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- using System;
- using System.Collections.Generic;
- using System.Windows;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- namespace SketchAssistantWPF
- {
- class TrajectoryGenerator
- {
- static readonly int CONSTANT_A = 10;
- static readonly double DEADZONE = 3;
- /// <summary>
- /// the template for the line currently being drawn
- /// </summary>
- InternalLine currentLine;
- /// <summary>
- /// the points of the current line template, as an ordered list
- /// </summary>
- List<Point> currentPoints;
- //Point lastCursorPosition;
- /// <summary>
- /// pointer to the active section of the line template, indexing the ending point of the active section
- /// </summary>
- int index;
- /// <summary>
- /// updates the pointer to the template for the line currently being drawn, and resets indices etc.
- /// </summary>
- /// <param name="newCurrentLine">the new template for the line currently being drawn</param>
- public void setCurrentLine(InternalLine newCurrentLine)
- {
- currentLine = newCurrentLine;
- currentPoints = currentLine.GetPoints();
- //lastCursorPosition = currentPoints.ElementAt(0);
- index = 1;
- }
- /// <summary>
- /// generates the new trajectory back to the template based on the current cursor position
- /// </summary>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <returns>the direction in which to go, as an angle on the drawing plane, in degree format, with 0° being the positive X-Axis, increasing counterclockwise</returns>
- public double GenerateTrajectory(Point cursorPosition)
- {
- //update index to point to current section if one or more section divideing lines have been passed since last call
- while (index < (currentPoints.Count - 1) && SectionDividingLinePassed(cursorPosition, currentPoints.ElementAt(index - 1), currentPoints.ElementAt(index), currentPoints.ElementAt(index + 1)))
- {
- index++;
- }
- //lastCursorPosition = cursorPosition;
- //project teh point onto the active line segment to be able to compute distances
- Point orthogonalProjection = ComputeOrthogonalProjection(cursorPosition, currentPoints.ElementAt(index - 1), currentPoints.ElementAt(index));
- //index of the last reachable actual point
- int targetIndex = index;
- List<Tuple<Point, Point>> strikeZones = new List<Tuple<Point, Point>>();
- //if "far" away from the next actual point of the line, generate an auxiliary point at a constant distance (constantA) on the current line segment
- Point auxiliaryPoint = new Point(-1, -1);
- if (ComputeDistance(orthogonalProjection, currentPoints.ElementAt(index)) <= CONSTANT_A)
- {
- auxiliaryPoint = MoveAlongLine(orthogonalProjection, currentPoints.ElementAt(index - 1), currentPoints.ElementAt(index), CONSTANT_A);
- strikeZones.Add(computeStrikeZone(auxiliaryPoint, orthogonalProjection, cursorPosition));
- targetIndex--;
- }
- //aim for the furthest actual point of the line reachable by the descent rate constraints (lower bounds) given by the various strike zones
- while (targetIndex < (currentPoints.Count - 1) && allStrikeZonesPassed(strikeZones, cursorPosition, currentPoints.ElementAt(targetIndex + 1)))
- {
- strikeZones.Add(computeStrikeZone(currentPoints.ElementAt(targetIndex + 1), orthogonalProjection, cursorPosition));
- targetIndex++;
- }
- Point furthestCrossingPoint = new Point(-1, -1); ;
- if (targetIndex < index) //auxiliary point created and next actual point not reachable
- {
- furthestCrossingPoint = ComputeFurthestCrossingPoint(cursorPosition, orthogonalProjection, strikeZones, auxiliaryPoint, currentPoints.ElementAt(targetIndex + 1));
- //if such a point exists, use it as target for the new trajectory
- if (furthestCrossingPoint.X != -1)
- {
- Debug_DrawStrikeZones(strikeZones);
- Debug_DrawTrajectoryVector(cursorPosition, furthestCrossingPoint);
- return computeOrientationOfVector(cursorPosition, furthestCrossingPoint);
- }
- //else use the last reachable actual point
- else
- {
- Debug_DrawStrikeZones(strikeZones);
- Debug_DrawTrajectoryVector(cursorPosition, auxiliaryPoint);
- return computeOrientationOfVector(cursorPosition, auxiliaryPoint);
- }
- }
- else
- {
- //aim for the furthest (auxiliary) point on the line segment after the last reachable actual point (only if there is such a segment: not if that last reachable point is the last point of the line)
- if (targetIndex < (currentPoints.Count - 1))
- {
- furthestCrossingPoint = ComputeFurthestCrossingPoint(cursorPosition, orthogonalProjection, strikeZones, currentPoints.ElementAt(targetIndex), currentPoints.ElementAt(targetIndex + 1));
- }
- //if such a point exists, use it as target for the new trajectory
- if (furthestCrossingPoint.X != -1)
- {
- Debug_DrawStrikeZones(strikeZones);
- Debug_DrawTrajectoryVector(cursorPosition, furthestCrossingPoint);
- return computeOrientationOfVector(cursorPosition, furthestCrossingPoint);
- }
- //else use the last reachable actual point
- else
- {
- Debug_DrawStrikeZones(strikeZones);
- Debug_DrawTrajectoryVector(cursorPosition, currentPoints.ElementAt(targetIndex));
- return computeOrientationOfVector(cursorPosition, currentPoints.ElementAt(targetIndex));
- }
- }
- }
- /// <summary>
- /// prints the trajectory vector on the drawing pane for debugging and calibration purposes
- /// </summary>
- /// <param name="vectorStartPoint">origin point of the trajectory vector</param>
- /// <param name="vectorEndPoint">target point of the trajectory vector</param>
- private void Debug_DrawTrajectoryVector(Point vectorStartPoint, Point vectorEndPoint)
- {
- throw new NotImplementedException();
- }
- /// <summary>
- /// prints all strike zones on the drawing pane for debugging and calibration purposes
- /// </summary>
- /// <param name="strikeZones">list of all strike zones to be drawn</param>
- private void Debug_DrawStrikeZones(List<Tuple<Point, Point>> strikeZones)
- {
- throw new NotImplementedException();
- }
- /// <summary>
- /// computes the orientation of the given vector on the drawing plane
- /// </summary>
- /// <param name="vectorStartPoint">origin point of the direction vector</param>
- /// <param name="vectorEndPoint">target point of the direction vector</param>
- /// <returns>the orientation angle, in degree format</returns>
- private double computeOrientationOfVector(Point vectorStartPoint, Point vectorEndPoint)
- {
- double x = vectorEndPoint.X - vectorStartPoint.X;
- double y = vectorEndPoint.Y - vectorStartPoint.Y;
- return Math.Atan( y / x );
- }
- /// <summary>
- /// computes the furthest point on the given line segment that will still pass all previous strike zones when connecting it with the current cursor position in a straight line
- /// </summary>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <param name="orthogonalProjection">the orthogonal projection of the current cursor position onto the active line segment</param>
- /// <param name="strikeZones">list of all strike zones which have to be passed</param>
- /// <param name="lineSegmentStartPoint">starting point of the line segment on which the point has to be found</param>
- /// <param name="lineSegmentEndPoint">ending point of the line segment on which the point has to be found</param>
- /// <returns>the furthest such point or null, if there is no such point on the given segment (start and end point excluded)</returns>
- private Point ComputeFurthestCrossingPoint(Point cursorPosition, Point orthogonalProjection, List<Tuple<Point, Point>> strikeZones, Point lineSegmentStartPoint, Point lineSegmentEndPoint)
- {
- Tuple<Point, Point> bsf= new Tuple<Point, Point>(new Point(-1, -1), new Point(-1, -1));
- Double bsfAngle = 180;
- for (int j = 0; j < strikeZones.Count; j++)
- {
- double currentAngle = ComputeAngle(orthogonalProjection, cursorPosition, strikeZones.ElementAt(j).Item2);
- if (currentAngle < bsfAngle)
- {
- bsfAngle = currentAngle;
- bsf = strikeZones.ElementAt(j);
- }
- }
- Point furthestCrossingPoint = ComputeCrossingPoint(cursorPosition, bsf.Item2, lineSegmentStartPoint, lineSegmentEndPoint);
- return furthestCrossingPoint;
- }
- private double ComputeAngle(Point point1, Point centerPoint, Point point2)
- {
- return (Math.Abs(computeOrientationOfVector(centerPoint, point1) - computeOrientationOfVector(centerPoint, point2)) % 180);
- }
- private Point ComputeCrossingPoint(Point line1Point1, Point lne1Point2, Point line2Point1, Point line2Point2)
- {
- throw new NotImplementedException();
- }
- /// <summary>
- /// checks if all strike zones are passed by the trajectory given by the straight line from the cursor position to the next target point
- /// </summary>
- /// <param name="strikeZones">list of all already computed strike zones</param>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <param name="targetPoint">index of the next target point</param>
- /// <returns>true if all strike zones are passed, else false</returns>
- private bool allStrikeZonesPassed(List<Tuple<Point, Point>> strikeZones, Point cursorPosition, Point targetPoint)
- {
- foreach (Tuple<Point, Point> s in strikeZones )
- {
- if (!SectionsCrossing(cursorPosition, targetPoint, s.Item1, s.Item2)) return false;
- }
- return true;
- }
- private bool SectionsCrossing(Point section1StartingPoint, Point section1EndingPoint, Point section2StartingPoint, Point section2EndingPoint)
- {
- Point crossingPoint = ComputeCrossingPoint(section1StartingPoint, section1EndingPoint, section2StartingPoint, section2EndingPoint);
- if (BeyondSection(crossingPoint, section1StartingPoint, section1EndingPoint)) return false;
- if (BeyondSection(crossingPoint, section1EndingPoint, section1StartingPoint)) return false;
- if (BeyondSection(crossingPoint, section2StartingPoint, section2EndingPoint)) return false;
- if (BeyondSection(crossingPoint, section2EndingPoint, section2StartingPoint)) return false;
- return true;
- }
- /// <summary>
- /// computes the strike zone for a point using the cursor position, its orthogonal projection onto the active line segment and tunable constants
- /// </summary>
- /// <param name="targetedPoint">the point to compute the strike zone of</param>
- /// <param name="orthogonalProjection">orthogonal projection of the cursor position onto the active line segment</param>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <returns></returns>
- private Tuple<Point, Point> computeStrikeZone(Point targetedPoint, Point orthogonalProjection, Point cursorPosition)
- {
- if (ComputeDistance(cursorPosition, orthogonalProjection) < DEADZONE) return new Tuple<Point, Point>(targetedPoint, targetedPoint);
- throw new NotImplementedException();
- }
- /// <summary>
- /// moves a point a given distance along a vector defined by two points
- /// </summary>
- /// <param name="pointToBeMoved">the point to be moved along the line</param>
- /// <param name="lineStartPoint">origin point of the direction vector</param>
- /// <param name="lineEndPoint">target point of the direction vector</param>
- /// <param name="distance">distance by which to move the point</param>
- /// <returns>a new point that is located distance away from pointToBeMoved in the direction of the given vector</returns>
- private Point MoveAlongLine(Point pointToBeMoved, Point lineStartPoint, Point lineEndPoint, double distance)
- {
- double xOffset = lineEndPoint.X - lineStartPoint.X;
- double yOffset = lineEndPoint.Y - lineStartPoint.Y;
- double vectorLength = ComputeDistance(lineStartPoint, lineEndPoint);
- xOffset /= vectorLength;
- xOffset *= distance;
- yOffset /= vectorLength;
- yOffset *= distance;
- return new Point(pointToBeMoved.X + xOffset, pointToBeMoved.Y + yOffset);
- }
- /// <summary>
- /// computes the euclidean distance between two points
- /// </summary>
- /// <param name="point1">point 1</param>
- /// <param name="point2">point 2</param>
- /// <returns>euclidean distance between point1 and point2</returns>
- private double ComputeDistance(Point point1, Point point2)
- {
- return Math.Sqrt( (double) ( Math.Pow((point2.X - point1.X), 2) + Math.Pow((point2.Y - point1.Y), 2) ) );
- }
- /// <summary>
- /// computes the orthogonal projection of a point onto the given line segment
- /// </summary>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <param name="lastPoint">beginning point of the current section</param>
- /// <param name="currentPoint">ending point of current section</param>
- /// <returns>the orthogonal projection of a point onto the given line segment, or the respective segment end point if the orthogonal projection lies outside the specified segment</returns>
- private Point ComputeOrthogonalProjection(Point cursorPosition, Point lastPoint, Point currentPoint)
- {
- double r = ComputeDistance(cursorPosition, currentPoint);
- Point auxiliaryPoint = IntersectCircle(cursorPosition, r, lastPoint, currentPoint);
- if (BeyondSection(auxiliaryPoint, lastPoint, currentPoint)) return currentPoint;
- Point orthogonalProjection = MoveAlongLine(auxiliaryPoint, auxiliaryPoint, lastPoint, ComputeDistance(auxiliaryPoint, lastPoint) / 2);
- if (BeyondSection(orthogonalProjection, currentPoint, lastPoint)) return lastPoint;
- return orthogonalProjection;
- }
- private Point IntersectCircle(Point cursorPosition, double r, Point lastPoint, Point currentPoint)
- {
- throw new NotImplementedException();
- }
- /// <summary>
- /// checks if a Point lies on a given line section or beyond it, works only if pointToTest lies on the line defined by sectionStartingPoint and sectionEndingPoint
- /// </summary>
- /// <param name="pointToTest">the Point to test</param>
- /// <param name="sectionStartingPoint">the starting point of the section</param>
- /// <param name="sectionEndingPoint">the ending point of the section</param>
- /// <returns>true iff pointToTest lies beyond sectionEndingPoint, on the line defined by sectionStartingPoint and sectionEndingPoint</returns>
- private bool BeyondSection(Point pointToTest, Point sectionStartingPoint, Point sectionEndingPoint)
- {
- if(sectionEndingPoint.X > sectionStartingPoint.X)
- {
- if (pointToTest.X > sectionEndingPoint.X) return true;
- }
- else if(sectionEndingPoint.X < sectionStartingPoint.X)
- {
- if (pointToTest.X < sectionEndingPoint.X) return true;
- }
- else
- {
- if (sectionEndingPoint.Y > sectionStartingPoint.Y)
- {
- if (pointToTest.Y > sectionEndingPoint.Y) return true;
- }
- else if (sectionEndingPoint.Y < sectionStartingPoint.Y)
- {
- if (pointToTest.Y < sectionEndingPoint.Y) return true;
- }
- }
- return false;
- }
- /// <summary>
- /// checks if the angle dividing line between this section and the next one has been passed
- /// </summary>
- /// <param name="cursorPosition">the current cursor position</param>
- /// <param name="lastPoint">beginning point of the current section</param>
- /// <param name="currentPoint">ending point of current and beginning point of next section</param>
- /// <param name="nextPoint">ending point of next section</param>
- /// <returns>true iff cursorPosition is closer to the next section than to the current one</returns>
- private bool SectionDividingLinePassed(Point cursorPosition, Point lastPoint, Point currentPoint, Point nextPoint)
- {
- //compute a point at the same distance to the dividing line as nextPoint, but on the other side of the line
- Point auxiliaryPoint = MoveAlongLine(currentPoint, currentPoint, lastPoint, ComputeDistance(currentPoint, nextPoint));
- //line passed iff cursorPosition closer to nextPoint than to auxiliaryPoint
- return ComputeDistance(cursorPosition, nextPoint) <= ComputeDistance(cursorPosition, auxiliaryPoint);
- }
- }
- }
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