public GetNearest ( |
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point | ||
constraint | ||
리턴 |
NNInfoInternal GetNearestInternal(Vector3 position, NNConstraint constraint, bool fastCheck) { if (nodes == null) { return(new NNInfoInternal()); } var iposition = (Int3)position; if (optimizeForSparseGraph) { if (nearestNodeDistanceMode == NodeDistanceMode.Node) { return(new NNInfoInternal(lookupTree.GetNearest(iposition, fastCheck ? null : constraint))); } else { var closestNode = lookupTree.GetNearestConnection(iposition, fastCheck ? null : constraint, maximumConnectionLength); if (closestNode == null) { return(new NNInfoInternal()); } return(FindClosestConnectionPoint(closestNode as PointNode, position)); } } float maxDistSqr = constraint == null || constraint.constrainDistance ? AstarPath.active.maxNearestNodeDistanceSqr : float.PositiveInfinity; maxDistSqr *= Int3.FloatPrecision * Int3.FloatPrecision; var nnInfo = new NNInfoInternal(null); long minDist = long.MaxValue; long minConstDist = long.MaxValue; for (int i = 0; i < nodeCount; i++) { PointNode node = nodes[i]; long dist = (iposition - node.position).sqrMagnitudeLong; if (dist < minDist) { minDist = dist; nnInfo.node = node; } if (dist < minConstDist && (float)dist < maxDistSqr && (constraint == null || constraint.Suitable(node))) { minConstDist = dist; nnInfo.constrainedNode = node; } } if (!fastCheck) { nnInfo.node = nnInfo.constrainedNode; } nnInfo.UpdateInfo(); return(nnInfo); }
NNInfoInternal GetNearestInternal(Vector3 position, NNConstraint constraint, bool fastCheck) { if (nodes == null) { return(new NNInfoInternal()); } if (optimizeForSparseGraph) { return(new NNInfoInternal(lookupTree.GetNearest((VInt3)position, fastCheck ? null : constraint))); } float maxDistSqr = constraint == null || constraint.constrainDistance ? AstarPath.active.maxNearestNodeDistanceSqr : float.PositiveInfinity; var nnInfo = new NNInfoInternal(null); float minDist = float.PositiveInfinity; float minConstDist = float.PositiveInfinity; for (int i = 0; i < nodeCount; i++) { PointNode node = nodes[i]; float dist = (position - (Vector3)node.position).sqrMagnitude; if (dist < minDist) { minDist = dist; nnInfo.node = node; } if (dist < minConstDist && dist < maxDistSqr && (constraint == null || constraint.Suitable(node))) { minConstDist = dist; nnInfo.constrainedNode = node; } } if (!fastCheck) { nnInfo.node = nnInfo.constrainedNode; } nnInfo.UpdateInfo(); return(nnInfo); }