示例#1
0
        /// <summary>
        /// 构造函数
        /// </summary>
        /// <param name="numWaypoints">要创建的航点数。</ param>
        /// <param name="minX">航点的边界框的最小x位置。</ param>
        /// <param name="minY">航路点的边界框的最小y位置。</ param>
        /// <param name="maxX">航点的边界框的最大x位置。</ param>
        /// <param name="maxY">航路点的边界框的最大y位置。</ param>
        /// <param name="isLooped">是否循环</param>
        public Path(
            int numWaypoints,
            float minX,
            float minY,
            float maxX,
            float maxY,
            bool isLooped)
        {
            this._waypoints = new LinkedList <float2>();

            float midX = (maxX + minX) / 2.0f;
            float midY = (maxY + minY) / 2.0f;

            float smaller = Math.Min(midX, midY);
            float spacing = ( float )Math.PI * 2 / numWaypoints;

            for (int i = 0; i < numWaypoints; ++i)
            {
                float radialDist = 0.6f * smaller;                 // RandInRange(smaller * 0.2f, smaller);
                var   transform  = TransformUtil.Rotation(i * spacing).Compose(TransformUtil.Translation(midX, midY));
                this._waypoints.AddLast(transform.Apply(new float2(radialDist, 0.0f)));
            }

            this.isLooped         = isLooped;
            this._currentWaypoint = this._waypoints.First;
        }
示例#2
0
        protected override void OnUpdate()
        {
            var targetQuery           = this.GetEntityQuery(typeof(WallData));
            var targetEntityDataArray = targetQuery.ToComponentDataArray <WallData>(Allocator.TempJob);

            var targetInfos = new NativeArray <WallInfo>(targetEntityDataArray.Length, Allocator.TempJob);

            for (var i = 0; i < targetInfos.Length; i++)
            {
                targetInfos[i] = new WallInfo
                {
                    from   = targetEntityDataArray[i].from,
                    to     = targetEntityDataArray[i].to,
                    normal = targetEntityDataArray[i].normal
                }
            }
            ;

            targetEntityDataArray.Dispose();

            var wallDetectionFeelers = new NativeArray <float2>(3, Allocator.TempJob);

            this.Entities.ForEach((Entity vehicle, ref VehicleData vehicleData, in EntityData entityData, in MovingData movingData) =>
            {
                // feeler pointing straight in front
                vehicleData.wallDetectionFeeler0 = entityData.position + movingData.forward * vehicleData.wallDetectionFeelerLength;

                // feeler to left
                var temp = TransformUtil.Rotation(( float )System.Math.PI * 1.75f).Apply(movingData.forward);
                vehicleData.wallDetectionFeeler1 = entityData.position + vehicleData.wallDetectionFeelerLength / 2f * temp;

                // feeler to right
                temp = TransformUtil.Rotation(( float )System.Math.PI * 0.25f).Apply(movingData.forward);
                vehicleData.wallDetectionFeeler2 = entityData.position + vehicleData.wallDetectionFeelerLength / 2f * temp;

                var distToThisIP    = 0.0f;
                var distToClosestIP = float.MaxValue;
                var steeringForce   = float2.zero;

                wallDetectionFeelers[0] = vehicleData.wallDetectionFeeler0;
                wallDetectionFeelers[1] = vehicleData.wallDetectionFeeler1;
                wallDetectionFeelers[2] = vehicleData.wallDetectionFeeler2;

                // examine each feeler in turn
                var count = wallDetectionFeelers.Length;
                var flr   = 0;
                for ( ; flr < count; ++flr)
                {
                    // run through each wall checking for any intersection points
                    var c2 = targetInfos.Length;
                    for (var i = 0; i < c2; i++)
                    {
                        var targetInfo = targetInfos[i];
                        if (GeometryUtil.LineSegmentIntersectionPoint(
                                entityData.position,
                                wallDetectionFeelers[flr],
                                targetInfo.from,
                                targetInfo.to,
                                out var point))
                        {
                            // is this the closest found so far? If so keep a record
                            if (math.lengthsq(entityData.position - point) < distToClosestIP)
                            {
                                distToClosestIP = distToThisIP;
                                vehicleData.wallDetectionData = new VehicleData.WallDetectionData
                                {
                                    wallNormal               = targetInfo.normal,
                                    closestPoint             = point,
                                    wallDetectionFeelerIndex = flr
                                };
                                break;
                            }
                        }
                    }
                }
            }).ScheduleParallel();