float getDistanceBetweenTwoInclinePoints(InclineMeshData meshData, MapMetaData mapMetaData) { InclineIndexPoint inclinePoint1 = new InclineIndexPoint(1, 1); InclineIndexPoint inclinePoint2 = new InclineIndexPoint(1, 2); Point mapPoint1 = meshData.InclineIndicesToMapIndices(inclinePoint1); Point mapPoint2 = meshData.InclineIndicesToMapIndices(inclinePoint2); Vector3 worldVec1 = mapMetaData.getWorldPos(mapPoint1); Vector3 worldVec2 = mapMetaData.getWorldPos(mapPoint2); return((worldVec2 - worldVec1).magnitude); }
void processNode(InclineMeshData meshData, MapMetaData mapMetaData, InclineIndexPoint inclinePoint) { Point startPointMapIndices = meshData.InclineIndicesToMapIndices(inclinePoint); if (!mapMetaData.IsWithinBounds(startPointMapIndices)) { return; } Dictionary <Point, List <InclineLinkData> > bestPaths = new Dictionary <Point, List <InclineLinkData> >(); List <InclineLinkData> starterList = new List <InclineLinkData>(); starterList.Add(new InclineLinkData()); bestPaths[startPointMapIndices] = starterList; List <Point> openPoints = new List <Point>(); openPoints.Add(startPointMapIndices); float maximumPathDistance = overshootMultiplier * getDistanceBetweenTwoInclinePoints(meshData, mapMetaData); while (openPoints.Count > 0) { Point p = openPoints[0]; openPoints.RemoveAt(0); //Debug.LogFormat("dequeueing {0} {1}", p.X, p.Z); for (int d = 0; d < 4; ++d) { int dx = 0; int dz = 0; switch (d) { case 0: dx = 1; dz = 0; break; case 1: dx = 0; dz = 1; break; case 2: dx = -1; dz = 0; break; case 3: dx = 0; dz = -1; break; default: Debug.LogError("invalid direction: " + d); continue; } Point newPoint = new Point(p.X + dx, p.Z + dz); if ((!mapMetaData.IsWithinBounds(newPoint)) || (!mapMetaData.IsWithinBounds(p))) { continue; } float incline, decline, distance; getIncrementalInclines(mapMetaData, p, newPoint, out incline, out decline, out distance); bool pointIsDirty = false; for (int pathIndex = 0; pathIndex < bestPaths[p].Count; pathIndex++) { InclineLinkData pathSoFar = bestPaths[p][pathIndex]; float oldFloatIncline = pathSoFar.inclineAsFloat(); float oldFloatDecline = pathSoFar.declineAsFloat(); float oldFloatDistance = pathSoFar.distanceAsFloat(); float newFloatIncline = Mathf.Max(incline, oldFloatIncline); float newFloatDecline = Mathf.Max(decline, oldFloatDecline); float newFloatDistance = oldFloatDistance + distance; // if the distance is too far, also stop recursing. if (newFloatDistance > maximumPathDistance) { continue; } InclineLinkData newPathLinkData = new InclineLinkData(newFloatIncline, newFloatDecline, newFloatDistance); bool foundAnyBetter = false; int iAmBetterThanThisIndex = -1; if (bestPaths.ContainsKey(newPoint)) { for (int existingPathIndex = 0; existingPathIndex < bestPaths[newPoint].Count; ++existingPathIndex) { InclineLinkData existingPath = bestPaths[newPoint][existingPathIndex]; // If an existing path is as good or better than us, then stop recursing. if (existingPath.Equals(newPathLinkData) || existingPath.Dominates(newPathLinkData)) { foundAnyBetter = true; break; } if (newPathLinkData.Dominates(existingPath)) { iAmBetterThanThisIndex = existingPathIndex; break; } } } else { bestPaths[newPoint] = new List <InclineLinkData>(); } if (iAmBetterThanThisIndex >= 0) { // found a better path than an existing one, remove the old one and recompute. bestPaths[newPoint][iAmBetterThanThisIndex] = newPathLinkData; pointIsDirty = true; } else if (!foundAnyBetter) { // Otherwise, add this path to the list of paths, and recurse. bestPaths[newPoint].Add(newPathLinkData); pointIsDirty = true; } } if (pointIsDirty) { openPoints.Add(newPoint); } } } meshData.nodes[inclinePoint.X, inclinePoint.Z] = new InclineMeshNode(); // now, grab the links from our neighbors for (int d = 0; d < 4; ++d) { int dx = 0; int dz = 0; switch (d) { case 0: dx = 1; dz = 0; break; case 1: dx = 0; dz = 1; break; case 2: dx = -1; dz = 0; break; case 3: dx = 0; dz = -1; break; default: Debug.LogError("invalid direction: " + d); continue; } InclineIndexPoint neighborInclinePoint = new InclineIndexPoint(inclinePoint.X + dx, inclinePoint.Z + dz); Point neighborMapIndices = meshData.InclineIndicesToMapIndices(neighborInclinePoint); if (!mapMetaData.IsWithinBounds(neighborMapIndices)) { continue; } if (bestPaths.ContainsKey(neighborMapIndices)) { /* * foreach (InclineLinkData ild in bestPaths[neighborWorldPoint]) * { * //Debug.LogFormat("from {0} {1} in dir {2}: {3}/{4}/{5}", inclinePoint.X, inclinePoint.Z, d, ild.incline, ild.decline, ild.distance); * } */ meshData.nodes[inclinePoint.X, inclinePoint.Z].NeighborLinks[d] = bestPaths[neighborMapIndices]; // draw debug //Debug.DrawLine(meshData.InclineIndicesToWorldPoint(inclinePoint), meshData.mapMetaData.getWorldPos(neighborMapIndices), Color.white, 25.0f); } } }