public static VInt3 NearestPointStrict(ref VInt3 lineStart, ref VInt3 lineEnd, ref VInt3 point) { VInt3 rhs = lineEnd - lineStart; long sqrMagnitudeLong = rhs.sqrMagnitudeLong; if (sqrMagnitudeLong == 0) { return(lineStart); } long m = IntMath.Clamp(VInt3.DotLong(point - lineStart, rhs), 0L, sqrMagnitudeLong); return(IntMath.Divide(rhs, m, sqrMagnitudeLong) + lineStart); }
public static VFactor NearestPointFactor(ref VInt3 lineStart, ref VInt3 lineEnd, ref VInt3 point) { VInt3 rhs = lineEnd - lineStart; long sqrMagnitudeLong = rhs.sqrMagnitudeLong; VFactor zero = VFactor.zero; zero.nom = VInt3.DotLong(point - lineStart, rhs); if (sqrMagnitudeLong != 0) { zero.den = sqrMagnitudeLong; } return(zero); }
/** Returns the closest point on the segment. * The segment is NOT treated as infinite. * \see ClosestPointOnLine * \see ClosestPointOnSegmentXZ */ public static VInt3 ClosestPointOnSegment(VInt3 lineStart, VInt3 lineEnd, VInt3 point) { var dir = lineEnd - lineStart; long sqrMagn = dir.sqrMagnitudeLong; if (sqrMagn <= 1) { return(lineStart); } long factor = VInt3.DotLong(point - lineStart, dir) / sqrMagn; return(lineStart + dir * IntMath.Clamp(0, 1000, factor)); }
public static VInt3 NearestPointStrict(ref VInt3 lineStart, ref VInt3 lineEnd, ref VInt3 point) { VInt3 vInt = lineEnd - lineStart; long sqrMagnitudeLong = vInt.sqrMagnitudeLong; if (sqrMagnitudeLong == 0L) { return(lineStart); } long num = VInt3.DotLong(point - lineStart, vInt); num = IntMath.Clamp(num, 0L, sqrMagnitudeLong); return(IntMath.Divide(vInt, num, sqrMagnitudeLong) + lineStart); }
public void Apply(bool forceNewCheck) { //TODO //This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something) NNConstraint nn = NNConstraint.None; nn.distanceXZ = true; int graph = (int)startNode.GraphIndex; //Search all graphs but the one which start and end nodes are on nn.graphMask = ~(1 << graph); bool same = true; { //Good Game //var info = AstarPath.active.GetNearest(StartTransform.position, nn); var info = AstarPath.active.GetNearest((VInt3)StartTransform.position, nn); same &= info.node == connectedNode1 && info.node != null; connectedNode1 = info.node as MeshNode; clamped1 = info.position; if (connectedNode1 != null) { Debug.DrawRay((Vector3)connectedNode1.position, Vector3.up * 5, Color.red); } } { //Good Game //var info = AstarPath.active.GetNearest(EndTransform.position, nn); var info = AstarPath.active.GetNearest((VInt3)EndTransform.position, nn); same &= info.node == connectedNode2 && info.node != null; connectedNode2 = info.node as MeshNode; clamped2 = info.position; if (connectedNode2 != null) { Debug.DrawRay((Vector3)connectedNode2.position, Vector3.up * 5, Color.cyan); } } if (connectedNode2 == null || connectedNode1 == null) { return; } startNode.SetPosition((VInt3)StartTransform.position); endNode.SetPosition((VInt3)EndTransform.position); if (same && !forceNewCheck) { return; } RemoveConnections(startNode); RemoveConnections(endNode); uint cost = (uint)Mathf.RoundToInt(((VInt3)(StartTransform.position - EndTransform.position)).costMagnitude * costFactor); startNode.AddConnection(endNode, cost); endNode.AddConnection(startNode, cost); VInt3 dir = connectedNode2.position - connectedNode1.position; for (int a = 0; a < connectedNode1.GetVertexCount(); a++) { VInt3 va1 = connectedNode1.GetVertex(a); VInt3 va2 = connectedNode1.GetVertex((a + 1) % connectedNode1.GetVertexCount()); if (VInt3.DotLong((va2 - va1).Normal2D(), dir) > 0) { continue; } for (int b = 0; b < connectedNode2.GetVertexCount(); b++) { VInt3 vb1 = connectedNode2.GetVertex(b); VInt3 vb2 = connectedNode2.GetVertex((b + 1) % connectedNode2.GetVertexCount()); if (VInt3.DotLong((vb2 - vb1).Normal2D(), dir) < 0) { continue; } if (VInt3.Angle((vb2 - vb1), (va2 - va1)) > (170.0 / 360.0f) * Mathf.PI * 2) { float t1 = 0; float t2 = 1; t2 = System.Math.Min(t2, VectorMath.ClosestPointOnLineFactor(va1, va2, vb1)); t1 = System.Math.Max(t1, VectorMath.ClosestPointOnLineFactor(va1, va2, vb2)); if (t2 < t1) { Debug.LogError("Something went wrong! " + t1 + " " + t2 + " " + va1 + " " + va2 + " " + vb1 + " " + vb2 + "\nTODO, how can this happen?"); } else { //Good Game /*Vector3 pa = (Vector3)(va2-va1)*t1 + (Vector3)va1; * Vector3 pb = (Vector3)(va2-va1)*t2 + (Vector3)va1;*/ VInt3 pa = (va2 - va1) * t1 + va1; VInt3 pb = (va2 - va1) * t2 + va1; startNode.portalA = pa; startNode.portalB = pb; endNode.portalA = pb; endNode.portalB = pa; //Add connections between nodes, or replace old connections if existing //Good Game /*connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt(((VInt3)(clamped1 - StartTransform.position)).costMagnitude*costFactor)); * connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt(((VInt3)(clamped2 - EndTransform.position)).costMagnitude*costFactor)); * * startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt(((VInt3)(clamped1 - StartTransform.position)).costMagnitude*costFactor)); * endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt(((VInt3)(clamped2 - EndTransform.position)).costMagnitude*costFactor));*/ connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt(((clamped1 - (VInt3)StartTransform.position)).costMagnitude * costFactor)); connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt(((clamped2 - (VInt3)EndTransform.position)).costMagnitude * costFactor)); startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt(((clamped1 - (VInt3)StartTransform.position)).costMagnitude * costFactor)); endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt(((clamped2 - (VInt3)EndTransform.position)).costMagnitude * costFactor)); return; } } } } }