Example #1
0
        public void GetPortals()
        {
            Portals.Clear();

            for (int i = 0; i < TriPath.Count - 1; i++)
            {
                Pair <Vector3, Vector3> portal = new Pair <Vector3, Vector3>();

                if (TriPath[i].U == TriPath[i + 1].U ||
                    TriPath[i].U == TriPath[i + 1].V || TriPath[i].U == TriPath[i + 1].W)
                {
                    portal = new Pair <Vector3, Vector3>(TriPath[i].U.A, TriPath[i].U.B);
                }
                else if (TriPath[i].V == TriPath[i + 1].U ||
                         TriPath[i].V == TriPath[i + 1].V || TriPath[i].V == TriPath[i + 1].W)
                {
                    portal = new Pair <Vector3, Vector3>(TriPath[i].V.A, TriPath[i].V.B);
                }
                else
                {
                    portal = new Pair <Vector3, Vector3>(TriPath[i].W.A, TriPath[i].W.B);
                }

                if (Op2D.Cross(portal.first - TriPath[i].Center, portal.second - TriPath[i].Center) < 0)
                {
                    Vector3 tmp = portal.first;
                    portal.first  = portal.second;
                    portal.second = tmp;
                }
                Portals.Add(portal);
            }
            Portals.Add(new Pair <Vector3, Vector3>(EndPt, EndPt));
        }
Example #2
0
        public List <Vector3> Funnel()
        {
            List <Vector3> path = new List <Vector3>();
            Vector3        right, left, current;
            int            rightId, leftId;

            right   = left = current = StartPt;
            rightId = leftId = 0;

            for (int i = 0; i < Portals.Count; i++)
            {
                if (left == current || Op2D.Cross(left - current, Portals[i].first - current) >= 0)
                {
                    if (Op2D.Cross(right - current, Portals[i].first - current) > 0)
                    {
                        path.Add(right);
                        current = left = right;
                        i       = leftId = rightId;
                        continue;
                    }
                    else
                    {
                        left   = Portals[i].first;
                        leftId = i;
                    }
                }

                if (right == current || Op2D.Cross(right - current, Portals[i].second - current) <= 0)
                {
                    if (Op2D.Cross(left - current, Portals[i].second - current) < 0)
                    {
                        path.Add(left);
                        current = right = left;
                        i       = rightId = leftId;
                        continue;
                    }
                    else
                    {
                        right   = Portals[i].second;
                        rightId = i;
                    }
                }
            }

            path.Add(EndPt);



            Engine.Singleton.SceneManager.DestroyManualObject("line");

            // destroy the SceneNode (or keep it to add other manual objects)
            Engine.Singleton.SceneManager.DestroySceneNode("line_node");

            ManualObject manOb = Engine.Singleton.SceneManager.CreateManualObject("line");

            manOb.Begin("line_material", RenderOperation.OperationTypes.OT_LINE_LIST);

            for (int i = 1; i < path.Count; i++)
            {
                Vector3 adam = path[i - 1];
                adam.y = 0.4f;
                manOb.Position(adam);

                Vector3 adam1 = path[i];
                adam1.y = 0.4f;
                manOb.Position(adam1);
            }

            manOb.End();
            SceneNode moNode = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode("line_node");

            moNode.SetPosition(0, 0, 0);

            moNode.AttachObject(manOb);

            return(path);
        }