forked from ricardojmendez/UnitySteer
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPathWay.cs
executable file
·151 lines (130 loc) · 4.84 KB
/
PathWay.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
// ----------------------------------------------------------------------------
//
// Ported to Unity by Ricardo J. Mendez http://www.arges-systems.com/
//
//
// OpenSteer - pure .net port
// Port by Simon Oliver - http://www.handcircus.com
//
// OpenSteer -- Steering Behaviors for Autonomous Characters
//
// Copyright (c) 2002-2003, Sony Computer Entertainment America
// Original author: Craig Reynolds <[email protected]>
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
//
// ----------------------------------------------------------------------------
using System;
using System.Collections;
using System.Text;
using UnityEngine;
namespace UnitySteer
{
public struct mapReturnStruct
{
public float outside;
public Vector3 tangent;
}
public class Pathway
{
protected bool isCyclic;
public bool IsCyclic
{
get
{
return isCyclic;
}
}
public float TotalPathLength
{
get
{
return GetTotalPathLength();
}
}
public Vector3 FirstPoint
{
get
{
return GetFirstPoint();
}
}
public Vector3 LastPoint
{
get
{
return GetLastPoint();
}
}
// Returns the total path length. It's expected to be overriden by the
// actual implementations.
protected virtual float GetTotalPathLength()
{
return 0;
}
/// <summary>
/// Returns the first point along the path
/// </summary>
/// <remarks>
/// Descendents are expected to override this method
/// </remarks>
protected virtual Vector3 GetFirstPoint()
{
return Vector3.zero;
}
/// <summary>
/// Returns the last point along the path
/// </summary>
/// <remarks>
/// Descendents are expected to override this method
/// </remarks>
protected virtual Vector3 GetLastPoint()
{
return Vector3.zero;
}
// Given an arbitrary point ("A"), returns the nearest point ("P") on
// this path. Also returns, via output arguments, the path tangent at
// P and a measure of how far A is outside the Pathway's "tube". Note
// that a negative distance indicates A is inside the Pathway.
public virtual Vector3 mapPointToPath(Vector3 point, ref mapReturnStruct tStruct) { return Vector3.zero; }
// given a distance along the path, convert it to a point on the path
public virtual Vector3 mapPathDistanceToPoint(float pathDistance) { return Vector3.zero; }
// Given an arbitrary point, convert it to a distance along the path.
public virtual float mapPointToPathDistance(Vector3 point) { return 0; }
// is the given point inside the path tube?
public bool isInsidePath(Vector3 point)
{
//float outside;
//Vector3 tangent;
mapReturnStruct tStruct = new mapReturnStruct();
mapPointToPath(point, ref tStruct);
return tStruct.outside < 0;
}
// how far outside path tube is the given point? (negative is inside)
public float howFarOutsidePath(Vector3 point)
{
//float outside;
//Vector3 tangent;
mapReturnStruct tStruct = new mapReturnStruct();
mapPointToPath(point, ref tStruct);
return tStruct.outside;
}
}
}