Esempio n. 1
0
        private void ComputeSmoothedPath()
        {
            // Convert the raw path steps into a proper path step sequence

            // Always add the first step
            m_finalPath.Add(new PathStep(m_startNavRef, m_startPosition));

            // Add a step at the midpoint between each neighboring nav-cell in the path
            for (uint rawStepIndex = 1; rawStepIndex < m_rawPath.Count; rawStepIndex++)
            {
                NavRef  previousNavRef = m_rawPath[(int)rawStepIndex - 1];
                NavRef  currentNavRef = m_rawPath[(int)rawStepIndex];
                Point3d portalLeft, portalRight;

                if (m_navMesh.ComputePortalPoints(
                        previousNavRef,
                        currentNavRef,
                        out portalLeft,
                        out portalRight))
                {
                    Point3d portalMidpoint = Point3d.Interpolate(portalLeft, portalRight, 0.5F);

                    m_finalPath.Add(new PathStep(currentNavRef, portalMidpoint));
                }
            }

            // Always add the lest step
            m_finalPath.Add(new PathStep(m_endNavRef, m_endPosition));

            // TODO: Remove the extraneous path steps using funnel algorithm + ray casting
            m_state = eState.complete;
        }
Esempio n. 2
0
        private List <Point3d> InterpolatePoints(Line line, int n)
        {
            List <Point3d> tempP = new List <Point3d>(n + 1);

            double[] t = LinSpace(0, 1, n + 1);
            for (int i = 0; i < t.Length; i++)
            {
                var tPm = new Point3d();
                tPm.Interpolate(line.From, line.To, t[i]);
                tPm = new Point3d(Math.Round(tPm.X, 4), Math.Round(tPm.Y, 4), Math.Round(tPm.Z, 4));
                tempP.Add(tPm);
            }
            return(tempP);
        }