Example #1
0
    public static common.Vector LV2PV(Luna3D.Vector3 vec)
    {
        common.Vector ProtoVec = new common.Vector();
        ProtoVec.x = vec.x;
        ProtoVec.y = vec.y;
        ProtoVec.z = vec.z;

        return(ProtoVec);
    }
Example #2
0
    /// <summary>
    /// Builds a blocky path following the middle of the connecting edges across the nav mesh.
    /// </summary>
    public void GeneratePath(Luna3D.Vector3 start, Luna3D.Vector3 end)
    {
        startPos = new float[] { start.x, start.y, start.z };
        endPos   = new float[] { end.x, end.y, end.z };

        Status status = _navMeshQuery.FindNearestPoly(startPos, new[] { 2f, 4f, 2f }, filter, ref startRef, ref nearestPt);

        Debug.Log(string.Format("Found start position status: {0}, Ref {1}, pos {2}, {3}, {4} ", status, startRef, startPos[0], startPos[1], startPos[2]));


        status = _navMeshQuery.FindNearestPoly(endPos, new[] { 2f, 4f, 2f }, filter, ref endRef, ref nearestPt);
        Debug.Log(string.Format("Found end position status: {0}, Ref {1}, pos {2}, {3}, {4} ", status, endRef, endPos[0], endPos[1], endPos[2]));


        status = _navMeshQuery.FindPath(startRef, endRef, startPos, endPos, filter, ref polys, ref polyCount, MaxPolys);
    }
    public void Init(RoleTransform transform, LunaNavmeshQuery navmeshQuery)
    {
        _navQuery  = navmeshQuery;
        _transform = transform;


        if (_navQuery != null)
        {
            _navMeshQuery = _navQuery._navMeshQuery;
            filter        = _navQuery.filter;
            crowd         = _navQuery.Crowd;

            param = new CrowdAgentParams
            {
                Radius                = Radius,
                Height                = Height,
                MaxAcceleration       = MaxAcceleration,
                MaxSpeed              = MaxSpeed,
                CollisionQueryRange   = CollisionQueryRange,
                PathOptimizationRange = PathOptimizationRange,
                UpdateFlags           = UpdateFlags,
                ObstacleAvoidanceType = ObstacleAvoidanceType,
                SeparationWeight      = SeparationWeight
            };

            Luna3D.Vector3 pos = _transform.GetPosition();
            AgentId = _navQuery.Crowd.AddAgent(new[] { pos.x, pos.y, pos.z }, param);
            //ResetTarget();

            _crowdAgent = crowd.GetAgent(AgentId);
            float[] resetpos = _crowdAgent.npos;
            _transform.SetPosition(new Vector3(resetpos[0], resetpos[1], resetpos[2]));
        }
        else
        {
            System.Console.WriteLine("Scene does not have a Nav Mesh Query, one must be added.");
        }
    }
Example #4
0
    /// <summary>
    /// Calls GeneratePath. Builds a smooth path by going to corners and trying to find the straightest paths possible across
    /// the NavMesh from the StartPosition to the EndPosition
    /// </summary>
    public void SmoothGeneratedPath(Luna3D.Vector3 start, Luna3D.Vector3 end)
    {
        GeneratePath(start, end);

        long[] smoothPolys = new long[MaxPolys];
        Array.Copy(polys, smoothPolys, polyCount);
        int smoothPolyCount = polyCount;

        float[] iterPos = new float[3], targetPos = new float[3];

        _navMeshQuery.ClosestPointOnPoly(startRef, startPos, ref iterPos);
        _navMeshQuery.ClosestPointOnPoly(smoothPolys[smoothPolyCount - 1], endPos, ref targetPos);

        float StepSize = 0.5f;
        float Slop     = 0.01f;

        SmoothPathNum = 0;
        Array.Copy(iterPos, 0, SmoothPath, SmoothPathNum * 3, 3);
        SmoothPathNum++;

        while (smoothPolyCount > 0 && SmoothPathNum < 2048)
        {
            float[] steerPos     = new float[3];
            short   steerPosFlag = 0;
            long    steerPosRef  = 0;

            if (!GetSteerTarget(_navMeshQuery, iterPos, targetPos, Slop, smoothPolys, smoothPolyCount, ref steerPos, ref steerPosFlag, ref steerPosRef))
            {
                break;
            }

            bool endOfPath         = (steerPosFlag & StraightPathEnd) != 0;
            bool offMeshConnection = (steerPosFlag & StraightPathOffMeshConnection) != 0;

            float[] delta = Helper.VSub(steerPos[0], steerPos[1], steerPos[2], iterPos[0], iterPos[1], iterPos[2]);
            float   len   = (float)Math.Sqrt(Helper.VDot(delta, delta));

            if ((endOfPath || offMeshConnection) && len < StepSize)
            {
                len = 1;
            }
            else
            {
                len = StepSize / len;
            }

            float[] moveTarget = new float[3];
            Helper.VMad(ref moveTarget, iterPos, delta, len);

            float[] result   = new float[3];
            long[]  visited  = new long[16];
            int     nVisited = 0;

            _navMeshQuery.MoveAlongSurface(smoothPolys[0], iterPos, moveTarget, filter, ref result, ref visited, ref nVisited, 16);
            smoothPolyCount = FixupCorridor(ref smoothPolys, smoothPolyCount, MaxPolys, visited, nVisited);
            float h = 0;
            _navMeshQuery.GetPolyHeight(smoothPolys[0], result, ref h);
            result[1] = h;
            Array.Copy(result, iterPos, 3);

            if (endOfPath && InRange(iterPos, steerPos, Slop, 1.0f))
            {
                Array.Copy(targetPos, iterPos, 3);
                if (SmoothPathNum < 2048)
                {
                    Array.Copy(iterPos, 0, SmoothPath, SmoothPathNum * 3, 3);
                    SmoothPathNum++;
                }
                break;
            }
            else if (offMeshConnection && InRange(iterPos, steerPos, Slop, 1.0f))
            {
                float[] startPosOffMesh = new float[3], endPosOffMesh = new float[3];
                long    prevRef = 0, polyRef = smoothPolys[0];
                int     npos = 0;
                while (npos < smoothPolyCount && polyRef != steerPosRef)
                {
                    prevRef = polyRef;
                    polyRef = smoothPolys[npos];
                    npos++;
                }
                for (int i = npos; i < smoothPolyCount; i++)
                {
                    smoothPolys[i - npos] = smoothPolys[i];
                }
                smoothPolyCount -= npos;

                Status status = _navMeshQuery.NavMesh.GetOffMeshConnectionPolyEndPoints(prevRef, polyRef, ref startPosOffMesh, ref endPosOffMesh);
                if ((status & Status.Success) != 0)
                {
                    if (SmoothPathNum < MaxSmooth)
                    {
                        Array.Copy(startPosOffMesh, 0, SmoothPath, SmoothPathNum * 3, 3);
                        SmoothPathNum++;
                        if ((SmoothPathNum & 1) == 1)
                        {
                            Array.Copy(startPosOffMesh, 0, SmoothPath, SmoothPathNum * 3, 3);
                            SmoothPathNum++;
                        }
                    }
                    Array.Copy(endPosOffMesh, iterPos, 3);
                    float eh = 0.0f;
                    _navMeshQuery.GetPolyHeight(smoothPolys[0], iterPos, ref eh);
                    iterPos[1] = eh;
                }
            }

            if (SmoothPathNum < 2048)
            {
                Array.Copy(iterPos, 0, SmoothPath, SmoothPathNum * 3, 3);
                SmoothPathNum++;
            }
        }
        doneSmoothing = true;
    }