示例#1
0
    private Vector3 Clamp(PathEdge edge, Vector3 pos)
    {
        Vector3 p00 = edge.P00();
        Vector3 p01 = edge.P01();
        Vector3 p10 = edge.P10();
        Vector3 p11 = edge.P11();

        float minx = Mathf.Min(p00.x, p01.x, p10.x, p11.x);
        float maxx = Mathf.Max(p00.x, p01.x, p10.x, p11.x);
        float miny = Mathf.Min(p00.y, p01.y, p10.y, p11.y);
        float maxy = Mathf.Max(p00.y, p01.y, p10.y, p11.y);
        float minz = Mathf.Min(p00.z, p01.z, p10.z, p11.z);
        float maxz = Mathf.Max(p00.z, p01.z, p10.z, p11.z);

        float x = Mathf.Min(maxx, Mathf.Max(minx, pos.x));
        float y = Mathf.Min(maxy, Mathf.Max(miny, pos.y));
        float z = Mathf.Min(maxz, Mathf.Max(minz, pos.z));

        return(new Vector3(x, y, z));
    }
示例#2
0
    private PointToEdgeDistance Distance(PathEdge e, Vector3 pos)
    {
        Vector3 p0 = e.P0().transform.position;
        Vector3 p1 = e.P1().transform.position;

        if (e.positiveAxisExpand.magnitude > 0.01f || e.minusAxisExpand.magnitude > 0.01f)
        {
            // it's a plane
            Vector3 p2;
            if (e.positiveAxisExpand.magnitude > e.minusAxisExpand.magnitude)
            {
                p2 = p0 + e.positiveAxisExpand;
            }
            else
            {
                p2 = p0 - e.minusAxisExpand;
            }

            Plane   plane = new Plane(p0, p1, p2);
            Vector3 pp    = plane.ClosestPointOnPlane(pos);
            Vector3 pp0   = e.P00();
            Vector3 pp1   = e.P01();
            Vector3 pp2   = e.P11();
            Vector3 pp3   = e.P10();

            //Debug.Log(Vector3.Distance(pp, d0) + Vector3.Distance(pp, d1) + " " + Vector3.Distance(d0, d2) + Vector3.Distance(d1, d2));

            return(new PointToEdgeDistance(Mathf.Abs(plane.GetDistanceToPoint(pos)),
                                           Vector3.Dot(Vector3.Cross(pp1 - pp0, pp - pp0), Vector3.Cross(pp3 - pp2, pp - pp2)) < 0 ||
                                           Vector3.Dot(Vector3.Cross(pp0 - pp3, pp - pp3), Vector3.Cross(pp2 - pp1, pp - pp1)) < 0));
        }
        else
        {
            // it's a line
            Vector3 p0p1  = p1 - p0;
            Vector3 p0pos = pos - p0;

            return(new PointToEdgeDistance(Vector3.Cross(p0p1, p0pos).magnitude / p0p1.magnitude, Vector3.Dot(p0p1, p0pos) < 0));
        }
    }