Example #1
0
        private static void ExploreSides(Dictionary <Vector3I, GridLocation> map,
                                         Queue <Block> cubeQueue, StepVectors steps, Vector3I currentPosition, FatNode fatNode)
        {
            foreach (var step in steps.EnumerateSides())
            {
                var peakedGridPosition = currentPosition + step;
                if (!map.ContainsKey(peakedGridPosition))
                {
                    continue;
                }

                var peakedLocation = map[peakedGridPosition];
                if (peakedLocation.Visited)
                {
                    if (peakedLocation.Node != null)
                    {
                        // Add both directions.
                        fatNode.Neighbours.Add(peakedLocation.Node);
                        peakedLocation.Node.Neighbours.Add(fatNode);
                    }
                }
                else
                {
                    // TODO: check for obstacles even before enqueueing the block?
                    if (!cubeQueue.Contains(peakedLocation.Block)) // Note: this can be optimized
                    {
                        cubeQueue.Enqueue(peakedLocation.Block);
                    }
                }
            }
        }
Example #2
0
        /// <param name="characterOrientationUpInGrid">character orientation up converted to grid coordinates</param>
        internal static Vector3I GuessWhichSideIsUp(Vector3D characterOrientationUpInGrid)
        {
            var closestAngleVector = new StepVectors(Vector3I.Up).Enumerate()
                                     .Select(v => new Tuple <double, Vector3I>(characterOrientationUpInGrid.Dot(v), v))
                                     .OrderBy(x => x.Item1)
                                     .Select(pair => pair.Item2).First();

            return(((characterOrientationUpInGrid + closestAngleVector).LengthSquared() >
                    (characterOrientationUpInGrid - closestAngleVector).LengthSquared())
                    ? closestAngleVector
                    : -closestAngleVector);
        }
Example #3
0
        internal FatNavGraph CreateGraph(CubeGrid grid, Vector3D start, Vector3I up)
        {
            var map = new Dictionary <Vector3I, GridLocation>(capacity: 256);

            var startBlock = InitMapAndFindStartBlock(grid, start, map);

            var navGraph = new FatNavGraph();

            var steps       = new StepVectors(up);
            var cubeQueue   = new Queue <Block>();
            var nodeBuilder = new FatNodeBuilder();

            cubeQueue.Enqueue(startBlock);

            while (cubeQueue.Count > 0)
            {
                var currentCube     = cubeQueue.Dequeue();
                var currentPosition = currentCube.GridPosition.ToVector3I();

                map[currentPosition].Visited = true;

                // check for obstacles (2 blocks above the site)
                if (map.ContainsKey(currentPosition + up) || map.ContainsKey(currentPosition + 2 * up))
                {
                    continue;
                }

                var fatNode = nodeBuilder.Create(currentCube.Position);  // TODO(P): Add some position offset.
                map[currentPosition].Node = fatNode;
                navGraph.Nodes.Add(fatNode);

                ExploreSides(map, cubeQueue, steps, currentPosition, fatNode);
            }

            return(navGraph);
        }