forked from bit/DotRecastNetSim
remove class SteerTarget
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7f10d5814d
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336ba6b132
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@ -28,24 +28,21 @@ namespace DotRecast.Detour
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{
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{
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private const int MAX_STEER_POINTS = 3;
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private const int MAX_STEER_POINTS = 3;
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public static bool GetSteerTarget(DtNavMeshQuery navQuery, RcVec3f startPos, RcVec3f endPos,
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public static SteerTarget GetSteerTarget(DtNavMeshQuery navQuery, RcVec3f startPos, RcVec3f endPos,
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float minTargetDist,
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float minTargetDist, List<long> path)
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List<long> path,
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out RcVec3f steerPos, out int steerPosFlag, out long steerPosRef)
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{
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{
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steerPos = RcVec3f.Zero;
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steerPosFlag = 0;
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steerPosRef = 0;
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// Find steer target.
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// Find steer target.
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var straightPath = new List<StraightPathItem>();
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var straightPath = new List<StraightPathItem>();
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var result = navQuery.FindStraightPath(startPos, endPos, path, ref straightPath, MAX_STEER_POINTS, 0);
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var result = navQuery.FindStraightPath(startPos, endPos, path, ref straightPath, MAX_STEER_POINTS, 0);
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if (result.Failed())
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if (result.Failed())
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{
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{
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return null;
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return false;
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}
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float[] steerPoints = new float[straightPath.Count * 3];
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for (int i = 0; i < straightPath.Count; i++)
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{
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steerPoints[i * 3] = straightPath[i].GetPos().x;
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steerPoints[i * 3 + 1] = straightPath[i].GetPos().y;
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steerPoints[i * 3 + 2] = straightPath[i].GetPos().z;
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}
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}
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// Find vertex far enough to steer to.
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// Find vertex far enough to steer to.
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@ -53,26 +50,22 @@ namespace DotRecast.Detour
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while (ns < straightPath.Count)
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while (ns < straightPath.Count)
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{
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{
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// Stop at Off-Mesh link or when point is further than slop away.
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// Stop at Off-Mesh link or when point is further than slop away.
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if (((straightPath[ns].GetFlags() & DtNavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0)
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if (((straightPath[ns].flags & DtNavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0)
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|| !InRange(straightPath[ns].GetPos(), startPos, minTargetDist, 1000.0f))
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|| !InRange(straightPath[ns].pos, startPos, minTargetDist, 1000.0f))
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break;
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break;
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ns++;
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ns++;
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}
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}
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// Failed to find good point to steer to.
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// Failed to find good point to steer to.
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if (ns >= straightPath.Count)
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if (ns >= straightPath.Count)
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return null;
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return false;
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RcVec3f steerPos = RcVec3f.Of(
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steerPos = straightPath[ns].pos;
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straightPath[ns].GetPos().x,
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steerPos.y = startPos.y;
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startPos.y,
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steerPosFlag = straightPath[ns].flags;
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straightPath[ns].GetPos().z
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steerPosRef = straightPath[ns].refs;
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);
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int steerPosFlag = straightPath[ns].GetFlags();
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long steerPosRef = straightPath[ns].GetRef();
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SteerTarget target = new SteerTarget(steerPos, steerPosFlag, steerPosRef, steerPoints);
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return true;
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return target;
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}
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}
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public static bool InRange(RcVec3f v1, RcVec3f v2, float r, float h)
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public static bool InRange(RcVec3f v1, RcVec3f v2, float r, float h)
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@ -1,20 +0,0 @@
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using DotRecast.Core;
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namespace DotRecast.Detour
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{
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public class SteerTarget
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{
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public readonly RcVec3f steerPos;
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public readonly int steerPosFlag;
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public readonly long steerPosRef;
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public readonly float[] steerPoints;
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public SteerTarget(RcVec3f steerPos, int steerPosFlag, long steerPosRef, float[] steerPoints)
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{
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this.steerPos = steerPos;
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this.steerPosFlag = steerPosFlag;
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this.steerPosRef = steerPosRef;
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this.steerPoints = steerPoints;
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}
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}
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}
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@ -67,22 +67,21 @@ namespace DotRecast.Recast.DemoTool.Tools
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while (0 < polys.Count && smoothPath.Count < MAX_SMOOTH)
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while (0 < polys.Count && smoothPath.Count < MAX_SMOOTH)
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{
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{
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// Find location to steer towards.
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// Find location to steer towards.
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SteerTarget steerTarget = PathUtils.GetSteerTarget(navQuery, iterPos, targetPos, SLOP, polys);
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if (!PathUtils.GetSteerTarget(navQuery, iterPos, targetPos, SLOP,
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if (null == steerTarget)
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polys, out var steerPos, out var steerPosFlag, out var steerPosRef))
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{
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{
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break;
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break;
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}
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}
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bool endOfPath = (steerTarget.steerPosFlag & DtNavMeshQuery.DT_STRAIGHTPATH_END) != 0
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bool endOfPath = (steerPosFlag & DtNavMeshQuery.DT_STRAIGHTPATH_END) != 0
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? true
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? true
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: false;
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: false;
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bool offMeshConnection = (steerTarget.steerPosFlag
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bool offMeshConnection = (steerPosFlag & DtNavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0
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& DtNavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0
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? true
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? true
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: false;
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: false;
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// Find movement delta.
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// Find movement delta.
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RcVec3f delta = steerTarget.steerPos.Subtract(iterPos);
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RcVec3f delta = steerPos.Subtract(iterPos);
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float len = (float)Math.Sqrt(RcVec3f.Dot(delta, delta));
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float len = (float)Math.Sqrt(RcVec3f.Dot(delta, delta));
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// If the steer target is end of path or off-mesh link, do not move past the location.
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// If the steer target is end of path or off-mesh link, do not move past the location.
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if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
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if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
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@ -111,7 +110,7 @@ namespace DotRecast.Recast.DemoTool.Tools
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}
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}
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// Handle end of path and off-mesh links when close enough.
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// Handle end of path and off-mesh links when close enough.
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if (endOfPath && PathUtils.InRange(iterPos, steerTarget.steerPos, SLOP, 1.0f))
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if (endOfPath && PathUtils.InRange(iterPos, steerPos, SLOP, 1.0f))
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{
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{
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// Reached end of path.
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// Reached end of path.
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iterPos = targetPos;
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iterPos = targetPos;
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@ -122,7 +121,7 @@ namespace DotRecast.Recast.DemoTool.Tools
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break;
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break;
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}
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}
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else if (offMeshConnection && PathUtils.InRange(iterPos, steerTarget.steerPos, SLOP, 1.0f))
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else if (offMeshConnection && PathUtils.InRange(iterPos, steerPos, SLOP, 1.0f))
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{
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{
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// Reached off-mesh connection.
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// Reached off-mesh connection.
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RcVec3f startPos = RcVec3f.Zero;
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RcVec3f startPos = RcVec3f.Zero;
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@ -132,7 +131,7 @@ namespace DotRecast.Recast.DemoTool.Tools
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long prevRef = 0;
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long prevRef = 0;
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long polyRef = polys[0];
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long polyRef = polys[0];
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int npos = 0;
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int npos = 0;
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while (npos < polys.Count && polyRef != steerTarget.steerPosRef)
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while (npos < polys.Count && polyRef != steerPosRef)
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{
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{
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prevRef = polyRef;
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prevRef = polyRef;
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polyRef = polys[npos];
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polyRef = polys[npos];
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@ -311,7 +310,7 @@ namespace DotRecast.Recast.DemoTool.Tools
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{
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{
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var status = navQuery.FindRandomPointAroundCircle(startRef, spos, dist, filter, frand, constraint,
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var status = navQuery.FindRandomPointAroundCircle(startRef, spos, dist, filter, frand, constraint,
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out var randomRef, out var randomPt);
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out var randomRef, out var randomPt);
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if (status.Succeeded())
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if (status.Succeeded())
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{
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{
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points.Add(randomPt);
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points.Add(randomPt);
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