public override Vector3 mapPointToPath(Vector3 point, mapReturnStruct tStruct)//Vector3 tangent, float outside) { float d; float minDistance = float.MaxValue;// FLT_MAX; Vector3 onPath = Vector3.ZERO; // loop over all segments, find the one nearest to the given point for (int i = 1; i < pointCount; i++) { segmentLength = lengths[i]; segmentNormal = normals[i]; d = pointToSegmentDistance(point, points[i - 1], points[i]); if (d < minDistance) { minDistance = d; onPath = chosen; tStruct.tangent = segmentNormal; } } // measure how far original point is outside the Pathway's "tube" tStruct.outside = (onPath - point).Length - radius;//Vector3::distance (onPath, point) - radius; // return point on path return(onPath); }
// ---------------------------------------------------------------------------- // Path Following behaviors public Vector3 steerToStayOnPath(float predictionTime, Pathway path) { // predict our future position Vector3 futurePosition = predictFuturePosition(predictionTime); // find the point on the path nearest the predicted future position //Vector3 tangent; //float outside; mapReturnStruct tStruct = new mapReturnStruct(); Vector3 onPath = path.mapPointToPath(futurePosition, tStruct); if (tStruct.outside < 0) { // our predicted future position was in the path, // return zero steering. return(Vector3.Zero); } else { // our predicted future position was outside the path, need to // steer towards it. Use onPath projection of futurePosition // as seek target annotatePathFollowing(futurePosition, onPath, onPath, tStruct.outside); return(steerForSeek(onPath)); } }
// how far outside path tube is the given point? (negative is inside) public float howFarOutsidePath(Vector3 point) { //float outside; //Vector3 tangent; mapReturnStruct tStruct = new mapReturnStruct(); mapPointToPath(point, tStruct);//tangent, outside); return(tStruct.outside); }
// is the given point inside the path tube? public bool isInsidePath(Vector3 point) { //float outside; //Vector3 tangent; mapReturnStruct tStruct = new mapReturnStruct(); mapPointToPath(point, tStruct);//tangent, outside); return tStruct.outside < 0; }
public Vector3 steerToFollowPath(int direction, float predictionTime, Pathway path) { // our goal will be offset from our path distance by this amount float pathDistanceOffset = direction * predictionTime * speed(); // predict our future position Vector3 futurePosition = predictFuturePosition(predictionTime); // measure distance along path of our current and predicted positions float nowPathDistance = path.mapPointToPathDistance(Position); float futurePathDistance = path.mapPointToPathDistance(futurePosition); // are we facing in the correction direction? bool rightway = ((pathDistanceOffset > 0) ? (nowPathDistance < futurePathDistance) : (nowPathDistance > futurePathDistance)); // find the point on the path nearest the predicted future position // XXX need to improve calling sequence, maybe change to return a // XXX special path-defined object which includes two Vector3s and a // XXX bool (onPath,tangent (ignored), withinPath) // Vector3 tangent; //float outside; mapReturnStruct tStruct = new mapReturnStruct(); Vector3 onPath = path.mapPointToPath(futurePosition, tStruct); // no steering is required if (a) our future position is inside // the path tube and (b) we are facing in the correct direction if ((tStruct.outside < 0) && rightway) { // all is well, return zero steering return(Vector3.Zero); } else { // otherwise we need to steer towards a target point obtained // by adding pathDistanceOffset to our current path position float targetPathDistance = nowPathDistance + pathDistanceOffset; Vector3 target = path.mapPathDistanceToPoint(targetPathDistance); annotatePathFollowing(futurePosition, onPath, target, tStruct.outside); // return steering to seek target on path return(steerForSeek(target)); } }
// Given an arbitrary point ("A"), returns the nearest point ("P") on // this path. Also returns, via output arguments, the path tangent at // P and a measure of how far A is outside the Pathway's "tube". Note // that a negative distance indicates A is inside the Pathway. public virtual Vector3 mapPointToPath(Vector3 point, mapReturnStruct tStruct) { return(Vector3.ZERO); }
// Given an arbitrary point ("A"), returns the nearest point ("P") on // this path. Also returns, via output arguments, the path tangent at // P and a measure of how far A is outside the Pathway's "tube". Note // that a negative distance indicates A is inside the Pathway. public virtual Vector3 mapPointToPath(Vector3 point, mapReturnStruct tStruct) { return Vector3.ZERO; }
//Vector3 tangent, float outside) public override Vector3 mapPointToPath(Vector3 point, mapReturnStruct tStruct) { float d; float minDistance = float.MaxValue;// FLT_MAX; Vector3 onPath=Vector3.ZERO; // loop over all segments, find the one nearest to the given point for (int i = 1; i < pointCount; i++) { segmentLength = lengths[i]; segmentNormal = normals[i]; d = pointToSegmentDistance (point, points[i-1], points[i]); if (d < minDistance) { minDistance = d; onPath = chosen; tStruct.tangent = segmentNormal; } } // measure how far original point is outside the Pathway's "tube" tStruct.outside = (onPath - point).Length - radius;//Vector3::distance (onPath, point) - radius; // return point on path return onPath; }
// ---------------------------------------------------------------------------- // Path Following behaviors public Vector3 steerToStayOnPath(float predictionTime, Pathway path) { // predict our future position Vector3 futurePosition = predictFuturePosition (predictionTime); // find the point on the path nearest the predicted future position //Vector3 tangent; //float outside; mapReturnStruct tStruct = new mapReturnStruct(); Vector3 onPath = path.mapPointToPath(futurePosition, tStruct); if (tStruct.outside < 0) { // our predicted future position was in the path, // return zero steering. return Vector3.ZERO; } else { // our predicted future position was outside the path, need to // steer towards it. Use onPath projection of futurePosition // as seek target annotatePathFollowing (futurePosition, onPath, onPath,tStruct.outside); return steerForSeek (onPath); } }
public Vector3 steerToFollowPath(int direction, float predictionTime, Pathway path) { // our goal will be offset from our path distance by this amount float pathDistanceOffset = direction * predictionTime * speed(); // predict our future position Vector3 futurePosition = predictFuturePosition (predictionTime); // measure distance along path of our current and predicted positions float nowPathDistance = path.mapPointToPathDistance (Position); float futurePathDistance = path.mapPointToPathDistance (futurePosition); // are we facing in the correction direction? bool rightway = ((pathDistanceOffset > 0) ? (nowPathDistance < futurePathDistance) : (nowPathDistance > futurePathDistance)); // find the point on the path nearest the predicted future position // XXX need to improve calling sequence, maybe change to return a // XXX special path-defined object which includes two Vector3s and a // XXX bool (onPath,tangent (ignored), withinPath) // Vector3 tangent; //float outside; mapReturnStruct tStruct = new mapReturnStruct(); Vector3 onPath = path.mapPointToPath(futurePosition, tStruct); // no steering is required if (a) our future position is inside // the path tube and (b) we are facing in the correct direction if ((tStruct.outside < 0) && rightway) { // all is well, return zero steering return Vector3.ZERO; } else { // otherwise we need to steer towards a target point obtained // by adding pathDistanceOffset to our current path position float targetPathDistance = nowPathDistance + pathDistanceOffset; Vector3 target = path.mapPathDistanceToPoint (targetPathDistance); annotatePathFollowing(futurePosition, onPath, target, tStruct.outside); // return steering to seek target on path return steerForSeek (target); } }