335 lines
13 KiB
C#
335 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Numerics;
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using System.Reflection;
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using CommonUsage.Mathematics;
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namespace CommonUsage.Geometries
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{
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public class BezierCurve : AbstractGeometry
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{
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public BezierCurve(List<Vector2> controlPoints, int resolution = 100)
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{
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// Console.WriteLine($"BezierCurve1");
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// Console.WriteLine(string.Join(" ",controlPoints.Select(p=>$"{p.X:f2},{p.Y:f2}")));
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_controlPoints = controlPoints;
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_resolution = resolution;
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InitializeBezier();
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}
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public override void Visualize(Action<VisDot> processDot, Action<VisLine> processLine, bool visExtendedPart = false)
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{
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if (VisualizeOption.DrawAuxiliary)
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for (var i = 0; i < _controlPoints.Count - 1; ++i)
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{
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processLine(new VisLine(_controlPoints[i], _controlPoints[i + 1],
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false, false, VisualizeOption.AuxiliaryColor));
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if (i == 0) continue;
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processDot(new VisDot(_controlPoints[i], VisualizeOption.AuxiliaryColor));
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}
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for (var i = 0; i < _bezierPoints.Count - 1; ++i)
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{
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if (Direction == -1)
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{
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processLine(new VisLine(_bezierPoints[i + 1], _bezierPoints[i],
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false, i == (int)(_bezierPoints.Count / 2), VisualizeOption.MainColor, 2));
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}
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else
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{
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processLine(new VisLine(_bezierPoints[i], _bezierPoints[i + 1],
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false, i == (int)(_bezierPoints.Count / 2), VisualizeOption.MainColor, 2));
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}
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}
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}
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public (Vector2 Point, int Id) QueryPoint(Vector2 point)
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{
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var p = new Vector2();
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var id = -1;
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var bestDistance = float.MaxValue;
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var hashes = _bias.Select(bb => CalculateHash(point, 100, bb.X, bb.Y)).ToList();
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void TryQuery(Dictionary<uint, List<(Vector2 Point, int Id)>> dict, List<uint> hashList)
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{
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foreach (var hash in hashList)
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{
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if (!dict.TryGetValue(hash, out var ll)) continue;
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foreach (var (q, qId) in ll)
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{
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var d = Vector2.Distance(q, point);
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if (d < bestDistance)
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{
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p = q;
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id = qId;
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bestDistance = d;
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}
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}
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}
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}
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//map目前有bug,取消cpu占用也不严重,必要时候在优化
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// TryQuery(_pointsMappingSmall, hashes);
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//
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// if (id == -1)
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// {
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// hashes = _bias.Select(bb => CalculateHash(point, 1000, bb.X, bb.Y)).ToList();
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// TryQuery(_pointsMappingBig, hashes);
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// }
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if (id == -1)
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{
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// todo: improve the way to find closest point if mappings fail
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(p, id) = _bezierPoints.Select((p, i) => (p, i))
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.OrderBy(pair => CommonMath.dist(pair.p.X, pair.p.Y, point.X, point.Y)).First();
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}
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return (p, id);
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}
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public override (Vector2 Pt, float Angle, float Bias, float Position) QueryTangentPoint(Vector2 point)
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{
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var (p, id) = QueryPoint(point);
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var tangent = _tangents[id];
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var (bias, lp, fd) = CommonMath.Project2DLine(point, p, tangent);
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var next = fd > 0 ? id + 1 : id - 1;
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if (id == 0) next = 1;
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// Console.WriteLine($"id:{id} next:{next} tangent:{tangent} _tangents.Count:{_tangents.Count}");
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if (next > 0 && next < _tangents.Count)//线性插值
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{
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var (_, _, t) = CommonMath.Project2DLine(point, _bezierPoints[id], _bezierPoints[next]);
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var partial = t / Vector2.Distance(_bezierPoints[id], _bezierPoints[next]);
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if (partial >= 0 && partial <= 1)
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{
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tangent = CommonMath.RoundTh(_tangents[id] +
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partial * CommonMath.RoundTh(_tangents[next] - _tangents[id]));
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if (CommonMath.RoundTh(_tangents[next] - _tangents[id]) > 5)
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Console.WriteLine($"bezier tangents bug, tanget: {id}:{_tangents[id]} {next}:{_tangents[next]}");
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}
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// else Console.WriteLine("bezier tangents bug");
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}
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return (lp, tangent, bias, fd + _sumDistances[id]);
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}
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public override float Length()
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{
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return _length;
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}
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public override float QueryCurvature(float position)
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{
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int id = _sumDistances.Count - 1;
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if (position <= 0) id = 0;
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else
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{
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for (int i = 1; i < _sumDistances.Count; i++)
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{
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if (position > _sumDistances[i - 1] && position <= _sumDistances[i])
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{
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id = i;
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break;
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}
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}
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}
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var result = _curvatures[id];
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if (id > 0 && id < _sumDistances.Count - 1)//插值
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{
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var partial = (position - _sumDistances[id - 1]) / (_sumDistances[id] - _sumDistances[id - 1]);
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if (partial >= 0 && partial <= 1) result = (1 - partial) * _curvatures[id - 1] + partial * _curvatures[id];
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else Console.WriteLine("bezier curvature bug");
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}
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return result;
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}
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public Vector3 QueryBezierPointsById(int id)
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{
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if (id < 0 || id > Resolution)
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{
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Console.WriteLine($"QueryBezierPointsById out of range, Resolution:{Resolution},id:{id}.");
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return new Vector3(0, 0, 0);
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}
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return new Vector3(_bezierPoints[id].X, _bezierPoints[id].Y, _tangents[id]);
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}
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public List<Vector2> ControlPoints => _controlPoints;
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public int Resolution => _resolution;
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/// <summary>
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/// 仅用于simple显示路径方向
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/// </summary>
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public int Direction = 1;
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public int Order => _order;
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// public List<float> Tangents => _tangents;
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public void UpdateControlPoint(int id, Vector2 point)
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{
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_controlPoints[id] = point;
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InitializeBezier();
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}
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public void AddControlPoint(int id, Vector2 point)
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{
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_controlPoints.Insert(id, point);
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InitializeBezier();
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}
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public void RemoveControlPoint(int id)
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{
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_controlPoints.RemoveAt(id);
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InitializeBezier();
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}
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public Vector2 GetMidPoint()
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{
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return _bezierPoints[(int)Math.Ceiling(_resolution / 2d)];
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}
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private void InitializeBezier()
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{
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_order = _controlPoints.Count - 1;
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// _bezierPoints = new List<Vector2>();
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var delta = 1.0f / _resolution;
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// for (int t = 0; t <= _resolution; t += 1)//下面循环算了,没必要先递归算一遍
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// _bezierPoints.Add(new Vector2(DeCasteljauX(_order, 0, t*delta), DeCasteljauY(_order, 0, t*delta)));
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var allPoints = new List<List<List<Vector2>>>();
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for (var i = 0; i < _order; i++)
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{
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var size = allPoints.Count;
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var morePoints = new List<List<Vector2>>();
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for (var j = 0; j < _order - i; j++)
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{
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var points = new List<Vector2>();
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for (int t = 0; t <= _resolution; t += 1)
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{
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float p0x;
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float p1x;
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float p0y;
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float p1y;
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var z = t;
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if (size > 0)
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{
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p0x = allPoints[i - 1][j][z].X;
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p1x = allPoints[i - 1][j + 1][z].X;
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p0y = allPoints[i - 1][j][z].Y;
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p1y = allPoints[i - 1][j + 1][z].Y;
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}
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else
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{
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p0x = _controlPoints[j].X;
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p1x = _controlPoints[j + 1].X;
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p0y = _controlPoints[j].Y;
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p1y = _controlPoints[j + 1].Y;
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}
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var part = t * delta;
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points.Add(new Vector2((1 - part) * p0x + part * p1x, (1 - part) * p0y + part * p1y));
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}
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morePoints.Add(points);
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}
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allPoints.Add(morePoints);
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}
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_bezierPoints = allPoints.Last().Last();
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_tangentInfo = allPoints;
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_tangents = Enumerable.Repeat(0f, _bezierPoints.Count).ToList();
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_curvatures = Enumerable.Repeat(0f, _bezierPoints.Count).ToList();
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var p2 = allPoints[Order - 2];
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for (var id = 0; id < _bezierPoints.Count; ++id)
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{
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_tangents[id] =
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(float)(Math.Atan2(p2[1][id].Y - p2[0][id].Y, p2[1][id].X - p2[0][id].X) / Math.PI * 180);
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if (id != 0) _curvatures[id] = (float)((CommonMath.ThDiff(_tangents[id], _tangents[id - 1]) / 180 * Math.PI)
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/ (Vector2.Distance(_bezierPoints[id], _bezierPoints[id - 1]) / 1000));
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}
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// Console.WriteLine($"{string.Join("\n", _tangents.Select((val, i) => $"{i}: {val}"))}");
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_tangents[0] = _tangents[1]; // todo: here is temporary fix
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_curvatures[0] = _curvatures[1];
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for (var id = 1; id < _bezierPoints.Count - 1; ++id)//前移0.5
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_curvatures[id] = (_curvatures[id] + _curvatures[id + 1]) / 2;
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_remainDistances = Enumerable.Repeat(0f, _bezierPoints.Count).ToList();
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_sumDistances = Enumerable.Repeat(0f, _bezierPoints.Count).ToList();
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for (var i = _bezierPoints.Count - 2; i >= 0; --i)
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{
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_remainDistances[i] =
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_remainDistances[i + 1] + Vector2.Distance(_bezierPoints[i], _bezierPoints[i + 1]);
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}
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for (var i = 1; i < _bezierPoints.Count; ++i)
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{
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_sumDistances[i] =
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_sumDistances[i - 1] + Vector2.Distance(_bezierPoints[i], _bezierPoints[i - 1]);
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}
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_length = _sumDistances.Last();
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_minX = _bezierPoints.Min(pp => pp.X);
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_minY = _bezierPoints.Min(pp => pp.Y);
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var tmpList = _bezierPoints.Select((point, index) => (point, index)).ToList();
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return;
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void GenerateGridMapping(ref Dictionary<uint, List<(Vector2 Point, int Id)>> dict, float gSize)
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{
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dict = new Dictionary<uint, List<(Vector2 Point, int Id)>>();
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foreach (var (point, index) in tmpList)
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{
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var hash = CalculateHash(point, gSize);
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if (dict.TryGetValue(hash, out var ll))
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ll.Add((point, index));
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else dict[hash] = new List<(Vector2 Point, int Id)>() { (point, index) };
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}
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}
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GenerateGridMapping(ref _pointsMappingSmall, 100);
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GenerateGridMapping(ref _pointsMappingBig, 1000);
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}
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private uint CalculateHash(Vector2 point, float gridSize, int xBias = 0, int yBias = 0)
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{
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return (uint)(((int)((point.X - _minX) / gridSize) + xBias) << 16 + (((int)((point.Y - _minY) / gridSize) + yBias) & 0xffff));
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}
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private readonly List<(int X, int Y)> _bias = new()
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{
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new(-1, -1), new(-1, 0), new(-1, 1),
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new(0, -1), new(0, 0), new(0, 1),
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new(1, -1), new(1, 0), new(1, 1),
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};
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private float DeCasteljauX(int i, int j, float t)
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{
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if (i == 1)
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return (1 - t) * _controlPoints[j].X + t * _controlPoints[j + 1].X;
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return (1 - t) * DeCasteljauX(i - 1, j, t) + t * DeCasteljauX(i - 1, j + 1, t);
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}
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private float DeCasteljauY(int i, int j, float t)
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{
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if (i == 1)
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return (1 - t) * _controlPoints[j].Y + t * _controlPoints[j + 1].Y;
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return (1 - t) * DeCasteljauY(i - 1, j, t) + t * DeCasteljauY(i - 1, j + 1, t);
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}
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private int _order;
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private int _resolution;
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private List<Vector2> _controlPoints;
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private List<Vector2> _bezierPoints;
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private List<List<List<Vector2>>> _tangentInfo;
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private List<float> _tangents;
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private List<float> _remainDistances;
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private List<float> _sumDistances;
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private List<float> _curvatures;
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private Dictionary<uint, List<(Vector2 Point, int Id)>> _pointsMappingSmall;
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private Dictionary<uint, List<(Vector2 Point, int Id)>> _pointsMappingBig;
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private float _minX, _minY;
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private float _length;
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}
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}
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