示例#1
0
    /// <summary>
    /// from a given path (sets of points), get the closest position of pos from this path, and return the
    /// current percentage inside
    /// </summary>
    /// <param name="pos"></param>
    /// <param name="chunkPath"></param>
    /// <param name="precision"></param>
    /// <returns></returns>
    public static float GetPercentageFromPosToChunkPath(Vector3 pos, Vector3[] chunkPath, float precision = 1f)
    {
        if (chunkPath == null || chunkPath.Length == 0)
        {
            //Debug.LogWarning("out of bounds");
            return(0);
        }

        float percent    = 0f;
        float lenghtPath = ExtMathf.GetLenghtOfPath(chunkPath);

        Vector3[] closestPointInLines = new Vector3[chunkPath.Length];
        float[]   lenghtAllLine       = new float[chunkPath.Length];

        for (int i = 0; i < closestPointInLines.Length - 1; i++)
        {
            ExtLine line = new ExtLine(chunkPath[i], chunkPath[i + 1]);
            closestPointInLines[i] = line.ClosestPointTo(pos);

            lenghtAllLine[i] = (float)line.GetLenght();
        }

        int     indexFound   = -1;
        Vector3 closestPoint = ExtMathf.GetClosestPoint(pos, closestPointInLines, ref indexFound);

        if (indexFound >= lenghtAllLine.Length)
        {
            //Debug.LogWarning("out of bounds");
            return(0);
        }

        float   lenghtLineClose = lenghtAllLine[indexFound];
        Vector3 veccA           = chunkPath[indexFound];
        int     indexPlusOne    = indexFound + 1;

        if (indexPlusOne >= chunkPath.Length)
        {
            indexPlusOne = 0;
        }
        Vector3 veccB = chunkPath[indexPlusOne];
        float   percentageAlongCLosestLine = ExtMathf.GetPercentageAlong(veccA, veccB, closestPoint);

        float lenghtTraveledInThisLine = (percentageAlongCLosestLine * lenghtLineClose) / 1f;

        //add lenght, from start to the line found
        float lenghtFromZeroToThisPoint = 0f;

        for (int i = 0; i < indexFound; i++)
        {
            lenghtFromZeroToThisPoint += lenghtAllLine[i];
        }
        lenghtFromZeroToThisPoint += lenghtTraveledInThisLine;

        //then add the additionnal percentage
        percent = (lenghtFromZeroToThisPoint * 100f) / lenghtPath;

        //Debug.Log("ChunkLenght: " + lenghtPath + ", lenght closest line: " + lenghtLineClose + ", percent along this line: " + percentageAlongCLosestLine
        //    + "lenght From Zero to this point: " + lenghtFromZeroToThisPoint + ", total percent: " + percent);

        return(percent);
    }