コード例 #1
0
            public void SetCellToEdge(GenerationCellInfo cell)
            {
                Vector3 closest;

                SomeMath.ClosestToSegmentTopProjection(data.leftV3, data.rightV3, cell.centerV2, out closest);

                if (SomeMath.LinePointSideMathf(data.leftV2, data.rightV2, cell.centerV2) > 0)
                {
                    //Debuger_K.AddLine(closest, cell.centerV3, Color.white);
                    //Debuger_K.AddLabel(SomeMath.MidPoint(closest, cell.centerV3), "Up");
                    upCell = cell;
                }
                else
                {
                    //Debuger_K.AddLine(closest, cell.centerV3, Color.white);
                    //Debuger_K.AddLabel(SomeMath.MidPoint(closest, cell.centerV3), "Down");
                    downCell = cell;
                }

                if (upCell != null & downCell != null)
                {
                    Vector3 intersection;
                    SomeMath.ClampedRayIntersectXZ(upCell.centerV3, downCell.centerV3 - upCell.centerV3, data.leftV3, data.rightV3, out intersection);
                    float upCellCost   = Vector3.Distance(upCell.centerV3, intersection) * upCell.cell.area.cost;
                    float downCellCost = Vector3.Distance(downCell.centerV3, intersection) * downCell.cell.area.cost;

                    downCell.SetConnection(new CellContentData(data.leftV3, data.rightV3), upCell.cell, downCellCost, upCellCost, intersection);
                    upCell.SetConnection(new CellContentData(data.rightV3, data.leftV3), downCell.cell, upCellCost, downCellCost, intersection);
                }
            }
コード例 #2
0
ファイル: Cell.cs プロジェクト: mgood7123/Bullet-Time
        //Vector2
        public void GetClosestPointToCell(Vector2 targetPos, out Vector3 closestPoint, out bool isOutsideCell)
        {
            float closestSqrDistance = float.MaxValue;

            closestPoint = Vector3.zero;

            foreach (var edgeData in _contentDictionary.Keys)
            {
                if (SomeMath.PointInTriangle(edgeData.leftV2, edgeData.rightV2, centerVector2, targetPos))
                {
                    closestPoint  = new Vector3(targetPos.x, SomeMath.CalculateHeight(edgeData.leftV3, edgeData.rightV3, centerVector3, targetPos.x, targetPos.y), targetPos.y);
                    isOutsideCell = false;
                    return;
                }
                else
                {
                    Vector3 curInte;
                    SomeMath.ClosestToSegmentTopProjection(edgeData.leftV3, edgeData.rightV3, targetPos, true, out curInte);
                    float curSqrDist = SomeMath.SqrDistance(targetPos.x, targetPos.y, curInte.x, curInte.z);

                    if (curSqrDist < closestSqrDistance)
                    {
                        closestSqrDistance = curSqrDist;
                        closestPoint       = curInte;
                    }
                }
            }
            isOutsideCell = true;
            return;
        }
コード例 #3
0
        //takes edges and axis. check if edge exist, if exist add closest point to cell
        public void AddPortal(IEnumerable <EdgeAbstract> edges, Vector3 axis)
        {
            Vector2 axisV2 = new Vector2(axis.x, axis.z);
            Dictionary <Cell, Vector3> cellMountPoints = new Dictionary <Cell, Vector3>();

            foreach (var abstractEdge in edges)
            {
                CellContentData data = new CellContentData(abstractEdge);

                Vector3 intersection;
                SomeMath.ClosestToSegmentTopProjection(data.a, data.b, axisV2, true, out intersection);

                foreach (var cell in _cells)
                {
                    if (cell.Contains(data))
                    {
                        if (cellMountPoints.ContainsKey(cell))
                        {
                            if (SomeMath.SqrDistance(cellMountPoints[cell], axis) > SomeMath.SqrDistance(intersection, axis))
                            {
                                cellMountPoints[cell] = intersection;
                            }
                        }
                        else
                        {
                            cellMountPoints.Add(cell, intersection);
                        }
                    }
                }
            }

            Vector2 normalRaw;

            switch (cellMountPoints.Count)
            {
            case 0:
                return;

            case 1:
                normalRaw = ToV2((cellMountPoints.First().Value - axis)).normalized * -1;
                break;

            case 2:

                normalRaw = (
                    ToV2(cellMountPoints.First().Value - axis).normalized +
                    ToV2(cellMountPoints.Last().Value - axis).normalized).normalized * -1;
                break;

            default:
                normalRaw = Vector2.left;
                Dictionary <Cell, float> cellAngles = new Dictionary <Cell, float>();
                Cell first = cellMountPoints.First().Key;
                cellAngles.Add(first, 0f);

                Vector3 firstDirV3 = cellMountPoints.First().Value - axis;
                Vector2 firstDirV2 = ToV2(firstDirV3);

                foreach (var pair in cellMountPoints)
                {
                    if (pair.Key == first)
                    {
                        continue;
                    }

                    Vector2 curDir = new Vector2(pair.Value.x - axis.x, pair.Value.z - axis.z);
                    cellAngles.Add(pair.Key, Vector2.Angle(firstDirV2, curDir) * Mathf.Sign(SomeMath.V2Cross(firstDirV2, curDir)));
                }

                normalRaw = (
                    ToV2(cellMountPoints[cellAngles.Aggregate((l, r) => l.Value > r.Value ? l : r).Key] - axis).normalized +
                    ToV2(cellMountPoints[cellAngles.Aggregate((l, r) => l.Value < r.Value ? l : r).Key] - axis).normalized).normalized * -1;
                break;
            }

            portalBases.Add(new JumpPortalBase(cellMountPoints, axis, new Vector3(normalRaw.x, 0, normalRaw.y)));
        }