public static void UpdateArea(GraphUpdateObject o, INavmeshHolder graph) { Bounds bounds = graph.transform.InverseTransform(o.bounds); // Bounding rectangle with integer coordinates var irect = new IntRect( Mathf.FloorToInt(bounds.min.x * Int3.Precision), Mathf.FloorToInt(bounds.min.z * Int3.Precision), Mathf.CeilToInt(bounds.max.x * Int3.Precision), Mathf.CeilToInt(bounds.max.z * Int3.Precision) ); // Corners of the bounding rectangle var a = new Int3(irect.xmin, 0, irect.ymin); var b = new Int3(irect.xmin, 0, irect.ymax); var c = new Int3(irect.xmax, 0, irect.ymin); var d = new Int3(irect.xmax, 0, irect.ymax); var ymin = ((Int3)bounds.min).y; var ymax = ((Int3)bounds.max).y; // Loop through all nodes and check if they intersect the bounding box graph.GetNodes(_node => { var node = _node as TriangleMeshNode; bool inside = false; int allLeft = 0; int allRight = 0; int allTop = 0; int allBottom = 0; // Check bounding box rect in XZ plane for (int v = 0; v < 3; v++) { Int3 p = node.GetVertexInGraphSpace(v); if (irect.Contains(p.x, p.z)) { inside = true; break; } if (p.x < irect.xmin) { allLeft++; } if (p.x > irect.xmax) { allRight++; } if (p.z < irect.ymin) { allTop++; } if (p.z > irect.ymax) { allBottom++; } } if (!inside && (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3)) { return; } // Check if the polygon edges intersect the bounding rect for (int v = 0; v < 3; v++) { int v2 = v > 1 ? 0 : v + 1; Int3 vert1 = node.GetVertexInGraphSpace(v); Int3 vert2 = node.GetVertexInGraphSpace(v2); if (VectorMath.SegmentsIntersectXZ(a, b, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(a, c, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(c, d, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(d, b, vert1, vert2)) { inside = true; break; } } // Check if the node contains any corner of the bounding rect if (inside || node.ContainsPointInGraphSpace(a) || node.ContainsPointInGraphSpace(b) || node.ContainsPointInGraphSpace(c) || node.ContainsPointInGraphSpace(d)) { inside = true; } if (!inside) { return; } int allAbove = 0; int allBelow = 0; // Check y coordinate for (int v = 0; v < 3; v++) { Int3 p = node.GetVertexInGraphSpace(v); if (p.y < ymin) { allBelow++; } if (p.y > ymax) { allAbove++; } } // Polygon is either completely above the bounding box or completely below it if (allBelow == 3 || allAbove == 3) { return; } // Triangle is inside the bounding box! // Update it! o.WillUpdateNode(node); o.Apply(node); }); }
public static bool Intersects(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) { return(VectorMath.SegmentsIntersectXZ(start1, end1, start2, end2)); }
public static void UpdateArea(GraphUpdateObject o, INavmesh graph) { Bounds bounds = o.bounds; Rect rect = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z); IntRect irect = new IntRect(Mathf.FloorToInt(bounds.min.x * 1000f), Mathf.FloorToInt(bounds.min.z * 1000f), Mathf.FloorToInt(bounds.max.x * 1000f), Mathf.FloorToInt(bounds.max.z * 1000f)); Int3 a = new Int3(irect.xmin, 0, irect.ymin); Int3 b = new Int3(irect.xmin, 0, irect.ymax); Int3 c = new Int3(irect.xmax, 0, irect.ymin); Int3 d = new Int3(irect.xmax, 0, irect.ymax); int ymin = ((Int3)bounds.min).y; int ymax = ((Int3)bounds.max).y; graph.GetNodes(delegate(GraphNode _node) { TriangleMeshNode triangleMeshNode = _node as TriangleMeshNode; bool flag = false; int num = 0; int num2 = 0; int num3 = 0; int num4 = 0; for (int i = 0; i < 3; i++) { Int3 vertex = triangleMeshNode.GetVertex(i); Vector3 vector = (Vector3)vertex; if (irect.Contains(vertex.x, vertex.z)) { flag = true; break; } if (vector.x < rect.xMin) { num++; } if (vector.x > rect.xMax) { num2++; } if (vector.z < rect.yMin) { num3++; } if (vector.z > rect.yMax) { num4++; } } if (!flag && (num == 3 || num2 == 3 || num3 == 3 || num4 == 3)) { return; } for (int j = 0; j < 3; j++) { int i2 = (j > 1) ? 0 : (j + 1); Int3 vertex2 = triangleMeshNode.GetVertex(j); Int3 vertex3 = triangleMeshNode.GetVertex(i2); if (VectorMath.SegmentsIntersectXZ(a, b, vertex2, vertex3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(a, c, vertex2, vertex3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(c, d, vertex2, vertex3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(d, b, vertex2, vertex3)) { flag = true; break; } } if (flag || triangleMeshNode.ContainsPoint(a) || triangleMeshNode.ContainsPoint(b) || triangleMeshNode.ContainsPoint(c) || triangleMeshNode.ContainsPoint(d)) { flag = true; } if (!flag) { return; } int num5 = 0; int num6 = 0; for (int k = 0; k < 3; k++) { Int3 vertex4 = triangleMeshNode.GetVertex(k); if (vertex4.y < ymin) { num6++; } if (vertex4.y > ymax) { num5++; } } if (num6 == 3 || num5 == 3) { return; } o.WillUpdateNode(triangleMeshNode); o.Apply(triangleMeshNode); }); }
public static void UpdateArea(GraphUpdateObject o, INavmesh graph) { Bounds bounds = o.bounds; // Bounding rectangle with floating point coordinates Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z); // Bounding rectangle with int coordinates var r2 = new IntRect( Mathf.FloorToInt(bounds.min.x * Int3.Precision), Mathf.FloorToInt(bounds.min.z * Int3.Precision), Mathf.FloorToInt(bounds.max.x * Int3.Precision), Mathf.FloorToInt(bounds.max.z * Int3.Precision) ); // Corners of the bounding rectangle var a = new Int3(r2.xmin, 0, r2.ymin); var b = new Int3(r2.xmin, 0, r2.ymax); var c = new Int3(r2.xmax, 0, r2.ymin); var d = new Int3(r2.xmax, 0, r2.ymax); var ymin = ((Int3)bounds.min).y; var ymax = ((Int3)bounds.max).y; // Loop through all nodes graph.GetNodes(_node => { var node = _node as TriangleMeshNode; bool inside = false; int allLeft = 0; int allRight = 0; int allTop = 0; int allBottom = 0; // Check bounding box rect in XZ plane for (int v = 0; v < 3; v++) { Int3 p = node.GetVertex(v); var vert = (Vector3)p; if (r2.Contains(p.x, p.z)) { inside = true; break; } if (vert.x < r.xMin) { allLeft++; } if (vert.x > r.xMax) { allRight++; } if (vert.z < r.yMin) { allTop++; } if (vert.z > r.yMax) { allBottom++; } } if (!inside) { if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) { return(true); } } // Check if the polygon edges intersect the bounding rect for (int v = 0; v < 3; v++) { int v2 = v > 1 ? 0 : v + 1; Int3 vert1 = node.GetVertex(v); Int3 vert2 = node.GetVertex(v2); if (VectorMath.SegmentsIntersectXZ(a, b, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(a, c, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(c, d, vert1, vert2)) { inside = true; break; } if (VectorMath.SegmentsIntersectXZ(d, b, vert1, vert2)) { inside = true; break; } } // Check if the node contains any corner of the bounding rect if (inside || node.ContainsPoint(a) || node.ContainsPoint(b) || node.ContainsPoint(c) || node.ContainsPoint(d)) { inside = true; } if (!inside) { return(true); } int allAbove = 0; int allBelow = 0; // Check y coordinate for (int v = 0; v < 3; v++) { Int3 p = node.GetVertex(v); if (p.y < ymin) { allBelow++; } if (p.y > ymax) { allAbove++; } } // Polygon is either completely above the bounding box or completely below it if (allBelow == 3 || allAbove == 3) { return(true); } // Triangle is inside the bounding box! // Update it! o.WillUpdateNode(node); o.Apply(node); return(true); }); }
// Token: 0x06002570 RID: 9584 RVA: 0x001A2E38 File Offset: 0x001A1038 public static void UpdateArea(GraphUpdateObject o, INavmeshHolder graph) { Bounds bounds = graph.transform.InverseTransform(o.bounds); IntRect irect = new IntRect(Mathf.FloorToInt(bounds.min.x * 1000f), Mathf.FloorToInt(bounds.min.z * 1000f), Mathf.CeilToInt(bounds.max.x * 1000f), Mathf.CeilToInt(bounds.max.z * 1000f)); Int3 a = new Int3(irect.xmin, 0, irect.ymin); Int3 b = new Int3(irect.xmin, 0, irect.ymax); Int3 c = new Int3(irect.xmax, 0, irect.ymin); Int3 d = new Int3(irect.xmax, 0, irect.ymax); int ymin = ((Int3)bounds.min).y; int ymax = ((Int3)bounds.max).y; graph.GetNodes(delegate(GraphNode _node) { TriangleMeshNode triangleMeshNode = _node as TriangleMeshNode; bool flag = false; int num = 0; int num2 = 0; int num3 = 0; int num4 = 0; for (int i = 0; i < 3; i++) { Int3 vertexInGraphSpace = triangleMeshNode.GetVertexInGraphSpace(i); if (irect.Contains(vertexInGraphSpace.x, vertexInGraphSpace.z)) { flag = true; break; } if (vertexInGraphSpace.x < irect.xmin) { num++; } if (vertexInGraphSpace.x > irect.xmax) { num2++; } if (vertexInGraphSpace.z < irect.ymin) { num3++; } if (vertexInGraphSpace.z > irect.ymax) { num4++; } } if (!flag && (num == 3 || num2 == 3 || num3 == 3 || num4 == 3)) { return; } for (int j = 0; j < 3; j++) { int i2 = (j > 1) ? 0 : (j + 1); Int3 vertexInGraphSpace2 = triangleMeshNode.GetVertexInGraphSpace(j); Int3 vertexInGraphSpace3 = triangleMeshNode.GetVertexInGraphSpace(i2); if (VectorMath.SegmentsIntersectXZ(a, b, vertexInGraphSpace2, vertexInGraphSpace3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(a, c, vertexInGraphSpace2, vertexInGraphSpace3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(c, d, vertexInGraphSpace2, vertexInGraphSpace3)) { flag = true; break; } if (VectorMath.SegmentsIntersectXZ(d, b, vertexInGraphSpace2, vertexInGraphSpace3)) { flag = true; break; } } if (flag || triangleMeshNode.ContainsPointInGraphSpace(a) || triangleMeshNode.ContainsPointInGraphSpace(b) || triangleMeshNode.ContainsPointInGraphSpace(c) || triangleMeshNode.ContainsPointInGraphSpace(d)) { flag = true; } if (!flag) { return; } int num5 = 0; int num6 = 0; for (int k = 0; k < 3; k++) { Int3 vertexInGraphSpace4 = triangleMeshNode.GetVertexInGraphSpace(k); if (vertexInGraphSpace4.y < ymin) { num6++; } if (vertexInGraphSpace4.y > ymax) { num5++; } } if (num6 == 3 || num5 == 3) { return; } o.WillUpdateNode(triangleMeshNode); o.Apply(triangleMeshNode); }); }