Esempio n. 1
0
        private static bool RayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority)
        {
            NetInfo info = node.Info;
            float   num  = (float)node.m_elevation + info.m_netAI.GetSnapElevation();
            float   t2;

            if (info.m_netAI.IsUnderground())
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f);
            }
            else
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f);
            }
            float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth());
            float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2);

            if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t))
            {
                float num3 = Vector3.Distance(ray.Position(t), node.m_position);
                if (num3 < num2)
                {
                    priority = Mathf.Max(0f, num3 - collisionHalfWidth);
                    return(true);
                }
            }
            t        = 0f;
            priority = 0f;
            return(false);
        }
Esempio n. 2
0
        void ReleaseDesignerOutlets()
        {
            if (label1 != null)
            {
                label1.Dispose();
                label1 = null;
            }

            if (label2 != null)
            {
                label2.Dispose();
                label2 = null;
            }

            if (label3 != null)
            {
                label3.Dispose();
                label3 = null;
            }

            if (Save != null)
            {
                Save.Dispose();
                Save = null;
            }

            if (Segment1 != null)
            {
                Segment1.Dispose();
                Segment1 = null;
            }

            if (Segment2 != null)
            {
                Segment2.Dispose();
                Segment2 = null;
            }

            if (Segment3 != null)
            {
                Segment3.Dispose();
                Segment3 = null;
            }
        }
Esempio n. 3
0
        private void AdresStreamToAdres()
        {
            var characters = _addressStream.ToCharArray();

            for (var i = 0; i < characters.Length; i++)
            {
                if (IsInObszarKodAdresRange(i))
                {
                    ObszarKod = ObszarKod.ReplaceAt(i, characters[i]);
                }
                if (IsInSegment1AdresRange(i))
                {
                    Segment1 = Segment1.ReplaceAt(i - 2, characters[i]);
                }
                if (IsInSegment2AdresRange(i))
                {
                    Segment2 = Segment2.ReplaceAt(i - 5, characters[i]);
                }
            }
        }
        //to detour move it
        public static bool MoveItRayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority)
        {
            NetInfo info = node.Info;

            // NON-STOCK CODE STARTS
            if (CSUROffset.IsCSUROffset(info.m_netAI.m_info))
            {
                return(RayCastNodeMasked(ref node, ray, snapElevation, false, out t, out priority));
            }
            // NON-STOCK CODE ENDS
            //if ((node.m_flags & (NetNode.Flags.Middle | NetNode.Flags.Outside)) == NetNode.Flags.None)
            //{
            float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation();
            float t2;

            if (info.m_netAI.IsUnderground())
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f);
            }
            else
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f);
            }
            float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth());
            float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2);

            if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t))
            {
                float num3 = Vector3.Distance(ray.Position(t), node.m_position);
                if (num3 < num2)
                {
                    priority = Mathf.Max(0f, num3 - collisionHalfWidth);
                    return(true);
                }
            }
            //}
            t        = 0f;
            priority = 0f;
            return(false);
        }
Esempio n. 5
0
        public static bool RayCastNodeMasked(ref NetNode node, Segment3 ray, float snapElevation, bool bothSides, out float t, out float priority)
        {
            bool lht = false;
            //if (SimulationManager.instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True) lht = true;
            NetInfo info = node.Info;
            float   num  = (float)node.m_elevation + info.m_netAI.GetSnapElevation();
            float   t2;

            if (info.m_netAI.IsUnderground())
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f);
            }
            else
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f);
            }
            float collisionHalfWidth = Mathf.Max(3f, info.m_halfWidth);
            float maskHalfWidth      = Mathf.Min(collisionHalfWidth - 1.5f, info.m_pavementWidth);
            float num2      = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2);
            float num2m     = Mathf.Lerp(info.GetMinNodeDistance(), maskHalfWidth, t2);
            float num2delta = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth - maskHalfWidth, t2);

            if (node.CountSegments() != 0)
            {
                NetManager instance  = Singleton <NetManager> .instance;
                NetSegment mysegment = CSURUtil.GetSameInfoSegment(node);
                Vector3    direction = CSURUtil.CheckNodeEq(mysegment.m_startNode, node) ? mysegment.m_startDirection : -mysegment.m_endDirection;
                //Debug.Log(direction);
                if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0)
                {
                    lht = true;
                }
                // normal to the right hand side
                Vector3 normal         = new Vector3(direction.z, 0, -direction.x).normalized;
                Vector3 trueNodeCenter = node.m_position + (lht ? -collisionHalfWidth : collisionHalfWidth) * normal;
                //Debug.Log($"num2: {num2}, num2m: {num2m}");
                //Debug.Log($"node: {node.m_position}, center: {trueNodeCenter}");
                if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t))
                {
                    float num3 = Vector3.Distance(ray.Position(t), trueNodeCenter);
                    if (num3 < num2delta)
                    {
                        priority = Mathf.Max(0f, num3 - collisionHalfWidth);
                        return(true);
                    }
                }
            }
            else
            {
                if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t))
                {
                    float num3 = Vector3.Distance(ray.Position(t), node.m_position);
                    if (num3 < num2)
                    {
                        priority = Mathf.Max(0f, num3 - collisionHalfWidth);
                        return(true);
                    }
                }
            }
            t        = 0f;
            priority = 0f;
            return(false);
        }
Esempio n. 6
0
        //to detour move it
        public static bool MoveItRayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority)
        {
            NetInfo info = node.Info;
            // NON-STOCK CODE STARTS
            float laneOffset  = 0;
            float startOffset = 0;
            float endOffset   = 0;
            bool  IsCSURSLane = CSURUtil.IsCSURSLane(info.m_netAI.m_info, ref laneOffset, ref startOffset, ref endOffset);

            if (CSURUtil.IsCSUROffset(info.m_netAI.m_info) && !IsCSURSLane)
            {
                return(RayCastNodeMasked(ref node, ray, snapElevation, false, out t, out priority));
            }
            // NON-STOCK CODE ENDS
            //if ((node.m_flags & (NetNode.Flags.Middle | NetNode.Flags.Outside)) == NetNode.Flags.None)
            //{
            float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation();
            float t2;

            if (info.m_netAI.IsUnderground())
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f);
            }
            else
            {
                t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f);
            }
            float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth());
            float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2);

            if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t))
            {
                float num3 = Vector3.Distance(ray.Position(t), node.m_position);
                // NON-STOCK CODE STARTS
                if (IsCSURSLane)
                {
                    bool       lht       = false;
                    NetManager instance  = Singleton <NetManager> .instance;
                    NetSegment mysegment = CSURUtil.GetSameInfoSegment(node);
                    bool       isStart   = CSURUtil.CheckNodeEq(mysegment.m_startNode, node);
                    Vector3    direction = isStart ? mysegment.m_startDirection : -mysegment.m_endDirection;
                    //Debug.Log(direction);
                    if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0)
                    {
                        lht = true;
                    }
                    Vector3 normal         = new Vector3(direction.z, 0, -direction.x).normalized;
                    float   vehicleLaneNum = CSURUtil.CountCSURSVehicleLanes(info);
                    float   otherLaneNum   = CSURUtil.CountCSURSOtherLanes(info);
                    float   laneNum        = otherLaneNum + vehicleLaneNum;
                    startOffset = startOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;
                    endOffset   = endOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;
                    var     Offset         = isStart ? startOffset : endOffset;
                    Vector3 trueNodeCenter = node.m_position + (lht ? -Offset : Offset) * normal;
                    num3 = Vector3.Distance(ray.Position(t), trueNodeCenter);
                }
                // NON-STOCK CODE ENDS

                if (num3 < num2)
                {
                    priority = Mathf.Max(0f, num3 - collisionHalfWidth);
                    return(true);
                }
            }
            //}
            t        = 0f;
            priority = 0f;
            return(false);
        }
        public static bool NetSegmentRayCastMasked(NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool bothSides, out float t, out float priority)
        {
            bool lht = false;

            //if (SimulationManager.instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True) lht = true;
            //Debug.Log(mysegment.m_flags);
            if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0)
            {
                lht = true;
            }
            bool    isMasked = false;
            NetInfo info     = mysegment.Info;

            t        = 0f;
            priority = 0f;
            Bounds bounds = mysegment.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position;
            bool result = false;

            info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max);
            bezier.a.y += max;
            bezier.d.y += max;
            bool flag  = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != 0;
            bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != 0;

            NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
            float minNodeDistance = info.GetMinNodeDistance();
            //
            float collisionHalfWidth = info.m_halfWidth;
            float maskHalfWidth      = info.m_pavementWidth;
            //
            float num4 = (int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation;
            float num5 = (int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation;

            if (info.m_netAI.IsUnderground())
            {
                num4 = 0f - num4;
                num5 = 0f - num5;
            }
            num4 += info.m_netAI.GetSnapElevation();
            num5 += info.m_netAI.GetSnapElevation();
            float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
            float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
            float am   = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
            float b2m  = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
            float num6 = Mathf.Min(leftMin, rightMin);

            t        = 1000000f;
            priority = 1000000f;
            Segment3 segment = default(Segment3);

            segment.a = bezier.a;
            Segment2 segment2 = default(Segment2);

            //Debug.Log($"mouse ray: {ray.a} --> {ray.b}");
            //Debug.Log($"segment direction: {bezier.a} --> {bezier.b}");
            for (int i = 1; i <= 16; i++)
            {
                segment.b = bezier.Position((float)i / 16f);
                float   num7         = ray.DistanceSqr(segment, out float u2, out float v2);
                float   num8         = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                float   num8m        = Mathf.Lerp(am, b2m, ((float)(i - 1) + v2) / 16f);
                Vector3 vector2      = segment.Position(v2);
                bool    atOffsetSide = bothSides || IsTrafficHandSideOf(segment, ray, u2, lht);
                if (atOffsetSide && num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                {
                    Vector3 vector3 = ray.Position(u2);
                    num7 = Vector3.SqrMagnitude(vector3 - vector2);
                    //Debug.Log($"num7: {num7}, num8: {num8}, num8m: {num8m}");
                    if (num7 < priority && num7 < num8 * num8)
                    {
                        if (flag && i == 1 && v2 < 0.001f)
                        {
                            Vector3 rhs = segment.a - segment.b;
                            u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                        }
                        if (flag2 && i == 16 && v2 > 0.999f)
                        {
                            Vector3 rhs2 = segment.b - segment.a;
                            u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                        }
                        priority = num7;
                        t        = u2;
                        result   = true;
                        if (num7 < num8m * num8m)
                        {
                            isMasked = true;
                        }
                    }
                }
                if (atOffsetSide && num6 < max)
                {
                    float num9 = vector2.y + num6 - max;
                    if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                    {
                        float num10;
                        if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                        {
                            segment2.a = VectorUtils.XZ(ray.Position(u2));
                            num10      = u2;
                        }
                        else
                        {
                            segment2.a = VectorUtils.XZ(ray.a);
                            num10      = 0f;
                        }
                        float num11;
                        if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                        {
                            segment2.b = VectorUtils.XZ(ray.Position(u2));
                            num11      = u2;
                        }
                        else
                        {
                            segment2.b = VectorUtils.XZ(ray.b);
                            num11      = 1f;
                        }
                        num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            u2 = num10 + (num11 - num10) * u2;
                            Vector3 lhs = ray.Position(u2);
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs3 = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs4 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                            if (num7 < num8m * num8m)
                            {
                                isMasked = true;
                            }
                        }
                    }
                }
                segment.a = segment.b;
            }
            priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);

            if (isMasked)
            {
                result = false;
            }
            return(result);
        }
        public static bool Prefix(ref NetSegment __instance, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority, ref bool __result)
        {
            // NON-STOCK CODE STARTS
            float laneOffset  = 0;
            float startOffset = 0;
            float endOffset   = 0;
            bool  IsCSURSLane = CSURUtil.IsCSURSLane(__instance.Info.m_netAI.m_info, ref laneOffset, ref startOffset, ref endOffset);

            if (CSURUtil.IsCSUROffset(__instance.Info.m_netAI.m_info) && !IsCSURSLane)
            {
                __result = NetSegmentRayCastMasked(__instance, segmentID, ray, -1000f, false, out t, out priority);
                return(false);
            }
            // NON-STOCK CODE ENDS
            NetInfo info = __instance.Info;

            t        = 0f;
            priority = 0f;
            if (nameOnly && (__instance.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None)
            {
                __result = false;
                return(false);
            }
            Bounds bounds = __instance.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                __result = false;
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[__instance.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[__instance.m_endNode].m_position;
            bool result = false;

            if (nameOnly)
            {
                RenderManager instance2 = Singleton <RenderManager> .instance;
                if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex))
                {
                    InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData;
                    Vector3   position   = instance2.m_instances[instanceIndex].m_position;
                    Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2;
                    float     num        = Vector3.Distance(position, ray.a);
                    if (nameData != null && num < 1000f)
                    {
                        float snapElevation2 = info.m_netAI.GetSnapElevation();
                        bezier.a.y += snapElevation2;
                        bezier.d.y += snapElevation2;
                        NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, true, true, out bezier.b, out bezier.c);
                        float   num2   = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30));
                        float   d      = num * 0.0002f + 0.05f / (1f + num * 0.001f);
                        Vector2 vector = nameData.m_size * d;
                        float   t2     = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f);
                        float   t3     = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f);
                        bezier = bezier.Cut(t2, t3);
                        float num3 = bezier.DistanceSqr(ray, out float u, out float _);
                        if (num3 < vector.y * vector.y * 0.25f)
                        {
                            Vector3 b = bezier.Position(u);
                            if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u))
                            {
                                num3 = Vector3.SqrMagnitude(ray.Position(u) - b);
                                if (num3 < vector.y * vector.y * 0.25f)
                                {
                                    t      = u;
                                    result = true;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                info.m_netAI.GetRayCastHeights(segmentID, ref __instance, out float leftMin, out float rightMin, out float max);
                bezier.a.y += max;
                bezier.d.y += max;
                bool flag  = (instance.m_nodes.m_buffer[__instance.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                bool flag2 = (instance.m_nodes.m_buffer[__instance.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
                // NON-STOCK CODE STARTS
                if (IsCSURSLane)
                {
                    float vehicleLaneNum = CSURUtil.CountCSURSVehicleLanes(info);
                    float otherLaneNum   = CSURUtil.CountCSURSOtherLanes(info);
                    float laneNum        = vehicleLaneNum + otherLaneNum;
                    startOffset = startOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;
                    endOffset   = endOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f;

                    if ((__instance.m_flags & NetSegment.Flags.Invert) != 0)
                    {
                        startOffset = -startOffset;
                        endOffset   = -endOffset;
                    }
                    //EG: before patch: point1-point4 is 1.5*3.75
                    //After patch, point1-point4 is (1 1.3333 1.6667 2)*3.75
                    Vector3 newBezierA    = bezier.a + (new Vector3(__instance.m_startDirection.z, 0, -__instance.m_startDirection.x).normalized) * (startOffset);
                    Vector3 newBezierBDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.333f));
                    Vector3 newBezierB    = bezier.b + (new Vector3(newBezierBDir.z, 0, -newBezierBDir.x).normalized) * (startOffset * 0.667f + endOffset * 0.333f);
                    Vector3 newBezierCDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.667f));
                    Vector3 newBezierC    = bezier.c + (new Vector3(newBezierCDir.z, 0, -newBezierCDir.x).normalized) * (startOffset * 0.333f + endOffset * 0.667f);
                    Vector3 newBezierD    = bezier.d + (new Vector3(-__instance.m_endDirection.z, 0, __instance.m_endDirection.x).normalized) * (endOffset);

                    bezier.a = newBezierA;
                    bezier.b = newBezierB;
                    bezier.c = newBezierC;
                    bezier.d = newBezierD;
                }
                float minNodeDistance    = info.GetMinNodeDistance();
                float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth();
                float num4 = (float)(int)instance.m_nodes.m_buffer[__instance.m_startNode].m_elevation;
                float num5 = (float)(int)instance.m_nodes.m_buffer[__instance.m_endNode].m_elevation;
                if (info.m_netAI.IsUnderground())
                {
                    num4 = 0f - num4;
                    num5 = 0f - num5;
                }
                num4 += info.m_netAI.GetSnapElevation();
                num5 += info.m_netAI.GetSnapElevation();
                float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
                float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
                float num6 = Mathf.Min(leftMin, rightMin);
                t        = 1000000f;
                priority = 1000000f;
                Segment3 segment = default(Segment3);
                segment.a = bezier.a;
                for (int i = 1; i <= 16; i++)
                {
                    segment.b = bezier.Position((float)i / 16f);
                    float   num7    = ray.DistanceSqr(segment, out float u2, out float v2);
                    float   num8    = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                    Vector3 vector2 = segment.Position(v2);
                    if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                    {
                        Vector3 vector3 = ray.Position(u2);
                        num7 = Vector3.SqrMagnitude(vector3 - vector2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs2 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                        }
                    }
                    if (num6 < max)
                    {
                        float num9 = vector2.y + num6 - max;
                        if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                        {
                            Segment2 segment2 = default(Segment2);
                            float    num10;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                            {
                                segment2.a = VectorUtils.XZ(ray.Position(u2));
                                num10      = u2;
                            }
                            else
                            {
                                segment2.a = VectorUtils.XZ(ray.a);
                                num10      = 0f;
                            }
                            float num11;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                            {
                                segment2.b = VectorUtils.XZ(ray.Position(u2));
                                num11      = u2;
                            }
                            else
                            {
                                segment2.b = VectorUtils.XZ(ray.b);
                                num11      = 1f;
                            }
                            num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                            if (num7 < priority && num7 < num8 * num8)
                            {
                                u2 = num10 + (num11 - num10) * u2;
                                Vector3 lhs = ray.Position(u2);
                                if (flag && i == 1 && v2 < 0.001f)
                                {
                                    Vector3 rhs3 = segment.a - segment.b;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                                }
                                if (flag2 && i == 16 && v2 > 0.999f)
                                {
                                    Vector3 rhs4 = segment.b - segment.a;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                                }
                                priority = num7;
                                t        = u2;
                                result   = true;
                            }
                        }
                    }
                    segment.a = segment.b;
                }
                priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);
            }
            __result = result;
            return(false);
        }
        public static bool RayCast(ref NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority)
        {
            if (CSUROffset.IsCSUROffset(mysegment.Info.m_netAI.m_info))
            {
                return(NetSegmentRayCastMasked(mysegment, segmentID, ray, -1000f, false, out t, out priority));
            }
            NetInfo info = mysegment.Info;

            t        = 0f;
            priority = 0f;
            if (nameOnly && (mysegment.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None)
            {
                return(false);
            }
            Bounds bounds = mysegment.m_bounds;

            bounds.Expand(16f);
            if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a)))
            {
                return(false);
            }
            NetManager instance = Singleton <NetManager> .instance;
            Bezier3    bezier   = default(Bezier3);

            bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position;
            bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position;
            bool result = false;

            if (nameOnly)
            {
                RenderManager instance2 = Singleton <RenderManager> .instance;
                if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex))
                {
                    InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData;
                    Vector3   position   = instance2.m_instances[instanceIndex].m_position;
                    Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2;
                    float     num        = Vector3.Distance(position, ray.a);
                    if (nameData != null && num < 1000f)
                    {
                        float snapElevation2 = info.m_netAI.GetSnapElevation();
                        bezier.a.y += snapElevation2;
                        bezier.d.y += snapElevation2;
                        NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, true, true, out bezier.b, out bezier.c);
                        float   num2   = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30));
                        float   d      = num * 0.0002f + 0.05f / (1f + num * 0.001f);
                        Vector2 vector = nameData.m_size * d;
                        float   t2     = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f);
                        float   t3     = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f);
                        bezier = bezier.Cut(t2, t3);
                        float num3 = bezier.DistanceSqr(ray, out float u, out float _);
                        if (num3 < vector.y * vector.y * 0.25f)
                        {
                            Vector3 b = bezier.Position(u);
                            if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u))
                            {
                                num3 = Vector3.SqrMagnitude(ray.Position(u) - b);
                                if (num3 < vector.y * vector.y * 0.25f)
                                {
                                    t      = u;
                                    result = true;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max);
                bezier.a.y += max;
                bezier.d.y += max;
                bool flag  = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c);
                float minNodeDistance    = info.GetMinNodeDistance();
                float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth();
                float num4 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation;
                float num5 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation;
                if (info.m_netAI.IsUnderground())
                {
                    num4 = 0f - num4;
                    num5 = 0f - num5;
                }
                num4 += info.m_netAI.GetSnapElevation();
                num5 += info.m_netAI.GetSnapElevation();
                float a    = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f));
                float b2   = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f));
                float num6 = Mathf.Min(leftMin, rightMin);
                t        = 1000000f;
                priority = 1000000f;
                Segment3 segment = default(Segment3);
                segment.a = bezier.a;
                for (int i = 1; i <= 16; i++)
                {
                    segment.b = bezier.Position((float)i / 16f);
                    float   num7    = ray.DistanceSqr(segment, out float u2, out float v2);
                    float   num8    = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f);
                    Vector3 vector2 = segment.Position(v2);
                    if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                    {
                        Vector3 vector3 = ray.Position(u2);
                        num7 = Vector3.SqrMagnitude(vector3 - vector2);
                        if (num7 < priority && num7 < num8 * num8)
                        {
                            if (flag && i == 1 && v2 < 0.001f)
                            {
                                Vector3 rhs = segment.a - segment.b;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr()));
                            }
                            if (flag2 && i == 16 && v2 > 0.999f)
                            {
                                Vector3 rhs2 = segment.b - segment.a;
                                u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr()));
                            }
                            priority = num7;
                            t        = u2;
                            result   = true;
                        }
                    }
                    if (num6 < max)
                    {
                        float num9 = vector2.y + num6 - max;
                        if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y)
                        {
                            Segment2 segment2 = default(Segment2);
                            float    num10;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2))
                            {
                                segment2.a = VectorUtils.XZ(ray.Position(u2));
                                num10      = u2;
                            }
                            else
                            {
                                segment2.a = VectorUtils.XZ(ray.a);
                                num10      = 0f;
                            }
                            float num11;
                            if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2))
                            {
                                segment2.b = VectorUtils.XZ(ray.Position(u2));
                                num11      = u2;
                            }
                            else
                            {
                                segment2.b = VectorUtils.XZ(ray.b);
                                num11      = 1f;
                            }
                            num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2);
                            if (num7 < priority && num7 < num8 * num8)
                            {
                                u2 = num10 + (num11 - num10) * u2;
                                Vector3 lhs = ray.Position(u2);
                                if (flag && i == 1 && v2 < 0.001f)
                                {
                                    Vector3 rhs3 = segment.a - segment.b;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr()));
                                }
                                if (flag2 && i == 16 && v2 > 0.999f)
                                {
                                    Vector3 rhs4 = segment.b - segment.a;
                                    u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr()));
                                }
                                priority = num7;
                                t        = u2;
                                result   = true;
                            }
                        }
                    }
                    segment.a = segment.b;
                }
                priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth);
            }
            return(result);
        }
Esempio n. 10
0
 public static Vector3 GetRayPosition(this Segment3 ray, float height, out float t)
 {
     Segment1.Intersect(ray.a.y, ray.b.y, height, out t);
     return(ray.Position(t));
 }