Esempio n. 1
0
		protected void TestProng(Vector3 direction, out float middleSpace, out float leftSpace, out float rightSpace)
		{

			var cap = _characterCapsuleCollider;

			var center = cap.center;

			var sideWaysDirection = direction.RotateBy(90f * Mathf.Deg2Rad);
			
			var middleRay = new Ray(_transform.position + center, direction);
			var leftRay = new Ray(_transform.position + center + sideWaysDirection*cap.radius, direction);
			var rightRay = new Ray(_transform.position + center - sideWaysDirection * cap.radius, direction);

			middleSpace = GetSpaceAhead(middleRay);
			leftSpace = GetSpaceAhead(leftRay);
			rightSpace = GetSpaceAhead(rightRay);


			var dt = Time.fixedDeltaTime;

			DebugExtension.DebugPoint(_transform.position + center, Color.yellow, 1f, dt, false);
			DebugExtension.DebugRay(_transform.position + center, direction * middleSpace, Color.blue, dt, false);
			
			DebugExtension.DebugPoint(_transform.position + center + sideWaysDirection * cap.radius, new Color(1, 0, 0, 0.5f), 1f, dt);
			DebugExtension.DebugRay(_transform.position + center + sideWaysDirection * cap.radius, direction * leftSpace, Color.blue, dt, false);

			DebugExtension.DebugPoint(_transform.position + center - sideWaysDirection * cap.radius, new Color(1, 0, 0, 0.5f), 1f, dt);
			DebugExtension.DebugRay(_transform.position + center - sideWaysDirection * cap.radius, direction * rightSpace, Color.blue, dt, false);
		}
Esempio n. 2
0
		protected Vector3 AdjustDirectionForObstacles(Vector3 initialDirection, float maxRotation = 65f)
		{
			const float rotationSteps = 5f;
			
			float rotationAmount = 0f;

			Vector3 adjustedDirection = new Vector3(initialDirection.x, initialDirection.y, initialDirection.z);

			int numberOfLoops = 0;

			while (Mathf.Abs(rotationAmount) <= maxRotation && numberOfLoops < 100)
			{
				numberOfLoops++;

				float middleSpace, leftSpace, rightSpace;

				TestProng(adjustedDirection.normalized, out middleSpace, out leftSpace, out rightSpace);

				const float margin = 0.1f;

				// rotate left
				if (Mathf.Approximately(leftSpace, rightSpace))
				{
					return adjustedDirection;
				}
				else if (leftSpace > rightSpace)
				{
					// try steer right
					if (middleSpace < leftSpace - margin || rightSpace < middleSpace - margin)
					{
						adjustedDirection = adjustedDirection.RotateBy(rotationSteps*Mathf.Deg2Rad);
						rotationAmount += rotationSteps;
					}
					// try steer left
					else if (middleSpace < rightSpace - margin || leftSpace < middleSpace - margin)
					{
						adjustedDirection = adjustedDirection.RotateBy(-rotationSteps*Mathf.Deg2Rad);
						rotationAmount -= rotationSteps;
					}
					else
					{
						return adjustedDirection;
					}
				}
				else
				{
					// try steer left
					if (middleSpace < rightSpace - margin || leftSpace < middleSpace - margin)
					{
						adjustedDirection = adjustedDirection.RotateBy(-rotationSteps * Mathf.Deg2Rad);
						rotationAmount -= rotationSteps;
					}
					// try steer right
					else if (middleSpace < leftSpace - margin || rightSpace < middleSpace - margin)
					{
						adjustedDirection = adjustedDirection.RotateBy(rotationSteps * Mathf.Deg2Rad);
						rotationAmount += rotationSteps;
					}
					else
					{
						return adjustedDirection;
					}
				}

			}
			
			//if (numberOfLoops > 80)
				//Debug.Log(numberOfLoops);

			return adjustedDirection;
		}