Пример #1
0
        protected override Vector3 ClampToNavmesh(Vector3 position, out bool positionChanged)
        {
            if (constrainInsideGraph)
            {
                cachedNNConstraint.tags       = seeker.traversableTags;
                cachedNNConstraint.graphMask  = seeker.graphMask;
                cachedNNConstraint.distanceXZ = true;
                var clampedPosition = PathFindHelper.GetNearest(position, cachedNNConstraint).position;

                // We cannot simply check for equality because some precision may be lost
                // if any coordinate transformations are used.
                var   difference    = movementPlane.ToPlane(clampedPosition - position.ToPFV3());
                float sqrDifference = difference.sqrMagnitude;
                if (sqrDifference > 0.001f * 0.001f)
                {
                    // The agent was outside the navmesh. Remove that component of the velocity
                    // so that the velocity only goes along the direction of the wall, not into it
                    velocity2D -= difference.ToUnityV2() * Vector2.Dot(difference.ToUnityV2(), velocity2D) / sqrDifference;

                    // Make sure the RVO system knows that there was a collision here
                    // Otherwise other agents may think this agent continued
                    // to move forwards and avoidance quality may suffer
                    if (rvoController != null && rvoController.enabled)
                    {
                        rvoController.SetCollisionNormal(difference.ToUnityV2());
                    }
                    positionChanged = true;
                    // Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate
                    return(position + movementPlane.ToWorld(difference).ToUnityV3());
                }
            }

            positionChanged = false;
            return(position);
        }
Пример #2
0
 /** Simulates rotating the agent towards the specified direction and returns the new rotation.
  * \param direction Direction in world space to rotate towards.
  * \param maxDegrees Maximum number of degrees to rotate this frame.
  *
  * Note that this only calculates a new rotation, it does not change the actual rotation of the agent.
  * Useful when you are handling movement externally using #FinalizeMovement but you want to use the built-in rotation code.
  *
  * \see #rotationIn2D
  */
 public Quaternion SimulateRotationTowards(Vector3 direction, float maxDegrees)
 {
     return(SimulateRotationTowards(movementPlane.ToPlane(direction.ToPFV3()).ToUnityV2(), maxDegrees));
 }