public List <LVector3> FindPath(LVector3 fromPoint, LVector3 toPoint, TrianglePointPath navMeshPointPath)
        {
            navMeshGraphPath = new TriangleGraphPath();
            bool find = FindPath(fromPoint, toPoint, navMeshGraphPath);

            if (!find)
            {
                return(navMeshPointPath.getVectors());
            }

            navMeshPointPath.CalculateForGraphPath(navMeshGraphPath, false);
            return(navMeshPointPath.getVectors());
        }
        private bool FindPath(LVector3 fromPoint, LVector3 toPoint, TriangleGraphPath path)
        {
            path.Clear();
            Triangle fromTriangle = GetTriangle(fromPoint);
            var      toTriangle   = GetTriangle(toPoint);

            if (_pathFinder.SearchPath(fromTriangle, toTriangle, _heuristic, path))
            {
                path.start    = fromPoint;
                path.end      = toPoint;
                path.startTri = fromTriangle;
                return(true);
            }

            return(false);
        }
Exemple #3
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        private TriangleEdge lastEdge;                               // 最后一个边


        public void CalculateForGraphPath(TriangleGraphPath trianglePath, bool calculateCrossPoint)
        {
            Clear();
            nodes    = trianglePath.nodes;
            start    = trianglePath.start;
            end      = trianglePath.end;
            startTri = trianglePath.startTri;

            // Check that the start point is actually inside the start triangle, if not,
            // project it to the closest
            // triangle edge. Otherwise the funnel calculation might generate spurious path
            // segments.
            Ray ray = new Ray((V3_UP.scl(1000.ToLFloat())).Add(start), V3_DOWN); // 起始坐标从上向下的射线

            if (!GeometryUtil.IntersectRayTriangle(ray, startTri.a, startTri.b, startTri.c, out var ss))
            {
                LFloat   minDst     = LFloat.MaxValue;
                LVector3 projection = new LVector3(); // 规划坐标
                LVector3 newStart   = new LVector3(); // 新坐标
                LFloat   dst;
                // A-B
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.a, startTri.b,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                // B-C
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.b, startTri.c,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                // C-A
                if ((dst = GeometryUtil.nearestSegmentPointSquareDistance(projection, startTri.c, startTri.a,
                                                                          start)) < minDst)
                {
                    minDst = dst;
                    newStart.set(projection);
                }

                start.set(newStart);
            }

            if (nodes.Count == 0)   // 起点终点在同一三角形中
            {
                addPoint(start, startTri);
                addPoint(end, startTri);
            }
            else
            {
                lastEdge = new TriangleEdge(nodes.get(nodes.Count - 1).GetToNode(),
                                            nodes.get(nodes.Count - 1).GetToNode(),
                                            end,
                                            end);
                CalculateEdgePoints(calculateCrossPoint);
            }
        }