private static bool RayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority) { NetInfo info = node.Info; float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation(); float t2; if (info.m_netAI.IsUnderground()) { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f); } else { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f); } float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth()); float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2); if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t)) { float num3 = Vector3.Distance(ray.Position(t), node.m_position); if (num3 < num2) { priority = Mathf.Max(0f, num3 - collisionHalfWidth); return(true); } } t = 0f; priority = 0f; return(false); }
void ReleaseDesignerOutlets() { if (label1 != null) { label1.Dispose(); label1 = null; } if (label2 != null) { label2.Dispose(); label2 = null; } if (label3 != null) { label3.Dispose(); label3 = null; } if (Save != null) { Save.Dispose(); Save = null; } if (Segment1 != null) { Segment1.Dispose(); Segment1 = null; } if (Segment2 != null) { Segment2.Dispose(); Segment2 = null; } if (Segment3 != null) { Segment3.Dispose(); Segment3 = null; } }
private void AdresStreamToAdres() { var characters = _addressStream.ToCharArray(); for (var i = 0; i < characters.Length; i++) { if (IsInObszarKodAdresRange(i)) { ObszarKod = ObszarKod.ReplaceAt(i, characters[i]); } if (IsInSegment1AdresRange(i)) { Segment1 = Segment1.ReplaceAt(i - 2, characters[i]); } if (IsInSegment2AdresRange(i)) { Segment2 = Segment2.ReplaceAt(i - 5, characters[i]); } } }
//to detour move it public static bool MoveItRayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority) { NetInfo info = node.Info; // NON-STOCK CODE STARTS if (CSUROffset.IsCSUROffset(info.m_netAI.m_info)) { return(RayCastNodeMasked(ref node, ray, snapElevation, false, out t, out priority)); } // NON-STOCK CODE ENDS //if ((node.m_flags & (NetNode.Flags.Middle | NetNode.Flags.Outside)) == NetNode.Flags.None) //{ float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation(); float t2; if (info.m_netAI.IsUnderground()) { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f); } else { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f); } float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth()); float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2); if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t)) { float num3 = Vector3.Distance(ray.Position(t), node.m_position); if (num3 < num2) { priority = Mathf.Max(0f, num3 - collisionHalfWidth); return(true); } } //} t = 0f; priority = 0f; return(false); }
public static bool RayCastNodeMasked(ref NetNode node, Segment3 ray, float snapElevation, bool bothSides, out float t, out float priority) { bool lht = false; //if (SimulationManager.instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True) lht = true; NetInfo info = node.Info; float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation(); float t2; if (info.m_netAI.IsUnderground()) { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f); } else { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f); } float collisionHalfWidth = Mathf.Max(3f, info.m_halfWidth); float maskHalfWidth = Mathf.Min(collisionHalfWidth - 1.5f, info.m_pavementWidth); float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2); float num2m = Mathf.Lerp(info.GetMinNodeDistance(), maskHalfWidth, t2); float num2delta = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth - maskHalfWidth, t2); if (node.CountSegments() != 0) { NetManager instance = Singleton <NetManager> .instance; NetSegment mysegment = CSURUtil.GetSameInfoSegment(node); Vector3 direction = CSURUtil.CheckNodeEq(mysegment.m_startNode, node) ? mysegment.m_startDirection : -mysegment.m_endDirection; //Debug.Log(direction); if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0) { lht = true; } // normal to the right hand side Vector3 normal = new Vector3(direction.z, 0, -direction.x).normalized; Vector3 trueNodeCenter = node.m_position + (lht ? -collisionHalfWidth : collisionHalfWidth) * normal; //Debug.Log($"num2: {num2}, num2m: {num2m}"); //Debug.Log($"node: {node.m_position}, center: {trueNodeCenter}"); if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t)) { float num3 = Vector3.Distance(ray.Position(t), trueNodeCenter); if (num3 < num2delta) { priority = Mathf.Max(0f, num3 - collisionHalfWidth); return(true); } } } else { if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t)) { float num3 = Vector3.Distance(ray.Position(t), node.m_position); if (num3 < num2) { priority = Mathf.Max(0f, num3 - collisionHalfWidth); return(true); } } } t = 0f; priority = 0f; return(false); }
//to detour move it public static bool MoveItRayCastNode(ref NetNode node, Segment3 ray, float snapElevation, out float t, out float priority) { NetInfo info = node.Info; // NON-STOCK CODE STARTS float laneOffset = 0; float startOffset = 0; float endOffset = 0; bool IsCSURSLane = CSURUtil.IsCSURSLane(info.m_netAI.m_info, ref laneOffset, ref startOffset, ref endOffset); if (CSURUtil.IsCSUROffset(info.m_netAI.m_info) && !IsCSURSLane) { return(RayCastNodeMasked(ref node, ray, snapElevation, false, out t, out priority)); } // NON-STOCK CODE ENDS //if ((node.m_flags & (NetNode.Flags.Middle | NetNode.Flags.Outside)) == NetNode.Flags.None) //{ float num = (float)node.m_elevation + info.m_netAI.GetSnapElevation(); float t2; if (info.m_netAI.IsUnderground()) { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation + num) / 12f); } else { t2 = Mathf.Clamp01(Mathf.Abs(snapElevation - num) / 12f); } float collisionHalfWidth = Mathf.Max(3f, info.m_netAI.GetCollisionHalfWidth()); float num2 = Mathf.Lerp(info.GetMinNodeDistance(), collisionHalfWidth, t2); if (Segment1.Intersect(ray.a.y, ray.b.y, node.m_position.y, out t)) { float num3 = Vector3.Distance(ray.Position(t), node.m_position); // NON-STOCK CODE STARTS if (IsCSURSLane) { bool lht = false; NetManager instance = Singleton <NetManager> .instance; NetSegment mysegment = CSURUtil.GetSameInfoSegment(node); bool isStart = CSURUtil.CheckNodeEq(mysegment.m_startNode, node); Vector3 direction = isStart ? mysegment.m_startDirection : -mysegment.m_endDirection; //Debug.Log(direction); if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0) { lht = true; } Vector3 normal = new Vector3(direction.z, 0, -direction.x).normalized; float vehicleLaneNum = CSURUtil.CountCSURSVehicleLanes(info); float otherLaneNum = CSURUtil.CountCSURSOtherLanes(info); float laneNum = otherLaneNum + vehicleLaneNum; startOffset = startOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f; endOffset = endOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f; var Offset = isStart ? startOffset : endOffset; Vector3 trueNodeCenter = node.m_position + (lht ? -Offset : Offset) * normal; num3 = Vector3.Distance(ray.Position(t), trueNodeCenter); } // NON-STOCK CODE ENDS if (num3 < num2) { priority = Mathf.Max(0f, num3 - collisionHalfWidth); return(true); } } //} t = 0f; priority = 0f; return(false); }
public static bool NetSegmentRayCastMasked(NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool bothSides, out float t, out float priority) { bool lht = false; //if (SimulationManager.instance.m_metaData.m_invertTraffic == SimulationMetaData.MetaBool.True) lht = true; //Debug.Log(mysegment.m_flags); if ((mysegment.m_flags & NetSegment.Flags.Invert) != 0) { lht = true; } bool isMasked = false; NetInfo info = mysegment.Info; t = 0f; priority = 0f; Bounds bounds = mysegment.m_bounds; bounds.Expand(16f); if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a))) { return(false); } NetManager instance = Singleton <NetManager> .instance; Bezier3 bezier = default(Bezier3); bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position; bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position; bool result = false; info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max); bezier.a.y += max; bezier.d.y += max; bool flag = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != 0; bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != 0; NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c); float minNodeDistance = info.GetMinNodeDistance(); // float collisionHalfWidth = info.m_halfWidth; float maskHalfWidth = info.m_pavementWidth; // float num4 = (int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation; float num5 = (int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation; if (info.m_netAI.IsUnderground()) { num4 = 0f - num4; num5 = 0f - num5; } num4 += info.m_netAI.GetSnapElevation(); num5 += info.m_netAI.GetSnapElevation(); float a = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f)); float b2 = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f)); float am = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f)); float b2m = Mathf.Lerp(minNodeDistance, maskHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f)); float num6 = Mathf.Min(leftMin, rightMin); t = 1000000f; priority = 1000000f; Segment3 segment = default(Segment3); segment.a = bezier.a; Segment2 segment2 = default(Segment2); //Debug.Log($"mouse ray: {ray.a} --> {ray.b}"); //Debug.Log($"segment direction: {bezier.a} --> {bezier.b}"); for (int i = 1; i <= 16; i++) { segment.b = bezier.Position((float)i / 16f); float num7 = ray.DistanceSqr(segment, out float u2, out float v2); float num8 = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f); float num8m = Mathf.Lerp(am, b2m, ((float)(i - 1) + v2) / 16f); Vector3 vector2 = segment.Position(v2); bool atOffsetSide = bothSides || IsTrafficHandSideOf(segment, ray, u2, lht); if (atOffsetSide && num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { Vector3 vector3 = ray.Position(u2); num7 = Vector3.SqrMagnitude(vector3 - vector2); //Debug.Log($"num7: {num7}, num8: {num8}, num8m: {num8m}"); if (num7 < priority && num7 < num8 * num8) { if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs2 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; if (num7 < num8m * num8m) { isMasked = true; } } } if (atOffsetSide && num6 < max) { float num9 = vector2.y + num6 - max; if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y) { float num10; if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { segment2.a = VectorUtils.XZ(ray.Position(u2)); num10 = u2; } else { segment2.a = VectorUtils.XZ(ray.a); num10 = 0f; } float num11; if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2)) { segment2.b = VectorUtils.XZ(ray.Position(u2)); num11 = u2; } else { segment2.b = VectorUtils.XZ(ray.b); num11 = 1f; } num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2); if (num7 < priority && num7 < num8 * num8) { u2 = num10 + (num11 - num10) * u2; Vector3 lhs = ray.Position(u2); if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs3 = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs4 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; if (num7 < num8m * num8m) { isMasked = true; } } } } segment.a = segment.b; } priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth); if (isMasked) { result = false; } return(result); }
public static bool Prefix(ref NetSegment __instance, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority, ref bool __result) { // NON-STOCK CODE STARTS float laneOffset = 0; float startOffset = 0; float endOffset = 0; bool IsCSURSLane = CSURUtil.IsCSURSLane(__instance.Info.m_netAI.m_info, ref laneOffset, ref startOffset, ref endOffset); if (CSURUtil.IsCSUROffset(__instance.Info.m_netAI.m_info) && !IsCSURSLane) { __result = NetSegmentRayCastMasked(__instance, segmentID, ray, -1000f, false, out t, out priority); return(false); } // NON-STOCK CODE ENDS NetInfo info = __instance.Info; t = 0f; priority = 0f; if (nameOnly && (__instance.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None) { __result = false; return(false); } Bounds bounds = __instance.m_bounds; bounds.Expand(16f); if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a))) { __result = false; return(false); } NetManager instance = Singleton <NetManager> .instance; Bezier3 bezier = default(Bezier3); bezier.a = instance.m_nodes.m_buffer[__instance.m_startNode].m_position; bezier.d = instance.m_nodes.m_buffer[__instance.m_endNode].m_position; bool result = false; if (nameOnly) { RenderManager instance2 = Singleton <RenderManager> .instance; if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex)) { InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData; Vector3 position = instance2.m_instances[instanceIndex].m_position; Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2; float num = Vector3.Distance(position, ray.a); if (nameData != null && num < 1000f) { float snapElevation2 = info.m_netAI.GetSnapElevation(); bezier.a.y += snapElevation2; bezier.d.y += snapElevation2; NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, true, true, out bezier.b, out bezier.c); float num2 = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30)); float d = num * 0.0002f + 0.05f / (1f + num * 0.001f); Vector2 vector = nameData.m_size * d; float t2 = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f); float t3 = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f); bezier = bezier.Cut(t2, t3); float num3 = bezier.DistanceSqr(ray, out float u, out float _); if (num3 < vector.y * vector.y * 0.25f) { Vector3 b = bezier.Position(u); if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u)) { num3 = Vector3.SqrMagnitude(ray.Position(u) - b); if (num3 < vector.y * vector.y * 0.25f) { t = u; result = true; } } } } } } else { info.m_netAI.GetRayCastHeights(segmentID, ref __instance, out float leftMin, out float rightMin, out float max); bezier.a.y += max; bezier.d.y += max; bool flag = (instance.m_nodes.m_buffer[__instance.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None; bool flag2 = (instance.m_nodes.m_buffer[__instance.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None; NetSegment.CalculateMiddlePoints(bezier.a, __instance.m_startDirection, bezier.d, __instance.m_endDirection, flag, flag2, out bezier.b, out bezier.c); // NON-STOCK CODE STARTS if (IsCSURSLane) { float vehicleLaneNum = CSURUtil.CountCSURSVehicleLanes(info); float otherLaneNum = CSURUtil.CountCSURSOtherLanes(info); float laneNum = vehicleLaneNum + otherLaneNum; startOffset = startOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f; endOffset = endOffset * 3.75f - laneNum * 1.875f + 1.875f + otherLaneNum * 3.75f; if ((__instance.m_flags & NetSegment.Flags.Invert) != 0) { startOffset = -startOffset; endOffset = -endOffset; } //EG: before patch: point1-point4 is 1.5*3.75 //After patch, point1-point4 is (1 1.3333 1.6667 2)*3.75 Vector3 newBezierA = bezier.a + (new Vector3(__instance.m_startDirection.z, 0, -__instance.m_startDirection.x).normalized) * (startOffset); Vector3 newBezierBDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.333f)); Vector3 newBezierB = bezier.b + (new Vector3(newBezierBDir.z, 0, -newBezierBDir.x).normalized) * (startOffset * 0.667f + endOffset * 0.333f); Vector3 newBezierCDir = VectorUtils.NormalizeXZ(bezier.Tangent(0.667f)); Vector3 newBezierC = bezier.c + (new Vector3(newBezierCDir.z, 0, -newBezierCDir.x).normalized) * (startOffset * 0.333f + endOffset * 0.667f); Vector3 newBezierD = bezier.d + (new Vector3(-__instance.m_endDirection.z, 0, __instance.m_endDirection.x).normalized) * (endOffset); bezier.a = newBezierA; bezier.b = newBezierB; bezier.c = newBezierC; bezier.d = newBezierD; } float minNodeDistance = info.GetMinNodeDistance(); float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth(); float num4 = (float)(int)instance.m_nodes.m_buffer[__instance.m_startNode].m_elevation; float num5 = (float)(int)instance.m_nodes.m_buffer[__instance.m_endNode].m_elevation; if (info.m_netAI.IsUnderground()) { num4 = 0f - num4; num5 = 0f - num5; } num4 += info.m_netAI.GetSnapElevation(); num5 += info.m_netAI.GetSnapElevation(); float a = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f)); float b2 = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f)); float num6 = Mathf.Min(leftMin, rightMin); t = 1000000f; priority = 1000000f; Segment3 segment = default(Segment3); segment.a = bezier.a; for (int i = 1; i <= 16; i++) { segment.b = bezier.Position((float)i / 16f); float num7 = ray.DistanceSqr(segment, out float u2, out float v2); float num8 = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f); Vector3 vector2 = segment.Position(v2); if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { Vector3 vector3 = ray.Position(u2); num7 = Vector3.SqrMagnitude(vector3 - vector2); if (num7 < priority && num7 < num8 * num8) { if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs2 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; } } if (num6 < max) { float num9 = vector2.y + num6 - max; if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y) { Segment2 segment2 = default(Segment2); float num10; if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { segment2.a = VectorUtils.XZ(ray.Position(u2)); num10 = u2; } else { segment2.a = VectorUtils.XZ(ray.a); num10 = 0f; } float num11; if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2)) { segment2.b = VectorUtils.XZ(ray.Position(u2)); num11 = u2; } else { segment2.b = VectorUtils.XZ(ray.b); num11 = 1f; } num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2); if (num7 < priority && num7 < num8 * num8) { u2 = num10 + (num11 - num10) * u2; Vector3 lhs = ray.Position(u2); if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs3 = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs4 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; } } } segment.a = segment.b; } priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth); } __result = result; return(false); }
public static bool RayCast(ref NetSegment mysegment, ushort segmentID, Segment3 ray, float snapElevation, bool nameOnly, out float t, out float priority) { if (CSUROffset.IsCSUROffset(mysegment.Info.m_netAI.m_info)) { return(NetSegmentRayCastMasked(mysegment, segmentID, ray, -1000f, false, out t, out priority)); } NetInfo info = mysegment.Info; t = 0f; priority = 0f; if (nameOnly && (mysegment.m_flags & NetSegment.Flags.NameVisible2) == NetSegment.Flags.None) { return(false); } Bounds bounds = mysegment.m_bounds; bounds.Expand(16f); if (!bounds.IntersectRay(new Ray(ray.a, ray.b - ray.a))) { return(false); } NetManager instance = Singleton <NetManager> .instance; Bezier3 bezier = default(Bezier3); bezier.a = instance.m_nodes.m_buffer[mysegment.m_startNode].m_position; bezier.d = instance.m_nodes.m_buffer[mysegment.m_endNode].m_position; bool result = false; if (nameOnly) { RenderManager instance2 = Singleton <RenderManager> .instance; if (instance2.GetInstanceIndex((uint)(49152 + segmentID), out uint instanceIndex)) { InstanceManager.NameData nameData = instance2.m_instances[instanceIndex].m_nameData; Vector3 position = instance2.m_instances[instanceIndex].m_position; Matrix4x4 dataMatrix = instance2.m_instances[instanceIndex].m_dataMatrix2; float num = Vector3.Distance(position, ray.a); if (nameData != null && num < 1000f) { float snapElevation2 = info.m_netAI.GetSnapElevation(); bezier.a.y += snapElevation2; bezier.d.y += snapElevation2; NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, true, true, out bezier.b, out bezier.c); float num2 = Mathf.Max(1f, Mathf.Abs(dataMatrix.m33 - dataMatrix.m30)); float d = num * 0.0002f + 0.05f / (1f + num * 0.001f); Vector2 vector = nameData.m_size * d; float t2 = Mathf.Max(0f, 0.5f - vector.x / num2 * 0.5f); float t3 = Mathf.Min(1f, 0.5f + vector.x / num2 * 0.5f); bezier = bezier.Cut(t2, t3); float num3 = bezier.DistanceSqr(ray, out float u, out float _); if (num3 < vector.y * vector.y * 0.25f) { Vector3 b = bezier.Position(u); if (Segment1.Intersect(ray.a.y, ray.b.y, b.y, out u)) { num3 = Vector3.SqrMagnitude(ray.Position(u) - b); if (num3 < vector.y * vector.y * 0.25f) { t = u; result = true; } } } } } } else { info.m_netAI.GetRayCastHeights(segmentID, ref mysegment, out float leftMin, out float rightMin, out float max); bezier.a.y += max; bezier.d.y += max; bool flag = (instance.m_nodes.m_buffer[mysegment.m_startNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None; bool flag2 = (instance.m_nodes.m_buffer[mysegment.m_endNode].m_flags & NetNode.Flags.Middle) != NetNode.Flags.None; NetSegment.CalculateMiddlePoints(bezier.a, mysegment.m_startDirection, bezier.d, mysegment.m_endDirection, flag, flag2, out bezier.b, out bezier.c); float minNodeDistance = info.GetMinNodeDistance(); float collisionHalfWidth = info.m_netAI.GetCollisionHalfWidth(); float num4 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_startNode].m_elevation; float num5 = (float)(int)instance.m_nodes.m_buffer[mysegment.m_endNode].m_elevation; if (info.m_netAI.IsUnderground()) { num4 = 0f - num4; num5 = 0f - num5; } num4 += info.m_netAI.GetSnapElevation(); num5 += info.m_netAI.GetSnapElevation(); float a = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num4) / 12f)); float b2 = Mathf.Lerp(minNodeDistance, collisionHalfWidth, Mathf.Clamp01(Mathf.Abs(snapElevation - num5) / 12f)); float num6 = Mathf.Min(leftMin, rightMin); t = 1000000f; priority = 1000000f; Segment3 segment = default(Segment3); segment.a = bezier.a; for (int i = 1; i <= 16; i++) { segment.b = bezier.Position((float)i / 16f); float num7 = ray.DistanceSqr(segment, out float u2, out float v2); float num8 = Mathf.Lerp(a, b2, ((float)(i - 1) + v2) / 16f); Vector3 vector2 = segment.Position(v2); if (num7 < priority && Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { Vector3 vector3 = ray.Position(u2); num7 = Vector3.SqrMagnitude(vector3 - vector2); if (num7 < priority && num7 < num8 * num8) { if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs2 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(vector3, rhs2)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs2.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; } } if (num6 < max) { float num9 = vector2.y + num6 - max; if (Mathf.Max(ray.a.y, ray.b.y) > num9 && Mathf.Min(ray.a.y, ray.b.y) < vector2.y) { Segment2 segment2 = default(Segment2); float num10; if (Segment1.Intersect(ray.a.y, ray.b.y, vector2.y, out u2)) { segment2.a = VectorUtils.XZ(ray.Position(u2)); num10 = u2; } else { segment2.a = VectorUtils.XZ(ray.a); num10 = 0f; } float num11; if (Segment1.Intersect(ray.a.y, ray.b.y, num9, out u2)) { segment2.b = VectorUtils.XZ(ray.Position(u2)); num11 = u2; } else { segment2.b = VectorUtils.XZ(ray.b); num11 = 1f; } num7 = segment2.DistanceSqr(VectorUtils.XZ(vector2), out u2); if (num7 < priority && num7 < num8 * num8) { u2 = num10 + (num11 - num10) * u2; Vector3 lhs = ray.Position(u2); if (flag && i == 1 && v2 < 0.001f) { Vector3 rhs3 = segment.a - segment.b; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs3)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs3.sqrMagnitude * ray.LengthSqr())); } if (flag2 && i == 16 && v2 > 0.999f) { Vector3 rhs4 = segment.b - segment.a; u2 += Mathf.Max(0f, Vector3.Dot(lhs, rhs4)) / Mathf.Max(0.001f, Mathf.Sqrt(rhs4.sqrMagnitude * ray.LengthSqr())); } priority = num7; t = u2; result = true; } } } segment.a = segment.b; } priority = Mathf.Max(0f, Mathf.Sqrt(priority) - collisionHalfWidth); } return(result); }
public static Vector3 GetRayPosition(this Segment3 ray, float height, out float t) { Segment1.Intersect(ray.a.y, ray.b.y, height, out t); return(ray.Position(t)); }