Exemple #1
0
 public static bool IsClockwiseXZ(Int3 a, Int3 b, Int3 c)
 {
     return(VectorMath.RightXZ(a, b, c));
 }
Exemple #2
0
 public static bool LeftNotColinear(Vector3 a, Vector3 b, Vector3 p)
 {
     return(VectorMath.RightXZ(a, b, p));
 }
Exemple #3
0
        /** Returns if there is an obstacle between \a origin and \a end on the graph.
         * \param [in] graph The graph to perform the search on
         * \param [in] tmp_origin Point to start from
         * \param [in] tmp_end Point to linecast to
         * \param [out] hit Contains info on what was hit, see GraphHitInfo
         * \param [in] hint You need to pass the node closest to the start point, if null, a search for the closest node will be done
         * \param trace If a list is passed, then it will be filled with all nodes the linecast traverses
         * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
         * \astarpro */
        public static bool Linecast(INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, out GraphHitInfo hit, List <GraphNode> trace)
        {
            var end    = (Int3)tmp_end;
            var origin = (Int3)tmp_origin;

            hit = new GraphHitInfo();

            if (float.IsNaN(tmp_origin.x + tmp_origin.y + tmp_origin.z))
            {
                throw new System.ArgumentException("origin is NaN");
            }
            if (float.IsNaN(tmp_end.x + tmp_end.y + tmp_end.z))
            {
                throw new System.ArgumentException("end is NaN");
            }

            var node = hint as TriangleMeshNode;

            if (node == null)
            {
                node = (graph as NavGraph).GetNearest(tmp_origin, NNConstraint.None).node as TriangleMeshNode;

                if (node == null)
                {
                    Debug.LogError("Could not find a valid node to start from");
                    hit.point = tmp_origin;
                    return(true);
                }
            }

            if (origin == end)
            {
                hit.node = node;
                return(false);
            }

            origin     = (Int3)node.ClosestPointOnNode((Vector3)origin);
            hit.origin = (Vector3)origin;

            if (!node.Walkable)
            {
                hit.point         = (Vector3)origin;
                hit.tangentOrigin = (Vector3)origin;
                return(true);
            }


            List <Vector3> left = Pathfinding.Util.ListPool <Vector3> .Claim();         //new List<Vector3>(1);

            List <Vector3> right = Pathfinding.Util.ListPool <Vector3> .Claim();        //new List<Vector3>(1);

            int counter = 0;

            while (true)
            {
                counter++;
                if (counter > 2000)
                {
                    Debug.LogError("Linecast was stuck in infinite loop. Breaking.");
                    Pathfinding.Util.ListPool <Vector3> .Release(left);

                    Pathfinding.Util.ListPool <Vector3> .Release(right);

                    return(true);
                }

                TriangleMeshNode newNode = null;

                if (trace != null)
                {
                    trace.Add(node);
                }

                if (node.ContainsPoint(end))
                {
                    Pathfinding.Util.ListPool <Vector3> .Release(left);

                    Pathfinding.Util.ListPool <Vector3> .Release(right);

                    return(false);
                }

                for (int i = 0; i < node.connections.Length; i++)
                {
                    //Nodes on other graphs should not be considered
                    //They might even be of other types (not MeshNode)
                    if (node.connections[i].GraphIndex != node.GraphIndex)
                    {
                        continue;
                    }

                    left.Clear();
                    right.Clear();

                    if (!node.GetPortal(node.connections[i], left, right, false))
                    {
                        continue;
                    }

                    Vector3 a = left[0];
                    Vector3 b = right[0];

                    //i.e Left or colinear
                    if (!VectorMath.RightXZ(a, b, hit.origin))
                    {
                        if (VectorMath.RightXZ(a, b, tmp_end))
                        {
                            //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it
                            continue;
                        }
                    }

                    float factor1, factor2;

                    if (VectorMath.LineIntersectionFactorXZ(a, b, hit.origin, tmp_end, out factor1, out factor2))
                    {
                        //Intersection behind the start
                        if (factor2 < 0)
                        {
                            continue;
                        }

                        if (factor1 >= 0 && factor1 <= 1)
                        {
                            newNode = node.connections[i] as TriangleMeshNode;
                            break;
                        }
                    }
                }

                if (newNode == null)
                {
                    //Possible edge hit
                    int vs = node.GetVertexCount();

                    for (int i = 0; i < vs; i++)
                    {
                        var a = (Vector3)node.GetVertex(i);
                        var b = (Vector3)node.GetVertex((i + 1) % vs);


                        //i.e left or colinear
                        if (!VectorMath.RightXZ(a, b, hit.origin))
                        {
                            //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it
                            if (VectorMath.RightXZ(a, b, tmp_end))
                            {
                                //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it
                                continue;
                            }
                        }

                        float factor1, factor2;
                        if (VectorMath.LineIntersectionFactorXZ(a, b, hit.origin, tmp_end, out factor1, out factor2))
                        {
                            if (factor2 < 0)
                            {
                                continue;
                            }

                            if (factor1 >= 0 && factor1 <= 1)
                            {
                                Vector3 intersectionPoint = a + (b - a) * factor1;
                                hit.point         = intersectionPoint;
                                hit.node          = node;
                                hit.tangent       = b - a;
                                hit.tangentOrigin = a;

                                Pathfinding.Util.ListPool <Vector3> .Release(left);

                                Pathfinding.Util.ListPool <Vector3> .Release(right);

                                return(true);
                            }
                        }
                    }

                    //Ok, this is wrong...
                    Debug.LogWarning("Linecast failing because point not inside node, and line does not hit any edges of it");

                    Pathfinding.Util.ListPool <Vector3> .Release(left);

                    Pathfinding.Util.ListPool <Vector3> .Release(right);

                    return(false);
                }

                node = newNode;
            }
        }
Exemple #4
0
 public static bool LeftNotColinear(Int3 a, Int3 b, Int3 p)
 {
     return(VectorMath.RightXZ(a, b, p));
 }
Exemple #5
0
        public static bool Linecast(INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, out GraphHitInfo hit, List <GraphNode> trace)
        {
            Int3 @int = (Int3)tmp_end;
            Int3 int2 = (Int3)tmp_origin;

            hit = default(GraphHitInfo);
            if (float.IsNaN(tmp_origin.x + tmp_origin.y + tmp_origin.z))
            {
                throw new ArgumentException("origin is NaN");
            }
            if (float.IsNaN(tmp_end.x + tmp_end.y + tmp_end.z))
            {
                throw new ArgumentException("end is NaN");
            }
            TriangleMeshNode triangleMeshNode = hint as TriangleMeshNode;

            if (triangleMeshNode == null)
            {
                triangleMeshNode = ((graph as NavGraph).GetNearest(tmp_origin, NNConstraint.None).node as TriangleMeshNode);
                if (triangleMeshNode == null)
                {
                    Debug.LogError("Could not find a valid node to start from");
                    hit.point = tmp_origin;
                    return(true);
                }
            }
            if (int2 == @int)
            {
                hit.node = triangleMeshNode;
                return(false);
            }
            int2       = (Int3)triangleMeshNode.ClosestPointOnNode((Vector3)int2);
            hit.origin = (Vector3)int2;
            if (!triangleMeshNode.Walkable)
            {
                hit.point         = (Vector3)int2;
                hit.tangentOrigin = (Vector3)int2;
                return(true);
            }
            List <Vector3> list = ListPool <Vector3> .Claim();

            List <Vector3> list2 = ListPool <Vector3> .Claim();

            int num = 0;

            for (;;)
            {
                num++;
                if (num > 2000)
                {
                    break;
                }
                TriangleMeshNode triangleMeshNode2 = null;
                if (trace != null)
                {
                    trace.Add(triangleMeshNode);
                }
                if (triangleMeshNode.ContainsPoint(@int))
                {
                    goto Block_9;
                }
                for (int i = 0; i < triangleMeshNode.connections.Length; i++)
                {
                    if (triangleMeshNode.connections[i].GraphIndex == triangleMeshNode.GraphIndex)
                    {
                        list.Clear();
                        list2.Clear();
                        if (triangleMeshNode.GetPortal(triangleMeshNode.connections[i], list, list2, false))
                        {
                            Vector3 vector  = list[0];
                            Vector3 vector2 = list2[0];
                            if (VectorMath.RightXZ(vector, vector2, hit.origin) || !VectorMath.RightXZ(vector, vector2, tmp_end))
                            {
                                float num2;
                                float num3;
                                if (VectorMath.LineIntersectionFactorXZ(vector, vector2, hit.origin, tmp_end, out num2, out num3))
                                {
                                    if (num3 >= 0f)
                                    {
                                        if (num2 >= 0f && num2 <= 1f)
                                        {
                                            triangleMeshNode2 = (triangleMeshNode.connections[i] as TriangleMeshNode);
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                if (triangleMeshNode2 == null)
                {
                    goto Block_18;
                }
                triangleMeshNode = triangleMeshNode2;
            }
            Debug.LogError("Linecast was stuck in infinite loop. Breaking.");
            ListPool <Vector3> .Release(list);

            ListPool <Vector3> .Release(list2);

            return(true);

Block_9:
            ListPool <Vector3> .Release(list);

            ListPool <Vector3> .Release(list2);

            return(false);

Block_18:
            int vertexCount = triangleMeshNode.GetVertexCount();

            for (int j = 0; j < vertexCount; j++)
            {
                Vector3 vector3 = (Vector3)triangleMeshNode.GetVertex(j);
                Vector3 vector4 = (Vector3)triangleMeshNode.GetVertex((j + 1) % vertexCount);
                if (VectorMath.RightXZ(vector3, vector4, hit.origin) || !VectorMath.RightXZ(vector3, vector4, tmp_end))
                {
                    float num4;
                    float num5;
                    if (VectorMath.LineIntersectionFactorXZ(vector3, vector4, hit.origin, tmp_end, out num4, out num5))
                    {
                        if (num5 >= 0f)
                        {
                            if (num4 >= 0f && num4 <= 1f)
                            {
                                Vector3 point = vector3 + (vector4 - vector3) * num4;
                                hit.point         = point;
                                hit.node          = triangleMeshNode;
                                hit.tangent       = vector4 - vector3;
                                hit.tangentOrigin = vector3;
                                ListPool <Vector3> .Release(list);

                                ListPool <Vector3> .Release(list2);

                                return(true);
                            }
                        }
                    }
                }
            }
            Debug.LogWarning("Linecast failing because point not inside node, and line does not hit any edges of it");
            ListPool <Vector3> .Release(list);

            ListPool <Vector3> .Release(list2);

            return(false);
        }