Ejemplo n.º 1
0
    void DrawFieldOfView()
    {
        var stepCount     = Mathf.RoundToInt(viewAngle * meshResolution);
        var stepAngleSize = viewAngle / stepCount;
        var viewPoints    = new List <Vector3> ();
        var oldViewCast   = new ViewCastInfo();

        for (var i = 0; i <= stepCount; i++)
        {
            var angle       = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i;
            var newViewCast = ViewCastInfo.GetViewCast(transform, angle, viewRadius, obstacleMask);

            if (i > 0)
            {
                var edgeDstThresholdExceeded = Mathf.Abs(oldViewCast.distance - newViewCast.distance) > edgeDstThreshold;
                if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded))
                {
                    var edge = EdgeInfo.FindEdge(transform, oldViewCast, newViewCast, viewRadius, edgeResolveIterations, edgeDstThreshold, obstacleMask);
                    if (edge.pointA != Vector3.zero)
                    {
                        viewPoints.Add(edge.pointA);
                    }
                    if (edge.pointB != Vector3.zero)
                    {
                        viewPoints.Add(edge.pointB);
                    }
                }
            }
            viewPoints.Add(newViewCast.point);
            oldViewCast = newViewCast;
        }

        var vertexCount = viewPoints.Count + 1;
        var vertices    = new Vector3[vertexCount];
        var triangles   = new int[(vertexCount - 2) * 3];

        vertices[0] = Vector3.zero;
        for (var i = 0; i < vertexCount - 1; i++)
        {
            vertices[i + 1] = transform.InverseTransformPoint(viewPoints[i]) + Vector3.forward * maskCutawayDst;

            if (i < vertexCount - 2)
            {
                triangles[i * 3]     = 0;
                triangles[i * 3 + 1] = i + 1;
                triangles[i * 3 + 2] = i + 2;
            }
        }

        viewMesh.Clear();

        viewMesh.vertices  = vertices;
        viewMesh.triangles = triangles;
        viewMesh.RecalculateNormals();
    }