Пример #1
0
bool zoneManager::checkInZone(ofPtr<clamourNode> n, ofPtr<zone> z) {

//    cout << "check in zone \n";
    //  return clamourUtils::pointInPath(z->getOuterEdge(), n->getMeanPos_abs());
    ofPoint intersect;
    bool isIntersect = clamourUtils::pathInPath( n->getOuterEdge(), z->getOuterEdge(), intersect);
    if(isIntersect)n->setIntersect(intersect);
    return isIntersect;

}
Пример #2
0
void zoneManager::repellNode(ofPtr<clamourNode> n, ofPtr<zone> z) {

//    cout << "repell \n";
    //finding centroid is not solved here so this method only works if zones drawn from the center
    ofVec2f v = n->getMeanPos_abs() - n->getIntersect();
    ofPoint p = clamourUtils::getInsideIntersect(z->getOuterEdge(), z->getPos_abs(), n->getIntersect());
    p = p + v;
    n->setRawPos_abs(p);
    n->modifyHistory();

}
Пример #3
0
void zoneManager::containNode(ofPtr<clamourNode> n, ofPtr<zone> z) {

    ofPoint intersect;
    bool isOutside = clamourUtils::pathOutPath( n->getOuterEdge(), z->getOuterEdge(), intersect);

    if(isOutside) {
        ofVec2f v = n->getMeanPos_abs() - intersect;
        ofVec2f vi(intersect - z->getPos_abs());

        ofPoint p = clamourUtils::getInsideIntersect(z->getOuterEdge(), z->getPos_abs(), intersect);
        ofVec2f d = (p - z->getPos_abs());
        p -= d * 0.05; //move it slightly inside
        p = p + v;

        if(d.length() * 0.95 < vi.length()) { //only if necessary
            n->setRawPos_abs(p);
            n->modifyHistory();
        }

    }

}