private static IntRect NodeBounds(MeshNode[] nodes, int from, int to) { if ((to - from) <= 0) { throw new ArgumentException(); } Int3 vertex = nodes[from].GetVertex(0); Int2 num2 = new Int2(vertex.x, vertex.z); Int2 num3 = num2; for (int i = from; i < to; i++) { MeshNode node = nodes[i]; int vertexCount = node.GetVertexCount(); for (int j = 0; j < vertexCount; j++) { Int3 num7 = node.GetVertex(j); num2.x = Math.Min(num2.x, num7.x); num2.y = Math.Min(num2.y, num7.z); num3.x = Math.Max(num3.x, num7.x); num3.y = Math.Max(num3.y, num7.z); } } return(new IntRect(num2.x, num2.y, num3.x, num3.y)); }
private static IntRect NodeBounds(MeshNode[] nodes, int from, int to) { if (to - from <= 0) { throw new ArgumentException(); } Int3 vertex = nodes[from].GetVertex(0); Int2 @int = new Int2(vertex.x, vertex.z); Int2 int2 = @int; for (int i = from; i < to; i++) { MeshNode meshNode = nodes[i]; int vertexCount = meshNode.GetVertexCount(); for (int j = 0; j < vertexCount; j++) { Int3 vertex2 = meshNode.GetVertex(j); @int.x = Math.Min(@int.x, vertex2.x); @int.y = Math.Min(@int.y, vertex2.z); int2.x = Math.Max(int2.x, vertex2.x); int2.y = Math.Max(int2.y, vertex2.z); } } return(new IntRect(@int.x, @int.y, int2.x, int2.y)); }
public BBTreeBox(MeshNode node) { this.node = node; Int3 vertex = node.GetVertex(0); Int2 @int = new Int2(vertex.x, vertex.z); Int2 int2 = @int; for (int i = 1; i < node.GetVertexCount(); i++) { Int3 vertex2 = node.GetVertex(i); @int.x = Math.Min(@int.x, vertex2.x); @int.y = Math.Min(@int.y, vertex2.z); int2.x = Math.Max(int2.x, vertex2.x); int2.y = Math.Max(int2.y, vertex2.z); } this.rect = new IntRect(@int.x, @int.y, int2.x, int2.y); this.left = (this.right = -1); }
public BBTreeBox(BBTree tree, MeshNode node) { this.node = node; Vector3 vector = (Vector3)node.GetVertex(0); Vector2 vector2 = new Vector2(vector.x, vector.z); Vector2 vector3 = vector2; for (int i = 1; i < node.GetVertexCount(); i++) { Vector3 vector4 = (Vector3)node.GetVertex(i); vector2.x = Math.Min(vector2.x, vector4.x); vector2.y = Math.Min(vector2.y, vector4.z); vector3.x = Math.Max(vector3.x, vector4.x); vector3.y = Math.Max(vector3.y, vector4.z); } this.rect = Rect.MinMaxRect(vector2.x, vector2.y, vector3.x, vector3.y); this.left = (this.right = -1); }
public BBTreeBox(MeshNode node) { this.node = node; Int3 vertex = node.GetVertex(0); Int2 num2 = new Int2(vertex.x, vertex.z); Int2 num3 = num2; for (int i = 1; i < node.GetVertexCount(); i++) { Int3 num5 = node.GetVertex(i); num2.x = Math.Min(num2.x, num5.x); num2.y = Math.Min(num2.y, num5.z); num3.x = Math.Max(num3.x, num5.x); num3.y = Math.Max(num3.y, num5.z); } this.rect = new IntRect(num2.x, num2.y, num3.x, num3.y); this.left = this.right = -1; }
public BBTreeBox(BBTree tree, MeshNode node) { this.node = node; Vector3 first = (Vector3)node.GetVertex(0); Vector2 min = new Vector2(first.x, first.z); Vector2 max = min; for (int i = 1; i < node.GetVertexCount(); i++) { Vector3 p = (Vector3)node.GetVertex(i); min.x = Mathf.Min(min.x, p.x); min.y = Mathf.Min(min.y, p.z); max.x = Mathf.Max(max.x, p.x); max.y = Mathf.Max(max.y, p.z); } rect = Rect.MinMaxRect(min.x, min.y, max.x, max.y); }
public BBTreeBox(MeshNode node) { this.node = node; var first = node.GetVertex(0); var min = new Int2(first.x, first.z); Int2 max = min; for (int i = 1; i < node.GetVertexCount(); i++) { var p = node.GetVertex(i); min.x = Math.Min(min.x, p.x); min.y = Math.Min(min.y, p.z); max.x = Math.Max(max.x, p.x); max.y = Math.Max(max.y, p.z); } rect = new IntRect(min.x, min.y, max.x, max.y); left = right = -1; }
public void Apply(bool forceNewCheck) { //TODO //This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something) NNConstraint nn = NNConstraint.None; nn.distanceXZ = true; int graph = (int)startNode.GraphIndex; //Search all graphs but the one which start and end nodes are on nn.graphMask = ~(1 << graph); bool same = true; if (true) { var n1 = AstarPath.active.GetNearest(StartTransform.position, nn); same &= n1.node == connectedNode1 && n1.node != null; connectedNode1 = n1.node as MeshNode; clamped1 = n1.position; if (connectedNode1 != null) { Debug.DrawRay((Vector3)connectedNode1.position, Vector3.up * 5, Color.red); } } if (true) { var n2 = AstarPath.active.GetNearest(EndTransform.position, nn); same &= n2.node == connectedNode2 && n2.node != null; connectedNode2 = n2.node as MeshNode; clamped2 = n2.position; if (connectedNode2 != null) { Debug.DrawRay((Vector3)connectedNode2.position, Vector3.up * 5, Color.cyan); } } if (connectedNode2 == null || connectedNode1 == null) { return; } startNode.SetPosition((Int3)StartTransform.position); endNode.SetPosition((Int3)EndTransform.position); if (same && !forceNewCheck) { return; } RemoveConnections(startNode); RemoveConnections(endNode); uint cost = (uint)Mathf.RoundToInt(((Int3)(StartTransform.position - EndTransform.position)).costMagnitude * costFactor); startNode.AddConnection(endNode, cost); endNode.AddConnection(startNode, cost); Int3 dir = connectedNode2.position - connectedNode1.position; for (int a = 0; a < connectedNode1.GetVertexCount(); a++) { Int3 va1 = connectedNode1.GetVertex(a); Int3 va2 = connectedNode1.GetVertex((a + 1) % connectedNode1.GetVertexCount()); if (Int3.DotLong((va2 - va1).Normal2D(), dir) > 0) { continue; } for (int b = 0; b < connectedNode2.GetVertexCount(); b++) { Int3 vb1 = connectedNode2.GetVertex(b); Int3 vb2 = connectedNode2.GetVertex((b + 1) % connectedNode2.GetVertexCount()); if (Int3.DotLong((vb2 - vb1).Normal2D(), dir) < 0) { continue; } //Debug.DrawLine ((Vector3)va1, (Vector3)va2, Color.magenta); //Debug.DrawLine ((Vector3)vb1, (Vector3)vb2, Color.cyan); //Debug.Break (); if (Int3.Angle((vb2 - vb1), (va2 - va1)) > (170.0 / 360.0f) * Mathf.PI * 2) { float t1 = 0; float t2 = 1; t2 = System.Math.Min(t2, VectorMath.ClosestPointOnLineFactor(va1, va2, vb1)); t1 = System.Math.Max(t1, VectorMath.ClosestPointOnLineFactor(va1, va2, vb2)); if (t2 < t1) { Debug.LogError("Wait wut!? " + t1 + " " + t2 + " " + va1 + " " + va2 + " " + vb1 + " " + vb2 + "\nTODO, fix this error"); } else { Vector3 pa = (Vector3)(va2 - va1) * t1 + (Vector3)va1; Vector3 pb = (Vector3)(va2 - va1) * t2 + (Vector3)va1; startNode.portalA = pa; startNode.portalB = pb; endNode.portalA = pb; endNode.portalB = pa; //Add connections between nodes, or replace old connections if existing connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude * costFactor)); connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude * costFactor)); startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude * costFactor)); endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude * costFactor)); return; } } } } }
public BBTreeBox (MeshNode node) { this.node = node; var first = node.GetVertex(0); var min = new Int2(first.x,first.z); Int2 max = min; for (int i=1;i<node.GetVertexCount();i++) { var p = node.GetVertex(i); min.x = Math.Min (min.x,p.x); min.y = Math.Min (min.y,p.z); max.x = Math.Max (max.x,p.x); max.y = Math.Max (max.y,p.z); } rect = new IntRect (min.x,min.y,max.x,max.y); left = right = -1; }
static void DrawDebugNode(MeshNode node, float yoffset, Color color) { Debug.DrawLine((Vector3)node.GetVertex(1) + Vector3.up * yoffset, (Vector3)node.GetVertex(2) + Vector3.up * yoffset, color); Debug.DrawLine((Vector3)node.GetVertex(0) + Vector3.up * yoffset, (Vector3)node.GetVertex(1) + Vector3.up * yoffset, color); Debug.DrawLine((Vector3)node.GetVertex(2) + Vector3.up * yoffset, (Vector3)node.GetVertex(0) + Vector3.up * yoffset, color); }
public BBTreeBox (BBTree tree, MeshNode node) { this.node = node; Vector3 first = (Vector3)node.GetVertex(0); Vector2 min = new Vector2(first.x,first.z); Vector2 max = min; for (int i=1;i<node.GetVertexCount();i++) { Vector3 p = (Vector3)node.GetVertex(i); min.x = Mathf.Min (min.x,p.x); min.y = Mathf.Min (min.y,p.z); max.x = Mathf.Max (max.x,p.x); max.y = Mathf.Max (max.y,p.z); } rect = Rect.MinMaxRect (min.x,min.y,max.x,max.y); }
private static void DrawDebugNode(MeshNode node, float yoffset, Color color) { UnityEngine.Debug.DrawLine(((Vector3)node.GetVertex(1)) + ((Vector3)(Vector3.up * yoffset)), ((Vector3)node.GetVertex(2)) + ((Vector3)(Vector3.up * yoffset)), color); UnityEngine.Debug.DrawLine(((Vector3)node.GetVertex(0)) + ((Vector3)(Vector3.up * yoffset)), ((Vector3)node.GetVertex(1)) + ((Vector3)(Vector3.up * yoffset)), color); UnityEngine.Debug.DrawLine(((Vector3)node.GetVertex(2)) + ((Vector3)(Vector3.up * yoffset)), ((Vector3)node.GetVertex(0)) + ((Vector3)(Vector3.up * yoffset)), color); }