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AngryAntPathway.cs
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executable file
·246 lines (220 loc) · 8.83 KB
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// ----------------------------------------------------------------------------
//
// Written by Ricardo J. Mendez http://www.arges-systems.com/ based on
// OpenSteer's PolylinePathway.
//
// This class is provided to ease the use of AngryAnt's Path. It should be
// removed if you do not intend to use Path, since otherwise it'll generate
// compilation errors.
//
//
// 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.
//
//
// ----------------------------------------------------------------------------
#if false
using System.Collections;
using PathLibrary;
using UnityEngine;
namespace UnitySteer
{
/// <summary>
/// Represents a Pathway created from an AngryAnt Path result
/// </summary>
/// <remarks>It requires the Path library for obvious reasons. In a future
/// release it will likely be spun off to an independent library.</remarks>
public class AngryAntPathway : Pathway
{
private ArrayList path;
private float totalPathLength;
private float[] lengths;
private Vector3[] normals;
private Vector3[] points;
/// <summary>
/// Minimum radius along the path.
/// </summary>
/// <remarks>It could be gleaned from the NetworkAssets.</remarks>
private float radius;
public AngryAntPathway () {
}
/// <summary>
/// Constructs a PolylinePathway given an array of points and a path radius
/// </summary>
/// <param name="path">
/// List of ConnectionAsset returned from Path <see cref="ConnectionAsset"/>
/// </param>
/// <param name="radius">
/// Radius to use for the connections <see cref="System.Single"/>
/// </param>
/// <param name="cyclic">
/// Is the path cyclic? <see cref="System.Boolean"/>
/// </param>
/// <remarks>The current implementation assumes that all pathways will
/// have the same radius. The connection radius could be taken from the
/// NetworkAssets in Path, which should be what we do in future implementations.
/// </remarks>
public AngryAntPathway (ArrayList path, float radius, bool cyclic)
{
initialize(path, radius, cyclic);
}
protected override Vector3 GetFirstPoint()
{
return points[0];
}
protected override Vector3 GetLastPoint()
{
return points[points.Length-1];
}
protected override float GetTotalPathLength()
{
return totalPathLength;
}
/// <summary>
/// Constructs the Pathway from a list of ConnectionAssets
/// </summary>
/// <param name="path">
/// A list of ConnectionAssets as returned by Path <see cref="ConnectionAsset"/>
/// </param>
/// <param name="radius">
/// Radius to use for the connections<see cref="System.Single"/>
/// </param>
/// <param name="cyclic">
/// Is the path cyclic?
/// </param>
void initialize (ArrayList path, float radius, bool cyclic)
{
this.path = path;
this.radius = radius;
this.isCyclic = cyclic;
// set data members, allocate arrays
int pointCount = path.Count;
totalPathLength = 0;
if (cyclic)
{
pointCount++;
}
points = new Vector3[pointCount];
lengths = new float[pointCount];
normals = new Vector3[pointCount];
// loop over all points
for (int i = 0; i < pointCount; i++)
{
// copy in point locations, closing cycle when appropriate
bool closeCycle = cyclic && (i == pointCount-1);
int j = closeCycle ? 0 : i;
points[i] = ((ConnectionAsset)path[j]).To.AbsolutePosition;
// for the end of each segment
if (i > 0)
{
// compute the segment length
normals[i] = points[i] - points[i-1];
lengths[i] = normals[i].magnitude;
// find the normalized vector parallel to the segment
normals[i] *= 1 / lengths[i];
// keep running total of segment lengths
totalPathLength += lengths[i];
}
}
}
public override Vector3 mapPointToPath(Vector3 point, ref mapReturnStruct tStruct)
{
float d;
float minDistance = float.MaxValue;
Vector3 onPath = Vector3.zero;
// loop over all segments, find the one nearest to the given point
for (int i = 1; i < points.Length; i++)
{
float segmentLength = lengths[i];
Vector3 segmentNormal = normals[i];
Vector3 chosenPoint = Vector3.zero;
d = OpenSteerUtility.PointToSegmentDistance(point, points[i-1], points[i],
segmentNormal, segmentLength,
ref chosenPoint);
if (d < minDistance)
{
minDistance = d;
onPath = chosenPoint;
tStruct.tangent = segmentNormal;
}
}
// measure how far original point is outside the Pathway's "tube"
tStruct.outside = (onPath - point).magnitude - radius;
// return point on path
return onPath;
}
public override float mapPointToPathDistance(Vector3 point)
{
float d;
float minDistance = float.MaxValue;
float segmentLengthTotal = 0;
float pathDistance = 0;
for (int i = 1; i < points.Length; i++)
{
float segmentProjection = 0;
float segmentLength = lengths[i];
Vector3 segmentNormal = normals[i];
d = OpenSteerUtility.PointToSegmentDistance(point, points[i-1], points[i],
segmentNormal, segmentLength,
ref segmentProjection);
if (d < minDistance)
{
minDistance = d;
pathDistance = segmentLengthTotal + segmentProjection;
}
segmentLengthTotal += segmentLength;
}
// return distance along path of onPath point
return pathDistance;
}
public override Vector3 mapPathDistanceToPoint(float pathDistance)
{
// clip or wrap given path distance according to cyclic flag
float remaining = pathDistance;
if (IsCyclic)
{
remaining = pathDistance - (totalPathLength * Mathf.Floor(pathDistance / totalPathLength));
}
else
{
if (pathDistance < 0) return points[0];
if (pathDistance >= totalPathLength) return points [points.Length-1];
}
// step through segments, subtracting off segment lengths until
// locating the segment that contains the original pathDistance.
// Interpolate along that segment to find 3d point value to return.
Vector3 result=Vector3.zero;
for (int i = 1; i < points.Length; i++)
{
float segmentLength = lengths[i];
if (segmentLength < remaining)
{
remaining -= segmentLength;
}
else
{
float ratio = remaining / segmentLength;
result = Vector3.Lerp(points[i - 1], points[i], ratio);
break;
}
}
return result;
}
}
}
#endif