IsClockwise() public static method

public static IsClockwise ( Int3 a, Int3 b, Int3 c ) : bool
a Int3
b Int3
c Int3
return bool
Ejemplo n.º 1
0
 /** Returns if the point is inside the node in XZ space */
 public bool ContainsPoint(MeshNode node, Vector3 pos)
 {
     if (Polygon.IsClockwise((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], pos) && Polygon.IsClockwise((Vector3)vertices[node.v2], (Vector3)vertices[node.v3], pos) && Polygon.IsClockwise((Vector3)vertices[node.v3], (Vector3)vertices[node.v1], pos))
     {
         return(true);
     }
     return(false);
 }
Ejemplo n.º 2
0
        void CalculateMeshContour()
        {
            if (mesh == null)
            {
                return;
            }

            edges.Clear();
            pointers.Clear();

            Vector3[] verts = mesh.vertices;
            int[]     tris  = mesh.triangles;
            for (int i = 0; i < tris.Length; i += 3)
            {
                // Make sure it is clockwise
                if (Polygon.IsClockwise(verts[tris[i + 0]], verts[tris[i + 1]], verts[tris[i + 2]]))
                {
                    int tmp = tris[i + 0];
                    tris[i + 0] = tris[i + 2];
                    tris[i + 2] = tmp;
                }

                edges[new Pathfinding.Int2(tris[i + 0], tris[i + 1])] = i;
                edges[new Pathfinding.Int2(tris[i + 1], tris[i + 2])] = i;
                edges[new Pathfinding.Int2(tris[i + 2], tris[i + 0])] = i;
            }

            for (int i = 0; i < tris.Length; i += 3)
            {
                for (int j = 0; j < 3; j++)
                {
                    if (!edges.ContainsKey(new Pathfinding.Int2(tris[i + ((j + 1) % 3)], tris[i + ((j + 0) % 3)])))
                    {
                        pointers[tris[i + ((j + 0) % 3)]] = tris[i + ((j + 1) % 3)];
                    }
                }
            }

            List <Vector3[]> contourBuffer = new List <Vector3[]>();

            List <Vector3> buffer = Pathfinding.Util.ListPool <Vector3> .Claim();

            for (int i = 0; i < verts.Length; i++)
            {
                if (pointers.ContainsKey(i))
                {
                    buffer.Clear();

                    int s = i;
                    do
                    {
                        int tmp = pointers[s];

                        //This path has been taken before
                        if (tmp == -1)
                        {
                            break;
                        }

                        pointers[s] = -1;
                        buffer.Add(verts[s]);
                        //Debug.Log ("From " + s + " to " + tmp);
                        s = tmp;

                        if (s == -1)
                        {
                            Debug.LogError("Invalid Mesh '" + mesh.name + " in " + gameObject.name);
                            break;
                        }
                    } while (s != i);

                    if (buffer.Count > 0)
                    {
                        contourBuffer.Add(buffer.ToArray());
                    }
                }
            }


            Pathfinding.Util.ListPool <Vector3> .Release(buffer);

            contours = contourBuffer.ToArray();
        }
Ejemplo n.º 3
0
        private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices)
        {
            if (vectorVertices.Length == 0 || triangles.Length == 0)
            {
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                this.nodes       = new TriangleMeshNode[0];
                return;
            }
            vertices = new Int3[vectorVertices.Length];
            int num = 0;

            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] = (Int3)this.matrix.MultiplyPoint3x4(vectorVertices[i]);
            }
            Dictionary <Int3, int> dictionary = new Dictionary <Int3, int>();

            int[] array = new int[vertices.Length];
            for (int j = 0; j < vertices.Length; j++)
            {
                if (!dictionary.ContainsKey(vertices[j]))
                {
                    array[num] = j;
                    dictionary.Add(vertices[j], num);
                    num++;
                }
            }
            for (int k = 0; k < triangles.Length; k++)
            {
                Int3 key = vertices[triangles[k]];
                triangles[k] = dictionary[key];
            }
            Int3[] array2 = vertices;
            vertices         = new Int3[num];
            originalVertices = new Vector3[num];
            for (int l = 0; l < num; l++)
            {
                vertices[l]         = array2[array[l]];
                originalVertices[l] = vectorVertices[array[l]];
            }
            this.nodes = new TriangleMeshNode[triangles.Length / 3];
            int graphIndex = this.active.astarData.GetGraphIndex(this);

            for (int m = 0; m < this.nodes.Length; m++)
            {
                this.nodes[m] = new TriangleMeshNode(this.active);
                TriangleMeshNode triangleMeshNode = this.nodes[m];
                triangleMeshNode.GraphIndex = (uint)graphIndex;
                triangleMeshNode.Penalty    = this.initialPenalty;
                triangleMeshNode.Walkable   = true;
                triangleMeshNode.v0         = triangles[m * 3];
                triangleMeshNode.v1         = triangles[m * 3 + 1];
                triangleMeshNode.v2         = triangles[m * 3 + 2];
                if (!Polygon.IsClockwise(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
                {
                    int v = triangleMeshNode.v0;
                    triangleMeshNode.v0 = triangleMeshNode.v2;
                    triangleMeshNode.v2 = v;
                }
                if (Polygon.IsColinear(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
                {
                    Debug.DrawLine((Vector3)vertices[triangleMeshNode.v0], (Vector3)vertices[triangleMeshNode.v1], Color.red);
                    Debug.DrawLine((Vector3)vertices[triangleMeshNode.v1], (Vector3)vertices[triangleMeshNode.v2], Color.red);
                    Debug.DrawLine((Vector3)vertices[triangleMeshNode.v2], (Vector3)vertices[triangleMeshNode.v0], Color.red);
                }
                triangleMeshNode.UpdatePositionFromVertices();
            }
            Dictionary <Int2, TriangleMeshNode> dictionary2 = new Dictionary <Int2, TriangleMeshNode>();
            int n    = 0;
            int num2 = 0;

            while (n < triangles.Length)
            {
                dictionary2[new Int2(triangles[n], triangles[n + 1])]     = this.nodes[num2];
                dictionary2[new Int2(triangles[n + 1], triangles[n + 2])] = this.nodes[num2];
                dictionary2[new Int2(triangles[n + 2], triangles[n])]     = this.nodes[num2];
                num2++;
                n += 3;
            }
            List <MeshNode> list  = new List <MeshNode>();
            List <uint>     list2 = new List <uint>();
            int             num3  = 0;
            int             num4  = 0;

            while (num3 < triangles.Length)
            {
                list.Clear();
                list2.Clear();
                TriangleMeshNode triangleMeshNode2 = this.nodes[num4];
                for (int num5 = 0; num5 < 3; num5++)
                {
                    TriangleMeshNode triangleMeshNode3;
                    if (dictionary2.TryGetValue(new Int2(triangles[num3 + (num5 + 1) % 3], triangles[num3 + num5]), out triangleMeshNode3))
                    {
                        list.Add(triangleMeshNode3);
                        list2.Add((uint)(triangleMeshNode2.position - triangleMeshNode3.position).costMagnitude);
                    }
                }
                triangleMeshNode2.connections     = list.ToArray();
                triangleMeshNode2.connectionCosts = list2.ToArray();
                num4++;
                num3 += 3;
            }
            NavMeshGraph.RebuildBBTree(this);
        }
Ejemplo n.º 4
0
 public bool ContainsPoint(TriangleMeshNode node, Vector3 pos)
 {
     return(Polygon.IsClockwise((Vector3)this.vertices[node.v0], (Vector3)this.vertices[node.v1], pos) && Polygon.IsClockwise((Vector3)this.vertices[node.v1], (Vector3)this.vertices[node.v2], pos) && Polygon.IsClockwise((Vector3)this.vertices[node.v2], (Vector3)this.vertices[node.v0], pos));
 }
Ejemplo n.º 5
0
        private void CalculateMeshContour()
        {
            if (this.mesh == null)
            {
                return;
            }
            NavmeshCut.edges.Clear();
            NavmeshCut.pointers.Clear();
            Vector3[] vertices  = this.mesh.vertices;
            int[]     triangles = this.mesh.triangles;
            for (int i = 0; i < triangles.Length; i += 3)
            {
                if (Polygon.IsClockwise(vertices[triangles[i]], vertices[triangles[i + 1]], vertices[triangles[i + 2]]))
                {
                    int num = triangles[i];
                    triangles[i]     = triangles[i + 2];
                    triangles[i + 2] = num;
                }
                NavmeshCut.edges.set_Item(new VInt2(triangles[i], triangles[i + 1]), i);
                NavmeshCut.edges.set_Item(new VInt2(triangles[i + 1], triangles[i + 2]), i);
                NavmeshCut.edges.set_Item(new VInt2(triangles[i + 2], triangles[i]), i);
            }
            for (int j = 0; j < triangles.Length; j += 3)
            {
                for (int k = 0; k < 3; k++)
                {
                    if (!NavmeshCut.edges.ContainsKey(new VInt2(triangles[j + (k + 1) % 3], triangles[j + k % 3])))
                    {
                        NavmeshCut.pointers.set_Item(triangles[j + k % 3], triangles[j + (k + 1) % 3]);
                    }
                }
            }
            ListLinqView <Vector3[]> listLinqView = new ListLinqView <Vector3[]>();
            List <Vector3>           list         = ListPool <Vector3> .Claim();

            for (int l = 0; l < vertices.Length; l++)
            {
                if (NavmeshCut.pointers.ContainsKey(l))
                {
                    list.Clear();
                    int num2 = l;
                    do
                    {
                        int num3 = NavmeshCut.pointers.get_Item(num2);
                        if (num3 == -1)
                        {
                            break;
                        }
                        NavmeshCut.pointers.set_Item(num2, -1);
                        list.Add(vertices[num2]);
                        num2 = num3;
                        if (num2 == -1)
                        {
                            goto Block_9;
                        }
                    }while (num2 != l);
IL_1E2:
                    if (list.get_Count() > 0)
                    {
                        listLinqView.Add(list.ToArray());
                        goto IL_236;
                    }
                    goto IL_236;
Block_9:
                    Debug.LogError("Invalid Mesh '" + this.mesh.name + " in " + base.gameObject.name);
                    goto IL_1E2;
                }
                IL_236 :;
            }
            ListPool <Vector3> .Release(list);

            this.contours = listLinqView.ToArray();
        }
Ejemplo n.º 6
0
        /** Generates a navmesh. Based on the supplied vertices and triangles. Memory usage is about O(n) */
        void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices)
        {
            Profiler.BeginSample("Init");

            if (vectorVertices.Length == 0 || triangles.Length == 0)
            {
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                //graph.CreateNodes (0);
                nodes = new TriangleMeshNode[0];
                return;
            }

            vertices = new Int3[vectorVertices.Length];

            int c = 0;

            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] = (Int3)matrix.MultiplyPoint3x4(vectorVertices[i]);
            }

            var hashedVerts = new Dictionary <Int3, int> ();

            var newVertices = new int[vertices.Length];

            Profiler.EndSample();
            Profiler.BeginSample("Hashing");

            for (int i = 0; i < vertices.Length; i++)
            {
                if (!hashedVerts.ContainsKey(vertices[i]))
                {
                    newVertices[c] = i;
                    hashedVerts.Add(vertices[i], c);
                    c++;
                }
            }

            for (int x = 0; x < triangles.Length; x++)
            {
                Int3 vertex = vertices[triangles[x]];

                triangles[x] = hashedVerts[vertex];
            }

            Int3[] totalIntVertices = vertices;
            vertices         = new Int3[c];
            originalVertices = new Vector3[c];
            for (int i = 0; i < c; i++)
            {
                vertices[i]         = totalIntVertices[newVertices[i]];
                originalVertices[i] = vectorVertices[newVertices[i]];
            }

            Profiler.EndSample();
            Profiler.BeginSample("Constructing Nodes");

            nodes = new TriangleMeshNode[triangles.Length / 3];

            int graphIndex = active.astarData.GetGraphIndex(this);

            // Does not have to set this, it is set in ScanInternal
            //TriangleMeshNode.SetNavmeshHolder ((int)graphIndex,this);

            for (int i = 0; i < nodes.Length; i++)
            {
                nodes[i] = new TriangleMeshNode(active);
                TriangleMeshNode node = nodes[i];                //new MeshNode ();

                node.GraphIndex = (uint)graphIndex;
                node.Penalty    = initialPenalty;
                node.Walkable   = true;


                node.v0 = triangles[i * 3];
                node.v1 = triangles[i * 3 + 1];
                node.v2 = triangles[i * 3 + 2];

                if (!Polygon.IsClockwise(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
                {
                    //Debug.DrawLine (vertices[node.v0],vertices[node.v1],Color.red);
                    //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.red);
                    //Debug.DrawLine (vertices[node.v2],vertices[node.v0],Color.red);

                    int tmp = node.v0;
                    node.v0 = node.v2;
                    node.v2 = tmp;
                }

                if (Polygon.IsColinear(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
                {
                    Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red);
                }

                // Make sure position is correctly set
                node.UpdatePositionFromVertices();
            }

            Profiler.EndSample();

            var sides = new Dictionary <Int2, TriangleMeshNode>();

            for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3)
            {
                sides[new Int2(triangles[i + 0], triangles[i + 1])] = nodes[j];
                sides[new Int2(triangles[i + 1], triangles[i + 2])] = nodes[j];
                sides[new Int2(triangles[i + 2], triangles[i + 0])] = nodes[j];
            }

            Profiler.BeginSample("Connecting Nodes");

            var connections     = new List <MeshNode> ();
            var connectionCosts = new List <uint> ();

            for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3)
            {
                connections.Clear();
                connectionCosts.Clear();

                TriangleMeshNode node = nodes[j];

                for (int q = 0; q < 3; q++)
                {
                    TriangleMeshNode other;
                    if (sides.TryGetValue(new Int2(triangles[i + ((q + 1) % 3)], triangles[i + q]), out other))
                    {
                        connections.Add(other);
                        connectionCosts.Add((uint)(node.position - other.position).costMagnitude);
                    }
                }

                node.connections     = connections.ToArray();
                node.connectionCosts = connectionCosts.ToArray();
            }

            Profiler.EndSample();
            Profiler.BeginSample("Rebuilding BBTree");

            RebuildBBTree(this);

            Profiler.EndSample();

#if ASTARDEBUG
            for (int i = 0; i < nodes.Length; i++)
            {
                TriangleMeshNode node = nodes[i] as TriangleMeshNode;

                float a1 = Polygon.TriangleArea2((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], (Vector3)vertices[node.v2]);

                long a2 = Polygon.TriangleArea2(vertices[node.v0], vertices[node.v1], vertices[node.v2]);
                if (a1 * a2 < 0)
                {
                    Debug.LogError(a1 + " " + a2);
                }


                if (Polygon.IsClockwise(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
                {
                    Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.green);
                    Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.green);
                    Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.green);
                }
                else
                {
                    Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red);
                }
            }
#endif
            //Debug.Log ("Graph Generation - NavMesh - Time to compute graph "+((Time.realtimeSinceStartup-startTime)*1000F).ToString ("0")+"ms");
        }
Ejemplo n.º 7
0
        /** Generates a navmesh. Based on the supplied vertices and triangles. Memory usage is about O(n) */
        public static void GenerateNodes(NavGraph graph, Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices)
        {
            if (!(graph is INavmesh))
            {
                Debug.LogError("The specified graph does not implement interface 'INavmesh'");
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                graph.nodes      = graph.CreateNodes(0);
                return;
            }

            if (vectorVertices.Length == 0 || triangles.Length == 0)
            {
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                graph.nodes      = graph.CreateNodes(0);
                return;
            }

            vertices = new Int3[vectorVertices.Length];

            //Backup the original vertices
            //for (int i=0;i<vectorVertices.Length;i++) {
            //	vectorVertices[i] = graph.matrix.MultiplyPoint (vectorVertices[i]);
            //}

            int c = 0;

            /*int maxX = 0;
             * int maxZ = 0;
             *
             * //Almost infinity
             * int minX = 0xFFFFFFF;
             * int minZ = 0xFFFFFFF;*/

            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] = (Int3)graph.matrix.MultiplyPoint(vectorVertices[i]);

                /*maxX = Mathfx.Max (vertices[i].x, maxX);
                *  maxZ = Mathfx.Max (vertices[i].z, maxZ);
                *  minX = Mathfx.Min (vertices[i].x, minX);
                *  minZ = Mathfx.Min (vertices[i].z, minZ);*/
            }

            //maxX = maxX-minX;
            //maxZ = maxZ-minZ;

            Dictionary <Int3, int> hashedVerts = new Dictionary <Int3, int> ();

            int[] newVertices = new int[vertices.Length];

            for (int i = 0; i < vertices.Length - 1; i++)
            {
                //int hash = Mathfx.ComputeVertexHash (vertices[i].x,vertices[i].y,vertices[i].z);

                //(vertices[i].x-minX)+(vertices[i].z-minX)*maxX+vertices[i].y*maxX*maxZ;
                //if (sortedVertices[i] != sortedVertices[i+1]) {
                if (!hashedVerts.ContainsKey(vertices[i]))
                {
                    newVertices[c] = i;
                    hashedVerts.Add(vertices[i], c);
                    c++;
                }                // else {
                //Debug.Log ("Hash Duplicate "+hash+" "+vertices[i].ToString ());
                //}
            }

            newVertices[c] = vertices.Length - 1;

            //int hash2 = (newVertices[c].x-minX)+(newVertices[c].z-minX)*maxX+newVertices[c].y*maxX*maxZ;
            //int hash2 = Mathfx.ComputeVertexHash (newVertices[c].x,newVertices[c].y,newVertices[c].z);
            if (!hashedVerts.ContainsKey(vertices[newVertices[c]]))
            {
                hashedVerts.Add(vertices[newVertices[c]], c);
                c++;
            }

            for (int x = 0; x < triangles.Length; x++)
            {
                Int3 vertex = vertices[triangles[x]];

                //int hash3 = (vertex.x-minX)+(vertex.z-minX)*maxX+vertex.y*maxX*maxZ;
                //int hash3 = Mathfx.ComputeVertexHash (vertex.x,vertex.y,vertex.z);
                //for (int y=0;y<newVertices.Length;y++) {
                triangles[x] = hashedVerts[vertex];
            }

            /*for (int i=0;i<triangles.Length;i += 3) {
             *
             *      Vector3 offset = Vector3.forward*i*0.01F;
             *      Debug.DrawLine (newVertices[triangles[i]]+offset,newVertices[triangles[i+1]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+1]]+offset,newVertices[triangles[i+2]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+2]]+offset,newVertices[triangles[i]]+offset,Color.blue);
             * }*/

            //Debug.Log ("NavMesh - Old vertice count "+vertices.Length+", new vertice count "+c+" "+maxX+" "+maxZ+" "+maxX*maxZ);

            Int3[] totalIntVertices = vertices;
            vertices         = new Int3[c];
            originalVertices = new Vector3[c];
            for (int i = 0; i < c; i++)
            {
                originalVertices[i] = vectorVertices[newVertices[i]];
                vertices[i]         = totalIntVertices[newVertices[i]];        //(Int3)graph.matrix.MultiplyPoint (vectorVertices[i]);
            }

            Node[] nodes = graph.CreateNodes(triangles.Length / 3);           //new Node[triangles.Length/3];
            graph.nodes = nodes;
            for (int i = 0; i < nodes.Length; i++)
            {
                MeshNode node = (MeshNode)nodes[i];                //new MeshNode ();
                node.walkable = true;

                node.position = (vertices[triangles[i * 3]] + vertices[triangles[i * 3 + 1]] + vertices[triangles[i * 3 + 2]]) / 3F;

                node.v1 = triangles[i * 3];
                node.v2 = triangles[i * 3 + 1];
                node.v3 = triangles[i * 3 + 2];

                if (!Polygon.IsClockwise(vertices[node.v1], vertices[node.v2], vertices[node.v3]))
                {
                    //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.red);
                    //Debug.DrawLine (vertices[node.v2],vertices[node.v3],Color.red);
                    //Debug.DrawLine (vertices[node.v3],vertices[node.v1],Color.red);

                    int tmp = node.v1;
                    node.v1 = node.v3;
                    node.v3 = tmp;
                }

                if (Polygon.IsColinear(vertices[node.v1], vertices[node.v2], vertices[node.v3]))
                {
                    Debug.DrawLine(vertices[node.v1], vertices[node.v2], Color.red);
                    Debug.DrawLine(vertices[node.v2], vertices[node.v3], Color.red);
                    Debug.DrawLine(vertices[node.v3], vertices[node.v1], Color.red);
                }

                nodes[i] = node;
            }

            List <Node> connections     = new List <Node> ();
            List <int>  connectionCosts = new List <int> ();

            int identicalError = 0;

            for (int i = 0; i < triangles.Length; i += 3)
            {
                connections.Clear();
                connectionCosts.Clear();

                //Int3 indices = new Int3(triangles[i],triangles[i+1],triangles[i+2]);

                Node node = nodes[i / 3];

                for (int x = 0; x < triangles.Length; x += 3)
                {
                    if (x == i)
                    {
                        continue;
                    }

                    int count = 0;
                    if (triangles[x] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x] == triangles[i + 2])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i + 2])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i + 2])
                    {
                        count++;
                    }

                    if (count >= 3)
                    {
                        identicalError++;
                        Debug.DrawLine(vertices[triangles[x]], vertices[triangles[x + 1]], Color.red);
                        Debug.DrawLine(vertices[triangles[x]], vertices[triangles[x + 2]], Color.red);
                        Debug.DrawLine(vertices[triangles[x + 2]], vertices[triangles[x + 1]], Color.red);
                    }

                    if (count == 2)
                    {
                        Node other = nodes[x / 3];
                        connections.Add(other);
                        connectionCosts.Add(Mathf.RoundToInt((node.position - other.position).magnitude));
                    }
                }

                node.connections     = connections.ToArray();
                node.connectionCosts = connectionCosts.ToArray();
            }

            if (identicalError > 0)
            {
                Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + identicalError + "\n");
            }
            RebuildBBTree(graph);

            //Debug.Log ("Graph Generation - NavMesh - Time to compute graph "+((Time.realtimeSinceStartup-startTime)*1000F).ToString ("0")+"ms");
        }
Ejemplo n.º 8
0
        public bool RunFunnel(List <VInt3> left, List <VInt3> right, List <VInt3> funnelPath)
        {
            if (left == null)
            {
                throw new ArgumentNullException("left");
            }
            if (right == null)
            {
                throw new ArgumentNullException("right");
            }
            if (funnelPath == null)
            {
                throw new ArgumentNullException("funnelPath");
            }
            if (left.get_Count() != right.get_Count())
            {
                throw new ArgumentException("left and right lists must have equal length");
            }
            if (left.get_Count() <= 3)
            {
                return(false);
            }
            while (left.get_Item(1) == left.get_Item(2) && right.get_Item(1) == right.get_Item(2))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.get_Count() <= 3)
                {
                    return(false);
                }
            }
            VInt3 vInt = left.get_Item(2);

            if (vInt == left.get_Item(1))
            {
                vInt = right.get_Item(2);
            }
            while (Polygon.IsColinear(left.get_Item(0), left.get_Item(1), right.get_Item(1)) || Polygon.Left(left.get_Item(1), right.get_Item(1), vInt) == Polygon.Left(left.get_Item(1), right.get_Item(1), left.get_Item(0)))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.get_Count() <= 3)
                {
                    return(false);
                }
                vInt = left.get_Item(2);
                if (vInt == left.get_Item(1))
                {
                    vInt = right.get_Item(2);
                }
            }
            if (!Polygon.IsClockwise(left.get_Item(0), left.get_Item(1), right.get_Item(1)) && !Polygon.IsColinear(left.get_Item(0), left.get_Item(1), right.get_Item(1)))
            {
                List <VInt3> list = left;
                left  = right;
                right = list;
            }
            funnelPath.Add(left.get_Item(0));
            VInt3 vInt2 = left.get_Item(0);
            VInt3 vInt3 = left.get_Item(1);
            VInt3 vInt4 = right.get_Item(1);
            int   num   = 1;
            int   num2  = 1;
            int   i     = 2;

            while (i < left.get_Count())
            {
                if (funnelPath.get_Count() > 2000)
                {
                    Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths.");
                    break;
                }
                VInt3 vInt5 = left.get_Item(i);
                VInt3 vInt6 = right.get_Item(i);
                if (Polygon.TriangleArea2(vInt2, vInt4, vInt6) < 0L)
                {
                    goto IL_27B;
                }
                if (vInt2 == vInt4 || Polygon.TriangleArea2(vInt2, vInt3, vInt6) <= 0L)
                {
                    vInt4 = vInt6;
                    num   = i;
                    goto IL_27B;
                }
                funnelPath.Add(vInt3);
                vInt2 = vInt3;
                int num3 = num2;
                vInt3 = vInt2;
                vInt4 = vInt2;
                num2  = num3;
                num   = num3;
                i     = num3;
IL_270:
                i++;
                continue;
IL_27B:
                if (Polygon.TriangleArea2(vInt2, vInt3, vInt5) > 0L)
                {
                    goto IL_270;
                }
                if (vInt2 == vInt3 || Polygon.TriangleArea2(vInt2, vInt4, vInt5) >= 0L)
                {
                    vInt3 = vInt5;
                    num2  = i;
                    goto IL_270;
                }
                funnelPath.Add(vInt4);
                vInt2 = vInt4;
                num3  = num;
                vInt3 = vInt2;
                vInt4 = vInt2;
                num2  = num3;
                num   = num3;
                i     = num3;
                goto IL_270;
            }
            funnelPath.Add(left.get_Item(left.get_Count() - 1));
            return(true);
        }
Ejemplo n.º 9
0
        /** This performs a linear search through all polygons returning the closest one */
        public static NNInfo GetNearestForce(Node[] nodes, Int3[] vertices, Vector3 position, NNConstraint constraint)
        {
            Int3 pos = (Int3)position;
            //Replacement for Infinity, the maximum value a int can hold
            int  minDist = -1;
            Node minNode = null;

            float minDist2 = -1;
            Node  minNode2 = null;

            int  minConstDist = -1;
            Node minNodeConst = null;

            float minConstDist2 = -1;
            Node  minNodeConst2 = null;

            //int rnd = (int)Random.Range (0,10000);

            //int skipped = 0;


            for (int i = 0; i < nodes.Length; i++)
            {
                MeshNode node = nodes[i] as MeshNode;

                if (!Polygon.IsClockwise(vertices[node.v1], vertices[node.v2], pos) || !Polygon.IsClockwise(vertices[node.v2], vertices[node.v3], pos) || !Polygon.IsClockwise(vertices[node.v3], vertices[node.v1], pos))
                {
                    //Polygon.TriangleArea2 (vertices[node.v1],vertices[node.v2],pos) >= 0 || Polygon.TriangleArea2 (vertices[node.v2],vertices[node.v3],pos) >= 0 || Polygon.TriangleArea2 (vertices[node.v3],vertices[node.v1],pos) >= 0) {

                    /*if (minDist2 != -1) {
                     *      float d1 = (node.position-vertices[node.v1]).sqrMagnitude;
                     *      d1 = Mathf.Min (d1,(node.position-vertices[node.v1]).sqrMagnitude);
                     *      d1 = Mathf.Min (d1,(node.position-vertices[node.v1]).sqrMagnitude);
                     *
                     *      //The closest distance possible from the current node to 'pos'
                     *      d1 = (node.position-pos).sqrMagnitude-d1;
                     *
                     *      if (d1 > minDist2) {
                     *              skipped++;
                     *              continue;
                     *      }
                     * }*/

                    /*float dist2 = Mathfx.DistancePointSegment2 (pos.x,pos.z,vertices[node.v1].x,vertices[node.v1].z,vertices[node.v2].x,vertices[node.v2].z);
                     * dist2 = Mathfx.Min (dist2,Mathfx.DistancePointSegment2 (pos.x,pos.z,vertices[node.v1].x,vertices[node.v1].z,vertices[node.v3].x,vertices[node.v3].z));
                     * dist2 = Mathfx.Min (dist2,Mathfx.DistancePointSegment2 (pos.x,pos.z,vertices[node.v3].x,vertices[node.v3].z,vertices[node.v2].x,vertices[node.v2].z));*/

                    float dist2 = (node.position - pos).sqrMagnitude;
                    if (minDist2 == -1 || dist2 < minDist2)
                    {
                        minDist2 = dist2;
                        minNode2 = node;
                    }

                    if (constraint.Suitable(node))
                    {
                        if (minConstDist2 == -1 || dist2 < minConstDist2)
                        {
                            minConstDist2 = dist2;
                            minNodeConst2 = node;
                        }
                    }

                    continue;
                }


                int dist = Mathfx.Abs(node.position.y - pos.y);

                if (minDist == -1 || dist < minDist)
                {
                    minDist = dist;
                    minNode = node;
                }

                if (constraint.Suitable(node))
                {
                    if (minConstDist == -1 || dist < minConstDist)
                    {
                        minConstDist = dist;
                        minNodeConst = node;
                    }
                }
            }

            NNInfo nninfo = new NNInfo(minNode == null ? minNode2 : minNode, minNode == null ? NearestNodePriority.Low : NearestNodePriority.High);

            //Find the point closest to the nearest triangle
            //if (minNode == null) {

            if (nninfo.node != null)
            {
                MeshNode node = nninfo.node as MeshNode;                //minNode2 as MeshNode;

                Vector3[] triangle = new Vector3[3] {
                    vertices[node.v1], vertices[node.v2], vertices[node.v3]
                };
                Vector3 clP = Polygon.ClosesPointOnTriangle(triangle, position);

                nninfo.clampedPosition = clP;
            }

            nninfo.constrainedNode = minNodeConst == null ? minNodeConst2 : minNodeConst;

            if (nninfo.constrainedNode != null)
            {
                MeshNode node = nninfo.constrainedNode as MeshNode;                //minNode2 as MeshNode;

                Vector3[] triangle = new Vector3[3] {
                    vertices[node.v1], vertices[node.v2], vertices[node.v3]
                };
                Vector3 clP = Polygon.ClosesPointOnTriangle(triangle, position);

                nninfo.constClampedPosition = clP;
            }

            return(nninfo);
        }
Ejemplo n.º 10
0
 private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out VInt3[] vertices)
 {
     if (vectorVertices.Length == 0 || triangles.Length == 0)
     {
         originalVertices = vectorVertices;
         vertices = new VInt3[0];
         this.nodes = new TriangleMeshNode[0];
         return;
     }
     vertices = new VInt3[vectorVertices.Length];
     int num = 0;
     for (int i = 0; i < vertices.Length; i++)
     {
         vertices[i] = (VInt3)this.matrix.MultiplyPoint3x4(vectorVertices[i]);
     }
     Dictionary<VInt3, int> dictionary = new Dictionary<VInt3, int>();
     int[] array = new int[vertices.Length];
     for (int j = 0; j < vertices.Length; j++)
     {
         if (!dictionary.ContainsKey(vertices[j]))
         {
             array[num] = j;
             dictionary.Add(vertices[j], num);
             num++;
         }
     }
     for (int k = 0; k < triangles.Length; k++)
     {
         VInt3 vInt = vertices[triangles[k]];
         triangles[k] = dictionary.get_Item(vInt);
     }
     VInt3[] array2 = vertices;
     vertices = new VInt3[num];
     originalVertices = new Vector3[num];
     for (int l = 0; l < num; l++)
     {
         vertices[l] = array2[array[l]];
         originalVertices[l] = vectorVertices[array[l]];
     }
     this.nodes = new TriangleMeshNode[triangles.Length / 3];
     int graphIndex = this.active.astarData.GetGraphIndex(this);
     for (int m = 0; m < this.nodes.Length; m++)
     {
         this.nodes[m] = new TriangleMeshNode(this.active);
         TriangleMeshNode triangleMeshNode = this.nodes[m];
         triangleMeshNode.GraphIndex = (uint)graphIndex;
         triangleMeshNode.Penalty = this.initialPenalty;
         triangleMeshNode.Walkable = true;
         triangleMeshNode.v0 = triangles[m * 3];
         triangleMeshNode.v1 = triangles[m * 3 + 1];
         triangleMeshNode.v2 = triangles[m * 3 + 2];
         if (!Polygon.IsClockwise(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
         {
             int v = triangleMeshNode.v0;
             triangleMeshNode.v0 = triangleMeshNode.v2;
             triangleMeshNode.v2 = v;
         }
         if (Polygon.IsColinear(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
         {
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v0], (Vector3)vertices[triangleMeshNode.v1], Color.red);
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v1], (Vector3)vertices[triangleMeshNode.v2], Color.red);
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v2], (Vector3)vertices[triangleMeshNode.v0], Color.red);
         }
         triangleMeshNode.UpdatePositionFromVertices();
     }
     DictionaryView<VInt2, TriangleMeshNode> dictionaryView = new DictionaryView<VInt2, TriangleMeshNode>();
     int n = 0;
     int num2 = 0;
     while (n < triangles.Length)
     {
         dictionaryView[new VInt2(triangles[n], triangles[n + 1])] = this.nodes[num2];
         dictionaryView[new VInt2(triangles[n + 1], triangles[n + 2])] = this.nodes[num2];
         dictionaryView[new VInt2(triangles[n + 2], triangles[n])] = this.nodes[num2];
         num2++;
         n += 3;
     }
     ListLinqView<MeshNode> listLinqView = new ListLinqView<MeshNode>();
     List<uint> list = new List<uint>();
     int num3 = 0;
     int num4 = 0;
     int num5 = 0;
     while (num4 < triangles.Length)
     {
         listLinqView.Clear();
         list.Clear();
         TriangleMeshNode triangleMeshNode2 = this.nodes[num5];
         for (int num6 = 0; num6 < 3; num6++)
         {
             TriangleMeshNode triangleMeshNode3;
             if (dictionaryView.TryGetValue(new VInt2(triangles[num4 + (num6 + 1) % 3], triangles[num4 + num6]), out triangleMeshNode3))
             {
                 listLinqView.Add(triangleMeshNode3);
                 list.Add((uint)(triangleMeshNode2.position - triangleMeshNode3.position).costMagnitude);
             }
         }
         triangleMeshNode2.connections = listLinqView.ToArray();
         triangleMeshNode2.connectionCosts = list.ToArray();
         num5++;
         num4 += 3;
     }
     if (num3 > 0)
     {
         Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + num3 + "\n");
     }
     NavMeshGraph.RebuildBBTree(this);
 }
Ejemplo n.º 11
0
        /** Calculate a funnel path from the \a left and \a right portal lists.
         * The result will be appended to \a funnelPath
         */
        public static bool RunFunnel(List <Vector3> left, List <Vector3> right, List <Vector3> funnelPath)
        {
            if (left == null)
            {
                throw new System.ArgumentNullException("left");
            }
            if (right == null)
            {
                throw new System.ArgumentNullException("right");
            }
            if (funnelPath == null)
            {
                throw new System.ArgumentNullException("funnelPath");
            }

            if (left.Count != right.Count)
            {
                throw new System.ArgumentException("left and right lists must have equal length");
            }

            if (left.Count <= 3)
            {
                return(false);
            }

            //Remove identical vertices
            while (left[1] == left[2] && right[1] == right[2])
            {
                //System.Console.WriteLine ("Removing identical left and right");
                left.RemoveAt(1);
                right.RemoveAt(1);

                if (left.Count <= 3)
                {
                    return(false);
                }
            }

            Vector3 swPoint = left[2];

            if (swPoint == left[1])
            {
                swPoint = right[2];
            }

            //Test
            while (Polygon.IsColinear(left[0], left[1], right[1]) || Polygon.Left(left[1], right[1], swPoint) == Polygon.Left(left[1], right[1], left[0]))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);

                if (left.Count <= 3)
                {
                    return(false);
                }

                swPoint = left[2];
                if (swPoint == left[1])
                {
                    swPoint = right[2];
                }
            }

            //Switch left and right to really be on the "left" and "right" sides
            if (!Polygon.IsClockwise(left[0], left[1], right[1]) && !Polygon.IsColinear(left[0], left[1], right[1]))
            {
                //System.Console.WriteLine ("Wrong Side 2");
                List <Vector3> tmp = left;
                left  = right;
                right = tmp;
            }


            funnelPath.Add(left[0]);

            Vector3 portalApex  = left[0];
            Vector3 portalLeft  = left[1];
            Vector3 portalRight = right[1];

            int apexIndex  = 0;
            int rightIndex = 1;
            int leftIndex  = 1;

            for (int i = 2; i < left.Count; i++)
            {
                if (funnelPath.Count > 2000)
                {
                    Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths.");
                    break;
                }

                Vector3 pLeft  = left[i];
                Vector3 pRight = right[i];

                /*Debug.DrawLine (portalApex,portalLeft,Color.red);
                 * Debug.DrawLine (portalApex,portalRight,Color.yellow);
                 * Debug.DrawLine (portalApex,left,Color.cyan);
                 * Debug.DrawLine (portalApex,right,Color.cyan);*/

                if (Polygon.TriangleArea2(portalApex, portalRight, pRight) >= 0)
                {
                    if (portalApex == portalRight || Polygon.TriangleArea2(portalApex, portalLeft, pRight) <= 0)
                    {
                        portalRight = pRight;
                        rightIndex  = i;
                    }
                    else
                    {
                        funnelPath.Add(portalLeft);
                        portalApex = portalLeft;
                        apexIndex  = leftIndex;

                        portalLeft  = portalApex;
                        portalRight = portalApex;

                        leftIndex  = apexIndex;
                        rightIndex = apexIndex;

                        i = apexIndex;

                        continue;
                    }
                }

                if (Polygon.TriangleArea2(portalApex, portalLeft, pLeft) <= 0)
                {
                    if (portalApex == portalLeft || Polygon.TriangleArea2(portalApex, portalRight, pLeft) >= 0)
                    {
                        portalLeft = pLeft;
                        leftIndex  = i;
                    }
                    else
                    {
                        funnelPath.Add(portalRight);
                        portalApex = portalRight;
                        apexIndex  = rightIndex;

                        portalLeft  = portalApex;
                        portalRight = portalApex;

                        leftIndex  = apexIndex;
                        rightIndex = apexIndex;

                        i = apexIndex;

                        continue;
                    }
                }
            }

            funnelPath.Add(left[left.Count - 1]);
            return(true);
        }
Ejemplo n.º 12
0
        // Token: 0x060006B1 RID: 1713 RVA: 0x000424C4 File Offset: 0x000408C4
        public bool RunFunnel(List <Vector3> left, List <Vector3> right, List <Vector3> funnelPath)
        {
            if (left == null)
            {
                throw new ArgumentNullException("left");
            }
            if (right == null)
            {
                throw new ArgumentNullException("right");
            }
            if (funnelPath == null)
            {
                throw new ArgumentNullException("funnelPath");
            }
            if (left.Count != right.Count)
            {
                throw new ArgumentException("left and right lists must have equal length");
            }
            if (left.Count <= 3)
            {
                return(false);
            }
            while (left[1] == left[2] && right[1] == right[2])
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.Count <= 3)
                {
                    return(false);
                }
            }
            Vector3 vector = left[2];

            if (vector == left[1])
            {
                vector = right[2];
            }
            while (Polygon.IsColinear(left[0], left[1], right[1]) || Polygon.Left(left[1], right[1], vector) == Polygon.Left(left[1], right[1], left[0]))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.Count <= 3)
                {
                    return(false);
                }
                vector = left[2];
                if (vector == left[1])
                {
                    vector = right[2];
                }
            }
            if (!Polygon.IsClockwise(left[0], left[1], right[1]) && !Polygon.IsColinear(left[0], left[1], right[1]))
            {
                List <Vector3> list = left;
                left  = right;
                right = list;
            }
            funnelPath.Add(left[0]);
            Vector3 vector2 = left[0];
            Vector3 vector3 = left[1];
            Vector3 vector4 = right[1];
            int     num     = 1;
            int     num2    = 1;
            int     i       = 2;

            while (i < left.Count)
            {
                if (funnelPath.Count > 2000)
                {
                    Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths.");
                    break;
                }
                Vector3 vector5 = left[i];
                Vector3 vector6 = right[i];
                if (Polygon.TriangleArea2(vector2, vector4, vector6) < 0f)
                {
                    goto IL_279;
                }
                if (vector2 == vector4 || Polygon.TriangleArea2(vector2, vector3, vector6) <= 0f)
                {
                    vector4 = vector6;
                    num     = i;
                    goto IL_279;
                }
                funnelPath.Add(vector3);
                vector2 = vector3;
                int num3 = num2;
                vector3 = vector2;
                vector4 = vector2;
                num2    = num3;
                num     = num3;
                i       = num3;
IL_2DD:
                i++;
                continue;
IL_279:
                if (Polygon.TriangleArea2(vector2, vector3, vector5) > 0f)
                {
                    goto IL_2DD;
                }
                if (vector2 == vector3 || Polygon.TriangleArea2(vector2, vector4, vector5) >= 0f)
                {
                    vector3 = vector5;
                    num2    = i;
                    goto IL_2DD;
                }
                funnelPath.Add(vector4);
                vector2 = vector4;
                num3    = num;
                vector3 = vector2;
                vector4 = vector2;
                num2    = num3;
                num     = num3;
                i       = num3;
                goto IL_2DD;
            }
            funnelPath.Add(left[left.Count - 1]);
            return(true);
        }
Ejemplo n.º 13
0
 private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out VInt3[] vertices)
 {
     if ((vectorVertices.Length == 0) || (triangles.Length == 0))
     {
         originalVertices = vectorVertices;
         vertices         = new VInt3[0];
         this.nodes       = new TriangleMeshNode[0];
     }
     else
     {
         vertices = new VInt3[vectorVertices.Length];
         int index = 0;
         for (int i = 0; i < vertices.Length; i++)
         {
             vertices[i] = (VInt3)this.matrix.MultiplyPoint3x4(vectorVertices[i]);
         }
         Dictionary <VInt3, int> dictionary = new Dictionary <VInt3, int>();
         int[] numArray = new int[vertices.Length];
         for (int j = 0; j < vertices.Length; j++)
         {
             if (!dictionary.ContainsKey(vertices[j]))
             {
                 numArray[index] = j;
                 dictionary.Add(vertices[j], index);
                 index++;
             }
         }
         for (int k = 0; k < triangles.Length; k++)
         {
             VInt3 num5 = vertices[triangles[k]];
             triangles[k] = dictionary[num5];
         }
         VInt3[] numArray2 = vertices;
         vertices         = new VInt3[index];
         originalVertices = new Vector3[index];
         for (int m = 0; m < index; m++)
         {
             vertices[m]         = numArray2[numArray[m]];
             originalVertices[m] = vectorVertices[numArray[m]];
         }
         this.nodes = new TriangleMeshNode[triangles.Length / 3];
         int graphIndex = base.active.astarData.GetGraphIndex(this);
         for (int n = 0; n < this.nodes.Length; n++)
         {
             this.nodes[n] = new TriangleMeshNode(base.active);
             TriangleMeshNode node = this.nodes[n];
             node.GraphIndex = (uint)graphIndex;
             node.Penalty    = base.initialPenalty;
             node.Walkable   = true;
             node.v0         = triangles[n * 3];
             node.v1         = triangles[(n * 3) + 1];
             node.v2         = triangles[(n * 3) + 2];
             if (!Polygon.IsClockwise(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
             {
                 int num9 = node.v0;
                 node.v0 = node.v2;
                 node.v2 = num9;
             }
             if (Polygon.IsColinear(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
             {
                 Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red);
                 Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                 Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red);
             }
             node.UpdatePositionFromVertices();
         }
         DictionaryView <VInt2, TriangleMeshNode> view = new DictionaryView <VInt2, TriangleMeshNode>();
         int num10 = 0;
         int num11 = 0;
         while (num10 < triangles.Length)
         {
             view[new VInt2(triangles[num10], triangles[num10 + 1])]     = this.nodes[num11];
             view[new VInt2(triangles[num10 + 1], triangles[num10 + 2])] = this.nodes[num11];
             view[new VInt2(triangles[num10 + 2], triangles[num10])]     = this.nodes[num11];
             num11++;
             num10 += 3;
         }
         ListLinqView <MeshNode> view2 = new ListLinqView <MeshNode>();
         List <uint>             list  = new List <uint>();
         int num12 = 0;
         int num13 = 0;
         int num14 = 0;
         while (num13 < triangles.Length)
         {
             view2.Clear();
             list.Clear();
             TriangleMeshNode node2 = this.nodes[num14];
             for (int num15 = 0; num15 < 3; num15++)
             {
                 TriangleMeshNode node3;
                 if (view.TryGetValue(new VInt2(triangles[num13 + ((num15 + 1) % 3)], triangles[num13 + num15]), out node3))
                 {
                     view2.Add(node3);
                     VInt3 num16 = node2.position - node3.position;
                     list.Add((uint)num16.costMagnitude);
                 }
             }
             node2.connections     = view2.ToArray();
             node2.connectionCosts = list.ToArray();
             num14++;
             num13 += 3;
         }
         if (num12 > 0)
         {
             Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + num12 + "\n");
         }
         RebuildBBTree(this);
     }
 }
        /** This performs a linear search through all polygons returning the closest one.
         * This will fill the NNInfo with .node for the closest node not necessarily complying with the NNConstraint, and .constrainedNode with the closest node
         * complying with the NNConstraint.
         * \see GetNearestForce(Node[],Int3[],Vector3,NNConstraint,bool)
         */
        public static NNInfo GetNearestForceBoth(Node[] nodes, Int3[] vertices, Vector3 position, NNConstraint constraint, bool accurateNearestNode)
        {
            Int3 pos = (Int3)position;

            float minDist = -1;
            Node  minNode = null;

            float minConstDist = -1;
            Node  minConstNode = null;

            float maxDistSqr = constraint.constrainDistance ? AstarPath.active.maxNearestNodeDistanceSqr : float.PositiveInfinity;

            if (nodes == null || nodes.Length == 0)
            {
                return(new NNInfo());
            }

            for (int i = 0; i < nodes.Length; i++)
            {
                MeshNode node = nodes[i] as MeshNode;

                if (accurateNearestNode)
                {
                    Vector3 closest = Polygon.ClosestPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);
                    float   dist    = ((Vector3)pos - closest).sqrMagnitude;

                    if (minNode == null || dist < minDist)
                    {
                        minDist = dist;
                        minNode = node;
                    }

                    if (dist < maxDistSqr && constraint.Suitable(node))
                    {
                        if (minConstNode == null || dist < minConstDist)
                        {
                            minConstDist = dist;
                            minConstNode = node;
                        }
                    }
                }
                else
                {
                    if (!Polygon.IsClockwise(vertices[node.v1], vertices[node.v2], pos) || !Polygon.IsClockwise(vertices[node.v2], vertices[node.v3], pos) || !Polygon.IsClockwise(vertices[node.v3], vertices[node.v1], pos))
                    {
                        float dist = (node.position - pos).sqrMagnitude;
                        if (minNode == null || dist < minDist)
                        {
                            minDist = dist;
                            minNode = node;
                        }

                        if (dist < maxDistSqr && constraint.Suitable(node))
                        {
                            if (minConstNode == null || dist < minConstDist)
                            {
                                minConstDist = dist;
                                minConstNode = node;
                            }
                        }
                    }
                    else
                    {
                        int dist = Mathfx.Abs(node.position.y - pos.y);

                        if (minNode == null || dist < minDist)
                        {
                            minDist = dist;
                            minNode = node;
                        }

                        if (dist < maxDistSqr && constraint.Suitable(node))
                        {
                            if (minConstNode == null || dist < minConstDist)
                            {
                                minConstDist = dist;
                                minConstNode = node;
                            }
                        }
                    }
                }
            }

            NNInfo nninfo = new NNInfo(minNode);

            //Find the point closest to the nearest triangle

            if (nninfo.node != null)
            {
                MeshNode node = nninfo.node as MeshNode;                //minNode2 as MeshNode;

                Vector3 clP = Polygon.ClosestPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);

                nninfo.clampedPosition = clP;
            }

            nninfo.constrainedNode = minConstNode;
            if (nninfo.constrainedNode != null)
            {
                MeshNode node = nninfo.constrainedNode as MeshNode;                //minNode2 as MeshNode;

                Vector3 clP = Polygon.ClosestPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);

                nninfo.constClampedPosition = clP;
            }

            return(nninfo);
        }
Ejemplo n.º 15
0
        /** Generates a navmesh. Based on the supplied vertices and triangles. Memory usage is about O(n) */
        void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices)
        {
            Profiler.BeginSample("Init");

            if (vectorVertices.Length == 0 || triangles.Length == 0)
            {
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                //graph.CreateNodes (0);
                nodes = new TriangleMeshNode[0];
                return;
            }

            vertices = new Int3[vectorVertices.Length];

            //Backup the original vertices
            //for (int i=0;i<vectorVertices.Length;i++) {
            //	vectorVertices[i] = graph.matrix.MultiplyPoint (vectorVertices[i]);
            //}

            int c = 0;

            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] = (Int3)matrix.MultiplyPoint3x4(vectorVertices[i]);
            }

            Dictionary <Int3, int> hashedVerts = new Dictionary <Int3, int> ();

            int[] newVertices = new int[vertices.Length];

            Profiler.EndSample();
            Profiler.BeginSample("Hashing");

            for (int i = 0; i < vertices.Length; i++)
            {
                if (!hashedVerts.ContainsKey(vertices[i]))
                {
                    newVertices[c] = i;
                    hashedVerts.Add(vertices[i], c);
                    c++;
                }                // else {
                //Debug.Log ("Hash Duplicate "+hash+" "+vertices[i].ToString ());
                //}
            }

            /*newVertices[c] = vertices.Length-1;
             *
             * if (!hashedVerts.ContainsKey (vertices[newVertices[c]])) {
             *
             *      hashedVerts.Add (vertices[newVertices[c]], c);
             *      c++;
             * }*/

            for (int x = 0; x < triangles.Length; x++)
            {
                Int3 vertex = vertices[triangles[x]];

                triangles[x] = hashedVerts[vertex];
            }

            /*for (int i=0;i<triangles.Length;i += 3) {
             *
             *      Vector3 offset = Vector3.forward*i*0.01F;
             *      Debug.DrawLine (newVertices[triangles[i]]+offset,newVertices[triangles[i+1]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+1]]+offset,newVertices[triangles[i+2]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+2]]+offset,newVertices[triangles[i]]+offset,Color.blue);
             * }*/

            Int3[] totalIntVertices = vertices;
            vertices         = new Int3[c];
            originalVertices = new Vector3[c];
            for (int i = 0; i < c; i++)
            {
                vertices[i]         = totalIntVertices[newVertices[i]];        //(Int3)graph.matrix.MultiplyPoint (vectorVertices[i]);
                originalVertices[i] = (Vector3)vectorVertices[newVertices[i]]; //vectorVertices[newVertices[i]];
            }

            Profiler.EndSample();
            Profiler.BeginSample("Constructing Nodes");

            //graph.CreateNodes (triangles.Length/3);//new Node[triangles.Length/3];
            nodes = new TriangleMeshNode[triangles.Length / 3];

            int graphIndex = active.astarData.GetGraphIndex(this);

            // Does not have to set this, it is set in ScanInternal
            //TriangleMeshNode.SetNavmeshHolder ((int)graphIndex,this);

            for (int i = 0; i < nodes.Length; i++)
            {
                nodes[i] = new TriangleMeshNode(active);
                TriangleMeshNode node = nodes[i];                //new MeshNode ();

                node.GraphIndex = (uint)graphIndex;
                node.Penalty    = initialPenalty;
                node.Walkable   = true;


                node.v0 = triangles[i * 3];
                node.v1 = triangles[i * 3 + 1];
                node.v2 = triangles[i * 3 + 2];

                if (!Polygon.IsClockwise(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
                {
                    //Debug.DrawLine (vertices[node.v0],vertices[node.v1],Color.red);
                    //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.red);
                    //Debug.DrawLine (vertices[node.v2],vertices[node.v0],Color.red);

                    int tmp = node.v0;
                    node.v0 = node.v2;
                    node.v2 = tmp;
                }

                if (Polygon.IsColinear(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
                {
                    Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red);
                }

                // Make sure position is correctly set
                node.UpdatePositionFromVertices();
            }

            Profiler.EndSample();

            Dictionary <Int2, TriangleMeshNode> sides = new Dictionary <Int2, TriangleMeshNode>();

            for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3)
            {
                sides[new Int2(triangles[i + 0], triangles[i + 1])] = nodes[j];
                sides[new Int2(triangles[i + 1], triangles[i + 2])] = nodes[j];
                sides[new Int2(triangles[i + 2], triangles[i + 0])] = nodes[j];
            }

            Profiler.BeginSample("Connecting Nodes");

            List <MeshNode> connections     = new List <MeshNode> ();
            List <uint>     connectionCosts = new List <uint> ();

            int identicalError = 0;

            for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3)
            {
                connections.Clear();
                connectionCosts.Clear();

                //Int3 indices = new Int3(triangles[i],triangles[i+1],triangles[i+2]);

                TriangleMeshNode node = nodes[j];

                for (int q = 0; q < 3; q++)
                {
                    TriangleMeshNode other;
                    if (sides.TryGetValue(new Int2(triangles[i + ((q + 1) % 3)], triangles[i + q]), out other))
                    {
                        connections.Add(other);
                        connectionCosts.Add((uint)(node.position - other.position).costMagnitude);
                    }
                }

                node.connections     = connections.ToArray();
                node.connectionCosts = connectionCosts.ToArray();
            }

            if (identicalError > 0)
            {
                Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + identicalError + "\n");
            }

            Profiler.EndSample();
            Profiler.BeginSample("Rebuilding BBTree");

            RebuildBBTree(this);

            Profiler.EndSample();

            //Debug.Log ("Graph Generation - NavMesh - Time to compute graph "+((Time.realtimeSinceStartup-startTime)*1000F).ToString ("0")+"ms");
        }
Ejemplo n.º 16
0
        private void CalculateMeshContour()
        {
            if (this.mesh != null)
            {
                edges.Clear();
                pointers.Clear();
                Vector3[] vertices  = this.mesh.vertices;
                int[]     triangles = this.mesh.triangles;
                for (int i = 0; i < triangles.Length; i += 3)
                {
                    if (Polygon.IsClockwise(vertices[triangles[i]], vertices[triangles[i + 1]], vertices[triangles[i + 2]]))
                    {
                        int num2 = triangles[i];
                        triangles[i]     = triangles[i + 2];
                        triangles[i + 2] = num2;
                    }
                    edges[new VInt2(triangles[i], triangles[i + 1])]     = i;
                    edges[new VInt2(triangles[i + 1], triangles[i + 2])] = i;
                    edges[new VInt2(triangles[i + 2], triangles[i])]     = i;
                }
                for (int j = 0; j < triangles.Length; j += 3)
                {
                    for (int m = 0; m < 3; m++)
                    {
                        if (!edges.ContainsKey(new VInt2(triangles[j + ((m + 1) % 3)], triangles[j + (m % 3)])))
                        {
                            pointers[triangles[j + (m % 3)]] = triangles[j + ((m + 1) % 3)];
                        }
                    }
                }
                ListLinqView <Vector3[]> view = new ListLinqView <Vector3[]>();
                List <Vector3>           list = ListPool <Vector3> .Claim();

                for (int k = 0; k < vertices.Length; k++)
                {
                    if (!pointers.ContainsKey(k))
                    {
                        continue;
                    }
                    list.Clear();
                    int index = k;
                    do
                    {
                        int num7 = pointers[index];
                        if (num7 == -1)
                        {
                            break;
                        }
                        pointers[index] = -1;
                        list.Add(vertices[index]);
                        switch (num7)
                        {
                        case -1:
                            Debug.LogError("Invalid Mesh '" + this.mesh.name + " in " + base.gameObject.name);
                            break;
                        }
                    }while (index != k);
                    if (list.Count > 0)
                    {
                        view.Add(list.ToArray());
                    }
                }
                ListPool <Vector3> .Release(list);

                this.contours = view.ToArray();
            }
        }
Ejemplo n.º 17
0
        public bool RunFunnel(List <VInt3> left, List <VInt3> right, List <VInt3> funnelPath)
        {
            if (left == null)
            {
                throw new ArgumentNullException("left");
            }
            if (right == null)
            {
                throw new ArgumentNullException("right");
            }
            if (funnelPath == null)
            {
                throw new ArgumentNullException("funnelPath");
            }
            if (left.Count != right.Count)
            {
                throw new ArgumentException("left and right lists must have equal length");
            }
            if (left.Count <= 3)
            {
                return(false);
            }
            while ((left[1] == left[2]) && (right[1] == right[2]))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.Count <= 3)
                {
                    return(false);
                }
            }
            VInt3 c = left[2];

            if (c == left[1])
            {
                c = right[2];
            }
            while (Polygon.IsColinear(left[0], left[1], right[1]) || (Polygon.Left(left[1], right[1], c) == Polygon.Left(left[1], right[1], left[0])))
            {
                left.RemoveAt(1);
                right.RemoveAt(1);
                if (left.Count <= 3)
                {
                    return(false);
                }
                c = left[2];
                if (c == left[1])
                {
                    c = right[2];
                }
            }
            if (!Polygon.IsClockwise(left[0], left[1], right[1]) && !Polygon.IsColinear(left[0], left[1], right[1]))
            {
                List <VInt3> list = left;
                left  = right;
                right = list;
            }
            funnelPath.Add(left[0]);
            VInt3 a    = left[0];
            VInt3 b    = left[1];
            VInt3 num4 = right[1];
            int   num5 = 0;
            int   num6 = 1;
            int   num7 = 1;

            for (int i = 2; i < left.Count; i++)
            {
                if (funnelPath.Count > 0x7d0)
                {
                    Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths.");
                    break;
                }
                VInt3 num9  = left[i];
                VInt3 num10 = right[i];
                if (Polygon.TriangleArea2(a, num4, num10) >= 0L)
                {
                    if ((a == num4) || (Polygon.TriangleArea2(a, b, num10) <= 0L))
                    {
                        num4 = num10;
                        num6 = i;
                    }
                    else
                    {
                        funnelPath.Add(b);
                        a    = b;
                        num5 = num7;
                        b    = a;
                        num4 = a;
                        num7 = num5;
                        num6 = num5;
                        i    = num5;
                        continue;
                    }
                }
                if (Polygon.TriangleArea2(a, b, num9) <= 0L)
                {
                    if ((a == b) || (Polygon.TriangleArea2(a, num4, num9) >= 0L))
                    {
                        b    = num9;
                        num7 = i;
                    }
                    else
                    {
                        funnelPath.Add(num4);
                        a    = num4;
                        num5 = num6;
                        b    = a;
                        num4 = a;
                        num7 = num5;
                        num6 = num5;
                        i    = num5;
                    }
                }
            }
            funnelPath.Add(left[left.Count - 1]);
            return(true);
        }