Contains() 공개 메소드

public Contains ( int x, int y ) : bool
x int
y int
리턴 bool
예제 #1
0
		public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {
			
			//System.DateTime startTime = System.DateTime.UtcNow;
				
			Bounds bounds = o.bounds;
			
			Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);
			
			IntRect r2 = new IntRect(
				Mathf.FloorToInt(bounds.min.x*Int3.Precision),
				Mathf.FloorToInt(bounds.min.z*Int3.Precision),
				Mathf.FloorToInt(bounds.max.x*Int3.Precision),
				Mathf.FloorToInt(bounds.max.z*Int3.Precision)
			);
			
			/*Vector3 a = new Vector3 (r.xMin,0,r.yMin);//	-1 	-1
			Vector3 b = new Vector3 (r.xMin,0,r.yMax);//	-1	 1 
			Vector3 c = new Vector3 (r.xMax,0,r.yMin);//	 1 	-1
			Vector3 d = new Vector3 (r.xMax,0,r.yMax);//	 1 	 1
			*/
			Int3 a = new Int3(r2.xmin,0,r2.ymin);
			Int3 b = new Int3(r2.xmin,0,r2.ymax);
			Int3 c = new Int3(r2.xmax,0,r2.ymin);
			Int3 d = new Int3(r2.xmax,0,r2.ymax);
			
			Int3 ia = (Int3)a;
			Int3 ib = (Int3)b;
			Int3 ic = (Int3)c;
			Int3 id = (Int3)d;
			
#if ASTARDEBUG
			Debug.DrawLine (a,b,Color.white);
			Debug.DrawLine (a,c,Color.white);
			Debug.DrawLine (c,d,Color.white);
			Debug.DrawLine (d,b,Color.white);
#endif
			
			//for (int i=0;i<nodes.Length;i++) {
			graph.GetNodes (delegate (GraphNode _node) {
				TriangleMeshNode node = _node as TriangleMeshNode;
				
				bool inside = false;
				
				int allLeft = 0;
				int allRight = 0;
				int allTop = 0;
				int allBottom = 0;
				
				for (int v=0;v<3;v++) {
					
					Int3 p = node.GetVertex(v);
					Vector3 vert = (Vector3)p;
					//Vector2 vert2D = new Vector2 (vert.x,vert.z);
					
					if (r2.Contains (p.x,p.z)) {
						//Debug.DrawRay (vert,Vector3.up*10,Color.yellow);
						inside = true;
						break;
					}
					
					if (vert.x < r.xMin) allLeft++;
					if (vert.x > r.xMax) allRight++;
					if (vert.z < r.yMin) allTop++;
					if (vert.z > r.yMax) allBottom++;
					
					//if (!bounds.Contains (node[v]) {
					//	inside = false;
					//	break;
					//}
				}
				if (!inside) {
					if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
						return true;
					}
				}
				
				//Debug.DrawLine ((Vector3)node.GetVertex(0),(Vector3)node.GetVertex(1),Color.yellow);
				//Debug.DrawLine ((Vector3)node.GetVertex(1),(Vector3)node.GetVertex(2),Color.yellow);
				//Debug.DrawLine ((Vector3)node.GetVertex(2),(Vector3)node.GetVertex(0),Color.yellow);
				
				for (int v=0;v<3;v++) {
					int v2 = v > 1 ? 0 : v+1;
					
					Int3 vert1 = node.GetVertex(v);
					Int3 vert2 = node.GetVertex(v2);
					
					if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
				}
				
				
				
				if (node.ContainsPoint (ia) || node.ContainsPoint (ib) || node.ContainsPoint (ic) || node.ContainsPoint (id)) {
					inside = true;
				}
				
				if (!inside) {
					return true;
				}
				
				o.WillUpdateNode(node);
				o.Apply (node);
				/*Debug.DrawLine ((Vector3)node.GetVertex(0),(Vector3)node.GetVertex(1),Color.blue);
				Debug.DrawLine ((Vector3)node.GetVertex(1),(Vector3)node.GetVertex(2),Color.blue);
				Debug.DrawLine ((Vector3)node.GetVertex(2),(Vector3)node.GetVertex(0),Color.blue);
				Debug.Break ();*/
				return true;
			});
			
			//System.DateTime endTime = System.DateTime.UtcNow;
			//float theTime = (endTime-startTime).Ticks*0.0001F;
			//Debug.Log ("Intersecting bounds with navmesh took "+theTime.ToString ("0.000")+" ms");
		
		}
예제 #2
0
		public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {

			//System.DateTime startTime = System.DateTime.UtcNow;

			Bounds bounds = o.bounds;

			Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);

			var r2 = new IntRect(
				Mathf.FloorToInt(bounds.min.x*Int3.Precision),
				Mathf.FloorToInt(bounds.min.z*Int3.Precision),
				Mathf.FloorToInt(bounds.max.x*Int3.Precision),
				Mathf.FloorToInt(bounds.max.z*Int3.Precision)
			);

			var a = new Int3(r2.xmin,0,r2.ymin);
			var b = new Int3(r2.xmin,0,r2.ymax);
			var c = new Int3(r2.xmax,0,r2.ymin);
			var d = new Int3(r2.xmax,0,r2.ymax);

			graph.GetNodes (_node => {
				var node = _node as TriangleMeshNode;

				bool inside = false;

				int allLeft = 0;
				int allRight = 0;
				int allTop = 0;
				int allBottom = 0;

				for (int v=0;v<3;v++) {

					Int3 p = node.GetVertex(v);
					var vert = (Vector3)p;

					if (r2.Contains (p.x,p.z)) {
						inside = true;
						break;
					}

					if (vert.x < r.xMin) allLeft++;
					if (vert.x > r.xMax) allRight++;
					if (vert.z < r.yMin) allTop++;
					if (vert.z > r.yMax) allBottom++;
				}
				if (!inside) {
					if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
						return true;
					}
				}

				for (int v=0;v<3;v++) {
					int v2 = v > 1 ? 0 : v+1;

					Int3 vert1 = node.GetVertex(v);
					Int3 vert2 = node.GetVertex(v2);

					if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
				}

				if (node.ContainsPoint (a) || node.ContainsPoint (b) || node.ContainsPoint (c) || node.ContainsPoint (d)) {
					inside = true;
				}

				if (!inside) {
					return true;
				}

				o.WillUpdateNode(node);
				o.Apply (node);
				return true;
			});
		}
예제 #3
0
		public void UpdateArea (GraphUpdateObject guo) {
			
			Bounds b = guo.bounds;
			b.center -= forcedBounds.min;
			
			//Figure out which tiles are affected
			IntRect r = new IntRect (Mathf.FloorToInt (b.min.x / (tileSizeX*cellSize)), Mathf.FloorToInt (b.min.z / (tileSizeZ*cellSize)), Mathf.FloorToInt (b.max.x / (tileSizeX*cellSize)), Mathf.FloorToInt (b.max.z / (tileSizeZ*cellSize)));
			//Clamp to bounds
			r = IntRect.Intersection (r, new IntRect (0,0,tileXCount-1,tileZCount-1));
			
			if (!guo.updatePhysics) {
				
				
				for ( int z=r.ymin;z<=r.ymax;z++) {
					for ( int x=r.xmin;x<=r.xmax;x++) {
						NavmeshTile tile = tiles[z*tileXCount + x];
						tile.flag = true;
					}
				}
				
				for ( int z=r.ymin;z<=r.ymax;z++) {
					for ( int x=r.xmin;x<=r.xmax;x++) {
						NavmeshTile tile = tiles[z*tileXCount + x];
						if ( tile.flag ) {
							tile.flag = false;
							
							NavMeshGraph.UpdateArea (guo, tile);
						}
					}
				}
				
				return;
			}
			
			if (!dynamic) {
				throw new System.Exception ("Recast graph must be marked as dynamic to enable graph updates with updatePhysics = true");
			}
			
			Voxelize vox = globalVox;
			
			if (vox == null) {
				throw new System.InvalidOperationException ("No Voxelizer object. UpdateAreaInit should have been called before this function.");
			}
			
			
			
			AstarProfiler.StartProfile ("Init");
				
			/** \bug No bounds checking */
			
			//r.DebugDraw (Matrix4x4.TRS (forcedBounds.min, Quaternion.identity, new Vector3 (tileSize*cellSize, 1, tileSize*cellSize)), Color.red);
			
			//Debug.Break ();
			
			
			
			AstarProfiler.StartProfile ("RemoveConnections");
			
			
			
			for (int x=r.xmin;x<=r.xmax;x++) {
				for (int z=r.ymin;z<=r.ymax;z++) {
					RemoveConnectionsFromTile (tiles[x + z*tileXCount]);
				}
			}
			
			
			
			AstarProfiler.EndProfile ("RemoveConnections");
			
			AstarProfiler.StartProfile ("Build Tiles");
			
			for (int x=r.xmin;x<=r.xmax;x++) {
				for (int z=r.ymin;z<=r.ymax;z++) {
					BuildTileMesh (vox, x,z);
				}
			}
			
			
			
			AstarProfiler.EndProfile ("Build Tiles");
			
			
			AstarProfiler.StartProfile ("ConnectTiles");
			uint graphIndex = (uint)AstarPath.active.astarData.GetGraphIndex (this);
			
			for (int x=r.xmin;x<=r.xmax;x++) {
				for (int z=r.ymin;z<=r.ymax;z++) {
					NavmeshTile tile = tiles[x + z*tileXCount];
					GraphNode[] nodes = tile.nodes;
					
					for (int i=0;i<nodes.Length;i++) nodes[i].GraphIndex = graphIndex;
				}
			}
			
			
			
			//Connect the newly create tiles with the old tiles and with each other
			r = r.Expand (1);
			//Clamp to bounds
			r = IntRect.Intersection (r, new IntRect (0,0,tileXCount-1,tileZCount-1));
			
			for (int x=r.xmin;x<=r.xmax;x++) {
				for (int z=r.ymin;z<=r.ymax;z++) {
					if (x < tileXCount-1 && r.Contains (x+1, z)) {
						ConnectTiles (tiles[x + z*tileXCount], tiles[x+1 + z*tileXCount]);
					}
					if (z < tileZCount-1 && r.Contains (x, z+1)) {
						ConnectTiles (tiles[x + z*tileXCount], tiles[x + (z+1)*tileXCount]);
					}
				}
			}
			
			AstarProfiler.EndProfile ("ConnectTiles");
			AstarProfiler.PrintResults ();
		}
예제 #4
0
        public static void UpdateArea(GraphUpdateObject o, INavmesh graph)
        {
            Bounds  bounds = o.bounds;
            Rect    r      = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);
            IntRect r2     = new IntRect(Mathf.FloorToInt(bounds.min.x * 1000f), Mathf.FloorToInt(bounds.min.z * 1000f), Mathf.FloorToInt(bounds.max.x * 1000f), Mathf.FloorToInt(bounds.max.z * 1000f));
            Int3    a      = new Int3(r2.xmin, 0, r2.ymin);
            Int3    b      = new Int3(r2.xmin, 0, r2.ymax);
            Int3    c      = new Int3(r2.xmax, 0, r2.ymin);
            Int3    d      = new Int3(r2.xmax, 0, r2.ymax);
            int     ymin   = ((Int3)bounds.min).y;
            int     ymax   = ((Int3)bounds.max).y;

            graph.GetNodes(delegate(GraphNode _node)
            {
                TriangleMeshNode triangleMeshNode = _node as TriangleMeshNode;
                bool flag = false;
                int num   = 0;
                int num2  = 0;
                int num3  = 0;
                int num4  = 0;
                for (int i = 0; i < 3; i++)
                {
                    Int3 vertex    = triangleMeshNode.GetVertex(i);
                    Vector3 vector = (Vector3)vertex;
                    if (r2.Contains(vertex.x, vertex.z))
                    {
                        flag = true;
                        break;
                    }
                    if (vector.x < r.xMin)
                    {
                        num++;
                    }
                    if (vector.x > r.xMax)
                    {
                        num2++;
                    }
                    if (vector.z < r.yMin)
                    {
                        num3++;
                    }
                    if (vector.z > r.yMax)
                    {
                        num4++;
                    }
                }
                if (!flag && (num == 3 || num2 == 3 || num3 == 3 || num4 == 3))
                {
                    return(true);
                }
                for (int j = 0; j < 3; j++)
                {
                    int i2       = (j <= 1) ? (j + 1) : 0;
                    Int3 vertex2 = triangleMeshNode.GetVertex(j);
                    Int3 vertex3 = triangleMeshNode.GetVertex(i2);
                    if (VectorMath.SegmentsIntersectXZ(a, b, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(a, c, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(c, d, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(d, b, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                }
                if (flag || triangleMeshNode.ContainsPoint(a) || triangleMeshNode.ContainsPoint(b) || triangleMeshNode.ContainsPoint(c) || triangleMeshNode.ContainsPoint(d))
                {
                    flag = true;
                }
                if (!flag)
                {
                    return(true);
                }
                int num5 = 0;
                int num6 = 0;
                for (int k = 0; k < 3; k++)
                {
                    Int3 vertex4 = triangleMeshNode.GetVertex(k);
                    if (vertex4.y < ymin)
                    {
                        num6++;
                    }
                    if (vertex4.y > ymax)
                    {
                        num5++;
                    }
                }
                if (num6 == 3 || num5 == 3)
                {
                    return(true);
                }
                o.WillUpdateNode(triangleMeshNode);
                o.Apply(triangleMeshNode);
                return(true);
            });
        }
예제 #5
0
		public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {
			Bounds bounds = o.bounds;

			// Bounding rectangle with floating point coordinates
			Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);

			// Bounding rectangle with int coordinates
			var r2 = new IntRect(
				Mathf.FloorToInt(bounds.min.x*Int3.Precision),
				Mathf.FloorToInt(bounds.min.z*Int3.Precision),
				Mathf.FloorToInt(bounds.max.x*Int3.Precision),
				Mathf.FloorToInt(bounds.max.z*Int3.Precision)
			);

			// Corners of the bounding rectangle
			var a = new Int3(r2.xmin,0,r2.ymin);
			var b = new Int3(r2.xmin,0,r2.ymax);
			var c = new Int3(r2.xmax,0,r2.ymin);
			var d = new Int3(r2.xmax,0,r2.ymax);

			var ymin = ((Int3)bounds.min).y;
			var ymax = ((Int3)bounds.max).y;

			// Loop through all nodes
			graph.GetNodes (_node => {
				var node = _node as TriangleMeshNode;

				bool inside = false;

				int allLeft = 0;
				int allRight = 0;
				int allTop = 0;
				int allBottom = 0;

				// Check bounding box rect in XZ plane
				for (int v=0;v<3;v++) {
					Int3 p = node.GetVertex(v);
					var vert = (Vector3)p;

					if (r2.Contains (p.x,p.z)) {
						inside = true;
						break;
					}

					if (vert.x < r.xMin) allLeft++;
					if (vert.x > r.xMax) allRight++;
					if (vert.z < r.yMin) allTop++;
					if (vert.z > r.yMax) allBottom++;
				}

				if (!inside) {
					if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
						return true;
					}
				}

				// Check if the polygon edges intersect the bounding rect
				for (int v = 0; v < 3; v++) {
					int v2 = v > 1 ? 0 : v+1;

					Int3 vert1 = node.GetVertex(v);
					Int3 vert2 = node.GetVertex(v2);

					if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
					if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
				}

				// Check if the node contains any corner of the bounding rect
				if (inside || node.ContainsPoint (a) || node.ContainsPoint (b) || node.ContainsPoint (c) || node.ContainsPoint (d)) {
					inside = true;
				}

				if (!inside) {
					return true;
				}

				int allAbove = 0;
				int allBelow = 0;

				// Check y coordinate
				for (int v = 0; v < 3; v++) {
					Int3 p = node.GetVertex(v);
					var vert = (Vector3)p;
					if (vert.y < ymin) allBelow++;
					if (vert.y > ymax) allAbove++;
				}

				// Polygon is either completely above the bounding box or completely below it
				if (allBelow == 3 || allAbove == 3) return true;

				// Triangle is inside the bounding box!
				// Update it!
				o.WillUpdateNode(node);
				o.Apply (node);
				return true;
			});
		}
예제 #6
0
            public bool Contains(Vector3 point)
            {
                var pi = (Int3)point;

                return(rect.Contains(pi.x, pi.z));
            }
예제 #7
0
        public static void UpdateArea(GraphUpdateObject o, INavmesh graph)
        {
            Bounds  bounds = o.bounds;
            Rect    r      = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);
            IntRect r2     = new IntRect(Mathf.FloorToInt(bounds.min.x * 1000f), Mathf.FloorToInt(bounds.min.z * 1000f), Mathf.FloorToInt(bounds.max.x * 1000f), Mathf.FloorToInt(bounds.max.z * 1000f));
            Int3    a      = new Int3(r2.xmin, 0, r2.ymin);
            Int3    b      = new Int3(r2.xmin, 0, r2.ymax);
            Int3    c      = new Int3(r2.xmax, 0, r2.ymin);
            Int3    d      = new Int3(r2.xmax, 0, r2.ymax);
            Int3    ia     = a;
            Int3    ib     = b;
            Int3    ic     = c;
            Int3    id     = d;

            graph.GetNodes(delegate(GraphNode _node)
            {
                TriangleMeshNode triangleMeshNode = _node as TriangleMeshNode;
                bool flag = false;
                int num   = 0;
                int num2  = 0;
                int num3  = 0;
                int num4  = 0;
                for (int i = 0; i < 3; i++)
                {
                    Int3 vertex    = triangleMeshNode.GetVertex(i);
                    Vector3 vector = (Vector3)vertex;
                    if (r2.Contains(vertex.x, vertex.z))
                    {
                        flag = true;
                        break;
                    }
                    if (vector.x < r.xMin)
                    {
                        num++;
                    }
                    if (vector.x > r.xMax)
                    {
                        num2++;
                    }
                    if (vector.z < r.yMin)
                    {
                        num3++;
                    }
                    if (vector.z > r.yMax)
                    {
                        num4++;
                    }
                }
                if (!flag && (num == 3 || num2 == 3 || num3 == 3 || num4 == 3))
                {
                    return(true);
                }
                for (int j = 0; j < 3; j++)
                {
                    int i2       = (j <= 1) ? (j + 1) : 0;
                    Int3 vertex2 = triangleMeshNode.GetVertex(j);
                    Int3 vertex3 = triangleMeshNode.GetVertex(i2);
                    if (Polygon.Intersects(a, b, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (Polygon.Intersects(a, c, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (Polygon.Intersects(c, d, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                    if (Polygon.Intersects(d, b, vertex2, vertex3))
                    {
                        flag = true;
                        break;
                    }
                }
                if (triangleMeshNode.ContainsPoint(ia) || triangleMeshNode.ContainsPoint(ib) || triangleMeshNode.ContainsPoint(ic) || triangleMeshNode.ContainsPoint(id))
                {
                    flag = true;
                }
                if (!flag)
                {
                    return(true);
                }
                o.WillUpdateNode(triangleMeshNode);
                o.Apply(triangleMeshNode);
                return(true);
            });
        }
예제 #8
0
        public static void UpdateArea(GraphUpdateObject o, INavmesh graph)
        {
            Bounds bounds = o.bounds;

            // Bounding rectangle with floating point coordinates
            Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);

            // Bounding rectangle with int coordinates
            var r2 = new IntRect(
                Mathf.FloorToInt(bounds.min.x * Int3.Precision),
                Mathf.FloorToInt(bounds.min.z * Int3.Precision),
                Mathf.FloorToInt(bounds.max.x * Int3.Precision),
                Mathf.FloorToInt(bounds.max.z * Int3.Precision)
                );

            // Corners of the bounding rectangle
            var a = new Int3(r2.xmin, 0, r2.ymin);
            var b = new Int3(r2.xmin, 0, r2.ymax);
            var c = new Int3(r2.xmax, 0, r2.ymin);
            var d = new Int3(r2.xmax, 0, r2.ymax);

            var ymin = ((Int3)bounds.min).y;
            var ymax = ((Int3)bounds.max).y;

            // Loop through all nodes
            graph.GetNodes(_node => {
                var node = _node as TriangleMeshNode;

                bool inside = false;

                int allLeft   = 0;
                int allRight  = 0;
                int allTop    = 0;
                int allBottom = 0;

                // Check bounding box rect in XZ plane
                for (int v = 0; v < 3; v++)
                {
                    Int3 p   = node.GetVertex(v);
                    var vert = (Vector3)p;

                    if (r2.Contains(p.x, p.z))
                    {
                        inside = true;
                        break;
                    }

                    if (vert.x < r.xMin)
                    {
                        allLeft++;
                    }
                    if (vert.x > r.xMax)
                    {
                        allRight++;
                    }
                    if (vert.z < r.yMin)
                    {
                        allTop++;
                    }
                    if (vert.z > r.yMax)
                    {
                        allBottom++;
                    }
                }

                if (!inside)
                {
                    if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3)
                    {
                        return(true);
                    }
                }

                // Check if the polygon edges intersect the bounding rect
                for (int v = 0; v < 3; v++)
                {
                    int v2 = v > 1 ? 0 : v + 1;

                    Int3 vert1 = node.GetVertex(v);
                    Int3 vert2 = node.GetVertex(v2);

                    if (VectorMath.SegmentsIntersectXZ(a, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(a, c, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(c, d, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(d, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                }

                // Check if the node contains any corner of the bounding rect
                if (inside || node.ContainsPoint(a) || node.ContainsPoint(b) || node.ContainsPoint(c) || node.ContainsPoint(d))
                {
                    inside = true;
                }

                if (!inside)
                {
                    return(true);
                }

                int allAbove = 0;
                int allBelow = 0;

                // Check y coordinate
                for (int v = 0; v < 3; v++)
                {
                    Int3 p = node.GetVertex(v);
                    if (p.y < ymin)
                    {
                        allBelow++;
                    }
                    if (p.y > ymax)
                    {
                        allAbove++;
                    }
                }

                // Polygon is either completely above the bounding box or completely below it
                if (allBelow == 3 || allAbove == 3)
                {
                    return(true);
                }

                // Triangle is inside the bounding box!
                // Update it!
                o.WillUpdateNode(node);
                o.Apply(node);
                return(true);
            });
        }
예제 #9
0
        public static void UpdateArea(GraphUpdateObject o, INavmesh graph)
        {
            //System.DateTime startTime = System.DateTime.UtcNow;

            Bounds bounds = o.bounds;

            Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);

            var r2 = new IntRect(
                Mathf.FloorToInt(bounds.min.x * Int3.Precision),
                Mathf.FloorToInt(bounds.min.z * Int3.Precision),
                Mathf.FloorToInt(bounds.max.x * Int3.Precision),
                Mathf.FloorToInt(bounds.max.z * Int3.Precision)
                );

            var a = new Int3(r2.xmin, 0, r2.ymin);
            var b = new Int3(r2.xmin, 0, r2.ymax);
            var c = new Int3(r2.xmax, 0, r2.ymin);
            var d = new Int3(r2.xmax, 0, r2.ymax);

            graph.GetNodes(_node => {
                var node = _node as TriangleMeshNode;

                bool inside = false;

                int allLeft   = 0;
                int allRight  = 0;
                int allTop    = 0;
                int allBottom = 0;

                for (int v = 0; v < 3; v++)
                {
                    Int3 p   = node.GetVertex(v);
                    var vert = (Vector3)p;

                    if (r2.Contains(p.x, p.z))
                    {
                        inside = true;
                        break;
                    }

                    if (vert.x < r.xMin)
                    {
                        allLeft++;
                    }
                    if (vert.x > r.xMax)
                    {
                        allRight++;
                    }
                    if (vert.z < r.yMin)
                    {
                        allTop++;
                    }
                    if (vert.z > r.yMax)
                    {
                        allBottom++;
                    }
                }
                if (!inside)
                {
                    if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3)
                    {
                        return(true);
                    }
                }

                for (int v = 0; v < 3; v++)
                {
                    int v2 = v > 1 ? 0 : v + 1;

                    Int3 vert1 = node.GetVertex(v);
                    Int3 vert2 = node.GetVertex(v2);

                    if (Polygon.Intersects(a, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(a, c, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(c, d, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(d, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                }

                if (node.ContainsPoint(a) || node.ContainsPoint(b) || node.ContainsPoint(c) || node.ContainsPoint(d))
                {
                    inside = true;
                }

                if (!inside)
                {
                    return(true);
                }

                o.WillUpdateNode(node);
                o.Apply(node);
                return(true);
            });
        }
        // Token: 0x0600251A RID: 9498 RVA: 0x0019D24C File Offset: 0x0019B44C
        public static void UpdateArea(GraphUpdateObject o, INavmeshHolder graph)
        {
            Bounds  bounds = graph.transform.InverseTransform(o.bounds);
            IntRect irect  = new IntRect(Mathf.FloorToInt(bounds.min.x * 1000f), Mathf.FloorToInt(bounds.min.z * 1000f), Mathf.CeilToInt(bounds.max.x * 1000f), Mathf.CeilToInt(bounds.max.z * 1000f));
            Int3    a      = new Int3(irect.xmin, 0, irect.ymin);
            Int3    b      = new Int3(irect.xmin, 0, irect.ymax);
            Int3    c      = new Int3(irect.xmax, 0, irect.ymin);
            Int3    d      = new Int3(irect.xmax, 0, irect.ymax);
            int     ymin   = ((Int3)bounds.min).y;
            int     ymax   = ((Int3)bounds.max).y;

            graph.GetNodes(delegate(GraphNode _node)
            {
                TriangleMeshNode triangleMeshNode = _node as TriangleMeshNode;
                bool flag = false;
                int num   = 0;
                int num2  = 0;
                int num3  = 0;
                int num4  = 0;
                for (int i = 0; i < 3; i++)
                {
                    Int3 vertexInGraphSpace = triangleMeshNode.GetVertexInGraphSpace(i);
                    if (irect.Contains(vertexInGraphSpace.x, vertexInGraphSpace.z))
                    {
                        flag = true;
                        break;
                    }
                    if (vertexInGraphSpace.x < irect.xmin)
                    {
                        num++;
                    }
                    if (vertexInGraphSpace.x > irect.xmax)
                    {
                        num2++;
                    }
                    if (vertexInGraphSpace.z < irect.ymin)
                    {
                        num3++;
                    }
                    if (vertexInGraphSpace.z > irect.ymax)
                    {
                        num4++;
                    }
                }
                if (!flag && (num == 3 || num2 == 3 || num3 == 3 || num4 == 3))
                {
                    return;
                }
                for (int j = 0; j < 3; j++)
                {
                    int i2 = (j > 1) ? 0 : (j + 1);
                    Int3 vertexInGraphSpace2 = triangleMeshNode.GetVertexInGraphSpace(j);
                    Int3 vertexInGraphSpace3 = triangleMeshNode.GetVertexInGraphSpace(i2);
                    if (VectorMath.SegmentsIntersectXZ(a, b, vertexInGraphSpace2, vertexInGraphSpace3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(a, c, vertexInGraphSpace2, vertexInGraphSpace3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(c, d, vertexInGraphSpace2, vertexInGraphSpace3))
                    {
                        flag = true;
                        break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(d, b, vertexInGraphSpace2, vertexInGraphSpace3))
                    {
                        flag = true;
                        break;
                    }
                }
                if (flag || triangleMeshNode.ContainsPointInGraphSpace(a) || triangleMeshNode.ContainsPointInGraphSpace(b) || triangleMeshNode.ContainsPointInGraphSpace(c) || triangleMeshNode.ContainsPointInGraphSpace(d))
                {
                    flag = true;
                }
                if (!flag)
                {
                    return;
                }
                int num5 = 0;
                int num6 = 0;
                for (int k = 0; k < 3; k++)
                {
                    Int3 vertexInGraphSpace4 = triangleMeshNode.GetVertexInGraphSpace(k);
                    if (vertexInGraphSpace4.y < ymin)
                    {
                        num6++;
                    }
                    if (vertexInGraphSpace4.y > ymax)
                    {
                        num5++;
                    }
                }
                if (num6 == 3 || num5 == 3)
                {
                    return;
                }
                o.WillUpdateNode(triangleMeshNode);
                o.Apply(triangleMeshNode);
            });
        }
예제 #11
0
        public static void UpdateArea(GraphUpdateObject o, INavmeshHolder graph)
        {
            Bounds bounds = graph.transform.InverseTransform(o.bounds);

            // Bounding rectangle with integer coordinates
            var irect = new IntRect(
                Mathf.FloorToInt(bounds.min.x * Int3.Precision),
                Mathf.FloorToInt(bounds.min.z * Int3.Precision),
                Mathf.CeilToInt(bounds.max.x * Int3.Precision),
                Mathf.CeilToInt(bounds.max.z * Int3.Precision)
                );

            // Corners of the bounding rectangle
            var a = new Int3(irect.xmin, 0, irect.ymin);
            var b = new Int3(irect.xmin, 0, irect.ymax);
            var c = new Int3(irect.xmax, 0, irect.ymin);
            var d = new Int3(irect.xmax, 0, irect.ymax);

            var ymin = ((Int3)bounds.min).y;
            var ymax = ((Int3)bounds.max).y;

            // Loop through all nodes and check if they intersect the bounding box
            graph.GetNodes(_node => {
                var node = _node as TriangleMeshNode;

                bool inside = false;

                int allLeft   = 0;
                int allRight  = 0;
                int allTop    = 0;
                int allBottom = 0;

                // Check bounding box rect in XZ plane
                for (int v = 0; v < 3; v++)
                {
                    Int3 p = node.GetVertexInGraphSpace(v);

                    if (irect.Contains(p.x, p.z))
                    {
                        inside = true;
                        break;
                    }

                    if (p.x < irect.xmin)
                    {
                        allLeft++;
                    }
                    if (p.x > irect.xmax)
                    {
                        allRight++;
                    }
                    if (p.z < irect.ymin)
                    {
                        allTop++;
                    }
                    if (p.z > irect.ymax)
                    {
                        allBottom++;
                    }
                }

                if (!inside && (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3))
                {
                    return;
                }

                // Check if the polygon edges intersect the bounding rect
                for (int v = 0; v < 3; v++)
                {
                    int v2 = v > 1 ? 0 : v + 1;

                    Int3 vert1 = node.GetVertexInGraphSpace(v);
                    Int3 vert2 = node.GetVertexInGraphSpace(v2);

                    if (VectorMath.SegmentsIntersectXZ(a, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(a, c, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(c, d, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (VectorMath.SegmentsIntersectXZ(d, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                }

                // Check if the node contains any corner of the bounding rect
                if (inside || node.ContainsPointInGraphSpace(a) || node.ContainsPointInGraphSpace(b) || node.ContainsPointInGraphSpace(c) || node.ContainsPointInGraphSpace(d))
                {
                    inside = true;
                }

                if (!inside)
                {
                    return;
                }

                int allAbove = 0;
                int allBelow = 0;

                // Check y coordinate
                for (int v = 0; v < 3; v++)
                {
                    Int3 p = node.GetVertexInGraphSpace(v);
                    if (p.y < ymin)
                    {
                        allBelow++;
                    }
                    if (p.y > ymax)
                    {
                        allAbove++;
                    }
                }

                // Polygon is either completely above the bounding box or completely below it
                if (allBelow == 3 || allAbove == 3)
                {
                    return;
                }

                // Triangle is inside the bounding box!
                // Update it!
                o.WillUpdateNode(node);
                o.Apply(node);
            });
        }
예제 #12
0
 public void UpdateArea(GraphUpdateObject guo)
 {
     Bounds bounds = guo.bounds;
     bounds.center -= this.forcedBounds.min;
     IntRect a = new IntRect(Mathf.FloorToInt(bounds.min.x / ((float)this.tileSizeX * this.cellSize)), Mathf.FloorToInt(bounds.min.z / ((float)this.tileSizeZ * this.cellSize)), Mathf.FloorToInt(bounds.max.x / ((float)this.tileSizeX * this.cellSize)), Mathf.FloorToInt(bounds.max.z / ((float)this.tileSizeZ * this.cellSize)));
     a = IntRect.Intersection(a, new IntRect(0, 0, this.tileXCount - 1, this.tileZCount - 1));
     if (!guo.updatePhysics)
     {
         for (int i = a.ymin; i <= a.ymax; i++)
         {
             for (int j = a.xmin; j <= a.xmax; j++)
             {
                 RecastGraph.NavmeshTile navmeshTile = this.tiles[i * this.tileXCount + j];
                 navmeshTile.flag = true;
             }
         }
         for (int k = a.ymin; k <= a.ymax; k++)
         {
             for (int l = a.xmin; l <= a.xmax; l++)
             {
                 RecastGraph.NavmeshTile navmeshTile2 = this.tiles[k * this.tileXCount + l];
                 if (navmeshTile2.flag)
                 {
                     navmeshTile2.flag = false;
                     NavMeshGraph.UpdateArea(guo, navmeshTile2);
                 }
             }
         }
         return;
     }
     if (!this.dynamic)
     {
         throw new Exception("Recast graph must be marked as dynamic to enable graph updates with updatePhysics = true");
     }
     Voxelize voxelize = this.globalVox;
     if (voxelize == null)
     {
         throw new InvalidOperationException("No Voxelizer object. UpdateAreaInit should have been called before this function.");
     }
     for (int m = a.xmin; m <= a.xmax; m++)
     {
         for (int n = a.ymin; n <= a.ymax; n++)
         {
             this.RemoveConnectionsFromTile(this.tiles[m + n * this.tileXCount]);
         }
     }
     for (int num = a.xmin; num <= a.xmax; num++)
     {
         for (int num2 = a.ymin; num2 <= a.ymax; num2++)
         {
             this.BuildTileMesh(voxelize, num, num2);
         }
     }
     uint graphIndex = (uint)AstarPath.active.astarData.GetGraphIndex(this);
     for (int num3 = a.xmin; num3 <= a.xmax; num3++)
     {
         for (int num4 = a.ymin; num4 <= a.ymax; num4++)
         {
             RecastGraph.NavmeshTile navmeshTile3 = this.tiles[num3 + num4 * this.tileXCount];
             GraphNode[] nodes = navmeshTile3.nodes;
             for (int num5 = 0; num5 < nodes.Length; num5++)
             {
                 nodes[num5].GraphIndex = graphIndex;
             }
         }
     }
     a = a.Expand(1);
     a = IntRect.Intersection(a, new IntRect(0, 0, this.tileXCount - 1, this.tileZCount - 1));
     for (int num6 = a.xmin; num6 <= a.xmax; num6++)
     {
         for (int num7 = a.ymin; num7 <= a.ymax; num7++)
         {
             if (num6 < this.tileXCount - 1 && a.Contains(num6 + 1, num7))
             {
                 this.ConnectTiles(this.tiles[num6 + num7 * this.tileXCount], this.tiles[num6 + 1 + num7 * this.tileXCount]);
             }
             if (num7 < this.tileZCount - 1 && a.Contains(num6, num7 + 1))
             {
                 this.ConnectTiles(this.tiles[num6 + num7 * this.tileXCount], this.tiles[num6 + (num7 + 1) * this.tileXCount]);
             }
         }
     }
 }
예제 #13
0
        // Token: 0x06000472 RID: 1138 RVA: 0x000259F8 File Offset: 0x00023DF8
        public new void UpdateArea(GraphUpdateObject o)
        {
            if (this.nodes == null || this.nodes.Length != this.width * this.depth * this.layerCount)
            {
                Debug.LogWarning("The Grid Graph is not scanned, cannot update area ");
                return;
            }
            Bounds  bounds = o.bounds;
            Vector3 a;
            Vector3 a2;

            base.GetBoundsMinMax(bounds, this.inverseMatrix, out a, out a2);
            int     xmin     = Mathf.RoundToInt(a.x - 0.5f);
            int     xmax     = Mathf.RoundToInt(a2.x - 0.5f);
            int     ymin     = Mathf.RoundToInt(a.z - 0.5f);
            int     ymax     = Mathf.RoundToInt(a2.z - 0.5f);
            IntRect intRect  = new IntRect(xmin, ymin, xmax, ymax);
            IntRect intRect2 = intRect;
            IntRect b        = new IntRect(0, 0, this.width - 1, this.depth - 1);
            IntRect intRect3 = intRect;
            bool    flag     = o.updatePhysics || o.modifyWalkability;
            bool    flag2    = o is LayerGridGraphUpdate && ((LayerGridGraphUpdate)o).recalculateNodes;
            bool    preserveExistingNodes = !(o is LayerGridGraphUpdate) || ((LayerGridGraphUpdate)o).preserveExistingNodes;
            int     num = (!o.updateErosion) ? 0 : this.erodeIterations;

            if (o.trackChangedNodes && flag2)
            {
                Debug.LogError("Cannot track changed nodes when creating or deleting nodes.\nWill not update LayerGridGraph");
                return;
            }
            if (o.updatePhysics && !o.modifyWalkability && this.collision.collisionCheck)
            {
                Vector3 a3 = new Vector3(this.collision.diameter, 0f, this.collision.diameter) * 0.5f;
                a       -= a3 * 1.02f;
                a2      += a3 * 1.02f;
                intRect3 = new IntRect(Mathf.RoundToInt(a.x - 0.5f), Mathf.RoundToInt(a.z - 0.5f), Mathf.RoundToInt(a2.x - 0.5f), Mathf.RoundToInt(a2.z - 0.5f));
                intRect2 = IntRect.Union(intRect3, intRect2);
            }
            if (flag || num > 0)
            {
                intRect2 = intRect2.Expand(num + 1);
            }
            IntRect intRect4 = IntRect.Intersection(intRect2, b);

            if (!flag2)
            {
                for (int i = intRect4.xmin; i <= intRect4.xmax; i++)
                {
                    for (int j = intRect4.ymin; j <= intRect4.ymax; j++)
                    {
                        for (int k = 0; k < this.layerCount; k++)
                        {
                            o.WillUpdateNode(this.nodes[k * this.width * this.depth + j * this.width + i]);
                        }
                    }
                }
            }
            if (o.updatePhysics && !o.modifyWalkability)
            {
                this.collision.Initialize(this.matrix, this.nodeSize);
                intRect4 = IntRect.Intersection(intRect3, b);
                bool flag3 = false;
                for (int l = intRect4.xmin; l <= intRect4.xmax; l++)
                {
                    for (int m = intRect4.ymin; m <= intRect4.ymax; m++)
                    {
                        flag3 |= this.RecalculateCell(l, m, preserveExistingNodes);
                    }
                }
                for (int n = intRect4.xmin; n <= intRect4.xmax; n++)
                {
                    for (int num2 = intRect4.ymin; num2 <= intRect4.ymax; num2++)
                    {
                        for (int num3 = 0; num3 < this.layerCount; num3++)
                        {
                            int           num4          = num3 * this.width * this.depth + num2 * this.width + n;
                            LevelGridNode levelGridNode = this.nodes[num4];
                            if (levelGridNode != null)
                            {
                                this.CalculateConnections(this.nodes, levelGridNode, n, num2, num3);
                            }
                        }
                    }
                }
            }
            intRect4 = IntRect.Intersection(intRect, b);
            for (int num5 = intRect4.xmin; num5 <= intRect4.xmax; num5++)
            {
                for (int num6 = intRect4.ymin; num6 <= intRect4.ymax; num6++)
                {
                    for (int num7 = 0; num7 < this.layerCount; num7++)
                    {
                        int           num8           = num7 * this.width * this.depth + num6 * this.width + num5;
                        LevelGridNode levelGridNode2 = this.nodes[num8];
                        if (levelGridNode2 != null)
                        {
                            if (flag)
                            {
                                levelGridNode2.Walkable = levelGridNode2.WalkableErosion;
                                if (o.bounds.Contains((Vector3)levelGridNode2.position))
                                {
                                    o.Apply(levelGridNode2);
                                }
                                levelGridNode2.WalkableErosion = levelGridNode2.Walkable;
                            }
                            else if (o.bounds.Contains((Vector3)levelGridNode2.position))
                            {
                                o.Apply(levelGridNode2);
                            }
                        }
                    }
                }
            }
            if (flag && num == 0)
            {
                intRect4 = IntRect.Intersection(intRect2, b);
                for (int num9 = intRect4.xmin; num9 <= intRect4.xmax; num9++)
                {
                    for (int num10 = intRect4.ymin; num10 <= intRect4.ymax; num10++)
                    {
                        for (int num11 = 0; num11 < this.layerCount; num11++)
                        {
                            int           num12          = num11 * this.width * this.depth + num10 * this.width + num9;
                            LevelGridNode levelGridNode3 = this.nodes[num12];
                            if (levelGridNode3 != null)
                            {
                                this.CalculateConnections(this.nodes, levelGridNode3, num9, num10, num11);
                            }
                        }
                    }
                }
            }
            else if (flag && num > 0)
            {
                IntRect a4 = IntRect.Union(intRect, intRect3).Expand(num);
                IntRect a5 = a4.Expand(num);
                a4 = IntRect.Intersection(a4, b);
                a5 = IntRect.Intersection(a5, b);
                for (int num13 = a5.xmin; num13 <= a5.xmax; num13++)
                {
                    for (int num14 = a5.ymin; num14 <= a5.ymax; num14++)
                    {
                        for (int num15 = 0; num15 < this.layerCount; num15++)
                        {
                            int           num16          = num15 * this.width * this.depth + num14 * this.width + num13;
                            LevelGridNode levelGridNode4 = this.nodes[num16];
                            if (levelGridNode4 != null)
                            {
                                bool walkable = levelGridNode4.Walkable;
                                levelGridNode4.Walkable = levelGridNode4.WalkableErosion;
                                if (!a4.Contains(num13, num14))
                                {
                                    levelGridNode4.TmpWalkable = walkable;
                                }
                            }
                        }
                    }
                }
                for (int num17 = a5.xmin; num17 <= a5.xmax; num17++)
                {
                    for (int num18 = a5.ymin; num18 <= a5.ymax; num18++)
                    {
                        for (int num19 = 0; num19 < this.layerCount; num19++)
                        {
                            int           num20          = num19 * this.width * this.depth + num18 * this.width + num17;
                            LevelGridNode levelGridNode5 = this.nodes[num20];
                            if (levelGridNode5 != null)
                            {
                                this.CalculateConnections(this.nodes, levelGridNode5, num17, num18, num19);
                            }
                        }
                    }
                }
                this.ErodeWalkableArea(a5.xmin, a5.ymin, a5.xmax + 1, a5.ymax + 1);
                for (int num21 = a5.xmin; num21 <= a5.xmax; num21++)
                {
                    for (int num22 = a5.ymin; num22 <= a5.ymax; num22++)
                    {
                        if (!a4.Contains(num21, num22))
                        {
                            for (int num23 = 0; num23 < this.layerCount; num23++)
                            {
                                int           num24          = num23 * this.width * this.depth + num22 * this.width + num21;
                                LevelGridNode levelGridNode6 = this.nodes[num24];
                                if (levelGridNode6 != null)
                                {
                                    levelGridNode6.Walkable = levelGridNode6.TmpWalkable;
                                }
                            }
                        }
                    }
                }
                for (int num25 = a5.xmin; num25 <= a5.xmax; num25++)
                {
                    for (int num26 = a5.ymin; num26 <= a5.ymax; num26++)
                    {
                        for (int num27 = 0; num27 < this.layerCount; num27++)
                        {
                            int           num28          = num27 * this.width * this.depth + num26 * this.width + num25;
                            LevelGridNode levelGridNode7 = this.nodes[num28];
                            if (levelGridNode7 != null)
                            {
                                this.CalculateConnections(this.nodes, levelGridNode7, num25, num26, num27);
                            }
                        }
                    }
                }
            }
        }
예제 #14
0
        public static void UpdateArea(GraphUpdateObject o, INavmesh graph)
        {
            //System.DateTime startTime = System.DateTime.UtcNow;

            Bounds bounds = o.bounds;

            Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);

            IntRect r2 = new IntRect(
                Mathf.FloorToInt(bounds.min.x * Int3.Precision),
                Mathf.FloorToInt(bounds.min.z * Int3.Precision),
                Mathf.FloorToInt(bounds.max.x * Int3.Precision),
                Mathf.FloorToInt(bounds.max.z * Int3.Precision)
                );

            Int3 a = new Int3(r2.xmin, 0, r2.ymin);
            Int3 b = new Int3(r2.xmin, 0, r2.ymax);
            Int3 c = new Int3(r2.xmax, 0, r2.ymin);
            Int3 d = new Int3(r2.xmax, 0, r2.ymax);

            Int3 ia = (Int3)a;
            Int3 ib = (Int3)b;
            Int3 ic = (Int3)c;
            Int3 id = (Int3)d;


            //for (int i=0;i<nodes.Length;i++) {
            graph.GetNodes(delegate(GraphNode _node) {
                TriangleMeshNode node = _node as TriangleMeshNode;

                bool inside = false;

                int allLeft   = 0;
                int allRight  = 0;
                int allTop    = 0;
                int allBottom = 0;

                for (int v = 0; v < 3; v++)
                {
                    Int3 p       = node.GetVertex(v);
                    Vector3 vert = (Vector3)p;
                    //Vector2 vert2D = new Vector2 (vert.x,vert.z);

                    if (r2.Contains(p.x, p.z))
                    {
                        //Debug.DrawRay (vert,Vector3.up*10,Color.yellow);
                        inside = true;
                        break;
                    }

                    if (vert.x < r.xMin)
                    {
                        allLeft++;
                    }
                    if (vert.x > r.xMax)
                    {
                        allRight++;
                    }
                    if (vert.z < r.yMin)
                    {
                        allTop++;
                    }
                    if (vert.z > r.yMax)
                    {
                        allBottom++;
                    }
                }
                if (!inside)
                {
                    if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3)
                    {
                        return(true);
                    }
                }

                //Debug.DrawLine ((Vector3)node.GetVertex(0),(Vector3)node.GetVertex(1),Color.yellow);
                //Debug.DrawLine ((Vector3)node.GetVertex(1),(Vector3)node.GetVertex(2),Color.yellow);
                //Debug.DrawLine ((Vector3)node.GetVertex(2),(Vector3)node.GetVertex(0),Color.yellow);

                for (int v = 0; v < 3; v++)
                {
                    int v2 = v > 1 ? 0 : v + 1;

                    Int3 vert1 = node.GetVertex(v);
                    Int3 vert2 = node.GetVertex(v2);

                    if (Polygon.Intersects(a, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(a, c, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(c, d, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(d, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                }



                if (node.ContainsPoint(ia) || node.ContainsPoint(ib) || node.ContainsPoint(ic) || node.ContainsPoint(id))
                {
                    inside = true;
                }

                if (!inside)
                {
                    return(true);
                }

                o.WillUpdateNode(node);
                o.Apply(node);

                /*Debug.DrawLine ((Vector3)node.GetVertex(0),(Vector3)node.GetVertex(1),Color.blue);
                 * Debug.DrawLine ((Vector3)node.GetVertex(1),(Vector3)node.GetVertex(2),Color.blue);
                 * Debug.DrawLine ((Vector3)node.GetVertex(2),(Vector3)node.GetVertex(0),Color.blue);
                 * Debug.Break ();*/
                return(true);
            });

            //System.DateTime endTime = System.DateTime.UtcNow;
            //float theTime = (endTime-startTime).Ticks*0.0001F;
            //Debug.Log ("Intersecting bounds with navmesh took "+theTime.ToString ("0.000")+" ms");
        }