Esempio n. 1
0
    public void LoadOb(string path)
    {
        bool ret = RecastHelper.load_ob_bin(path);

        if (!ret)
        {
            Debug.LogWarning("load map bin failed");
            return;
        }
        int obCount = RecastHelper.get_ob_box_count();
    }
Esempio n. 2
0
    Vector2 moveToNext(Vector2 vCurr, float moveDist)
    {
        Vector2 pos;
        Vector2 vDest = new Vector2(pathlist[0].x, pathlist[0].z);
        Vector2 v     = vDest - vCurr;
        Vector2 vDir  = v.normalized;

        if (moveDist <= v.magnitude)
        {
            ///移动距离小于当前路点至下一个路点的路程
            pos = vCurr + moveDist * vDir;
            return(pos);
        }
        else
        {
            ///移动距离大于当前路点至下一个路点的路程
            float[] start = new float[3] {
                vCurr.x, 0, vCurr.y
            };
            float[] end = new float[3] {
                vDest.x, 0, vDest.y
            };
            float[] hit       = new float[3];
            float[] hitNormal = new float[3];

            bool bHit = RecastHelper.raycast(start, end, hit, hitNormal);
            if (bHit)
            {
                ///有阻挡
                return(new Vector2(hit[0], hit[2]));
            }
            else
            {
                ///无阻挡
                ///以当前目标路点为起始点开始
                moveDist -= v.magnitude;
                vCurr     = vDest;
                pathlist.RemoveAt(0);
                if (pathlist.Count > 0)
                {
                    return(moveToNext(vDest, moveDist));
                }
                else
                {
                    return(vCurr);
                }
            }
        }
    }
Esempio n. 3
0
    public void LoadMap(string path)
    {
        m_ret = RecastHelper.load_map_bin(path);
        if (!m_ret)
        {
            Debug.LogWarning("load map bin failed");
            return;
        }

        CreateDbgRenderMesh();

        ///1 tri => 3 verts, 1 verts = 1 pos(vec3) => 3 float
        int vertCount = RecastHelper.get_mesh_vert_count();

        float[] vertPos = new float[vertCount * 3];
        RecastHelper.get_mesh_vert_pos(vertPos);
        Color col = new Color();

        for (int i = 0; i < vertCount * 3; i += 9)
        {
            Vector3 a = new Vector3(vertPos[i + 0], vertPos[i + 1], vertPos[i + 2]);
            Vector3 b = new Vector3(vertPos[i + 3], vertPos[i + 4], vertPos[i + 5]);
            Vector3 c = new Vector3(vertPos[i + 6], vertPos[i + 7], vertPos[i + 8]);

            m_dbgRenderMesh.AddTriangle(new DbgRenderTriangle(a, b, c, col));
            Vector3 triCenter = (a + b + c) / 3;
            float[] pos       = new float[3];
            pos[0] = triCenter.x;
            pos[1] = triCenter.y;
            pos[2] = triCenter.z;
            if (RecastHelper.is_valid_pos(pos))
            {
                bornList.Add(triCenter);
            }
        }
        m_dbgRenderMesh.Rebuild();
        BuildPathMap();
    }
Esempio n. 4
0
    void calcTargetPos()
    {
        if (targetList.Count < 1)
        {
            return;
        }

        int index = Random.Range(0, targetList.Count);

        float[] sPos = new float[3];
        sPos[0] = this.transform.position.x;
        sPos[1] = this.transform.position.y;
        sPos[2] = this.transform.position.z;
        float[] ePos = new float[3];
        ePos[0] = targetList[index].x;
        ePos[1] = targetList[index].y;
        ePos[2] = targetList[index].z;


        int pathCount;
        int max_path_count = 256 * 3;

        float[] path = new float[max_path_count];
        RecastHelper.find_path(sPos, ePos, path, out pathCount, out m_distace);

        recycle();
        for (int i = 0; i < pathCount * 3; i += 3)
        {
            Vector3 point = new Vector3(path[i], path[i + 1], path[i + 2]);
            pathlist.Add(point);
            getObject(pathObjects.Count, point);
        }

        getObject(pathObjects.Count, transform.position, 1);
        getObject(pathObjects.Count, targetList[index], 2);
    }