Exemple #1
0
        public override float MapPointToPathDistance(Vector3 point)
        {
            if (_points.Count < 2)
            {
                return(0);
            }


            float d;
            float minDistance        = float.MaxValue;
            float segmentLengthTotal = 0;
            float pathDistance       = 0;

            for (int i = 1; i < _points.Count; i++)
            {
                float   segmentProjection = 0;
                float   segmentLength     = _lengths[i];
                Vector3 segmentNormal     = _normals[i];
                d = OpenSteerUtility.PointToSegmentDistance(point, _points[i - 1], _points[i],
                                                            segmentNormal, segmentLength,
                                                            ref segmentProjection);
                if (d < minDistance)
                {
                    minDistance  = d;
                    pathDistance = segmentLengthTotal + segmentProjection;
                }
                segmentLengthTotal += segmentLength;
            }

            // return distance along path of onPath point
            return(pathDistance);
        }
        /// <summary>
        /// Maps the reference point to a distance along the path.
        /// </summary>
        /// <param name="point">Reference point.</param>
        /// <returns>The distance along the path for the point.</returns>
        public virtual float MapPointToPathDistance(Vector3 point)
        {
            if (Path.Count < 2)
            {
                return(0);
            }

            var   minDistance        = float.MaxValue;
            float segmentLengthTotal = 0;
            float pathDistance       = 0;

            for (var i = 1; i < Path.Count; i++)
            {
                var segmentProjection = 0f;
                var segmentLength     = Lengths[i];
                var segmentNormal     = Normals[i];
                var d = OpenSteerUtility.PointToSegmentDistance(point, Path[i - 1], Path[i],
                                                                segmentNormal, segmentLength,
                                                                ref segmentProjection);
                segmentLengthTotal += segmentLength;
                if (!(d < minDistance))
                {
                    continue;
                }
                minDistance  = d;
                pathDistance = segmentLengthTotal + segmentProjection;
            }

            // return distance along path of onPath point
            return(pathDistance);
        }
Exemple #3
0
        public override Vector3 MapPointToPath(Vector3 point, ref PathRelativePosition pathRelative)
        {
            float   d;
            float   minDistance = float.MaxValue;
            Vector3 onPath      = Vector3.zero;

            pathRelative.segmentIndex = -1;
            // loop over all segments, find the one nearest to the given point
            for (int i = 1; i < _points.Count; i++)
            {
                float   segmentLength = _lengths[i];
                Vector3 segmentNormal = _normals[i];
                Vector3 chosenPoint   = Vector3.zero;
                d = OpenSteerUtility.PointToSegmentDistance(point, _points[i - 1], _points[i],
                                                            segmentNormal, segmentLength,
                                                            ref chosenPoint);
                if (d < minDistance)
                {
                    minDistance               = d;
                    onPath                    = chosenPoint;
                    pathRelative.tangent      = segmentNormal;
                    pathRelative.segmentIndex = i;
                }
            }

            // measure how far original point is outside the Pathway's "tube"
            pathRelative.outside = (onPath - point).magnitude - Radius;

            // return point on path
            return(onPath);
        }
        /// <summary>
        /// Given an arbitrary point ("A"), returns the nearest point ("P") on
        /// this path.  Also returns, via output arguments, the path Tangent at
        /// P and a measure of how far A is Outside the Pathway's "tube".  Note
        /// that a negative distance indicates A is inside the Pathway.
        /// </summary>
        /// <param name="point">Reference point.</param>
        /// <param name="pathRelative">Structure indicating the relative path position.</param>
        /// <returns>The closest point to the received reference point.</returns>
        public virtual Vector3 MapPointToPath(Vector3 point, ref PathRelativePosition pathRelative)
        {
            var minDistance = float.MaxValue;
            var onPath      = Vector3.zero;

            pathRelative.SegmentIndex = -1;
            // loop over all segments, find the one nearest to the given point
            for (var i = 1; i < Path.Count; i++)
            {
                var segmentLength = Lengths[i];
                var segmentNormal = Normals[i];
                var chosenPoint   = Vector3.zero;
                var d             = OpenSteerUtility.PointToSegmentDistance(point, Path[i - 1], Path[i],
                                                                            segmentNormal, segmentLength,
                                                                            ref chosenPoint);
                if (!(d < minDistance))
                {
                    continue;
                }
                minDistance               = d;
                onPath                    = chosenPoint;
                pathRelative.Tangent      = segmentNormal;
                pathRelative.SegmentIndex = i;
            }

            // measure how far original point is Outside the Pathway's "tube"
            pathRelative.Outside = (onPath - point).magnitude - Radius;

            // return point on path
            return(onPath);
        }
Exemple #5
0
        public override Vector3 mapPointToPath(Vector3 point, ref mapReturnStruct tStruct)
        {
            float   d;
            float   minDistance = float.MaxValue;
            Vector3 onPath      = Vector3.zero;

            // loop over all segments, find the one nearest to the given point
            for (int i = 1; i < points.Length; i++)
            {
                float   segmentLength = lengths[i];
                Vector3 segmentNormal = normals[i];
                Vector3 chosenPoint   = Vector3.zero;
                d = OpenSteerUtility.PointToSegmentDistance(point, points[i - 1], points[i],
                                                            segmentNormal, segmentLength,
                                                            ref chosenPoint);
                if (d < minDistance)
                {
                    minDistance     = d;
                    onPath          = chosenPoint;
                    tStruct.tangent = segmentNormal;
                }
            }

            // measure how far original point is outside the Pathway's "tube"
            tStruct.outside = (onPath - point).magnitude - radius;

            // return point on path
            return(onPath);
        }
        public static float PointToSegmentDistance(Vector3 point, Vector3 ep0, Vector3 ep1, ref Vector3 chosenPoint, ref float segmentProjection)
        {
            Vector3 vector    = ep1 - ep0;
            float   magnitude = vector.get_magnitude();

            vector *= 1f / magnitude;
            return(OpenSteerUtility.PointToSegmentDistance(point, ep0, ep1, vector, magnitude, ref chosenPoint, ref segmentProjection));
        }
        public static float PointToSegmentDistance(Vector3 point, Vector3 ep0, Vector3 ep1, Vector3 segmentNormal, float segmentLength, ref Vector3 chosenPoint)
        {
            float num = 0f;

            return(OpenSteerUtility.PointToSegmentDistance(point, ep0, ep1, segmentNormal, segmentLength, ref chosenPoint, ref num));
        }
        public static float PointToSegmentDistance(Vector3 point, Vector3 ep0, Vector3 ep1, Vector3 segmentNormal, float segmentLength, ref float segmentProjection)
        {
            Vector3 zero = Vector3.get_zero();

            return(OpenSteerUtility.PointToSegmentDistance(point, ep0, ep1, segmentNormal, segmentLength, ref zero, ref segmentProjection));
        }