Example #1
0
        public NavigationEdge GetBounding()
        {
            if (cachedBoundingBox == null)
            {
                DeterministicVector2 min = new DeterministicVector2(0, 0);
                DeterministicVector2 max = new DeterministicVector2(0, 0);

                if (this.Count > 0)
                {
                    var p = this[0];
                    min.X = p.X;
                    max.X = p.X;
                    min.Y = p.Y;
                    max.Y = p.Y;
                }

                for (var i = 1; i < this.Count; i++)
                {
                    var p = this[i];
                    min.X = DeterministicFloat.Min(p.X, min.X);
                    min.Y = DeterministicFloat.Min(p.Y, min.Y);
                    max.X = DeterministicFloat.Max(p.X, max.X);
                    max.Y = DeterministicFloat.Max(p.Y, max.Y);
                }

                cachedBoundingBox = new NavigationEdge(min, max);
            }

            return(cachedBoundingBox);
        }
Example #2
0
        public DeterministicFloat GetBoundingDistance(DeterministicVector2 unitPosition)
        {
            var aabb = GetBounding();
            DeterministicFloat wHalf = (aabb.B.X - aabb.A.X) / 2;
            DeterministicFloat hHalf = (aabb.B.Y - aabb.A.Y) / 2;
            DeterministicFloat dx    = DeterministicFloat.Max(DeterministicFloat.Abs(unitPosition.X - (aabb.A.X + wHalf)) - wHalf, 0);
            DeterministicFloat dy    = DeterministicFloat.Max(DeterministicFloat.Abs(unitPosition.Y - (aabb.A.Y + hHalf)) - hHalf, 0);

            return(DeterministicFloat.Sqrt(dx * dx + dy * dy));
        }
Example #3
0
 public void Reset(IPool pool)
 {
     _prev     = _next = null;
     _anEdge   = null;
     _coords   = Vec3.Zero;
     _s        = new DeterministicFloat(0);
     _t        = new DeterministicFloat(0);
     _pqHandle = new PQHandle();
     _n        = 0;
     _data     = null;
 }
Example #4
0
        public NavigationEdgeDistanceResult GetDistance(DeterministicVector2 pt)
        {
            DeterministicFloat dx = B.X - A.X;
            DeterministicFloat dy = B.Y - A.Y;

            var lenSquared = (dx * dx + dy * dy);

            if (lenSquared == 0)
            {
                // It's a point not a line segment.
                dx = pt.X - A.X;
                dy = pt.Y - A.Y;

                return(new NavigationEdgeDistanceResult()
                {
                    ClosestPoint = A,
                    Distance = DeterministicFloat.Sqrt(dx * dx + dy * dy),
                    IsOnLine = false
                });
            }

            // Calculate the t that minimizes the distance.
            DeterministicFloat t = ((pt.X - A.X) * dx + (pt.Y - A.Y) * dy) / lenSquared;

            DeterministicVector2 closest;
            bool isOnLine = false;

            // See if this represents one of the segment's
            // end points or a point in the middle.
            if (t < 0)
            {
                closest = new DeterministicVector2(A.X, A.Y);
            }
            else if (t > 1)
            {
                closest = new DeterministicVector2(B.X, B.Y);
            }
            else
            {
                isOnLine = true;
                closest  = new DeterministicVector2(A.X + t * dx, A.Y + t * dy);
            }

            var dcx = pt.X - closest.X;
            var dcy = pt.Y - closest.Y;

            return(new NavigationEdgeDistanceResult()
            {
                ClosestPoint = closest,
                Distance = DeterministicFloat.Sqrt(dcx * dcx + dcy * dcy),
                IsOnLine = isOnLine
            });
        }
Example #5
0
        /// <summary>
        /// Return signed area of face.
        /// </summary>
        public static DeterministicFloat FaceArea(Face f)
        {
            DeterministicFloat area = new DeterministicFloat(0);
            var e = f._anEdge;

            do
            {
                area += (e._Org._s - e._Dst._s) * (e._Org._t + e._Dst._t);
                e     = e._Lnext;
            } while (e != f._anEdge);
            return(area);
        }
Example #6
0
        public EdgeIntersectionResult CalculateIntersection(NavigationEdge other)
        {
            var result = new EdgeIntersectionResult();

            var dx12 = this.B.X - this.A.X;
            var dy12 = this.B.Y - this.A.Y;
            var dx34 = other.B.X - other.A.X;
            var dy34 = other.B.Y - other.A.Y;

            var denominator = dy12 * dx34 - dx12 * dy34;

            if (denominator == 0)
            {
                return(result);
            }

            // normally t1 is 0 -> 1 (or no hit), but for us it's 0 -> 1
            var t1 = ((this.A.X - other.A.X) * dy34 + (other.A.Y - this.A.Y) * dx34) / denominator;

            result.LinesIntersect = true;

            // normally t1 is 0 -> 1 (or no hit), but for us it's 0 -> 1
            var t2 = ((other.A.X - this.A.X) * dy12 + (this.A.Y - other.A.Y) * dx12) / -denominator;

            // result.IntersectionPoint = new DeterministicVector2(this.A.X + dx12 * t1, this.A.Y + dy12 * t1);

            result.SegmentsIntersect = t1 >= 0 && t1 <= 1 && t2 >= 0 && t2 <= 1;
            result.Deltas            = new DeterministicVector2(t1, t2);

            if (t1 < 0)
            {
                t1 = new DeterministicFloat(0);
            }
            else if (t1 > 1)
            {
                t1 = new DeterministicFloat(1);
            }

            if (t2 < 0)
            {
                t1 = new DeterministicFloat(0);
            }
            else if (t2 > 1)
            {
                t2 = new DeterministicFloat(1);
            }

            // result.SegmentIntersection = new NavigationEdge(new DeterministicVector2(this.A.X + dx12 * t1, this.A.Y + dy12 * t1), new DeterministicVector2(other.A.X + dx34 * t2, other.A.Y + dy34 * t2));
            return(result);
        }
Example #7
0
 public static DeterministicFloat Interpolate(DeterministicFloat a, DeterministicFloat x, DeterministicFloat b, DeterministicFloat y)
 {
     if (a < 0)
     {
         a = new DeterministicFloat(0);
     }
     if (b < 0)
     {
         b = new DeterministicFloat(0);
     }
     return((a <= b) ? ((b == 0) ? ((x + y) / 2)
             : (x + (y - x) * (a / (a + b))))
             : (y + (x - y) * (b / (a + b))));
 }
Example #8
0
        public AStarNode(DeterministicVector2 position, DeterministicVector2 destination, AStarNode parent = null)
        {
            this.Position    = position;
            this.destination = destination;

            // Using the setter of Parent makes an endless loop!
            this.parent = parent;
            if (this.parent != null)
            {
                this.G = parent.G + (this.Position - parent.Position).ManhattanHeuristic();
            }

            ConstraintedEdgeNormal = new DeterministicVector2(0, 0);
        }
Example #9
0
        public static int LongAxis(ref Vec3 v)
        {
            int i = 0;

            if (DeterministicFloat.Abs(v.Y) > DeterministicFloat.Abs(v.X))
            {
                i = 1;
            }
            if (DeterministicFloat.Abs(v.Z) > DeterministicFloat.Abs(i == 0 ? v.X : v.Y))
            {
                i = 2;
            }
            return(i);
        }
Example #10
0
        public DeterministicVector2 Steer(Unit unit, List <Unit> neighbors, List <NavigationEdge> path, Map map)
        {
            if (path == null || path.Count == 0)
            {
                return(new DeterministicVector2());
            }

            bool isLastMovementPossible           = unit.LastSteering.GetLengthSquared() != 0;
            DeterministicVector2 naiveNewPosition = unit.Position;
            DeterministicVector2 lastSteering     = unit.LastSteering;

            if (isLastMovementPossible)
            {
                lastSteering      = lastSteering.Normalize();
                naiveNewPosition += lastSteering;
            }

            DeterministicFloat shortestDistance = new DeterministicFloat(long.MaxValue, false);

            NavigationEdge       nearestEdge  = new NavigationEdge();
            DeterministicVector2 closestPoint = new DeterministicVector2();

            for (var i = 0; i < path.Count; i++)
            {
                var pathEdge       = path[i];
                var distanceResult = pathEdge.GetDistance(naiveNewPosition);
                if (distanceResult.Distance < shortestDistance)
                {
                    shortestDistance = distanceResult.Distance;
                    nearestEdge      = pathEdge;
                    closestPoint     = distanceResult.ClosestPoint;

                    if (i > 0)
                    {
                        unit.RecalcPathOnNextUpdate = true;
                    }

                    // naive positioning is on path, we don't need to steer
                    if (isLastMovementPossible && shortestDistance <= PathSize)
                    {
                        return(lastSteering);
                    }
                }
            }

            var dir = nearestEdge.B - nearestEdge.A;

            return(closestPoint + dir.Normalize() - unit.Position);
        }
        public DeterministicVector2 Steer(Unit unit, List <Unit> neighbors, List <NavigationEdge> path, Map map)
        {
            if (neighbors.Count == 0)
            {
                return(new DeterministicVector2());
            }
            var smallestDistanceFound   = new DeterministicFloat(long.MaxValue, false);
            var myNewPosition           = unit.Position + unit.LastSteering;
            DeterministicVector2 toMove = new DeterministicVector2();

            foreach (var neighbor in neighbors)
            {
                // we ignore Units that go the same direction like we do
                if (unit.LastSteering.DotProduct(neighbor.LastSteering) > new DeterministicFloat(0))
                {
                    continue;
                }

                var neighborNewPosition = neighbor.Position + neighbor.LastSteering;

                var distance       = (myNewPosition - neighborNewPosition).GetLength();
                var fullFunnelSize = unit.FunnelSize + neighbor.FunnelSize;
                if (distance >= fullFunnelSize)
                {
                    continue;
                }

                if (smallestDistanceFound < distance)
                {
                    continue;
                }

                smallestDistanceFound = distance;
                var meToNeighbour = neighborNewPosition - myNewPosition;

                var steeringPerp             = unit.LastSteering.PerpendicularClockwise();
                var dotMeToNeighbourAndAvade = steeringPerp.DotProduct(meToNeighbour);

                if (dotMeToNeighbourAndAvade < 0)
                {
                    steeringPerp *= -1;
                }

                var toMoveDistance = fullFunnelSize * 2 - distance;
                toMove = steeringPerp.Normalize() * toMoveDistance;
            }

            return(toMove);
        }
Example #12
0
        private DeterministicFloat SignedArea(IList <ContourVertex> vertices)
        {
            DeterministicFloat area = new DeterministicFloat(0);

            for (int i = 0; i < vertices.Count; i++)
            {
                var v0 = vertices[i];
                var v1 = vertices[(i + 1) % vertices.Count];

                area += v0.Position.X * v1.Position.Y;
                area -= v0.Position.Y * v1.Position.X;
            }

            return(area);
        }
Example #13
0
        public void Initialize(NavigationPolygon floor)
        {
            Bounding = floor.GetBounding();

            Cells.Clear();

            for (DeterministicFloat y = Bounding.A.Y; y < Bounding.B.Y; y++)
            {
                for (DeterministicFloat x = Bounding.A.X; x < Bounding.B.X; x++)
                {
                    Cells.Add(new GridCell(x, y)
                    {
                        Type = GridCellType.Free
                    });
                }
            }
        }
Example #14
0
        public Tess(IPool pool)
        {
            _normal = Vec3.Zero;
            _bminX  = _bminY = _bmaxX = _bmaxY = new DeterministicFloat(0);

            _windingRule = WindingRule.EvenOdd;
            _pool        = pool;
            if (_pool == null)
            {
                _pool = new NullPool();
            }
            _mesh = null;

            _vertices     = null;
            _vertexCount  = 0;
            _elements     = null;
            _elementCount = 0;
        }
Example #15
0
        public void PlaceStaticObjects(List <NavigationEdge> polygons)
        {
            var maxX = Bounding.B.X - Bounding.A.X;

            foreach (var polygon in polygons)
            {
                var polyStartX = DeterministicFloat.Max(polygon.A.X, Bounding.A.X) - Bounding.A.X;
                var polyStartY = DeterministicFloat.Max(polygon.A.Y, Bounding.A.Y) - Bounding.A.Y;
                var polyLenX   = DeterministicFloat.Min(polygon.B.X, Bounding.B.X) - Bounding.A.X;
                var polyLenY   = DeterministicFloat.Min(polygon.B.Y, Bounding.B.Y) - Bounding.A.Y;

                for (DeterministicFloat x = polyStartX; x < polyLenX; x++)
                {
                    for (DeterministicFloat y = polyStartY; y < polyLenY; y++)
                    {
                        Cells[(x + y * maxX).ToInt()].Type = GridCellType.Blocked;
                    }
                }
            }
        }
Example #16
0
        private bool SwitchCellType(List <NavigationEdge> polygons, GridCellType expectedType, GridCellType resultType)
        {
            var maxX = Bounding.B.X - Bounding.A.X;

            foreach (var polygon in polygons)
            {
                var polyStartX = DeterministicFloat.Max(polygon.A.X, Bounding.A.X) - Bounding.A.X;
                var polyStartY = DeterministicFloat.Max(polygon.A.Y, Bounding.A.Y) - Bounding.A.Y;
                var polyLenX   = DeterministicFloat.Min(polygon.B.X, Bounding.B.X) - Bounding.A.X;
                var polyLenY   = DeterministicFloat.Min(polygon.B.Y, Bounding.B.Y) - Bounding.A.Y;

                for (DeterministicFloat x = polyStartX; x < polyLenX; x++)
                {
                    for (DeterministicFloat y = polyStartY; y < polyLenY; y++)
                    {
                        if (Cells[(x + y * maxX).ToInt()].Type != expectedType)
                        {
                            return(false);
                        }
                    }
                }
            }

            foreach (var polygon in polygons)
            {
                var polyStartX = DeterministicFloat.Max(polygon.A.X, Bounding.A.X) - Bounding.A.X;
                var polyStartY = DeterministicFloat.Max(polygon.A.Y, Bounding.A.Y) - Bounding.A.Y;
                var polyLenX   = DeterministicFloat.Min(polygon.B.X, Bounding.B.X) - Bounding.A.X;
                var polyLenY   = DeterministicFloat.Min(polygon.B.Y, Bounding.B.Y) - Bounding.A.Y;

                for (DeterministicFloat x = polyStartX; x < polyLenX; x++)
                {
                    for (DeterministicFloat y = polyStartY; y < polyLenY; y++)
                    {
                        Cells[(x + y * maxX).ToInt()].Type = resultType;
                    }
                }
            }

            return(true);
        }
Example #17
0
 public                      DeterministicFloat this[int index]
 {
     get
     {
         if (index == 0)
         {
             return(X);
         }
         if (index == 1)
         {
             return(Y);
         }
         if (index == 2)
         {
             return(Z);
         }
         throw new IndexOutOfRangeException();
     }
     set
     {
         if (index == 0)
         {
             X = value;
         }
         else if (index == 1)
         {
             Y = value;
         }
         else if (index == 2)
         {
             Z = value;
         }
         else
         {
             throw new IndexOutOfRangeException();
         }
     }
 }
Example #18
0
        private void CheckOrientation()
        {
            // When we compute the normal automatically, we choose the orientation
            // so that the sum of the signed areas of all contours is non-negative.
            DeterministicFloat area = new DeterministicFloat(0);

            for (var f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
            {
                if (f._anEdge._winding <= 0)
                {
                    continue;
                }
                area += MeshUtils.FaceArea(f);
            }
            if (area < 0)
            {
                // Reverse the orientation by flipping all the t-coordinates
                for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
                {
                    v._t = -v._t;
                }
                Vec3.Neg(ref _tUnit);
            }
        }
Example #19
0
 public DeterministicVector3(DeterministicFloat x, DeterministicFloat y, DeterministicFloat z)
 {
     X = x;
     Y = y;
     Z = z;
 }
Example #20
0
 public static void Dot(ref Vec3 u, ref Vec3 v, out DeterministicFloat dot)
 {
     dot = u.X * v.X + u.Y * v.Y + u.Z * v.Z;
 }
Example #21
0
 public DeterministicFloat GetLength()
 {
     return(DeterministicFloat.Sqrt(GetLengthSquared()));
 }
Example #22
0
 public static DeterministicFloat VertL1dist(MeshUtils.Vertex u, MeshUtils.Vertex v)
 {
     return(DeterministicFloat.Abs(u._s - v._s) + DeterministicFloat.Abs(u._t - v._t));
 }
Example #23
0
 public DeterministicVector2(int X, int Y)
 {
     this.X = new DeterministicFloat(X, true);
     this.Y = new DeterministicFloat(Y, true);
 }
Example #24
0
        private void OutputPolymesh(ElementType elementType, int polySize)
        {
            MeshUtils.Vertex v;
            MeshUtils.Face   f;
            MeshUtils.Edge   edge;
            int maxFaceCount = 0;
            int maxVertexCount = 0;
            int faceVerts, i;

            if (polySize < 3)
            {
                polySize = 3;
            }
            // Assume that the input data is triangles now.
            // Try to merge as many polygons as possible
            if (polySize > 3)
            {
                _mesh.MergeConvexFaces(_pool, polySize);
            }

            // Mark unused
            for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
            {
                v._n = Undef;
            }

            // Create unique IDs for all vertices and faces.
            for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
            {
                f._n = Undef;
                if (!f._inside)
                {
                    continue;
                }

                if (NoEmptyPolygons)
                {
                    var area = MeshUtils.FaceArea(f);
                    if (DeterministicFloat.Abs(area) < DeterministicFloat.Epsilon)
                    {
                        continue;
                    }
                }

                edge      = f._anEdge;
                faceVerts = 0;
                do
                {
                    v = edge._Org;
                    if (v._n == Undef)
                    {
                        v._n = maxVertexCount;
                        maxVertexCount++;
                    }
                    faceVerts++;
                    edge = edge._Lnext;
                }while (edge != f._anEdge);

                Debug.Assert(faceVerts <= polySize);

                f._n = maxFaceCount;
                ++maxFaceCount;
            }

            _elementCount = maxFaceCount;
            if (elementType == ElementType.ConnectedPolygons)
            {
                maxFaceCount *= 2;
            }
            _elements = new int[maxFaceCount * polySize];

            _vertexCount = maxVertexCount;
            _vertices    = new ContourVertex[_vertexCount];

            // Output vertices.
            for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
            {
                if (v._n != Undef)
                {
                    // Store coordinate
                    _vertices[v._n].Position = v._coords;
                    _vertices[v._n].Data     = v._data;
                }
            }

            // Output indices.
            int elementIndex = 0;

            for (f = _mesh._fHead._next; f != _mesh._fHead; f = f._next)
            {
                if (!f._inside)
                {
                    continue;
                }

                if (NoEmptyPolygons)
                {
                    var area = MeshUtils.FaceArea(f);
                    if (DeterministicFloat.Abs(area) < DeterministicFloat.Epsilon)
                    {
                        continue;
                    }
                }

                // Store polygon
                edge      = f._anEdge;
                faceVerts = 0;
                do
                {
                    v = edge._Org;
                    _elements[elementIndex++] = v._n;
                    faceVerts++;
                    edge = edge._Lnext;
                } while (edge != f._anEdge);
                // Fill unused.
                for (i = faceVerts; i < polySize; ++i)
                {
                    _elements[elementIndex++] = Undef;
                }

                // Store polygon connectivity
                if (elementType == ElementType.ConnectedPolygons)
                {
                    edge = f._anEdge;
                    do
                    {
                        _elements[elementIndex++] = GetNeighbourFace(edge);
                        edge = edge._Lnext;
                    } while (edge != f._anEdge);
                    // Fill unused.
                    for (i = faceVerts; i < polySize; ++i)
                    {
                        _elements[elementIndex++] = Undef;
                    }
                }
            }
        }
Example #25
0
        private void ProjectPolygon()
        {
            var norm = _normal;

            bool computedNormal = false;

            if (norm.X == new DeterministicFloat(0) && norm.Y == new DeterministicFloat(0) && norm.Z == new DeterministicFloat(0))
            {
                ComputeNormal(ref norm);
                _normal        = norm;
                computedNormal = true;
            }

            int i = Vec3.LongAxis(ref norm);

            _sUnit[i]           = new DeterministicFloat(0);
            _sUnit[(i + 1) % 3] = SUnitX;
            _sUnit[(i + 2) % 3] = SUnitY;

            _tUnit[i]           = new DeterministicFloat(0);
            _tUnit[(i + 1) % 3] = norm[i] > new DeterministicFloat(0) ? -SUnitY : SUnitY;
            _tUnit[(i + 2) % 3] = norm[i] > new DeterministicFloat(0) ? SUnitX : -SUnitX;

            // Project the vertices onto the sweep plane
            for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
            {
                Vec3.Dot(ref v._coords, ref _sUnit, out v._s);
                Vec3.Dot(ref v._coords, ref _tUnit, out v._t);
            }
            if (computedNormal)
            {
                CheckOrientation();
            }

            // Compute ST bounds.
            bool first = true;

            for (var v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
            {
                if (first)
                {
                    _bminX = _bmaxX = v._s;
                    _bminY = _bmaxY = v._t;
                    first  = false;
                }
                else
                {
                    if (v._s < _bminX)
                    {
                        _bminX = v._s;
                    }
                    if (v._s > _bmaxX)
                    {
                        _bmaxX = v._s;
                    }
                    if (v._t < _bminY)
                    {
                        _bminY = v._t;
                    }
                    if (v._t > _bmaxY)
                    {
                        _bmaxY = v._t;
                    }
                }
            }
        }
Example #26
0
        private void ComputeNormal(ref Vec3 norm)
        {
            var v = _mesh._vHead._next;

            var minVal = new DeterministicFloat[3] {
                v._coords.X, v._coords.Y, v._coords.Z
            };
            var minVert = new MeshUtils.Vertex[3] {
                v, v, v
            };
            var maxVal = new DeterministicFloat[3] {
                v._coords.X, v._coords.Y, v._coords.Z
            };
            var maxVert = new MeshUtils.Vertex[3] {
                v, v, v
            };

            for (; v != _mesh._vHead; v = v._next)
            {
                if (v._coords.X < minVal[0])
                {
                    minVal[0] = v._coords.X; minVert[0] = v;
                }
                if (v._coords.Y < minVal[1])
                {
                    minVal[1] = v._coords.Y; minVert[1] = v;
                }
                if (v._coords.Z < minVal[2])
                {
                    minVal[2] = v._coords.Z; minVert[2] = v;
                }
                if (v._coords.X > maxVal[0])
                {
                    maxVal[0] = v._coords.X; maxVert[0] = v;
                }
                if (v._coords.Y > maxVal[1])
                {
                    maxVal[1] = v._coords.Y; maxVert[1] = v;
                }
                if (v._coords.Z > maxVal[2])
                {
                    maxVal[2] = v._coords.Z; maxVert[2] = v;
                }
            }

            // Find two vertices separated by at least 1/sqrt(3) of the maximum
            // distance between any two vertices
            int i = 0;

            if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0])
            {
                i = 1;
            }
            if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i])
            {
                i = 2;
            }
            if (minVal[i] >= maxVal[i])
            {
                // All vertices are the same -- normal doesn't matter
                norm = new Vec3(new DeterministicFloat(0), new DeterministicFloat(0), new DeterministicFloat(1));
                return;
            }

            // Look for a third vertex which forms the triangle with maximum area
            // (Length of normal == twice the triangle area)
            DeterministicFloat maxLen2 = new DeterministicFloat(0), tLen2;
            var  v1 = minVert[i];
            var  v2 = maxVert[i];
            Vec3 d1, d2, tNorm;

            Vec3.Sub(ref v1._coords, ref v2._coords, out d1);
            for (v = _mesh._vHead._next; v != _mesh._vHead; v = v._next)
            {
                Vec3.Sub(ref v._coords, ref v2._coords, out d2);
                tNorm.X = d1.Y * d2.Z - d1.Z * d2.Y;
                tNorm.Y = d1.Z * d2.X - d1.X * d2.Z;
                tNorm.Z = d1.X * d2.Y - d1.Y * d2.X;
                tLen2   = tNorm.X * tNorm.X + tNorm.Y * tNorm.Y + tNorm.Z * tNorm.Z;
                if (tLen2 > maxLen2)
                {
                    maxLen2 = tLen2;
                    norm    = tNorm;
                }
            }

            if (maxLen2 <= new DeterministicFloat(0))
            {
                // All points lie on a single line -- any decent normal will do
                norm    = Vec3.Zero;
                i       = Vec3.LongAxis(ref d1);
                norm[i] = new DeterministicFloat(1);
            }
        }
Example #27
0
 public DeterministicVector2(DeterministicFloat X, DeterministicFloat Y)
 {
     this.X = X;
     this.Y = Y;
 }
Example #28
0
 public DeterministicVector2(DeterministicVector2 pt)
 {
     this.X = pt.X;
     this.Y = pt.Y;
 }
Example #29
0
 public DeterministicFloat ManhattanHeuristic()
 {
     return(DeterministicFloat.Abs(X) + DeterministicFloat.Abs(Y));
 }
Example #30
0
 public GridCell(DeterministicFloat x, DeterministicFloat y)
 {
     Type = GridCellType.Blocked;
     X    = x;
     Y    = y;
 }