private void RefineFoundPath(ref Vector3D begin, ref Vector3D end, MyPath <MyNavigationPrimitive> path) { Debug.Assert(MyPerGameSettings.EnablePathfinding, "Pathfinding is not enabled!"); if (!MyPerGameSettings.EnablePathfinding) { return; } if (path == null) { Debug.Assert(false, "Path to refine was null!"); return; } m_currentPrimitive = path[path.Count - 1].Vertex as MyNavigationPrimitive; if (m_hlBegin != null && !m_pathNodes.Contains(m_hlBegin)) { m_hlBegin.Parent.StopObservingPrimitive(m_hlBegin, this); } m_hlBegin = m_currentPrimitive.GetHighLevelPrimitive(); if (m_hlBegin != null && !m_pathNodes.Contains(m_hlBegin)) { m_hlBegin.Parent.ObservePrimitive(m_hlBegin, this); } ProfilerShort.Begin("Path refining and post-processing"); IMyNavigationGroup prevGroup = null; int groupStart = 0; int groupEnd = 0; Vector3 prevBegin = default(Vector3); Vector3 prevEnd = default(Vector3); for (int i = 0; i < path.Count; ++i) { var primitive = path[i].Vertex as MyNavigationPrimitive; var group = primitive.Group; if (prevGroup == null) { prevGroup = group; prevBegin = prevGroup.GlobalToLocal(begin); } bool lastPrimitive = i == path.Count - 1; if (group != prevGroup) { groupEnd = i - 1; prevEnd = prevGroup.GlobalToLocal(primitive.WorldPosition); } else if (lastPrimitive) { groupEnd = i; prevEnd = prevGroup.GlobalToLocal(end); } else { continue; } int refinedBegin = m_expandedPath.Count; prevGroup.RefinePath(path, m_expandedPath, ref prevBegin, ref prevEnd, groupStart, groupEnd); int refinedEnd = m_expandedPath.Count; for (int j = refinedBegin; j < refinedEnd; ++j) { Vector3D position = new Vector3D(m_expandedPath[j]); position = prevGroup.LocalToGlobal(position); m_expandedPath[j] = new Vector4D(position, m_expandedPath[j].W); } if (lastPrimitive && group != prevGroup) { m_expandedPath.Add(new Vector4D(primitive.WorldPosition, m_expandedPath[refinedEnd - 1].W)); } prevGroup = group; groupStart = i; if (m_expandedPath.Count != 0) { prevBegin = group.GlobalToLocal(new Vector3D(m_expandedPath[m_expandedPath.Count - 1])); } } m_pathNodePosition++; //m_expandedPath.RemoveAt(0); m_expandedPathPosition = 0; ProfilerShort.End(); }
private void RefineFoundPath(ref Vector3D begin, ref Vector3D end, MyPath <MyNavigationPrimitive> path) { if (MyPerGameSettings.EnablePathfinding && (path != null)) { this.m_currentPrimitive = path[path.Count - 1].Vertex as MyNavigationPrimitive; if ((this.m_hlBegin != null) && !this.m_pathNodes.Contains(this.m_hlBegin)) { this.m_hlBegin.Parent.StopObservingPrimitive(this.m_hlBegin, this); } this.m_hlBegin = this.m_currentPrimitive.GetHighLevelPrimitive(); if ((this.m_hlBegin != null) && !this.m_pathNodes.Contains(this.m_hlBegin)) { this.m_hlBegin.Parent.ObservePrimitive(this.m_hlBegin, this); } IMyNavigationGroup objB = null; int num = 0; int num2 = 0; Vector3 startPoint = new Vector3(); Vector3 endPoint = new Vector3(); int num3 = 0; while (true) { while (true) { if (num3 >= path.Count) { this.m_pathNodePosition++; this.m_expandedPathPosition = 0; return; } MyNavigationPrimitive vertex = path[num3].Vertex as MyNavigationPrimitive; IMyNavigationGroup group = vertex.Group; if (objB == null) { objB = group; startPoint = objB.GlobalToLocal(begin); } bool flag = num3 == (path.Count - 1); if (!ReferenceEquals(group, objB)) { num2 = num3 - 1; endPoint = objB.GlobalToLocal(vertex.WorldPosition); } else { if (!flag) { break; } num2 = num3; endPoint = objB.GlobalToLocal(end); } objB.RefinePath(path, this.m_expandedPath, ref startPoint, ref endPoint, num, num2); int count = this.m_expandedPath.Count; int num5 = this.m_expandedPath.Count; while (true) { if (num5 >= count) { if (flag && !ReferenceEquals(group, objB)) { this.m_expandedPath.Add(new Vector4D(vertex.WorldPosition, this.m_expandedPath[count - 1].W)); } objB = group; num = num3; if (this.m_expandedPath.Count != 0) { startPoint = group.GlobalToLocal(new Vector3D(this.m_expandedPath[this.m_expandedPath.Count - 1])); } break; } Vector3D vectord = new Vector3D(this.m_expandedPath[num5]); vectord = objB.LocalToGlobal((Vector3)vectord); this.m_expandedPath[num5] = new Vector4D(vectord, this.m_expandedPath[num5].W); num5++; } break; } num3++; } } }