private static void MoveAlongEdge(TriangleMeshNode node, int edge, VInt3 srcLoc, VInt3 destLoc, MoveDirectionState state, out VInt3 result, bool checkAnotherEdge = true) { DebugHelper.Assert(edge >= 0 && edge <= 2); VInt3 vertex = node.GetVertex(edge); VInt3 vertex2 = node.GetVertex((edge + 1) % 3); VInt3 vInt = destLoc - srcLoc; vInt.y = 0; VInt3 vInt2 = vertex2 - vertex; vInt2.y = 0; vInt2.NormalizeTo(1000); int num; if (state != null) { num = vInt.magnitude2D * 1000; VInt3 vInt3 = state.enabled ? state.firstAdjDir : vInt; if (VInt3.Dot(ref vInt2, ref vInt3) < 0) { num = -num; vInt3 = -vInt2; } else { vInt3 = vInt2; } if (!state.enabled) { state.enabled = true; state.firstAdjDir = VInt3.Lerp(vInt, vInt3, 1, 3); state.firstDir = state.curDir; state.adjDir = vInt3; } else if (VInt3.Dot(ref state.adjDir, ref vInt3) >= 0) { state.adjDir = vInt3; } else { num = 0; } state.applied = true; } else { num = vInt2.x * vInt.x + vInt2.z * vInt.z; } bool flag; VInt3 rhs = Polygon.IntersectionPoint(ref vertex, ref vertex2, ref srcLoc, ref destLoc, out flag); if (!flag) { if (!Polygon.IsColinear(vertex, vertex2, srcLoc) || !Polygon.IsColinear(vertex, vertex2, destLoc)) { result = srcLoc; return; } if (num >= 0) { int num2 = vInt2.x * (vertex2.x - vertex.x) + vInt2.z * (vertex2.z - vertex.z); int num3 = vInt2.x * (destLoc.x - vertex.x) + vInt2.z * (destLoc.z - vertex.z); rhs = ((num2 > num3) ? destLoc : vertex2); DebugHelper.Assert(num2 >= 0 && num3 >= 0); } else { int num4 = -vInt2.x * (vertex.x - vertex2.x) - vInt2.z * (vertex.z - vertex2.z); int num5 = -vInt2.x * (destLoc.x - vertex2.x) - vInt2.z * (destLoc.z - vertex2.z); rhs = ((Mathf.Abs(num4) > Mathf.Abs(num5)) ? destLoc : vertex); DebugHelper.Assert(num4 >= 0 && num5 >= 0); } } int num6 = -IntMath.Sqrt(vertex.XZSqrMagnitude(rhs) * 1000000L); int num7 = IntMath.Sqrt(vertex2.XZSqrMagnitude(rhs) * 1000000L); if (num >= num6 && num <= num7) { result = IntMath.Divide(vInt2, (long)num, 1000000L) + rhs; if (!node.ContainsPoint(result)) { Vector3 vector = (Vector3)(vertex2 - vertex); vector.y = 0f; vector.Normalize(); VInt3 lhs = vertex2 - vertex; lhs.y = 0; lhs *= 10000; long num8 = (long)lhs.magnitude; VFactor vFactor = default(VFactor); vFactor.nom = (long)num; vFactor.den = num8 * 1000L; int num9; int num10; PathfindingUtility.getMinMax(out num9, out num10, (long)lhs.x, ref vFactor); int num11; int num12; PathfindingUtility.getMinMax(out num11, out num12, (long)lhs.z, ref vFactor); if (!PathfindingUtility.MakePointInTriangle(ref result, node, num9, num10, num11, num12, srcLoc) && !PathfindingUtility.MakePointInTriangle(ref result, node, num9 - 4, num10 + 4, num11 - 4, num12 + 4, srcLoc)) { result = srcLoc; } } if (PathfindingUtility.MoveAxisY) { PathfindingUtility.CalculateY(ref result, node); } } else { int rhs2; int edge2; VInt3 vInt4; if (num < num6) { rhs2 = num - num6; edge2 = (edge + 2) % 3; vInt4 = vertex; } else { rhs2 = num - num7; edge2 = (edge + 1) % 3; vInt4 = vertex2; } VInt3 vInt5 = vInt2 * rhs2 / 1000000f; int startEdge; TriangleMeshNode neighborByEdge = node.GetNeighborByEdge(edge2, out startEdge); if (neighborByEdge != null) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveFromNode(neighborByEdge, startEdge, vInt4, vInt5 + vInt4, state, out result); } else { if (checkAnotherEdge) { VInt3 vertex3 = node.GetVertex((edge + 2) % 3); VInt3 lhs2 = (vertex3 - vInt4).NormalizeTo(1000); if (VInt3.Dot(lhs2, vInt5) > 0) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveAlongEdge(node, edge2, vInt4, vInt5 + vInt4, state, out result, false); return; } } result = vInt4; } } }
private static void MoveAlongEdge(TriangleMeshNode node, int edge, Int3 srcLoc, Int3 destLoc, out Int3 result, bool checkAnotherEdge = true) { Int3 vertex = node.GetVertex(edge); Int3 vertex2 = node.GetVertex((edge + 1) % 3); Int3 vInt = destLoc - srcLoc; vInt.y = 0; Int3 vInt2 = vertex2 - vertex; vInt2.y = 0; vInt2.NormalizeTo(1000); int num; num = vInt2.x * vInt.x + vInt2.z * vInt.z; bool flag; Int3 rhs = Polygon.IntersectionPoint(ref vertex, ref vertex2, ref srcLoc, ref destLoc, out flag); if (!flag) { if (!Polygon.IsColinear(vertex, vertex2, srcLoc) || !Polygon.IsColinear(vertex, vertex2, destLoc)) { result = srcLoc; return; } if (num >= 0) { int num2 = vInt2.x * (vertex2.x - vertex.x) + vInt2.z * (vertex2.z - vertex.z); int num3 = vInt2.x * (destLoc.x - vertex.x) + vInt2.z * (destLoc.z - vertex.z); rhs = ((num2 <= num3) ? vertex2 : destLoc); } else { int num4 = -vInt2.x * (vertex.x - vertex2.x) - vInt2.z * (vertex.z - vertex2.z); int num5 = -vInt2.x * (destLoc.x - vertex2.x) - vInt2.z * (destLoc.z - vertex2.z); rhs = ((Mathf.Abs(num4) <= Mathf.Abs(num5)) ? vertex : destLoc); } } int num6 = -IntMath.Sqrt(vertex.XZSqrMagnitude(rhs) * 1000000L); int num7 = IntMath.Sqrt(vertex2.XZSqrMagnitude(rhs) * 1000000L); if (num >= num6 && num <= num7) { result = IntMath.Divide(vInt2, (long)num, 1000000L) + rhs; if (!node.ContainsPoint(result)) { Vector3 vector = (Vector3)(vertex2 - vertex); vector.y = 0f; vector.Normalize(); Int3 lhs = vertex2 - vertex; lhs.y = 0; lhs *= 10000; long num8 = (long)lhs.magnitude; IntFactor vFactor = default(IntFactor); vFactor.numerator = (long)num; vFactor.denominator = num8 * 1000L; int num9; int num10; PathfindingUtility.getMinMax(out num9, out num10, (long)lhs.x, ref vFactor); int num11; int num12; PathfindingUtility.getMinMax(out num11, out num12, (long)lhs.z, ref vFactor); if (!PathfindingUtility.MakePointInTriangle(ref result, node, num9, num10, num11, num12, srcLoc) && !PathfindingUtility.MakePointInTriangle(ref result, node, num9 - 4, num10 + 4, num11 - 4, num12 + 4, srcLoc)) { result = srcLoc; } } if (PathfindingUtility.MoveAxisY) { PathfindingUtility.CalculateY(ref result, node); } } else { int rhs2; int edge2; Int3 vInt4; if (num < num6) { rhs2 = num - num6; edge2 = (edge + 2) % 3; vInt4 = vertex; } else { rhs2 = num - num7; edge2 = (edge + 1) % 3; vInt4 = vertex2; } Int3 vInt5 = vInt2 * rhs2 / 1000000f; int startEdge; TriangleMeshNode neighborByEdge = node.GetNeighborByEdge(edge2, out startEdge); if (neighborByEdge != null) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveFromNode(neighborByEdge, startEdge, vInt4, vInt5 + vInt4, out result); } else { if (checkAnotherEdge) { Int3 vertex3 = node.GetVertex((edge + 2) % 3); Int3 lhs2 = (vertex3 - vInt4).NormalizeTo(1000); if (Int3.Dot(lhs2, vInt5) > 0) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveAlongEdge(node, edge2, vInt4, vInt5 + vInt4, out result, false); return; } } result = vInt4; } } }