using System; using DotRecast.Core; namespace DotRecast.Detour { using static DotRecast.Core.RecastMath; /** * Calculate the intersection between a polygon and a circle. A dodecagon is used as an approximation of the circle. */ public class StrictPolygonByCircleConstraint : IPolygonByCircleConstraint { private const int CIRCLE_SEGMENTS = 12; private static float[] unitCircle; public float[] Aply(float[] verts, Vector3f center, float radius) { float radiusSqr = radius * radius; int outsideVertex = -1; for (int pv = 0; pv < verts.Length; pv += 3) { if (VDist2DSqr(center, verts, pv) > radiusSqr) { outsideVertex = pv; break; } } if (outsideVertex == -1) { // polygon inside circle return verts; } float[] qCircle = Circle(center, radius); float[] intersection = ConvexConvexIntersection.Intersect(verts, qCircle); if (intersection == null && PointInPolygon(center, verts, verts.Length / 3)) { // circle inside polygon return qCircle; } return intersection; } private float[] Circle(Vector3f center, float radius) { if (unitCircle == null) { unitCircle = new float[CIRCLE_SEGMENTS * 3]; for (int i = 0; i < CIRCLE_SEGMENTS; i++) { double a = i * Math.PI * 2 / CIRCLE_SEGMENTS; unitCircle[3 * i] = (float)Math.Cos(a); unitCircle[3 * i + 1] = 0; unitCircle[3 * i + 2] = (float)-Math.Sin(a); } } float[] circle = new float[12 * 3]; for (int i = 0; i < CIRCLE_SEGMENTS * 3; i += 3) { circle[i] = unitCircle[i] * radius + center.x; circle[i + 1] = center.y; circle[i + 2] = unitCircle[i + 2] * radius + center.z; } return circle; } } }