int IComparer.Compare(System.Object _first, System.Object _second) { TransformComparer f = _first as TransformComparer; TransformComparer s = _second as TransformComparer; if (f == null && s == null) { return(0); } if (f == null) { return(-1); } if (s == null) { return(1); } return(m_x.CompareTo(s.m_x)); }
// Update is called once per frame void Update() { if (Time.time > nextSquadSensingTime) { nextSquadSensingTime += squadSensingInterval; enemyTransformsInRange.Clear(); int layermask = 0; if (teamID == 0) { layermask = 1 << 13; } else if (teamID == 1) { layermask = 1 << 12; } enemyCollidersInRange = Physics.OverlapSphere(transform.position, squadSensingRadius, layermask); for (int i = 0; i < enemyCollidersInRange.Length; i++) { enemyTransformsInRange.Add(enemyCollidersInRange[i].GetComponent <Transform>()); } //Debug.Log(enemyTransformsInRange.Count); //order them so the units can perform a kind of heuristic which is nearest enemies = new List <Transform>(enemyTransformsInRange); var comparer = new TransformComparer { myTransform = transform }; enemies.Sort(comparer); } }
private void Triangulate() { // From O'Rourke (1994) Computational Geometry in C, section 2.1 // Monotone Partitioning // To identify the chains: The vertices in each chain of a monotone // polygon are sorted with respect to the line of monotonicity [y-axis]. // Then the vertices can be sorted by the y-axis in linear time: Find a // Highest vertex, find a lowest, and partition the boundary between the two // chains. The vertices in each chain are sorted with respect to y. // Two sorted lists of vertices can be merged in linear time into one list // sorted by y. Debug.Assert(face.EdgeCount > 3); var vertices = face.Vertices.Cast <TVertex>(); IComparer <Point2D> pointComparer = new HighYLowXComparer(); // TODO: Replace with Transform extension method. Consider removing transform comparer IComparer <TVertex> vertexComparer = new TransformComparer <TVertex, Point2D>(pointComparer, v => v.Position); Pair <TVertex, TVertex> minMax = vertices.MinMax(vertexComparer); meshUtilities = new MonotoneMeshUtilities <TVertex>(pointComparer); LeftToRightEdgeComparer xEdgeComparer = new LeftToRightEdgeComparer(); sweeplineUtilities = new SweeplineUtilities(xEdgeComparer); // Assign each vertex to the left or right chain IEnumerable <ChainVertex> leftChainReversed = TraceLeftAndUp(minMax.First); IEnumerable <ChainVertex> leftChain = leftChainReversed.Reverse(); IEnumerable <ChainVertex> rightChain = TraceRightAndDown(minMax.Second); // From Berg et al (2000) Computational Geometry Algorithms and Applications // 1. Merge the vertices on the right chain with those on the left // chain into one sequence sorted on decreasing y-coordinate. If // two vertices have the same y-coordinate the left one comes first. // Let u1 to un denote the sorted sequence. IComparer <ChainVertex> chainVertexComparer = vertexComparer.Transform <ChainVertex, TVertex>(p => p.Vertex).Invert(); IEnumerable <ChainVertex> mergedVertices = rightChain.MergeSorted(leftChain, chainVertexComparer); List <ChainVertex> u = new List <ChainVertex>(mergedVertices); // 2. Initialize an empty stack and push u1 and u2 onto it // This stack contains all the vertices of the polygon that have // already been encountered, but which may require additional diagonals Stack <ChainVertex> stack = new Stack <ChainVertex>(); stack.Push(u[0]); stack.Push(u[1]); for (int j = 2; j < u.Count - 1; ++j) { // If u[j] and the vertext on top of the stack are of different chains if (u[j].Chain != stack.Peek().Chain) { // Insert a diagonal from u[j] to each popped vertex... // We progessively subdivide the new faces created by the splitting // so we must keep track of which face to split FaceBase faceToSplit = face; while (stack.Count > 1) { TEdge edge = splitFace(mesh, faceToSplit, u[j], stack.Pop()); faceToSplit = edge.Faces.First; // First is always the new face } // ... except the last one if (stack.Count > 0) { stack.Pop(); } // Push u j-1 and uj onto the stack stack.Push(u[j - 1]); stack.Push(u[j]); } else { // Pop one vertex from the stack; this vertex is already connected ChainVertex previous = stack.Pop(); // We progressively split triangles from the original face TFace faceToSplit = face; while (stack.Count > 0 && CanInsertDiagonal(u[j], stack.Peek(), previous)) { previous = stack.Pop(); splitFace(mesh, faceToSplit, u[j], previous); } // Push the last vertex popped back onto the stack stack.Push(previous); // Push uj onto the stack stack.Push(u[j]); } } // Add diagonals from un to all vertices except the first and last one stack.Pop(); // Which chain is the stack of vertices on - affects which face we split Chain stackChain = stack.Peek().Chain; FaceBase finalFaceToSplit = face; while (stack.Count > 1) { TEdge edge = splitFace(mesh, finalFaceToSplit, u[u.Count - 1], stack.Pop()); finalFaceToSplit = stackChain == Chain.Left ? edge.Faces.First : edge.Faces.Second; } Debug.Assert(stack.Count == 1); triangulated = true; }