter, maxDistanceFromCenter) + random.NextSingle();
|
||||
|
||||
p0 = center + new Vector2(gen_x, gen_y);
|
||||
|
||||
// Generate a random direction
|
||||
Vector2 dir = Vector2.FromDegrees(random.Next(360)) * (HighwaySegmentLength / 2);
|
||||
p1 = p0 + dir;
|
||||
p2 = p0 - dir;
|
||||
|
||||
} while (IsObstacle(p0) || IsObstacle(p1) || IsObstacle(p2));
|
||||
|
||||
// Logger.Info("Generated initial segment: {0} -> {1}", p0, p1);
|
||||
// Logger.Info("Generated initial segment: {0} -> {1}", p0, p2);
|
||||
|
||||
// Create root node
|
||||
var node0 = map.RoadNetwork.CreateNode(p0);
|
||||
qtree.Add(node0);
|
||||
|
||||
// Logger.Info("Generated root node: {0}", node0);
|
||||
|
||||
// Create & enqueue segments
|
||||
queue.Add(new RoadGeneratorSegment(node0, p1, true));
|
||||
queue.Add(new RoadGeneratorSegment(node0, p2, true));
|
||||
}
|
||||
|
||||
public void Step()
|
||||
{
|
||||
// Logger.Info(">>> BEGAN STEP <<<");
|
||||
|
||||
var segment = queue.OrderBy(x => x.Time).First();
|
||||
queue.Remove(segment);
|
||||
|
||||
// Logger.Info("Dequeued segment {0}", segment);
|
||||
|
||||
// Check local constraints
|
||||
if (CheckLocalConstraints(segment))
|
||||
{
|
||||
// Logger.Info("Local constraints check succeeded.");
|
||||
RoadSegment createdSegment;
|
||||
|
||||
// Finish to create segment
|
||||
if (segment.Terminal2 != null)
|
||||
createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2);
|
||||
|
||||
else
|
||||
createdSegment = map.RoadNetwork.CreateArticulationSegment(segment.Terminal1, segment.Terminal2Pos);
|
||||
|
||||
qtree.Add(createdSegment.Terminal2);
|
||||
createdSegment.LanesTo1 = createdSegment.LanesTo2 = (segment.Highway) ? 3 : 1;
|
||||
|
||||
// Use global goals to get new segments
|
||||
foreach (var newSegment in GlobalGoals(createdSegment))
|
||||
{
|
||||
newSegment.Time += segment.Time + 1;
|
||||
queue.Add(newSegment);
|
||||
// Logger.Info("Added segment to queue: {0}", newSegment);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
first.X = random.Next(map.Width);
|
||||
first.Y = random.Next(map.Height);
|
||||
// Logger.Info("Local constraints check failed!");
|
||||
}
|
||||
}
|
||||
|
||||
// Go through each node
|
||||
for (int i = 0; i < segmentCountLimit && queue.Count > 0; i++)
|
||||
private bool IsObstacle(Vector2 p)
|
||||
{
|
||||
return !map.IsInside(p.X, p.Y) || map.IsWater(p.X, p.Y) || map.GetSteepness(p.X, p.Y) > SteepnessLimit;
|
||||
}
|
||||
|
||||
public void Generate(Map map)
|
||||
{
|
||||
Initialize(map);
|
||||
|
||||
int iterationCount = (map.Width * map.Height) / 512;
|
||||
|
||||
for (int i = 0; i < iterationCount && queue.Count > 0; i++)
|
||||
Step();
|
||||
}
|
||||
|
||||
private IEnumerable<RoadGeneratorSegment> GlobalGoals(RoadSegment segment)
|
||||
{
|
||||
Vector2 prevPos = segment.Terminal2.Position;
|
||||
Vector2 dir = (segment.Terminal2.Position - segment.Terminal1.Position).Normalized;
|
||||
bool highway = (segment.LanesTo1 >= 3);
|
||||
bool highwayBranched = false;
|
||||
|
||||
// Logger.Info("> Computing global goals. prevPos={0}, dir={1}, highway={2}", prevPos, dir, highway);
|
||||
|
||||
// Going straight
|
||||
Vector2 straight = prevPos + dir * ((highway) ? HighwaySegmentLength : DefaultSegmentLength);
|
||||
float straightPopulation = map.GetPopulation(straight);
|
||||
|
||||
// Logger.Info("> Straight={0} StraightPopulation={1}", straight, straightPopulation);
|
||||
|
||||
// Highways...
|
||||
if (highway)
|
||||
{
|
||||
RoadNode node = queue.Dequeue();
|
||||
// Logger.Info("> Highway case:");
|
||||
|
||||
// Produce solutions based on global goals
|
||||
foreach (var next in GlobalGoals(node))
|
||||
Vector2 randomStraight = prevPos + HighwaySegmentLength * dir.RotateDeg(random.Next(-MaximumRandomStraightAngle, MaximumRandomStraightAngle));
|
||||
float randomPopulation = map.GetPopulation(randomStraight);
|
||||
|
||||
// Logger.Info("> RandomStraight={0} RandomPopulation={1}", randomStraight, randomPopulation);
|
||||
|
||||
if (randomPopulation > straightPopulation)
|
||||
{
|
||||
if (CheckLocalConstraints(node, next))
|
||||
// Logger.Info("> Yielding random straight vector.");
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, randomStraight, highway);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Logger.Info("> Yielding straight vector.");
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, straight, highway);
|
||||
}
|
||||
|
||||
// Branch highway
|
||||
if (Math.Max(straightPopulation, randomPopulation) > HighwayBranchPopulationTreshold)
|
||||
{
|
||||
// Logger.Info("> Above treshold. Branching...");
|
||||
if (random.NextSingle() < HighwayBranchProbability)
|
||||
{
|
||||
// Next is a temporary node - create a node on the road network
|
||||
var other = map.RoadNetwork.CreateNode();
|
||||
other.X = next.X;
|
||||
other.Y = next.Y;
|
||||
Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, highway, HighwayBranchDelay);
|
||||
|
||||
// Create a segment
|
||||
var segment = map.RoadNetwork.CreateArticulationSegment();
|
||||
highwayBranched = true;
|
||||
// Logger.Info("> Branch to the left: {0}", leftBranch);
|
||||
}
|
||||
if (random.NextSingle() < HighwayBranchProbability)
|
||||
{
|
||||
Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, highway, HighwayBranchDelay);
|
||||
|
||||
// Assign IDs
|
||||
segment.Terminal1Id = node.Id;
|
||||
segment.Terminal2Id = other.Id;
|
||||
node.ArticulationSegmentIds.Add(segment.Id);
|
||||
other.ArticulationSegmentIds.Add(segment.Id);
|
||||
|
||||
// Enqueue node
|
||||
queue.Enqueue(other);
|
||||
highwayBranched = true;
|
||||
// Logger.Info("> Branch to the right: {0}", rightBranch);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<RoadNode> GlobalGoals(RoadNode node)
|
||||
{
|
||||
// Goal #1 - connect population centers
|
||||
foreach (var popCenter in map.PopulationCenters.Skip(1))
|
||||
// Don't allow more branches
|
||||
if (highwayBranched)
|
||||
yield break;
|
||||
}
|
||||
|
||||
else if (random.NextSingle() < straightPopulation)
|
||||
{
|
||||
// Get direction vector
|
||||
float dx = popCenter.X - node.X;
|
||||
float dy = popCenter.Y - node.Y;
|
||||
|
||||
// Ignore if too close to population center
|
||||
if (Math.Abs(dx) <= 1 && Math.Abs(dy) <= 1)
|
||||
continue;
|
||||
|
||||
// Calculate length of direction vector (we need to normalize it)
|
||||
float dlen = Mathf.Sqrt(dx * dx + dy * dy);
|
||||
|
||||
// Length of segment
|
||||
int length = random.Next(minSegmentLength, maxSegmentLength);
|
||||
|
||||
// Calculate coordinates
|
||||
yield return new RoadNode()
|
||||
{
|
||||
X = node.X + length * dx / dlen,
|
||||
Y = node.Y + length * dy / dlen
|
||||
};
|
||||
// Logger.Info("> Not highway. Yielding straight vector.");
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, straight, false);
|
||||
}
|
||||
|
||||
// Goal #2 - random segments depending on how populated is area - max 25% chance
|
||||
if (random.NextDouble() < map.GetPopulation(Convert.ToInt32(node.X), Convert.ToInt32(node.Y)) * 4)
|
||||
// Branch normal road
|
||||
if (straightPopulation > DefaultBranchPopulationTreshold)
|
||||
{
|
||||
// Generate direction vector
|
||||
float dx = Convert.ToSingle(random.NextDouble()) * 2 - 1;
|
||||
float dy = Convert.ToSingle(random.NextDouble()) * 2 - 1;
|
||||
|
||||
int length = random.Next(minSegmentLength, maxSegmentLength);
|
||||
|
||||
// Calculate coordinates
|
||||
yield return new RoadNode()
|
||||
// Logger.Info("Straight population above branch treshold. Branching...");
|
||||
if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
|
||||
{
|
||||
X = node.X + dx * length,
|
||||
Y = node.Y + dy * length
|
||||
};
|
||||
}
|
||||
}
|
||||
Vector2 leftBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(-90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, leftBranch, false, (highway) ? HighwayBranchDelay : 0);
|
||||
|
||||
public bool CheckLocalConstraints(RoadNode first, RoadNode second)
|
||||
{
|
||||
// Make sure point is inside map
|
||||
if (!map.IsInside(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
|
||||
return false;
|
||||
|
||||
// Cannot build on water
|
||||
if (map.IsWater(Convert.ToInt32(second.X), Convert.ToInt32(second.Y)))
|
||||
return false;
|
||||
|
||||
// Check steepness
|
||||
int mix = Convert.ToInt32(Math.Min(first.X, second.X));
|
||||
int max = Convert.ToInt32(Math.Max(first.X, second.X));
|
||||
int miy = Convert.ToInt32(Math.Min(first.Y, second.Y));
|
||||
int may = Convert.ToInt32(Math.Max(first.Y, second.Y));
|
||||
|
||||
for (int x = mix; x <= max; x++)
|
||||
for (int y = miy; y <= may; y++)
|
||||
{
|
||||
if (map.GetSteepness(x, y) > 1)
|
||||
return false;
|
||||
// Logger.Info("> Branch to the left: {0}", leftBranch);
|
||||
}
|
||||
if (random.NextSingle() < DefaultBranchProbability * straightPopulation)
|
||||
{
|
||||
Vector2 rightBranch = prevPos + HighwaySegmentLength * dir.RotateDeg(90 + random.Next(-MaximumBranchAngleVariation, MaximumBranchAngleVariation));
|
||||
yield return new RoadGeneratorSegment(segment.Terminal2, rightBranch, false, (highway) ? HighwayBranchDelay : 0);
|
||||
|
||||
// Logger.Info("> Branch to the right: {0}", rightBranch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckLocalConstraints(RoadGeneratorSegment segment)
|
||||
{
|
||||
// Logger.Info("Checking local constraints...");
|
||||
|
||||
// Constraint #1: check for obstacles
|
||||
if (IsObstacle(segment.Terminal2Pos))
|
||||
{
|
||||
// Logger.Info("Obstacle.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Constraint #2: slope
|
||||
float segmentLength = (segment.Highway) ? HighwaySegmentLength : DefaultSegmentLength;
|
||||
float levelDiff = map.GetHeight((int)segment.Terminal1.X, (int)segment.Terminal1.Y) -
|
||||
map.GetHeight((int)segment.Terminal2Pos.X, (int)segment.Terminal2Pos.Y);
|
||||
float sinSlope = Math.Abs(levelDiff) / segmentLength;
|
||||
|
||||
// Logger.Info("Level difference is {0}, slope is (rads) {1}", levelDiff, Math.Asin(sinSlope));
|
||||
|
||||
if (Math.Asin(sinSlope) > SlopeLimit)
|
||||
{
|
||||
// Logger.Info("Slope too big!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Constraint #3: Number of intersecting roads
|
||||
if (segment.Terminal1.ArticulationSegmentIds.Count > MaximumIntersectingRoads)
|
||||
return false;
|
||||
|
||||
// Constraint #4: intersections & snapping
|
||||
Rectangle queryArea = new Rectangle(
|
||||
Math.Min(segment.Terminal1.X, segment.Terminal2Pos.X) - 3 * HighwaySegmentLength,
|
||||
Math.Min(segment.Terminal1.Y, segment.Terminal2Pos.Y) - 3 * HighwaySegmentLength,
|
||||
Math.Max(segment.Terminal1.X, segment.Terminal2Pos.X) + 3 * HighwaySegmentLength,
|
||||
Math.Max(segment.Terminal1.Y, segment.Terminal2Pos.Y) + 3 * HighwaySegmentLength);
|
||||
|
||||
// Logger.Info("Searching area {0} for intersecting segments.", queryArea);
|
||||
|
||||
IEnumerable<int> segmentIds = Enumerable.Empty<int>();
|
||||
|
||||
// Look for nearby segments
|
||||
foreach (var node in qtree.Query(queryArea))
|
||||
{
|
||||
// Logger.Info("Found node: {0}", node);
|
||||
if (node == segment.Terminal1)
|
||||
{
|
||||
// Logger.Info("Node is originating node. Will ignore.");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Too close to another node in the area
|
||||
if ((node.Position - segment.Terminal2Pos).LengthSq < MinNodeDistance * MinNodeDistance)
|
||||
return false;
|
||||
|
||||
segmentIds = segmentIds.Concat(node.ArticulationSegmentIds);
|
||||
}
|
||||
|
||||
// Filter & sort the segments by distance
|
||||
segmentIds = segmentIds.Distinct().OrderBy(id =>
|
||||
{
|
||||
var seg = map.RoadNetwork.ArticulationSegments[id];
|
||||
var line = new LineSegment(seg.Terminal1.Position, seg.Terminal2.Position);
|
||||
return LineSegment.Distance(line, segment.Terminal2Pos);
|
||||
});
|
||||
|
||||
foreach (var segmentId in segmentIds)
|
||||
{
|
||||
var other = map.RoadNetwork.ArticulationSegments[segmentId];
|
||||
var line1 = new LineSegment(segment.Terminal1.Position, segment.Terminal2Pos);
|
||||
var line2 = new LineSegment(other.Terminal1.Position, other.Terminal2.Position);
|
||||
|
||||
// Logger.Info("Found segment: {0}. Will test intersection between segments {0} and {1}", other, line1, line2);
|
||||
|
||||
Vector2? inters = LineSegment.Intersect(line1, line2);
|
||||
|
||||
// Case #1: there is an intersection with another segment. We cut the rest of the segment
|
||||
if (inters.HasValue && inters.Value != segment.Terminal1.Position)
|
||||
{
|
||||
// Logger.Info("Found intersection point: {0}", inters);
|
||||
|
||||
// Check angle between segments
|
||||
float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (line2.P1 - line2.P0).Normalized);
|
||||
if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
|
||||
{
|
||||
// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Split segment
|
||||
var newNode = map.RoadNetwork.SplitArticulationSegment(other, inters.Value);
|
||||
segment.Terminal2Pos = inters.Value;
|
||||
segment.Terminal2 = newNode;
|
||||
// Logger.Info("Performed split in point: {0}", newNode);
|
||||
return true;
|
||||
}
|
||||
else // Logger.Info("Does not intersect.");
|
||||
|
||||
// Case #2: no intersection, but the point is close enough to an existing intersection
|
||||
if ((segment.Terminal2Pos - other.Terminal2.Position).LengthSq <= RoadSnapDistance * RoadSnapDistance)
|
||||
{
|
||||
// Check angle between intersecting segments
|
||||
foreach (var intersSeg in other.Terminal2.ArticulationSegments)
|
||||
{
|
||||
float cos = Vector2.Dot((line1.P1 - line1.P0).Normalized, (intersSeg.Terminal2.Position - intersSeg.Terminal1.Position).Normalized);
|
||||
if (Math.Abs(Math.Acos(cos)) < RoadSegmentAngleLimit)
|
||||
{
|
||||
// Logger.Info("Angle between segments is too small ({0} rads)", Math.Abs(Math.Acos(cos)));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Logger.Info("Point is close to existing intersection: {0}, will snap.", other.Terminal2);
|
||||
segment.Terminal2Pos = other.Terminal2.Position;
|
||||
segment.Terminal2 = other.Terminal2;
|
||||
return true;
|
||||
}
|
||||
|
||||
//// TODO: Case #3: the point is close enough to an existing road segment
|
||||
//float dist = LineSegment.Distance(line2, segment.Terminal2Pos);
|
||||
//if (dist < RoadSnapDistance)
|
||||
//{
|
||||
// float proj0 = (float)Math.Sqrt((line2.P0 - segment.Terminal2Pos).LengthSq - dist * dist);
|
||||
// float percent = proj0 /
|
||||
//}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
Reference in New Issue
Block a user