public static void Optimize(ref List <AStarNode> path, ref List <Int3> vectorPath) { if (path == null || path.Count == 0 || vectorPath == null || vectorPath.Count != path.Count) { return; } funnelPath.Clear(); left.Clear(); right.Clear(); // Add start point left.Add(vectorPath[0]); right.Add(vectorPath[0]); for (int i = 0; i < path.Count - 1; i++) { NavMeshNode node0 = path[i] as NavMeshNode; NavMeshNode node1 = path[i + 1] as NavMeshNode; // Get the portal between path[i] and path[i+1] and add it to the left and right lists bool portalWasAdded = node0.GetPortal(node1, left, right); if (!portalWasAdded) { // Fallback, just use the positions of the nodes left.Add(node0.position); right.Add(node0.position); left.Add(node1.position); right.Add(node1.position); } } // Add end point left.Add(vectorPath[vectorPath.Count - 1]); right.Add(vectorPath[vectorPath.Count - 1]); if (!RunFunnel(left, right, funnelPath)) { // If funnel algorithm failed, degrade to simple line funnelPath.Add(vectorPath[0]); funnelPath.Add(vectorPath[vectorPath.Count - 1]); } vectorPath.Clear(); vectorPath.AddRange(funnelPath); left.Clear(); right.Clear(); }
public override bool LineCastForMoving(ref HitInfo hit, MoveType mov) { Int3 from = hit.from; Int3 to = hit.to; hit.hitPosition = from; if (trace != null) { trace.Clear(); } Int3 end = to; Int3 origin = from; if (origin == end) { hit.hitPosition = from; return(false); } NavMeshNode node = GetNearest(from, NNConstraint.None).node; if (node == null) { Debug.LogError("Could not find a valid node to start from"); hit.hitPosition = from; return(true); } origin = node.ClosestPointOnNode(origin); List <Int3> left = Util.ListPool <Int3> .Claim(); List <Int3> right = Util.ListPool <Int3> .Claim(); int counter = 0; while (true) { counter++; if (counter > 2000) { Debug.LogError("Linecast was stuck in infinite loop. Breaking."); Util.ListPool <Int3> .Release(left); Util.ListPool <Int3> .Release(right); return(true); } NavMeshNode newNode = null; if (trace != null) { trace.Add(node); } if (node.ContainsPoint(end)) { hit.hitPosition = to; Util.ListPool <Int3> .Release(left); Util.ListPool <Int3> .Release(right); return(false); } for (int i = 0; i < node.connections.Length; i++) { left.Clear(); right.Clear(); NavMeshNode other = GetNode(node.connections[i]) as NavMeshNode; if (!node.GetPortal(other, left, right)) { continue; } Int3 a = left[0]; Int3 b = right[0]; //i.e Left or colinear if (!VectorMath.RightXZ(a, b, origin)) { if (VectorMath.RightXZ(a, b, end)) { //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it continue; } } float factor1, factor2; if (VectorMath.LineIntersectionFactorXZ(a, b, origin, end, out factor1, out factor2)) { //Intersection behind the start if (factor2 < 0) { continue; } if (factor1 >= 0 && factor1 <= 1) { newNode = other; break; } } } if (newNode == null) { //Possible edge hit int vs = node.GetVertexCount(); for (int i = 0; i < vs; i++) { var a = node.GetVertex(i); var b = node.GetVertex((i + 1) % vs); //i.e left or colinear if (!VectorMath.RightXZ(a, b, origin)) { //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it if (VectorMath.RightXZ(a, b, end)) { //Since polygons are laid out in clockwise order, the ray would intersect (if intersecting) this edge going in to the node, not going out from it continue; } } float factor1, factor2; if (VectorMath.LineIntersectionFactorXZ(a, b, origin, end, out factor1, out factor2)) { if (factor2 < 0) { continue; } if (factor1 >= 0 && factor1 <= 1) { Vector3 intersectionPoint = (Vector3)a + (Vector3)(b - a) * factor1; hit.hitPosition = new Int3(intersectionPoint); Util.ListPool <Int3> .Release(left); Util.ListPool <Int3> .Release(right); return(true); } } } //Ok, this is wrong... Debug.LogWarning("Linecast failing because point not inside node, and line does not hit any edges of it"); Util.ListPool <Int3> .Release(left); Util.ListPool <Int3> .Release(right); return(false); } node = newNode; } }