Esempio n. 1
0
        private bool IsVisible(int a, int b, TriangulatorDataSet ds)
        {
            Vector2 aPos       = ds.NodePosV2(a);
            Vector2 bPos       = ds.NodePosV2(b);
            Vector2 dir        = bPos - aPos;
            float   curSqrDist = SomeMath.SqrDistance(aPos, bPos);

            foreach (var edge in ds.edges)
            {
                if (edge.Contains(a, b))
                {
                    continue;
                }

                Vector2 intersection;
                if (SomeMath.RayIntersectXZ(
                        aPos, dir,                                  //from, direction
                        ds.NodePosV2(edge.a), ds.NodePosV2(edge.b), //a, b
                        out intersection) &&
                    SomeMath.SqrDistance(aPos, intersection) < curSqrDist)
                {
                    //Debuger3.AddRay(new Vector3(intersection.x, 0, intersection.y), Vector3.up, Color.magenta);
                    //Debuger3.AddLine(ds.NodePosV3(a), new Vector3(intersection.x, 0, intersection.y), Color.magenta);
                    //Debuger3.AddLine(ds.NodePosV3(b), new Vector3(intersection.x, 0, intersection.y), Color.magenta);
                    return(false);
                }
            }

            return(true);
        }
Esempio n. 2
0
        /// <summary>
        /// return ray intersection by top projection (if it occured)
        /// </summary>
        public bool RayIntersectXZ(float rayOriginX, float rayOriginY, float rayDirectionX, float rayDirectionZ, out Vector3 result)
        {
            float Rx, Ry, Rz;
            bool  Rb = SomeMath.RayIntersectXZ(rayOriginX, rayOriginY, rayDirectionX, rayDirectionZ, xLeft, yLeft, zLeft, xRight, yRight, zRight, out Rx, out Ry, out Rz);

            result = new Vector3(Rx, Ry, Rz);
            return(Rb);
        }
        private void Raycast(Vector3 origin, Vector3 direction, out RaycastHitNavMesh hit,
                             float length, int maxIterations, Passability expectedPassability, Area expectedArea, Cell cell)
        {
            HashSet <CellContentData> raycastExclude  = new HashSet <CellContentData>();
            List <RaycastSomeData>    raycastTempData = new List <RaycastSomeData>();
            float maxLengthSqr = length * length;

            for (int iteration = 0; iteration < maxIterations; iteration++)
            {
                raycastTempData.Clear();//iteration data cleared

                foreach (var pair in cell.dataContentPairs)
                {
                    CellContentData curData = pair.Key;
                    if (!raycastExclude.Add(curData))//mean it's already contain this
                    {
                        continue;
                    }

                    Vector3 intersect;
                    if (SomeMath.RayIntersectXZ(origin, direction, curData.leftV3, curData.rightV3, out intersect))
                    {
                        if (pair.Value != null)
                        {
                            Cell otherCell = pair.Value.connection;
                            if (otherCell == cell | !otherCell.canBeUsed)
                            {
                                continue;
                            }

                            if (cell.passability != otherCell.passability || cell.area != otherCell.area)
                            {
                                hit = new RaycastHitNavMesh(intersect, SomeMath.SqrDistance(origin, intersect) < maxLengthSqr);//!!!
                                return;
                            }
                            raycastTempData.Add(new RaycastSomeData(intersect, otherCell));
                        }
                        else
                        {
                            raycastTempData.Add(new RaycastSomeData(intersect, null));
                        }
                    }
                }

                //check if there possible connection
                for (int i = 0; i < raycastTempData.Count; i++)
                {
                    if (raycastTempData[i].cell != null)
                    {
                        cell = raycastTempData[i].cell;
                        goto CONTINUE;
                    }
                }

                //now we definetly hit something and now find furthest
                float   furthestSqrDist = 0f;
                Vector3 furthest        = origin;
                for (int i = 0; i < raycastTempData.Count; i++)
                {
                    float curSqrDist = SomeMath.SqrDistance(raycastTempData[i].point, origin);

                    if (curSqrDist > furthestSqrDist)
                    {
                        furthestSqrDist = curSqrDist;
                        furthest        = raycastTempData[i].point;
                    }
                }

                hit = new RaycastHitNavMesh(furthest, SomeMath.SqrDistance(origin, furthest) < maxLengthSqr);
                return;

                CONTINUE : { continue; }
            }
            hit = new RaycastHitNavMesh(origin, true, true);
            return;
        }
Esempio n. 4
0
 public bool RayIntersectXZ(float rayOriginX, float rayOriginY, float rayDirectionX, float rayDirectionZ, out float resultX, out float resultY, out float resultZ)
 {
     return(SomeMath.RayIntersectXZ(rayOriginX, rayOriginY, rayDirectionX, rayDirectionZ, xLeft, yLeft, zLeft, xRight, yRight, zRight, out resultX, out resultY, out resultZ));
 }