NearestPoint() public static method

public static NearestPoint ( Vector3 lineStart, Vector3 lineEnd, Vector3 point ) : Vector3
lineStart Vector3
lineEnd Vector3
point Vector3
return Vector3
コード例 #1
0
 public Vector3 Raycast(Vector3 origin, out RaycastHit hit, out bool walkable)
 {
     walkable = true;
     if (!this.heightCheck || this.use2D)
     {
         hit = default(RaycastHit);
         return(origin - this.up * this.fromHeight);
     }
     if (this.thickRaycast)
     {
         Ray ray = new Ray(origin, -this.up);
         if (Physics.SphereCast(ray, this.finalRaycastRadius, out hit, this.fromHeight + 0.005f, this.heightMask))
         {
             return(AstarMath.NearestPoint(ray.origin, ray.origin + ray.direction, hit.point));
         }
         walkable &= !this.unwalkableWhenNoGround;
     }
     else
     {
         if (Physics.Raycast(origin, -this.up, out hit, this.fromHeight + 0.005f, this.heightMask))
         {
             return(hit.point);
         }
         walkable &= !this.unwalkableWhenNoGround;
     }
     return(origin - this.up * this.fromHeight);
 }
コード例 #2
0
        /** Same as #CheckHeight, except that the raycast will always start exactly at \a origin.
         * \a walkable will be set to false if nothing was hit.
         * The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid */
        public Vector3 Raycast(Vector3 origin, out RaycastHit hit, out bool walkable)
        {
            walkable = true;

            if (!heightCheck || use2D)
            {
                hit = new RaycastHit();
                return(origin - up * fromHeight);
            }

            if (thickRaycast)
            {
                var ray = new Ray(origin, -up);
                if (Physics.SphereCast(ray, finalRaycastRadius, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(AstarMath.NearestPoint(ray.origin, ray.origin + ray.direction, hit.point));
                }

                walkable &= unwalkableWhenNoGround;
            }
            else
            {
                if (Physics.Raycast(origin, -up, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(hit.point);
                }

                walkable &= unwalkableWhenNoGround;
            }
            return(origin - up * fromHeight);
        }
コード例 #3
0
        /** Returns the position with the correct height.
         * If #heightCheck is false, this will return \a position.\n
         * \a walkable will be set to false if nothing was hit.
         * The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid */
        public Vector3 CheckHeight(Vector3 position, out RaycastHit hit, out bool walkable)
        {
            walkable = true;

            if (!heightCheck || use2D)
            {
                hit = new RaycastHit();
                return(position);
            }

            if (thickRaycast)
            {
                var ray = new Ray(position + up * fromHeight, -up);
                if (Physics.SphereCast(ray, finalRaycastRadius, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(AstarMath.NearestPoint(ray.origin, ray.origin + ray.direction, hit.point));
                }

                walkable &= unwalkableWhenNoGround;
            }
            else
            {
                // Cast a ray from above downwards to try to find the ground
                if (Physics.Raycast(position + up * fromHeight, -up, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(hit.point);
                }

                walkable &= unwalkableWhenNoGround;
            }
            return(position);
        }
コード例 #4
0
ファイル: GraphCollision.cs プロジェクト: sky-xk-nge/Unturned
 public Vector3 CheckHeight(Vector3 position, out RaycastHit hit, out bool walkable)
 {
     walkable = true;
     if (!this.heightCheck || this.use2D)
     {
         hit = default(RaycastHit);
         return(position);
     }
     if (this.thickRaycast)
     {
         Ray ray;
         ray..ctor(position + this.up * this.fromHeight, -this.up);
         if (Physics.SphereCast(ray, this.finalRaycastRadius, ref hit, this.fromHeight + 0.005f, this.heightMask))
         {
             return(AstarMath.NearestPoint(ray.origin, ray.origin + ray.direction, hit.point));
         }
         if (this.unwalkableWhenNoGround)
         {
             walkable = false;
         }
     }
     else
     {
         if (Physics.Raycast(position + this.up * this.fromHeight, -this.up, ref hit, this.fromHeight + 0.005f, this.heightMask))
         {
             return(hit.point);
         }
         if (this.unwalkableWhenNoGround)
         {
             walkable = false;
         }
     }
     return(position);
 }
コード例 #5
0
ファイル: NavmeshClamp.cs プロジェクト: Mhyshka/FFEngine
        // Update is called once per frame
        void LateUpdate()
        {
            if (prevNode == null)
            {
                NNInfo nninfo = AstarPath.active.GetNearest(transform.position);
                prevNode = nninfo.node;
                prevPos  = transform.position;
            }

            if (prevNode == null)
            {
                return;
            }

            if (prevNode != null)
            {
                IRaycastableGraph graph = AstarData.GetGraph(prevNode) as IRaycastableGraph;
                if (graph != null)
                {
                    GraphHitInfo hit;
                    if (graph.Linecast(prevPos, transform.position, prevNode, out hit))
                    {
                        hit.point.y = transform.position.y;
                        Vector3 closest = AstarMath.NearestPoint(hit.tangentOrigin, hit.tangentOrigin + hit.tangent, transform.position);
                        Vector3 ohit    = hit.point;
                        ohit = ohit + Vector3.ClampMagnitude((Vector3)hit.node.position - ohit, 0.008f);
                        if (graph.Linecast(ohit, closest, hit.node, out hit))
                        {
                            hit.point.y        = transform.position.y;
                            transform.position = hit.point;
                        }
                        else
                        {
                            closest.y = transform.position.y;

                            transform.position = closest;
                        }
                    }
                    prevNode = hit.node;
                }
            }

            prevPos = transform.position;
        }
コード例 #6
0
        /** Returns the position with the correct height. If #heightCheck is false, this will return \a position.\n
         * \a walkable will be set to false if nothing was hit. The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid */
        public Vector3 CheckHeight(Vector3 position, out RaycastHit hit, out bool walkable)
        {
            walkable = true;

            if (!heightCheck || use2D)
            {
                hit = new RaycastHit();
                return(position);
            }

            if (thickRaycast)
            {
                var ray = new Ray(position + up * fromHeight, -up);
                if (Physics.SphereCast(ray, finalRaycastRadius, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(AstarMath.NearestPoint(ray.origin, ray.origin + ray.direction, hit.point));
                    //position+up*(fromHeight-hit.distance);
                }
                else
                {
                    if (unwalkableWhenNoGround)
                    {
                        walkable = false;
                    }
                }
            }
            else
            {
                if (Physics.Raycast(position + up * fromHeight, -up, out hit, fromHeight + 0.005F, heightMask))
                {
                    return(hit.point);
                }
                else
                {
                    if (unwalkableWhenNoGround)
                    {
                        walkable = false;
                    }
                }
            }
            return(position);
        }
コード例 #7
0
ファイル: NavmeshClamp.cs プロジェクト: ahvonenj/TheForest
 private void LateUpdate()
 {
     if (this.prevNode == null)
     {
         this.prevNode = AstarPath.active.GetNearest(base.transform.position).node;
         this.prevPos  = base.transform.position;
     }
     if (this.prevNode == null)
     {
         return;
     }
     if (this.prevNode != null)
     {
         IRaycastableGraph raycastableGraph = AstarData.GetGraph(this.prevNode) as IRaycastableGraph;
         if (raycastableGraph != null)
         {
             GraphHitInfo graphHitInfo;
             if (raycastableGraph.Linecast(this.prevPos, base.transform.position, this.prevNode, out graphHitInfo))
             {
                 graphHitInfo.point.y = base.transform.position.y;
                 Vector3 vector  = AstarMath.NearestPoint(graphHitInfo.tangentOrigin, graphHitInfo.tangentOrigin + graphHitInfo.tangent, base.transform.position);
                 Vector3 vector2 = graphHitInfo.point;
                 vector2 += Vector3.ClampMagnitude((Vector3)graphHitInfo.node.position - vector2, 0.008f);
                 if (raycastableGraph.Linecast(vector2, vector, graphHitInfo.node, out graphHitInfo))
                 {
                     graphHitInfo.point.y    = base.transform.position.y;
                     base.transform.position = graphHitInfo.point;
                 }
                 else
                 {
                     vector.y = base.transform.position.y;
                     base.transform.position = vector;
                 }
             }
             this.prevNode = graphHitInfo.node;
         }
     }
     this.prevPos = base.transform.position;
 }