public static float Angle(Int3 lhs, Int3 rhs) { double num = (double)Int3.Dot(lhs, rhs) / ((double)lhs.magnitude * (double)rhs.magnitude); num = ((num >= -1.0) ? ((num <= 1.0) ? num : 1.0) : -1.0); return((float)Math.Acos(num)); }
public static IntFactor AngleInt(Int3 lhs, Int3 rhs) { long den = (long)lhs.magnitude * (long)rhs.magnitude; return(IntMath.acos((long)Int3.Dot(ref lhs, ref rhs), den)); }
/// <summary> /// /// </summary> /// <param name="node">所在node</param> /// <param name="edge">所沿着的边</param> /// <param name="srcLoc">from</param> /// <param name="destLoc">to</param> /// <param name="result">实际可到达的点</param> private static void MoveAlongEdge(NavMeshNode node, int edge, Int3 srcLoc, Int3 destLoc, out Int3 result, bool checkAnotherEdge = true) { bool flag; //DebugHelper.Assert((edge >= 0) && (edge <= 2)); Int3 vertex = node.GetVertex(edge); Int3 num2 = node.GetVertex((edge + 1) % 3); Int3 a = destLoc - srcLoc; a.y = 0; Int3 lhs = num2 - vertex; lhs.y = 0; lhs.NormalizeTo(1000); int num5 = 0; // 点乘移动向量和边向量 num5 = (lhs.x * a.x) + (lhs.z * a.z); // 移动向量和边向量的交点 Int3 rhs = Polygon.IntersectionPoint(ref vertex, ref num2, ref srcLoc, ref destLoc, out flag); // 不相交? if (!flag) { // 边和from to存在不共线,则不能移动 if (!VectorMath.IsColinearXZ(vertex, num2, srcLoc) || !VectorMath.IsColinearXZ(vertex, num2, destLoc)) { result = srcLoc; return; } // 计算本三角形内可移动到的点 rhs // 移动向量和边向量 同向 if (num5 >= 0) { int num8 = (lhs.x * (num2.x - vertex.x)) + (lhs.z * (num2.z - vertex.z)); int num9 = (lhs.x * (destLoc.x - vertex.x)) + (lhs.z * (destLoc.z - vertex.z)); rhs = (num8 <= num9) ? num2 : destLoc; //DebugHelper.Assert((num8 >= 0) && (num9 >= 0)); } else { // 移动向量和边向量 异向 int num10 = (-lhs.x * (vertex.x - num2.x)) - (lhs.z * (vertex.z - num2.z)); int num11 = (-lhs.x * (destLoc.x - num2.x)) - (lhs.z * (destLoc.z - num2.z)); rhs = (Mathf.Abs(num10) <= Mathf.Abs(num11)) ? vertex : destLoc; //DebugHelper.Assert((num10 >= 0) && (num11 >= 0)); } } // 计算交点到边的顶点的距离1000倍 int num12 = -IntMath.Sqrt(vertex.XZSqrMagnitude(rhs) * 0xf4240L); // 一百万 int num13 = IntMath.Sqrt(num2.XZSqrMagnitude(rhs) * 0xf4240L); // num5是在边上的投影 if ((num5 >= num12) && (num5 <= num13)) { result = IntMath.Divide(lhs, (long)num5, 0xf4240L) + rhs; if (!node.ContainsPoint(result)) { int num16; int num17; int num18; int num19; Vector3 vector = (Vector3)(num2 - vertex); vector.y = 0f; vector.Normalize(); Int3 num14 = num2 - vertex; num14.y = 0; num14 *= 10000; long magnitude = num14.magnitude; VFactor factor = new VFactor(); factor.nom = num5; factor.den = magnitude * 1000L; getMinMax(out num16, out num18, (long)num14.x, ref factor); getMinMax(out num17, out num19, (long)num14.z, ref factor); if (!MakePointInTriangle(ref result, node, num16, num18, num17, num19, srcLoc) && !MakePointInTriangle(ref result, node, num16 - 4, num18 + 4, num17 - 4, num19 + 4, srcLoc)) { result = srcLoc; } } if (MoveAxisY) { CalculateY(ref result, node); } } else { int num20; int num21; Int3 num22; int num24; if (num5 < num12) { num20 = num5 - num12; num21 = (edge + 2) % 3; num22 = vertex; } else { num20 = num5 - num13; num21 = (edge + 1) % 3; num22 = num2; } Int3 num23 = (Int3)((lhs * num20) / 1000000f); NavMeshNode neighborByEdge = node.GetNeighborByEdge(num21, out num24); if (neighborByEdge != null) { checkedNodes.Add(node); MoveFromNode(neighborByEdge, num24, num22, num23 + num22, out result); } else { if (checkAnotherEdge) { Int3 num27 = node.GetVertex((edge + 2) % 3) - num22; if (Int3.Dot(num27.NormalizeTo(1000), num23) > 0) { checkedNodes.Add(node); MoveAlongEdge(node, num21, num22, num23 + num22, out result, false); return; } } result = num22; } } }
private static void MoveAlongEdge(TriangleMeshNode node, int edge, Int3 srcLoc, Int3 destLoc, out Int3 result, bool checkAnotherEdge = true) { Int3 vertex = node.GetVertex(edge); Int3 vertex2 = node.GetVertex((edge + 1) % 3); Int3 vInt = destLoc - srcLoc; vInt.y = 0; Int3 vInt2 = vertex2 - vertex; vInt2.y = 0; vInt2.NormalizeTo(1000); int num; num = vInt2.x * vInt.x + vInt2.z * vInt.z; bool flag; Int3 rhs = Polygon.IntersectionPoint(ref vertex, ref vertex2, ref srcLoc, ref destLoc, out flag); if (!flag) { if (!Polygon.IsColinear(vertex, vertex2, srcLoc) || !Polygon.IsColinear(vertex, vertex2, destLoc)) { result = srcLoc; return; } if (num >= 0) { int num2 = vInt2.x * (vertex2.x - vertex.x) + vInt2.z * (vertex2.z - vertex.z); int num3 = vInt2.x * (destLoc.x - vertex.x) + vInt2.z * (destLoc.z - vertex.z); rhs = ((num2 <= num3) ? vertex2 : destLoc); } else { int num4 = -vInt2.x * (vertex.x - vertex2.x) - vInt2.z * (vertex.z - vertex2.z); int num5 = -vInt2.x * (destLoc.x - vertex2.x) - vInt2.z * (destLoc.z - vertex2.z); rhs = ((Mathf.Abs(num4) <= Mathf.Abs(num5)) ? vertex : destLoc); } } int num6 = -IntMath.Sqrt(vertex.XZSqrMagnitude(rhs) * 1000000L); int num7 = IntMath.Sqrt(vertex2.XZSqrMagnitude(rhs) * 1000000L); if (num >= num6 && num <= num7) { result = IntMath.Divide(vInt2, (long)num, 1000000L) + rhs; if (!node.ContainsPoint(result)) { Vector3 vector = (Vector3)(vertex2 - vertex); vector.y = 0f; vector.Normalize(); Int3 lhs = vertex2 - vertex; lhs.y = 0; lhs *= 10000; long num8 = (long)lhs.magnitude; IntFactor vFactor = default(IntFactor); vFactor.numerator = (long)num; vFactor.denominator = num8 * 1000L; int num9; int num10; PathfindingUtility.getMinMax(out num9, out num10, (long)lhs.x, ref vFactor); int num11; int num12; PathfindingUtility.getMinMax(out num11, out num12, (long)lhs.z, ref vFactor); if (!PathfindingUtility.MakePointInTriangle(ref result, node, num9, num10, num11, num12, srcLoc) && !PathfindingUtility.MakePointInTriangle(ref result, node, num9 - 4, num10 + 4, num11 - 4, num12 + 4, srcLoc)) { result = srcLoc; } } if (PathfindingUtility.MoveAxisY) { PathfindingUtility.CalculateY(ref result, node); } } else { int rhs2; int edge2; Int3 vInt4; if (num < num6) { rhs2 = num - num6; edge2 = (edge + 2) % 3; vInt4 = vertex; } else { rhs2 = num - num7; edge2 = (edge + 1) % 3; vInt4 = vertex2; } Int3 vInt5 = vInt2 * rhs2 / 1000000f; int startEdge; TriangleMeshNode neighborByEdge = node.GetNeighborByEdge(edge2, out startEdge); if (neighborByEdge != null) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveFromNode(neighborByEdge, startEdge, vInt4, vInt5 + vInt4, out result); } else { if (checkAnotherEdge) { Int3 vertex3 = node.GetVertex((edge + 2) % 3); Int3 lhs2 = (vertex3 - vInt4).NormalizeTo(1000); if (Int3.Dot(lhs2, vInt5) > 0) { PathfindingUtility.checkedNodes.Add(node); PathfindingUtility.MoveAlongEdge(node, edge2, vInt4, vInt5 + vInt4, out result, false); return; } } result = vInt4; } } }