Esempio n. 1
0
        //Good Game
        //public void MoveToCircleIntersection2D (Vector3 circleCenter3D, float radius, IMovementPlane transform) {
        public void MoveToCircleIntersection2D(VInt3 circleCenter3D, float radius, IMovementPlane transform)
        {
            if (path == null)
            {
                return;
            }

            // Move forwards as long as we are getting closer to circleCenter3D
            //Good Game
            //while (segmentIndex < path.Count - 2 && VectorMath.ClosestPointOnLineFactor(path[segmentIndex], path[segmentIndex+1], circleCenter3D) > 1)
            while (segmentIndex < path.Count - 2 && IntMath.ClosestPointOnLineFactor(path[segmentIndex], path[segmentIndex + 1], circleCenter3D) > 1)
            {
                NextSegment();
            }

            //Good Game
            //var circleCenter = transform.ToPlane(circleCenter3D);
            var circleCenter = transform.ToPlane((Vector3)circleCenter3D);

            // Move forwards as long as the current segment endpoint is within the circle
            //Good Game
            //while (segmentIndex < path.Count - 2 && (transform.ToPlane(path[segmentIndex+1]) - circleCenter).sqrMagnitude <= radius*radius) {
            while (segmentIndex < path.Count - 2 && (transform.ToPlane((Vector3)path[segmentIndex + 1]) - circleCenter).sqrMagnitude <= radius * radius)
            {
                NextSegment();
            }

            // Calculate the intersection with the circle. This involves some math.
            //Good Game
            //var factor = VectorMath.LineCircleIntersectionFactor(circleCenter, transform.ToPlane(path[segmentIndex]), transform.ToPlane(path[segmentIndex+1]), radius);
            var factor = VectorMath.LineCircleIntersectionFactor(circleCenter, transform.ToPlane((Vector3)path[segmentIndex]), transform.ToPlane((Vector3)path[segmentIndex + 1]), radius);

            // Move to the intersection point
            MoveToSegment(segmentIndex, factor);
        }
Esempio n. 2
0
        /** Move as close as possible to the specified point */
        //Good Game
        //public void MoveToClosestPoint (Vector3 point) {
        public void MoveToClosestPoint(VInt3 point)
        {
            if (path == null)
            {
                return;
            }

            float bestDist   = float.PositiveInfinity;
            float bestFactor = 0f;
            int   bestIndex  = 0;

            for (int i = 0; i < path.Count - 1; i++)
            {
                //Good Game

                /*float factor = VectorMath.ClosestPointOnLineFactor(path[i], path[i+1], point);
                 *              Vector3 closest = Vector3.Lerp(path[i], path[i+1], factor);*/
                long  factor  = IntMath.ClosestPointOnLineFactor(path[i], path[i + 1], point);
                VInt3 closest = VInt3.Lerp(path[i], path[i + 1], factor);
                float dist    = (point - closest).sqrMagnitude;

                if (dist < bestDist)
                {
                    bestDist   = dist;
                    bestFactor = factor;
                    bestIndex  = i;
                }
            }

            MoveToSegment(bestIndex, bestFactor);
        }
Esempio n. 3
0
        //Good Game
        //public void MoveToLocallyClosestPoint (Vector3 point, bool allowForwards = true, bool allowBackwards = true) {
        public void MoveToLocallyClosestPoint(VInt3 point, bool allowForwards = true, bool allowBackwards = true)
        {
            if (path == null)
            {
                return;
            }

            while (allowForwards && segmentIndex < path.Count - 2 && (path[segmentIndex + 1] - point).sqrMagnitude <= (path[segmentIndex] - point).sqrMagnitude)
            {
                NextSegment();
            }

            while (allowBackwards && segmentIndex > 0 && (path[segmentIndex - 1] - point).sqrMagnitude <= (path[segmentIndex] - point).sqrMagnitude)
            {
                PrevSegment();
            }

            // Check the distances to the two segments extending from the vertex path[segmentIndex]
            // and pick the position on those segments that is closest to the #point parameter.
            float factor1 = 0, factor2 = 0, d1 = float.PositiveInfinity, d2 = float.PositiveInfinity;

            if (segmentIndex > 0)
            {
                //Good Game

                /*factor1 = VectorMath.ClosestPointOnLineFactor(path[segmentIndex-1], path[segmentIndex], point);
                 *              d1 = (Vector3.Lerp(path[segmentIndex-1], path[segmentIndex], factor1) - point).sqrMagnitude;*/
                factor1 = IntMath.ClosestPointOnLineFactor(path[segmentIndex - 1], path[segmentIndex], point);
                d1      = (VInt3.Lerp(path[segmentIndex - 1], path[segmentIndex], factor1) - point).sqrMagnitude;
            }

            if (segmentIndex < path.Count - 1)
            {
                //Good Game

                /*factor2 = VectorMath.ClosestPointOnLineFactor(path[segmentIndex], path[segmentIndex+1], point);
                 *              d2 = (Vector3.Lerp(path[segmentIndex], path[segmentIndex+1], factor2) - point).sqrMagnitude;*/
                factor2 = IntMath.ClosestPointOnLineFactor(path[segmentIndex], path[segmentIndex + 1], point);
                d2      = (VInt3.Lerp(path[segmentIndex], path[segmentIndex + 1], factor2) - point).sqrMagnitude;
            }

            if (d1 < d2)
            {
                MoveToSegment(segmentIndex - 1, factor1);
            }
            else
            {
                MoveToSegment(segmentIndex, factor2);
            }
        }