Beispiel #1
0
        private Node CreateNode(Stream mdlStream, Stream mdxStream, Node parent)
        {
            byte[] buffer = new byte[2];
            mdlStream.Read(buffer, 0, 2);

            Node.Type nodeType = (Node.Type)BitConverter.ToUInt16(buffer, 0);

            Node node;

            if ((nodeType & Node.Type.Saber) == Node.Type.Saber)
            {
                node = new SaberNode(mdlStream, mdxStream, nodeType, this);
            }
            else if ((nodeType & Node.Type.Skin) == Node.Type.Skin)
            {
                node = new SkinnedMeshNode(mdlStream, mdxStream, nodeType, this);
            }
            else if ((nodeType & Node.Type.Mesh) == Node.Type.Mesh)
            {
                node = new MeshNode(mdlStream, mdxStream, nodeType, this);
            }
            else if ((nodeType & Node.Type.Light) == Node.Type.Light)
            {
                node = new LightNode(mdlStream, mdxStream, nodeType, this);
            }
            else
            {
                node = new Node(mdlStream, mdxStream, nodeType, this);
            }

            node.parent = parent;
            return(node);
        }
Beispiel #2
0
        /// <summary>
        /// Creates nodes for the vertices of an obstacle. Remember it's an inverted Y axis.
        /// </summary>
        /// <param name="obstacle"></param>
        /// <param name="obstacleType"></param>
        /// <returns></returns>
        private void createNodesForObstacle(ObstacleRepresentation obstacle, Node.Type obstacleType)
        {
            List <Point> corners = new List <Point>();

            // Make the 'corners' with just a little bit of offset, so that walkable line works fine
            Point upLeftCorner    = new Point((int)(obstacle.X - obstacle.Width / 2) - 1, (int)(obstacle.Y - obstacle.Height / 2) - 1);
            Point upRightCorner   = new Point((int)(obstacle.X + obstacle.Width / 2) + 1, (int)(obstacle.Y - obstacle.Height / 2) - 1);
            Point downLeftCorner  = new Point((int)(obstacle.X - obstacle.Width / 2) - 1, (int)(obstacle.Y + obstacle.Height / 2) + 1);
            Point downRightCorner = new Point((int)(obstacle.X + obstacle.Width / 2) + 1, (int)(obstacle.Y + obstacle.Height / 2) + 1);

            corners.Add(upLeftCorner);
            corners.Add(upRightCorner);
            corners.Add(downLeftCorner);
            corners.Add(downRightCorner);

            for (int i = 0; i < corners.Count; i++)
            {
                Point currentCorner = corners[i];

                if (this.matrix.inBounds(currentCorner))
                {
                    Node node = new Node(currentCorner.X, currentCorner.Y, obstacleType);
                    this.addNode(node);
                }
            }
        }
Beispiel #3
0
        private int ParseFRule(Node fruleNode, int currentRule, Dictionary <string, List <Node> > vars)
        {
            Node.Type   type = fruleNode.GetNodeType();
            List <Node> children, grandchildren;
            string      varName;

            switch (type)
            {
            case (Node.Type.TSRULE):
                children = fruleNode.GetChildren();
                varName  = ParseString(children [0]);
                if (vars.ContainsKey(varName))
                {
                    throw new CloudMakefile.ParseException("There should not be two variables with the same name " +
                                                           "within the same rule.");
                }
                grandchildren = children [1].GetChildren();
                for (int i = 0; i < grandchildren.Count; i++)
                {
                    if (grandchildren [i].GetNodeType() != Node.Type.TSEQUENCE)
                    {
                        throw new CloudMakefile.ParseException("TSRULE type should only have TSEQUENCE types after " +
                                                               "TVAR type.");
                    }
                }
                vars.Add(varName, grandchildren);
                return(ParseFRule(children [2], currentRule, vars));

            case (Node.Type.TNRULE):
                children = fruleNode.GetChildren();
                varName  = ParseString(children [0]);
                if (vars.ContainsKey(varName))
                {
                    throw new CloudMakefile.ParseException("There should not be two variables with the same name " +
                                                           "within the same rule.");
                }
                grandchildren = children [1].GetChildren();
                if ((grandchildren.Count != 2) || (grandchildren [0].GetNodeType() != Node.Type.TSEQUENCE) ||
                    (grandchildren [1].GetNodeType() != Node.Type.TSEQUENCE))
                {
                    throw new CloudMakefile.ParseException("TNRULE should have two children under TSEQUENCE TYPE.");
                }

                int start = ParseInt(grandchildren [0]);
                int end   = ParseInt(grandchildren [1]);

                vars.Add(varName, new List <Node> ());
                for (int i = start; i <= end; i++)
                {
                    vars [varName].Add(MakeNodeFromInt(i));
                }
                return(ParseFRule(children [2], currentRule, vars));

            case (Node.Type.TRULE):
                return(ParseMultipleRule(fruleNode, currentRule, vars));

            default:
                throw new CloudMakefile.ParseException("The rule must be of type TSRULE, TNRULE or TRULE.");
            }
        }
    public Node GetNearestFreeNodeOfType(Node.Type type, Vector3 position)
    {
        List <Node> nodes = new List <Node>();

        root.GetFreeNodesOfType(type, ref nodes);

        if (nodes.Count == 0)
        {
            return(null);
        }

        return(nodes.OrderBy(n => (n.transform.position - position).sqrMagnitude).First());
    }
    public bool PlotPathToNodeType(Node.Type type, Node currentNode, ref Queue <Node> path, bool isMoving)
    {
        bool removeFirstElement = !isMoving;

        if (isMoving)
        {
            Node node;
            do
            {
                node = path.Dequeue();
                // TODO remove "turn at next node" behaviour in case of 180° turn!
                removeFirstElement |= node.HasChild(currentNode);
            }while (path.Count > 0);
            node.Vacate();
        }
        else
        {
            path.Clear();
        }

        // makes most sense to measure from the midpoint or there will be weird moves
        Node endPoint = GetNearestFreeNodeOfType(type, root.transform.position);

        Debug.LogFormat("Endpoint is {0}", (endPoint ? endPoint.name : "null"));

        if (!endPoint)
        {
            return(false);
        }
        endPoint.Reserve();
        currentNode.GetPathToRoot(ref path);
        // remove start node if not moving
        if (removeFirstElement)
        {
            path.Dequeue();
        }

        Stack <Node> fromRoot = new Stack <Node>();

        endPoint.GetPathToRootReversed(ref fromRoot);
        fromRoot.Pop();
        while (fromRoot.Count > 0)
        {
            path.Enqueue(fromRoot.Pop());
        }

        Debug.LogFormat("Path has {0} nodes!", path.Count);

        return(true);
    }
Beispiel #6
0
    public bool TryMoveTo(Node.Type type)
    {
        if (node && type == node.GetNodeType())
        {
            return(true);
        }

        if (office.PlotPathToNodeType(type, node, ref path, isMoving))
        {
            // remove
            node.Vacate();
            return(true);
        }
        return(false);
    }
    public void SetNode(Node node, Node.Type nodeType)
    // public void SetNode(Coords nodeCoords, NodeType nodeType)
    {
        // Set the node accordingly
        node.type = nodeType;

        // Remove this node from its neighbors' lists of closed neighbors, if setting to open
        if (Node.Type.Path == nodeType || Node.Type.Room == nodeType)
        {
            // Add this node to the set of nodes with closed neighbors if not already there
            // This method should only get called by GeneratePath once at maximum per node
            if (Node.Type.Path == nodeType && node.closedNeighbors.Count > 0)
            {
                if (!Node.pathsWithClosedNeighbor.ContainsKey(node.index))
                {
                    Node.pathsWithClosedNeighbor.Add(node.index, node);
                }
            }

            // Removing node from neighbors' closedNeighbors
            foreach (Coords.Direction neighborDirection in node.neighbors)
            {
                // Get the neighboring node in each neighboring direction
                Coords neighborCoords = Coords.Displaced(node.coords, neighborDirection);
                Node   neighbor       = Node.nodes [Node.GetIndex(neighborCoords)];

                if (neighbor.closedNeighbors.Count > 0)
                {
                    // Remove the originating node from the neighbors' closedNeighbors lists
                    Coords.Direction inverseDirection = Coords.Inverse(neighborDirection);
                    if (neighbor.closedNeighbors.Contains(inverseDirection))
                    {
                        neighbor.closedNeighbors.Remove(inverseDirection);

                        // If no more closed neighbors, remove this node from the global list
                        if (0 == neighbor.closedNeighbors.Count)
                        {
                            Node.pathsWithClosedNeighbor.Remove(Node.GetIndex(neighbor.coords));
                        }
                    }
                }
            }
        }
    }
Beispiel #8
0
    void ParseRelations(XmlNode node)
    {
        if (node.Name == "state" ||
            node.Name == "parallel" ||
            node.Name == "pseudo")
        {
            var state_name = node.Attributes["id"].Value;
            int index      = name_to_node[state_name];

            // Superstate
            int superstate = index == 0 ? -1 : name_to_node[node.ParentNode.Attributes["id"].Value];

            // Components
            int components_start = relations.Count;
            foreach (XmlNode n in node.ChildNodes)
            {
                if (n.Name == "state" || n.Name == "parallel")
                {
                    if (n.Attributes["id"] == null)
                    {
                        Debug.LogError("Attribute \"id\" missing in node " + node);
                    }
                    var comp_name = n.Attributes["id"].Value;
                    relations.Add(name_to_node[comp_name]);
                }
            }

            // Data (default state)
            int data = 0;

            // Type
            Node.Type type = Node.Type.Error;
            if (components_start == relations.Count)
            {
                if (node.Name == "state")
                {
                    type = Node.Type.Basic;
                }
                else if (node.Name == "pseudo")
                {
                    type = Node.Type.Pseudo;
                }
            }
            else
            {
                if (node.Name == "state")
                {
                    type = Node.Type.Compound;

                    if (node.Attributes["initial"] == null)
                    {
                        Debug.LogError("Missing default state of " + state_name + " in " + scxml.name);
                    }
                    if (!name_to_node.TryGetValue(node.Attributes["initial"].Value, out data))
                    {
                        Debug.LogError("The default state of " + state_name + " in " + scxml.name + " does not exist.");
                    }
                }
                else if (node.Name == "parallel")
                {
                    type = Node.Type.Parallel;
                }
            }

            // Name
            if (superstate >= 0)
            {
                node_to_name.Add(node_to_name[superstate] + "." + state_name);
            }
            else
            {
                node_to_name.Add(state_name);
            }
            name_to_node[node_to_name[index]] = index;

            nodes[index] = new Node(type, superstate, components_start, data, 0);

            foreach (XmlNode n in node.ChildNodes)
            {
                ParseRelations(n);
            }
        }
        else if (node.Name == "transition")
        {
        }
        else
        {
            Debug.LogError("Error: Unsupported XML name in statechart document: \"" + node.Name + "\"");
        }
    }
Beispiel #9
0
    public void GenerateGrid()
    {
        grid = new Node[(int)size_x, (int)size_y];

        for (int i = 0; i < size_x; i++)
        {
            for (int j = 0; j < size_y; j++)
            {
                Vector3 nodePosition      = new Vector3(node_size * 0.5f + i * node_size - size_x / 2 * node_size, 0, node_size * 0.5f + j * node_size - size_y / 2 * node_size);
                Vector3 worldNodePosition = transform.position + nodePosition;

                Collider[] colliders = Physics.OverlapSphere(worldNodePosition, node_size * 0.2f);

                Node.Type objectType    = Node.Type.water;
                bool      isTransitable = false;

                for (int k = 0; k < colliders.Length; k++)
                {
                    if (colliders[k].tag == "Island")
                    {
                        objectType    = Node.Type.floor;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Tree")
                    {
                        objectType    = Node.Type.tree;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Rock")
                    {
                        objectType    = Node.Type.rock;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Enemy")
                    {
                        objectType    = Node.Type.enemy;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Decoration")
                    {
                        objectType    = Node.Type.decoration;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Village")
                    {
                        objectType    = Node.Type.village;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Shore")
                    {
                        objectType    = Node.Type.shore;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Entry")
                    {
                        objectType    = Node.Type.entry;
                        isTransitable = true;
                    }
                    if (colliders[k].tag == "Exit")
                    {
                        objectType    = Node.Type.exit;
                        isTransitable = true;
                    }
                }

                grid[i, j] = new Node(i, j, node_size, worldNodePosition, objectType, isTransitable);
            }
        }
    }
Beispiel #10
0
    //Aggiunge un nodo al grafo
    private void addNode(int nodeNumber, int roomNumber, Vector2 coordinates, Node.Type type)
    {
        Node node = new Node(nodeNumber, roomNumber, coordinates, type);

        addNode(node);
    }
Beispiel #11
0
    public void AddIntersection(Node node, Road road1, Road road2, Segment seg1 = null, Segment seg2 = null, bool coerce = false, Node.Type type = Node.Type.turn)
    {
        UpdatedIntersectionPositions.Add(node.pos());
        if (type == Node.Type.intersection && CheckForIntersection(node.pos()))
        {
            return;
        }
        //Intersection intersection = Instantiate(intersectionPrefab, transform);

        //intersection.transform.position = node.pos();
        node.transform.name = road1.roadName + " and " + road2.roadName;
        //intersection.transform.parent = node.transform;
        nodes.Add(node);
        if (!road1.nodes.Contains(node))
        {
            road1.nodes.Add(node);
        }
        if (!road2.nodes.Contains(node))
        {
            road2.nodes.Add(node);
        }
        if (seg1 != null)
        {
            seg1.AddIntersection(node);
        }
        if (seg2 != null)
        {
            seg2.AddIntersection(node);
        }
        if (seg1 != null && seg2 != null)
        {
            node.Init(new List <Segment> {
                seg1, seg2
            });
        }
        else
        {
            node.Init();
        }
    }
 List <Node> FindAdjacent(Node head, List <Node> found, Node[,] nodes, Vector2[] directions, Node.Type type)
 {
     if (!head.visited)
     {
         head.visited = true;
         found.Add(head);
         foreach (Vector2 dir in directions)
         {
             Node child = nodes[(int)(head.position.x + dir.x), (int)(head.position.y + dir.y)];
             if (child != null && !child.visited && child.nodeType == type)
             {
                 FindAdjacent(child, found, nodes, directions, type);
             }
         }
     }
     return(found);
 }