コード例 #1
0
ファイル: NavMeshGraph.cs プロジェクト: TonyDongGuaPi/joework
 private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out VInt3[] vertices)
 {
     if (vectorVertices.Length == 0 || triangles.Length == 0)
     {
         originalVertices = vectorVertices;
         vertices = new VInt3[0];
         this.nodes = new TriangleMeshNode[0];
         return;
     }
     vertices = new VInt3[vectorVertices.Length];
     int num = 0;
     for (int i = 0; i < vertices.Length; i++)
     {
         vertices[i] = (VInt3)this.matrix.MultiplyPoint3x4(vectorVertices[i]);
     }
     Dictionary<VInt3, int> dictionary = new Dictionary<VInt3, int>();
     int[] array = new int[vertices.Length];
     for (int j = 0; j < vertices.Length; j++)
     {
         if (!dictionary.ContainsKey(vertices[j]))
         {
             array[num] = j;
             dictionary.Add(vertices[j], num);
             num++;
         }
     }
     for (int k = 0; k < triangles.Length; k++)
     {
         VInt3 vInt = vertices[triangles[k]];
         triangles[k] = dictionary.get_Item(vInt);
     }
     VInt3[] array2 = vertices;
     vertices = new VInt3[num];
     originalVertices = new Vector3[num];
     for (int l = 0; l < num; l++)
     {
         vertices[l] = array2[array[l]];
         originalVertices[l] = vectorVertices[array[l]];
     }
     this.nodes = new TriangleMeshNode[triangles.Length / 3];
     int graphIndex = this.active.astarData.GetGraphIndex(this);
     for (int m = 0; m < this.nodes.Length; m++)
     {
         this.nodes[m] = new TriangleMeshNode(this.active);
         TriangleMeshNode triangleMeshNode = this.nodes[m];
         triangleMeshNode.GraphIndex = (uint)graphIndex;
         triangleMeshNode.Penalty = this.initialPenalty;
         triangleMeshNode.Walkable = true;
         triangleMeshNode.v0 = triangles[m * 3];
         triangleMeshNode.v1 = triangles[m * 3 + 1];
         triangleMeshNode.v2 = triangles[m * 3 + 2];
         if (!Polygon.IsClockwise(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
         {
             int v = triangleMeshNode.v0;
             triangleMeshNode.v0 = triangleMeshNode.v2;
             triangleMeshNode.v2 = v;
         }
         if (Polygon.IsColinear(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2]))
         {
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v0], (Vector3)vertices[triangleMeshNode.v1], Color.red);
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v1], (Vector3)vertices[triangleMeshNode.v2], Color.red);
             Debug.DrawLine((Vector3)vertices[triangleMeshNode.v2], (Vector3)vertices[triangleMeshNode.v0], Color.red);
         }
         triangleMeshNode.UpdatePositionFromVertices();
     }
     DictionaryView<VInt2, TriangleMeshNode> dictionaryView = new DictionaryView<VInt2, TriangleMeshNode>();
     int n = 0;
     int num2 = 0;
     while (n < triangles.Length)
     {
         dictionaryView[new VInt2(triangles[n], triangles[n + 1])] = this.nodes[num2];
         dictionaryView[new VInt2(triangles[n + 1], triangles[n + 2])] = this.nodes[num2];
         dictionaryView[new VInt2(triangles[n + 2], triangles[n])] = this.nodes[num2];
         num2++;
         n += 3;
     }
     ListLinqView<MeshNode> listLinqView = new ListLinqView<MeshNode>();
     List<uint> list = new List<uint>();
     int num3 = 0;
     int num4 = 0;
     int num5 = 0;
     while (num4 < triangles.Length)
     {
         listLinqView.Clear();
         list.Clear();
         TriangleMeshNode triangleMeshNode2 = this.nodes[num5];
         for (int num6 = 0; num6 < 3; num6++)
         {
             TriangleMeshNode triangleMeshNode3;
             if (dictionaryView.TryGetValue(new VInt2(triangles[num4 + (num6 + 1) % 3], triangles[num4 + num6]), out triangleMeshNode3))
             {
                 listLinqView.Add(triangleMeshNode3);
                 list.Add((uint)(triangleMeshNode2.position - triangleMeshNode3.position).costMagnitude);
             }
         }
         triangleMeshNode2.connections = listLinqView.ToArray();
         triangleMeshNode2.connectionCosts = list.ToArray();
         num5++;
         num4 += 3;
     }
     if (num3 > 0)
     {
         Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + num3 + "\n");
     }
     NavMeshGraph.RebuildBBTree(this);
 }
コード例 #2
0
ファイル: NavMeshGraph.cs プロジェクト: isoundy000/wzry-1
 private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out VInt3[] vertices)
 {
     if ((vectorVertices.Length == 0) || (triangles.Length == 0))
     {
         originalVertices = vectorVertices;
         vertices         = new VInt3[0];
         this.nodes       = new TriangleMeshNode[0];
     }
     else
     {
         vertices = new VInt3[vectorVertices.Length];
         int index = 0;
         for (int i = 0; i < vertices.Length; i++)
         {
             vertices[i] = (VInt3)this.matrix.MultiplyPoint3x4(vectorVertices[i]);
         }
         Dictionary <VInt3, int> dictionary = new Dictionary <VInt3, int>();
         int[] numArray = new int[vertices.Length];
         for (int j = 0; j < vertices.Length; j++)
         {
             if (!dictionary.ContainsKey(vertices[j]))
             {
                 numArray[index] = j;
                 dictionary.Add(vertices[j], index);
                 index++;
             }
         }
         for (int k = 0; k < triangles.Length; k++)
         {
             VInt3 num5 = vertices[triangles[k]];
             triangles[k] = dictionary[num5];
         }
         VInt3[] numArray2 = vertices;
         vertices         = new VInt3[index];
         originalVertices = new Vector3[index];
         for (int m = 0; m < index; m++)
         {
             vertices[m]         = numArray2[numArray[m]];
             originalVertices[m] = vectorVertices[numArray[m]];
         }
         this.nodes = new TriangleMeshNode[triangles.Length / 3];
         int graphIndex = base.active.astarData.GetGraphIndex(this);
         for (int n = 0; n < this.nodes.Length; n++)
         {
             this.nodes[n] = new TriangleMeshNode(base.active);
             TriangleMeshNode node = this.nodes[n];
             node.GraphIndex = (uint)graphIndex;
             node.Penalty    = base.initialPenalty;
             node.Walkable   = true;
             node.v0         = triangles[n * 3];
             node.v1         = triangles[(n * 3) + 1];
             node.v2         = triangles[(n * 3) + 2];
             if (!Polygon.IsClockwise(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
             {
                 int num9 = node.v0;
                 node.v0 = node.v2;
                 node.v2 = num9;
             }
             if (Polygon.IsColinear(vertices[node.v0], vertices[node.v1], vertices[node.v2]))
             {
                 Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red);
                 Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                 Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red);
             }
             node.UpdatePositionFromVertices();
         }
         DictionaryView <VInt2, TriangleMeshNode> view = new DictionaryView <VInt2, TriangleMeshNode>();
         int num10 = 0;
         int num11 = 0;
         while (num10 < triangles.Length)
         {
             view[new VInt2(triangles[num10], triangles[num10 + 1])]     = this.nodes[num11];
             view[new VInt2(triangles[num10 + 1], triangles[num10 + 2])] = this.nodes[num11];
             view[new VInt2(triangles[num10 + 2], triangles[num10])]     = this.nodes[num11];
             num11++;
             num10 += 3;
         }
         ListLinqView <MeshNode> view2 = new ListLinqView <MeshNode>();
         List <uint>             list  = new List <uint>();
         int num12 = 0;
         int num13 = 0;
         int num14 = 0;
         while (num13 < triangles.Length)
         {
             view2.Clear();
             list.Clear();
             TriangleMeshNode node2 = this.nodes[num14];
             for (int num15 = 0; num15 < 3; num15++)
             {
                 TriangleMeshNode node3;
                 if (view.TryGetValue(new VInt2(triangles[num13 + ((num15 + 1) % 3)], triangles[num13 + num15]), out node3))
                 {
                     view2.Add(node3);
                     VInt3 num16 = node2.position - node3.position;
                     list.Add((uint)num16.costMagnitude);
                 }
             }
             node2.connections     = view2.ToArray();
             node2.connectionCosts = list.ToArray();
             num14++;
             num13 += 3;
         }
         if (num12 > 0)
         {
             Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + num12 + "\n");
         }
         RebuildBBTree(this);
     }
 }