public bool Intersects(WorldObjectModel physicalModel)
 {
     Plane p = new Plane(Vector3.up, 0);
     float enter;
     bool intersects = p.Raycast(WorldSpaceRay, out enter);
     if (intersects)
     {
         Vector3 entryPoint = TurtleUtils.WorldSpacePointToCafeCoordinates(WorldSpaceRay.GetPoint(enter));
         intersects = intersects && Math.Abs(entryPoint.x - physicalModel.Position.x) < physicalModel.Width / 2f;
         intersects = intersects && Math.Abs(entryPoint.y - physicalModel.Position.y) < physicalModel.Height / 2f;
     }
     return intersects;
 }
        public bool Intersects(WorldObjectModel physicalModel)
        {
            Plane p = new Plane(Vector3.up, 0);
            float enter;
            bool  intersects = p.Raycast(WorldSpaceRay, out enter);

            if (intersects)
            {
                Vector3 entryPoint = TurtleUtils.WorldSpacePointToCafeCoordinates(WorldSpaceRay.GetPoint(enter));
                intersects = intersects && Math.Abs(entryPoint.x - physicalModel.Position.x) < physicalModel.Width / 2f;
                intersects = intersects && Math.Abs(entryPoint.y - physicalModel.Position.y) < physicalModel.Height / 2f;
            }
            return(intersects);
        }
Exemple #3
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 public bool CanBePlacedAt(WorldObjectModel model, Vector2 position)
 {
     int modelX = (int)Math.Round(model.Position.x);
     int modelY = (int)Math.Round(model.Position.y);
     for (int i = modelX - model.Width / 2; i < modelX + model.Width / 2; i++)
     {
         for (int j = modelY - model.Height / 2; j < modelY + model.Height / 2; i++)
         {
             if (GetModelAtLocation(new Vector2(i, j)) != null)
             {
                 return false;
             }
         }
     }
     return true;
 }
Exemple #4
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        public bool CanBePlacedAt(WorldObjectModel model, Vector2 position)
        {
            int modelX = (int)Math.Round(model.Position.x);
            int modelY = (int)Math.Round(model.Position.y);

            for (int i = modelX - model.Width / 2; i < modelX + model.Width / 2; i++)
            {
                for (int j = modelY - model.Height / 2; j < modelY + model.Height / 2; i++)
                {
                    if (GetModelAtLocation(new Vector2(i, j)) != null)
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
Exemple #5
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        /// <summary>
        /// Gets an adjacent space for a model to move to in order to reach a given target.
        /// </summary>
        /// <param name="model">The model for which the next space should be found.</param>
        /// <param name="target">The model's intended destination.</param>
        /// <param name="ignoreLayers">Layers that the object ignores when pathfinding.</param>
        /// <returns>An adjacent space if the model has a path to its target, or the model's
        /// original space if there is no such path.</returns>
        public Vector2 Pathfind(WorldObjectModel model, WorldObjectModel destination)
        {
            if (!graphValid)
            {
                RebuildPathfindingGraph();
            }
            Vector2 current = model.Position.RoundComponents();
            Vector2 target = destination.Position.RoundComponents();
            if (current == target)
            {
                // what are we doing
                return target;
            }
            // temp var
            List<RoomGraphNode> nodesToAdd = new List<RoomGraphNode>(4);

            Dictionary<RoomGraphNode, RoomGraphNode> prevPointers = new Dictionary<RoomGraphNode, RoomGraphNode>();
            Queue<RoomGraphNode> queue = new Queue<RoomGraphNode>();
            // initial population
            prevPointers[emptySpaceGraph[current]] = null;
            queue.Enqueue(emptySpaceGraph[current]);
            while (queue.Count > 0)
            {
                RoomGraphNode currentNode = queue.Dequeue();
                // Check if we are at the target
                if (currentNode.Position == target)
                {
                    // we found it
                    while (prevPointers[currentNode].Position != current)
                    {
                        currentNode = prevPointers[currentNode];
                    }
                    return currentNode.Position;
                }
                // TODO: Pathfinding currently ignores size completely. (Is this OK?)
                // Get current node's neighbors
                nodesToAdd.Clear();
                foreach (var adjacentNode in currentNode.AdjacencyList.GetElementsInRandomOrder())
                {
                    if (!prevPointers.ContainsKey(adjacentNode) &&
                        (adjacentNode.ModelAtNode == null ||
                        currentNode.ModelAtNode == adjacentNode.ModelAtNode ||
                        adjacentNode.ModelAtNode == destination))
                    {
                        nodesToAdd.Add(adjacentNode);
                    }
                }
                // If current node is original, we want to favor the direction that the object's currently facing
                if (currentNode.Position == current)
                {
                    for (int i = 0; i < nodesToAdd.Count; i++)
                    {
                        if (nodesToAdd[i].Position - current == model.Direction)
                        {
                            nodesToAdd.Swap(0, i);
                            break;
                        }
                    }
                }
                // Add valid neighbors to queue
                foreach (var nextNode in nodesToAdd)
                {
                    prevPointers[nextNode] = currentNode;
                    queue.Enqueue(nextNode);
                }
            }
            // couldn't find it
            Debug.Log("Couldn't find a path from " + current + " to " + target);
            return current;
        }
Exemple #6
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        /// <summary>
        /// Gets an adjacent space for a model to move to in order to reach a given target.
        /// </summary>
        /// <param name="model">The model for which the next space should be found.</param>
        /// <param name="target">The model's intended destination.</param>
        /// <param name="ignoreLayers">Layers that the object ignores when pathfinding.</param>
        /// <returns>An adjacent space if the model has a path to its target, or the model's
        /// original space if there is no such path.</returns>
        public Vector2 Pathfind(WorldObjectModel model, WorldObjectModel destination)
        {
            if (!graphValid)
            {
                RebuildPathfindingGraph();
            }
            Vector2 current = model.Position.RoundComponents();
            Vector2 target  = destination.Position.RoundComponents();

            if (current == target)
            {
                // what are we doing
                return(target);
            }
            // temp var
            List <RoomGraphNode> nodesToAdd = new List <RoomGraphNode>(4);

            Dictionary <RoomGraphNode, RoomGraphNode> prevPointers = new Dictionary <RoomGraphNode, RoomGraphNode>();
            Queue <RoomGraphNode> queue = new Queue <RoomGraphNode>();

            // initial population
            prevPointers[emptySpaceGraph[current]] = null;
            queue.Enqueue(emptySpaceGraph[current]);
            while (queue.Count > 0)
            {
                RoomGraphNode currentNode = queue.Dequeue();
                // Check if we are at the target
                if (currentNode.Position == target)
                {
                    // we found it
                    while (prevPointers[currentNode].Position != current)
                    {
                        currentNode = prevPointers[currentNode];
                    }
                    return(currentNode.Position);
                }
                // TODO: Pathfinding currently ignores size completely. (Is this OK?)
                // Get current node's neighbors
                nodesToAdd.Clear();
                foreach (var adjacentNode in currentNode.AdjacencyList.GetElementsInRandomOrder())
                {
                    if (!prevPointers.ContainsKey(adjacentNode) &&
                        (adjacentNode.ModelAtNode == null ||
                         currentNode.ModelAtNode == adjacentNode.ModelAtNode ||
                         adjacentNode.ModelAtNode == destination))
                    {
                        nodesToAdd.Add(adjacentNode);
                    }
                }
                // If current node is original, we want to favor the direction that the object's currently facing
                if (currentNode.Position == current)
                {
                    for (int i = 0; i < nodesToAdd.Count; i++)
                    {
                        if (nodesToAdd[i].Position - current == model.Direction)
                        {
                            nodesToAdd.Swap(0, i);
                            break;
                        }
                    }
                }
                // Add valid neighbors to queue
                foreach (var nextNode in nodesToAdd)
                {
                    prevPointers[nextNode] = currentNode;
                    queue.Enqueue(nextNode);
                }
            }
            // couldn't find it
            Debug.Log("Couldn't find a path from " + current + " to " + target);
            return(current);
        }