本文整理汇总了C#中Pathfinding.IntRect.Contains方法的典型用法代码示例。如果您正苦于以下问题:C# IntRect.Contains方法的具体用法?C# IntRect.Contains怎么用?C# IntRect.Contains使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Pathfinding.IntRect
的用法示例。
在下文中一共展示了IntRect.Contains方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdateArea
public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {
//System.DateTime startTime = System.DateTime.UtcNow;
Bounds bounds = o.bounds;
Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);
IntRect r2 = new IntRect(
Mathf.FloorToInt(bounds.min.x*Int3.Precision),
Mathf.FloorToInt(bounds.min.z*Int3.Precision),
Mathf.FloorToInt(bounds.max.x*Int3.Precision),
Mathf.FloorToInt(bounds.max.z*Int3.Precision)
);
/*Vector3 a = new Vector3 (r.xMin,0,r.yMin);// -1 -1
Vector3 b = new Vector3 (r.xMin,0,r.yMax);// -1 1
Vector3 c = new Vector3 (r.xMax,0,r.yMin);// 1 -1
Vector3 d = new Vector3 (r.xMax,0,r.yMax);// 1 1
*/
Int3 a = new Int3(r2.xmin,0,r2.ymin);
Int3 b = new Int3(r2.xmin,0,r2.ymax);
Int3 c = new Int3(r2.xmax,0,r2.ymin);
Int3 d = new Int3(r2.xmax,0,r2.ymax);
Int3 ia = (Int3)a;
Int3 ib = (Int3)b;
Int3 ic = (Int3)c;
Int3 id = (Int3)d;
#if ASTARDEBUG
Debug.DrawLine (a,b,Color.white);
Debug.DrawLine (a,c,Color.white);
Debug.DrawLine (c,d,Color.white);
Debug.DrawLine (d,b,Color.white);
#endif
//for (int i=0;i<nodes.Length;i++) {
graph.GetNodes (delegate (GraphNode _node) {
TriangleMeshNode node = _node as TriangleMeshNode;
bool inside = false;
int allLeft = 0;
int allRight = 0;
int allTop = 0;
int allBottom = 0;
for (int v=0;v<3;v++) {
Int3 p = node.GetVertex(v);
Vector3 vert = (Vector3)p;
//Vector2 vert2D = new Vector2 (vert.x,vert.z);
if (r2.Contains (p.x,p.z)) {
//Debug.DrawRay (vert,Vector3.up*10,Color.yellow);
inside = true;
break;
}
if (vert.x < r.xMin) allLeft++;
if (vert.x > r.xMax) allRight++;
if (vert.z < r.yMin) allTop++;
if (vert.z > r.yMax) allBottom++;
//if (!bounds.Contains (node[v]) {
// inside = false;
// break;
//}
}
if (!inside) {
if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
return true;
}
}
//Debug.DrawLine ((Vector3)node.GetVertex(0),(Vector3)node.GetVertex(1),Color.yellow);
//Debug.DrawLine ((Vector3)node.GetVertex(1),(Vector3)node.GetVertex(2),Color.yellow);
//Debug.DrawLine ((Vector3)node.GetVertex(2),(Vector3)node.GetVertex(0),Color.yellow);
for (int v=0;v<3;v++) {
int v2 = v > 1 ? 0 : v+1;
Int3 vert1 = node.GetVertex(v);
Int3 vert2 = node.GetVertex(v2);
if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
}
if (node.ContainsPoint (ia) || node.ContainsPoint (ib) || node.ContainsPoint (ic) || node.ContainsPoint (id)) {
inside = true;
}
if (!inside) {
return true;
//.........这里部分代码省略.........
示例2: UpdateArea
//.........这里部分代码省略.........
tile.flag = true;
}
}
for ( int z=r.ymin;z<=r.ymax;z++) {
for ( int x=r.xmin;x<=r.xmax;x++) {
NavmeshTile tile = tiles[z*tileXCount + x];
if ( tile.flag ) {
tile.flag = false;
NavMeshGraph.UpdateArea (guo, tile);
}
}
}
return;
}
if (!dynamic) {
throw new System.Exception ("Recast graph must be marked as dynamic to enable graph updates with updatePhysics = true");
}
Voxelize vox = globalVox;
if (vox == null) {
throw new System.InvalidOperationException ("No Voxelizer object. UpdateAreaInit should have been called before this function.");
}
AstarProfiler.StartProfile ("Init");
/** \bug No bounds checking */
//r.DebugDraw (Matrix4x4.TRS (forcedBounds.min, Quaternion.identity, new Vector3 (tileSize*cellSize, 1, tileSize*cellSize)), Color.red);
//Debug.Break ();
AstarProfiler.StartProfile ("RemoveConnections");
for (int x=r.xmin;x<=r.xmax;x++) {
for (int z=r.ymin;z<=r.ymax;z++) {
RemoveConnectionsFromTile (tiles[x + z*tileXCount]);
}
}
AstarProfiler.EndProfile ("RemoveConnections");
AstarProfiler.StartProfile ("Build Tiles");
for (int x=r.xmin;x<=r.xmax;x++) {
for (int z=r.ymin;z<=r.ymax;z++) {
BuildTileMesh (vox, x,z);
}
}
AstarProfiler.EndProfile ("Build Tiles");
AstarProfiler.StartProfile ("ConnectTiles");
uint graphIndex = (uint)AstarPath.active.astarData.GetGraphIndex (this);
for (int x=r.xmin;x<=r.xmax;x++) {
for (int z=r.ymin;z<=r.ymax;z++) {
NavmeshTile tile = tiles[x + z*tileXCount];
GraphNode[] nodes = tile.nodes;
for (int i=0;i<nodes.Length;i++) nodes[i].GraphIndex = graphIndex;
}
}
//Connect the newly create tiles with the old tiles and with each other
r = r.Expand (1);
//Clamp to bounds
r = IntRect.Intersection (r, new IntRect (0,0,tileXCount-1,tileZCount-1));
for (int x=r.xmin;x<=r.xmax;x++) {
for (int z=r.ymin;z<=r.ymax;z++) {
if (x < tileXCount-1 && r.Contains (x+1, z)) {
ConnectTiles (tiles[x + z*tileXCount], tiles[x+1 + z*tileXCount]);
}
if (z < tileZCount-1 && r.Contains (x, z+1)) {
ConnectTiles (tiles[x + z*tileXCount], tiles[x + (z+1)*tileXCount]);
}
}
}
AstarProfiler.EndProfile ("ConnectTiles");
AstarProfiler.PrintResults ();
}
示例3: UpdateArea
public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {
Bounds bounds = o.bounds;
// Bounding rectangle with floating point coordinates
Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);
// Bounding rectangle with int coordinates
var r2 = new IntRect(
Mathf.FloorToInt(bounds.min.x*Int3.Precision),
Mathf.FloorToInt(bounds.min.z*Int3.Precision),
Mathf.FloorToInt(bounds.max.x*Int3.Precision),
Mathf.FloorToInt(bounds.max.z*Int3.Precision)
);
// Corners of the bounding rectangle
var a = new Int3(r2.xmin,0,r2.ymin);
var b = new Int3(r2.xmin,0,r2.ymax);
var c = new Int3(r2.xmax,0,r2.ymin);
var d = new Int3(r2.xmax,0,r2.ymax);
var ymin = ((Int3)bounds.min).y;
var ymax = ((Int3)bounds.max).y;
// Loop through all nodes
graph.GetNodes (_node => {
var node = _node as TriangleMeshNode;
bool inside = false;
int allLeft = 0;
int allRight = 0;
int allTop = 0;
int allBottom = 0;
// Check bounding box rect in XZ plane
for (int v=0;v<3;v++) {
Int3 p = node.GetVertex(v);
var vert = (Vector3)p;
if (r2.Contains (p.x,p.z)) {
inside = true;
break;
}
if (vert.x < r.xMin) allLeft++;
if (vert.x > r.xMax) allRight++;
if (vert.z < r.yMin) allTop++;
if (vert.z > r.yMax) allBottom++;
}
if (!inside) {
if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
return true;
}
}
// Check if the polygon edges intersect the bounding rect
for (int v = 0; v < 3; v++) {
int v2 = v > 1 ? 0 : v+1;
Int3 vert1 = node.GetVertex(v);
Int3 vert2 = node.GetVertex(v2);
if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
}
// Check if the node contains any corner of the bounding rect
if (inside || node.ContainsPoint (a) || node.ContainsPoint (b) || node.ContainsPoint (c) || node.ContainsPoint (d)) {
inside = true;
}
if (!inside) {
return true;
}
int allAbove = 0;
int allBelow = 0;
// Check y coordinate
for (int v = 0; v < 3; v++) {
Int3 p = node.GetVertex(v);
var vert = (Vector3)p;
if (vert.y < ymin) allBelow++;
if (vert.y > ymax) allAbove++;
}
// Polygon is either completely above the bounding box or completely below it
if (allBelow == 3 || allAbove == 3) return true;
// Triangle is inside the bounding box!
// Update it!
o.WillUpdateNode(node);
o.Apply (node);
return true;
});
}
示例4: UpdateArea
public static void UpdateArea (GraphUpdateObject o, INavmesh graph) {
//System.DateTime startTime = System.DateTime.UtcNow;
Bounds bounds = o.bounds;
Rect r = Rect.MinMaxRect (bounds.min.x,bounds.min.z,bounds.max.x,bounds.max.z);
var r2 = new IntRect(
Mathf.FloorToInt(bounds.min.x*Int3.Precision),
Mathf.FloorToInt(bounds.min.z*Int3.Precision),
Mathf.FloorToInt(bounds.max.x*Int3.Precision),
Mathf.FloorToInt(bounds.max.z*Int3.Precision)
);
var a = new Int3(r2.xmin,0,r2.ymin);
var b = new Int3(r2.xmin,0,r2.ymax);
var c = new Int3(r2.xmax,0,r2.ymin);
var d = new Int3(r2.xmax,0,r2.ymax);
graph.GetNodes (_node => {
var node = _node as TriangleMeshNode;
bool inside = false;
int allLeft = 0;
int allRight = 0;
int allTop = 0;
int allBottom = 0;
for (int v=0;v<3;v++) {
Int3 p = node.GetVertex(v);
var vert = (Vector3)p;
if (r2.Contains (p.x,p.z)) {
inside = true;
break;
}
if (vert.x < r.xMin) allLeft++;
if (vert.x > r.xMax) allRight++;
if (vert.z < r.yMin) allTop++;
if (vert.z > r.yMax) allBottom++;
}
if (!inside) {
if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3) {
return true;
}
}
for (int v=0;v<3;v++) {
int v2 = v > 1 ? 0 : v+1;
Int3 vert1 = node.GetVertex(v);
Int3 vert2 = node.GetVertex(v2);
if (Polygon.Intersects (a,b,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (a,c,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (c,d,vert1,vert2)) { inside = true; break; }
if (Polygon.Intersects (d,b,vert1,vert2)) { inside = true; break; }
}
if (node.ContainsPoint (a) || node.ContainsPoint (b) || node.ContainsPoint (c) || node.ContainsPoint (d)) {
inside = true;
}
if (!inside) {
return true;
}
o.WillUpdateNode(node);
o.Apply (node);
return true;
});
}
示例5: UpdateArea
public void UpdateArea(GraphUpdateObject guo)
{
Bounds bounds = guo.bounds;
bounds.center -= this.forcedBounds.min;
IntRect a = new IntRect(Mathf.FloorToInt(bounds.min.x / ((float)this.tileSizeX * this.cellSize)), Mathf.FloorToInt(bounds.min.z / ((float)this.tileSizeZ * this.cellSize)), Mathf.FloorToInt(bounds.max.x / ((float)this.tileSizeX * this.cellSize)), Mathf.FloorToInt(bounds.max.z / ((float)this.tileSizeZ * this.cellSize)));
a = IntRect.Intersection(a, new IntRect(0, 0, this.tileXCount - 1, this.tileZCount - 1));
if (!guo.updatePhysics)
{
for (int i = a.ymin; i <= a.ymax; i++)
{
for (int j = a.xmin; j <= a.xmax; j++)
{
RecastGraph.NavmeshTile navmeshTile = this.tiles[i * this.tileXCount + j];
navmeshTile.flag = true;
}
}
for (int k = a.ymin; k <= a.ymax; k++)
{
for (int l = a.xmin; l <= a.xmax; l++)
{
RecastGraph.NavmeshTile navmeshTile2 = this.tiles[k * this.tileXCount + l];
if (navmeshTile2.flag)
{
navmeshTile2.flag = false;
NavMeshGraph.UpdateArea(guo, navmeshTile2);
}
}
}
return;
}
if (!this.dynamic)
{
throw new Exception("Recast graph must be marked as dynamic to enable graph updates with updatePhysics = true");
}
Voxelize voxelize = this.globalVox;
if (voxelize == null)
{
throw new InvalidOperationException("No Voxelizer object. UpdateAreaInit should have been called before this function.");
}
for (int m = a.xmin; m <= a.xmax; m++)
{
for (int n = a.ymin; n <= a.ymax; n++)
{
this.RemoveConnectionsFromTile(this.tiles[m + n * this.tileXCount]);
}
}
for (int num = a.xmin; num <= a.xmax; num++)
{
for (int num2 = a.ymin; num2 <= a.ymax; num2++)
{
this.BuildTileMesh(voxelize, num, num2);
}
}
uint graphIndex = (uint)AstarPath.active.astarData.GetGraphIndex(this);
for (int num3 = a.xmin; num3 <= a.xmax; num3++)
{
for (int num4 = a.ymin; num4 <= a.ymax; num4++)
{
RecastGraph.NavmeshTile navmeshTile3 = this.tiles[num3 + num4 * this.tileXCount];
GraphNode[] nodes = navmeshTile3.nodes;
for (int num5 = 0; num5 < nodes.Length; num5++)
{
nodes[num5].GraphIndex = graphIndex;
}
}
}
a = a.Expand(1);
a = IntRect.Intersection(a, new IntRect(0, 0, this.tileXCount - 1, this.tileZCount - 1));
for (int num6 = a.xmin; num6 <= a.xmax; num6++)
{
for (int num7 = a.ymin; num7 <= a.ymax; num7++)
{
if (num6 < this.tileXCount - 1 && a.Contains(num6 + 1, num7))
{
this.ConnectTiles(this.tiles[num6 + num7 * this.tileXCount], this.tiles[num6 + 1 + num7 * this.tileXCount]);
}
if (num7 < this.tileZCount - 1 && a.Contains(num6, num7 + 1))
{
this.ConnectTiles(this.tiles[num6 + num7 * this.tileXCount], this.tiles[num6 + (num7 + 1) * this.tileXCount]);
}
}
}
}