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5 changed files with 111 additions and 68 deletions

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@ -12,6 +12,7 @@
<PackageReference Include="Microsoft.Xaml.Behaviors.Wpf" Version="1.1.77" /> <PackageReference Include="Microsoft.Xaml.Behaviors.Wpf" Version="1.1.77" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" /> <PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
<PackageReference Include="Ookii.Dialogs.Wpf" Version="5.0.1" /> <PackageReference Include="Ookii.Dialogs.Wpf" Version="5.0.1" />
<PackageReference Include="OpenCvSharp4.Windows" Version="4.9.0.20240103" />
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,11 +1,13 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.ComponentModel; using System.ComponentModel;
using System.Globalization;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.Windows.Controls; using System.Windows.Controls;
using System.Windows.Data;
using static System.Runtime.InteropServices.JavaScript.JSType; using static System.Runtime.InteropServices.JavaScript.JSType;
namespace CtrEditor.ObjetosSim namespace CtrEditor.ObjetosSim
@ -80,6 +82,21 @@ namespace CtrEditor.ObjetosSim
} }
} }
public class MeterToPixelConverter : IValueConverter
{
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
{
float meters = (float)value;
return PixelToMeter.Instance.calc.MetersToPixels(meters);
}
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
{
float pixels = (float)value;
return PixelToMeter.Instance.calc.PixelsToMeters(pixels);
}
}
public class UnitConverter public class UnitConverter
{ {
// La escala representa cuántos metros hay en un píxel // La escala representa cuántos metros hay en un píxel

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@ -58,6 +58,17 @@ namespace CtrEditor.ObjetosSim
} }
} }
public float Overlap
{
get => Data.Overlap;
set
{
Data.Overlap = value;
OnPropertyChanged(nameof(Overlap));
}
}
public override float LeftPixels public override float LeftPixels
{ {
get => PixelToMeter.Instance.calc.MetersToPixels(Data.Left); get => PixelToMeter.Instance.calc.MetersToPixels(Data.Left);
@ -134,6 +145,7 @@ namespace CtrEditor.ObjetosSim
{ {
Top = Data.Top; Top = Data.Top;
Left = Data.Left; Left = Data.Left;
Overlap = Data.Overlap;
} }
} }

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@ -89,6 +89,7 @@ namespace CtrEditor.ObjetosSim
set set
{ {
Data.Length = value; Data.Length = value;
OnPropertyChanged(nameof(AnchoPixels));
OnPropertyChanged(nameof(Ancho)); OnPropertyChanged(nameof(Ancho));
} }
} }
@ -97,6 +98,7 @@ namespace CtrEditor.ObjetosSim
set set
{ {
Data.Width = value; Data.Width = value;
OnPropertyChanged(nameof(AltoPixels));
OnPropertyChanged(nameof(Alto)); OnPropertyChanged(nameof(Alto));
} }
} }
@ -106,6 +108,7 @@ namespace CtrEditor.ObjetosSim
set set
{ {
Data.Length = (float)PixelToMeter.Instance.calc.PixelsToMeters(value); Data.Length = (float)PixelToMeter.Instance.calc.PixelsToMeters(value);
OnPropertyChanged(nameof(AnchoPixels));
OnPropertyChanged(nameof(Ancho)); OnPropertyChanged(nameof(Ancho));
} }
} }
@ -115,6 +118,7 @@ namespace CtrEditor.ObjetosSim
set set
{ {
Data.Width = (float)PixelToMeter.Instance.calc.PixelsToMeters(value); Data.Width = (float)PixelToMeter.Instance.calc.PixelsToMeters(value);
OnPropertyChanged(nameof(AltoPixels));
OnPropertyChanged(nameof(Alto)); OnPropertyChanged(nameof(Alto));
} }
} }
@ -182,7 +186,7 @@ namespace CtrEditor.ObjetosSim
public void Resize(float width, float height) public void Resize(float width, float height)
{ {
if (Datos is osTransporteTTop datos) if (Datos is osTransporteTTop datos)
datos.Ancho = width; datos.AnchoPixels = width;
} }
public void Move(float LeftPixels, float TopPixels) public void Move(float LeftPixels, float TopPixels)
{ {

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@ -1,4 +1,5 @@
using CtrEditor.ObjetosSim; using CtrEditor.ObjetosSim;
using OpenCvSharp;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics.Eventing.Reader; using System.Diagnostics.Eventing.Reader;
@ -20,15 +21,16 @@ public class Circle
} }
public float Diameter { get; set; } public float Diameter { get; set; }
public float Mass { get; set; } public float Mass { get; set; }
public float Angle { get; set; } // En grados public float AngleofMovement { get; set; } // En grados
public float Speed { get; set; } public float Speed { get; set; }
public float Overlap { get; set; }
public Circle(float left = 0, float top = 0, float diameter = 10, float mass = 1, float angle = 0, float speed = 0) public Circle(float left = 0, float top = 0, float diameter = 10, float mass = 1, float angle = 0, float speed = 0)
{ {
position = new Vector2(left, top); position = new Vector2(left, top);
Diameter = diameter; Diameter = diameter;
Mass = mass; Mass = mass;
Angle = angle; AngleofMovement = angle;
Speed = speed; Speed = speed;
} }
@ -37,13 +39,15 @@ public class Circle
// Convertir timeStep de milisegundos a segundos para la simulación // Convertir timeStep de milisegundos a segundos para la simulación
float timeStepInSeconds = timeStep_ms / 1000.0f; float timeStepInSeconds = timeStep_ms / 1000.0f;
bool isTracted = false; // Indicador para verificar si el círculo está siendo traccionado bool isTracted = false; // Indicador para verificar si el círculo está siendo traccionado
Overlap = 0;
// Aplicar fuerza desde el rectángulo si está sobre uno // Aplicar fuerza desde el rectángulo si está sobre uno
foreach (var rectangle in rectangles) foreach (var rectangle in rectangles)
{ {
float overlap = CalculateOverlapPercentage(this, rectangle); float overlap = CalculateOverlapPercentage(this, rectangle);
if (overlap > 0) if (overlap > 10)
{ {
Overlap += overlap;
isTracted = true; // El círculo está siendo traccionado por un rectángulo isTracted = true; // El círculo está siendo traccionado por un rectángulo
// Convertir la velocidad del rectángulo de metros por minuto a metros por segundo // Convertir la velocidad del rectángulo de metros por minuto a metros por segundo
float rectangleSpeedInMetersPerSecond = rectangle.Speed / 60.0f; float rectangleSpeedInMetersPerSecond = rectangle.Speed / 60.0f;
@ -60,7 +64,7 @@ public class Circle
Speed += (rectangleSpeedInMetersPerSecond - Speed) * (overlap / 100.0f) * timeStepInSeconds; Speed += (rectangleSpeedInMetersPerSecond - Speed) * (overlap / 100.0f) * timeStepInSeconds;
} }
Angle = rectangle.Angle; AngleofMovement = rectangle.Angle;
} }
} }
@ -100,11 +104,11 @@ public class Circle
float impactAngle = CalculateImpactAngle(this, line); float impactAngle = CalculateImpactAngle(this, line);
if (impactAngle < 85) if (impactAngle < 85)
{ {
Angle = line.Angle; AngleofMovement = line.Angle;
} }
else if (impactAngle > 95) else if (impactAngle > 95)
{ {
Angle = line.Angle + 180; // Movimiento contrario AngleofMovement = line.Angle + 180; // Movimiento contrario
} }
else else
{ {
@ -114,7 +118,7 @@ public class Circle
} }
// Calcular nueva posición // Calcular nueva posición
Vector2 direction = new Vector2((float)Math.Cos(Angle * Math.PI / 180), (float)Math.Sin(Angle * Math.PI / 180)); Vector2 direction = new Vector2((float)Math.Cos(AngleofMovement * Math.PI / 180), (float)Math.Sin(AngleofMovement * Math.PI / 180));
Vector2 velocity = direction * Speed * timeStepInSeconds; Vector2 velocity = direction * Speed * timeStepInSeconds;
position += velocity; position += velocity;
} }
@ -180,7 +184,7 @@ public class Circle
private float CalculateImpactAngle(Circle circle, Line line) private float CalculateImpactAngle(Circle circle, Line line)
{ {
Vector2 movementDirection = new Vector2((float)Math.Cos(circle.Angle * Math.PI / 180), (float)Math.Sin(circle.Angle * Math.PI / 180)); Vector2 movementDirection = new Vector2((float)Math.Cos(circle.AngleofMovement * Math.PI / 180), (float)Math.Sin(circle.AngleofMovement * Math.PI / 180));
Vector2 lineDirection = line.end - line.start; Vector2 lineDirection = line.end - line.start;
Vector2 lineNormal = new Vector2(-lineDirection.Y, lineDirection.X); // Rotar 90 grados para obtener normal Vector2 lineNormal = new Vector2(-lineDirection.Y, lineDirection.X); // Rotar 90 grados para obtener normal
lineNormal = Vector2.Normalize(lineNormal); lineNormal = Vector2.Normalize(lineNormal);
@ -193,68 +197,58 @@ public class Circle
return angle < 90 ? 90 - angle : angle - 90; return angle < 90 ? 90 - angle : angle - 90;
} }
public float CalculateOverlapPercentage(Circle circle, Rectangle rectangle) public static float CalculateOverlapPercentage(Circle circle, Rectangle rectangle)
{ {
// Convertir ángulo del rectángulo de grados a radianes // Convertir el círculo en un cuadrado aproximado.
float angleRadians = (float)(rectangle.Angle * Math.PI / 180); float squareSide = circle.Diameter / (float)Math.Sqrt(Math.PI);
RotatedRect square = new RotatedRect(
// Centro del círculo new Point2f(circle.Left + circle.Diameter / 2, circle.Top + circle.Diameter / 2),
Vector2 circleCenter = new Vector2(circle.Left + circle.Diameter / 2, circle.Top + circle.Diameter / 2); new Size2f(squareSide, squareSide),
float radius = circle.Diameter / 2; 0 // Sin rotación
// Pivot del rectángulo es el Top Left
Vector2 rectPivot = new Vector2(rectangle.Left, rectangle.Top);
// Rotar el centro del círculo respecto al pivote del rectángulo
Vector2 rotatedCircleCenter = RotatePoint(circleCenter, rectPivot, -angleRadians);
// Comprobar si el círculo rotado intersecta con el rectángulo alineado
// Rectángulo "alineado" asume que después de rotar el círculo, el rectángulo se comporta como si estuviera alineado con los ejes
if (IsCircleRectangleIntersecting(rotatedCircleCenter, radius, rectPivot, rectangle.Length, rectangle.Width))
{
float overlapArea = EstimateOverlapArea(rotatedCircleCenter, radius, rectPivot, rectangle.Length, rectangle.Width);
float circleArea = (float)(Math.PI * radius * radius);
return (overlapArea / circleArea) * 100;
}
return 0;
}
private bool IsCircleRectangleIntersecting(Vector2 circleCenter, float radius, Vector2 rectTopLeft, float length, float width)
{
float closestX = Math.Max(rectTopLeft.X, Math.Min(circleCenter.X, rectTopLeft.X + length));
float closestY = Math.Max(rectTopLeft.Y, Math.Min(circleCenter.Y, rectTopLeft.Y + width));
float distanceX = circleCenter.X - closestX;
float distanceY = circleCenter.Y - closestY;
return (distanceX * distanceX + distanceY * distanceY) < (radius * radius);
}
private float EstimateOverlapArea(Vector2 circleCenter, float radius, Vector2 rectCenter, float length, float width)
{
// Esto es un placeholder: el cálculo real requiere un algoritmo geométrico complejo
// Puedes retornar una estimación basada en proporciones o usar una librería geométrica
return (float) (radius * radius * Math.PI * 0.25f); // Asumiendo un solapamiento del 25% como placeholder
}
private Vector2 RotatePoint(Vector2 point, Vector2 pivot, float angle)
{
float cosTheta = (float)Math.Cos(angle);
float sinTheta = (float)Math.Sin(angle);
// Ajustar punto por pivot antes de aplicar rotación
Vector2 translatedPoint = new Vector2(point.X - pivot.X, point.Y - pivot.Y);
// Rotar el punto
Vector2 rotatedPoint = new Vector2(
translatedPoint.X * cosTheta - translatedPoint.Y * sinTheta,
translatedPoint.X * sinTheta + translatedPoint.Y * cosTheta
); );
// Traducir el punto de vuelta
return new Vector2(rotatedPoint.X + pivot.X, rotatedPoint.Y + pivot.Y); // Ajustamos el rectángulo para que se considere rotado desde el centro, pero calculado desde Top-Left
RotatedRect rotatedRectangle = CreateRotatedRectFromTopLeft(rectangle);
// Usar OpenCV para encontrar la intersección.
using (var mat = new Mat())
{
var result = Cv2.RotatedRectangleIntersection(square, rotatedRectangle, mat);
if (result != RectanglesIntersectTypes.None)
{
// Calcular el área de la intersección
float intersectionArea = (float) Cv2.ContourArea(mat);
float circleArea = (float)(Math.PI * Math.Pow(circle.Diameter / 2, 2));
return (intersectionArea / circleArea) * 100;
} }
}
return 0; // No hay intersección
}
public static RotatedRect CreateRotatedRectFromTopLeft(Rectangle rectangle)
{
// El punto de pivote es Top-Left, calculamos el centro sin rotar
float originalCenterX = rectangle.Left + rectangle.Length / 2.0f;
float originalCenterY = rectangle.Top + rectangle.Width / 2.0f;
// Convertimos el ángulo a radianes para la rotación
float angleRadians = rectangle.Angle * (float)Math.PI / 180;
// Calcular las nuevas coordenadas del centro después de la rotación
float rotatedCenterX = rectangle.Left + (originalCenterX - rectangle.Left) * (float)Math.Cos(angleRadians) - (originalCenterY - rectangle.Top) * (float)Math.Sin(angleRadians);
float rotatedCenterY = rectangle.Top + (originalCenterX - rectangle.Left) * (float)Math.Sin(angleRadians) + (originalCenterY - rectangle.Top) * (float)Math.Cos(angleRadians);
// Crear el RotatedRect con el nuevo centro y el tamaño original
RotatedRect rotatedRect = new RotatedRect(
new Point2f(rotatedCenterX, rotatedCenterY),
new Size2f(rectangle.Length, rectangle.Width),
rectangle.Angle
);
return rotatedRect;
}
} }
@ -324,6 +318,21 @@ public class Line
} }
} }
public class Square
{
public float Left { get; set; }
public float Top { get; set; }
public float Size { get; set; } // 'Size' es la longitud de un lado del cuadrado
public Square(float left, float top, float size)
{
Left = left;
Top = top;
Size = size;
}
}
// Clase principal que gestiona la simulación // Clase principal que gestiona la simulación
public class SimulationManager public class SimulationManager