562 lines
19 KiB
C#
562 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Smoothing by dividing path into turns and straight segments.
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///
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/// Deprecated: This modifier is deprecated
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/// </summary>
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[System.Serializable]
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[System.Obsolete("This modifier is deprecated")]
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[HelpURL("https://arongranberg.com/astar/documentation/stable/advancedsmooth.html")]
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public class AdvancedSmooth : MonoModifier {
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public override int Order { get { return 40; } }
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public float turningRadius = 1.0F;
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public MaxTurn turnConstruct1 = new MaxTurn();
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public ConstantTurn turnConstruct2 = new ConstantTurn();
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public override void Apply (Path p) {
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Vector3[] vectorPath = p.vectorPath.ToArray();
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if (vectorPath.Length <= 2) {
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return;
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}
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List<Vector3> newPath = new List<Vector3>();
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newPath.Add(vectorPath[0]);
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TurnConstructor.turningRadius = turningRadius;
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for (int i = 1; i < vectorPath.Length-1; i++) {
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List<Turn> turnList = new List<Turn>();
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TurnConstructor.Setup(i, vectorPath);
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turnConstruct1.Prepare(i, vectorPath);
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turnConstruct2.Prepare(i, vectorPath);
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TurnConstructor.PostPrepare();
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if (i == 1) {
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turnConstruct1.PointToTangent(turnList);
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turnConstruct2.PointToTangent(turnList);
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} else {
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turnConstruct1.TangentToTangent(turnList);
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turnConstruct2.TangentToTangent(turnList);
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}
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EvaluatePaths(turnList, newPath);
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//Last point
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if (i == vectorPath.Length-2) {
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turnConstruct1.TangentToPoint(turnList);
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turnConstruct2.TangentToPoint(turnList);
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}
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EvaluatePaths(turnList, newPath);
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}
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newPath.Add(vectorPath[vectorPath.Length-1]);
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p.vectorPath = newPath;
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}
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void EvaluatePaths (List<Turn> turnList, List<Vector3> output) {
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turnList.Sort();
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for (int j = 0; j < turnList.Count; j++) {
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if (j == 0) {
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turnList[j].GetPath(output);
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}
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}
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turnList.Clear();
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if (TurnConstructor.changedPreviousTangent) {
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turnConstruct1.OnTangentUpdate();
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turnConstruct2.OnTangentUpdate();
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}
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}
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[System.Serializable]
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/// <summary>Type of turn.</summary>
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public class MaxTurn : TurnConstructor {
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Vector3 preRightCircleCenter = Vector3.zero;
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Vector3 preLeftCircleCenter = Vector3.zero;
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Vector3 rightCircleCenter;
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Vector3 leftCircleCenter;
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double vaRight, vaLeft, preVaLeft, preVaRight;
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double gammaLeft, gammaRight;
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double betaRightRight, betaRightLeft, betaLeftRight, betaLeftLeft;
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double deltaRightLeft, deltaLeftRight;
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double alfaRightRight, alfaLeftLeft, alfaRightLeft, alfaLeftRight;
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public override void OnTangentUpdate () {
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rightCircleCenter = current + normal * turningRadius;
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leftCircleCenter = current - normal * turningRadius;
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vaRight = Atan2(current-rightCircleCenter);
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vaLeft = vaRight + Math.PI;
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}
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public override void Prepare (int i, Vector3[] vectorPath) {
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preRightCircleCenter = rightCircleCenter;
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preLeftCircleCenter = leftCircleCenter;
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rightCircleCenter = current + normal * turningRadius;
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leftCircleCenter = current - normal * turningRadius;
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preVaRight = vaRight;
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preVaLeft = vaLeft;
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vaRight = Atan2(current-rightCircleCenter);
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vaLeft = vaRight + Math.PI;
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}
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public override void TangentToTangent (List<Turn> turnList) {
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alfaRightRight = Atan2(rightCircleCenter - preRightCircleCenter); // + Math.PI*0.5; //Angle tangent to the angle the previous circle (from the current circle)
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alfaLeftLeft = Atan2(leftCircleCenter - preLeftCircleCenter); // + Math.PI*0.5;
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alfaRightLeft = Atan2(leftCircleCenter - preRightCircleCenter); // + Math.PI*0.5; //RightLeft means: from the previous right circle to the current left circle
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alfaLeftRight = Atan2(rightCircleCenter - preLeftCircleCenter); // + Math.PI*0.5; //LeftRight means: from the previous left circle to the current right circle
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double magnRightLeft = (leftCircleCenter - preRightCircleCenter).magnitude;
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double magnLeftRight = (rightCircleCenter - preLeftCircleCenter).magnitude;
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bool noRightLeft = false;
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bool noLeftRight = false;
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//Discard RightLeft and LeftRight paths if the circles lie to close to each other
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if (magnRightLeft < turningRadius*2) {
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magnRightLeft = turningRadius*2;
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noRightLeft = true;
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}
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if (magnLeftRight < turningRadius*2) {
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magnLeftRight = turningRadius*2;
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noLeftRight = true;
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}
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deltaRightLeft = noRightLeft ? 0 : (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius*2 / magnRightLeft); //turn*2 should be r1 + r2 for circles with different radiis
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deltaLeftRight = noLeftRight ? 0 : (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius*2 / magnLeftRight); //turn*2 should be r1 + r2 for circles with different radiis
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//Length for the first turn
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betaRightRight = ClockwiseAngle(preVaRight, alfaRightRight - ThreeSixtyRadians*0.25); // ThreeSixtyRadians * 0.25 = 90 degrees
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betaRightLeft = ClockwiseAngle(preVaRight, alfaRightLeft - deltaRightLeft);
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betaLeftRight = CounterClockwiseAngle(preVaLeft, alfaLeftRight + deltaLeftRight);
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betaLeftLeft = CounterClockwiseAngle(preVaLeft, alfaLeftLeft + ThreeSixtyRadians*0.25);
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//Add length for the second turn
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betaRightRight += ClockwiseAngle(alfaRightRight - ThreeSixtyRadians*0.25, vaRight);
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betaRightLeft += CounterClockwiseAngle(alfaRightLeft + deltaRightLeft, vaLeft);
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betaLeftRight += ClockwiseAngle(alfaLeftRight - deltaLeftRight, vaRight);
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betaLeftLeft += CounterClockwiseAngle(alfaLeftLeft + ThreeSixtyRadians*0.25, vaLeft);
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betaRightRight = GetLengthFromAngle(betaRightRight, turningRadius);
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betaRightLeft = GetLengthFromAngle(betaRightLeft, turningRadius);
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betaLeftRight = GetLengthFromAngle(betaLeftRight, turningRadius);
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betaLeftLeft = GetLengthFromAngle(betaLeftLeft, turningRadius);
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Vector3
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pRightRight1, pRightRight2,
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pRightLeft1, pRightLeft2,
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pLeftRight1, pLeftRight2,
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pLeftLeft1, pLeftLeft2;
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//Debug.Log ("=== DELTA VALUES===\nRightLeft "+ToDegrees (deltaRightLeft)+" - LeftRight "+ToDegrees (deltaLeftRight));
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//Set up points where the straigh segments starts and ends (between the turns)
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pRightRight1 = AngleToVector(alfaRightRight - ThreeSixtyRadians*0.25)*turningRadius + preRightCircleCenter;
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pRightLeft1 = AngleToVector(alfaRightLeft - deltaRightLeft)*turningRadius + preRightCircleCenter;
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pLeftRight1 = AngleToVector(alfaLeftRight + deltaLeftRight)*turningRadius + preLeftCircleCenter;
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pLeftLeft1 = AngleToVector(alfaLeftLeft + ThreeSixtyRadians*0.25)*turningRadius + preLeftCircleCenter;
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pRightRight2 = AngleToVector(alfaRightRight - ThreeSixtyRadians*0.25)*turningRadius + rightCircleCenter;
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pRightLeft2 = AngleToVector(alfaRightLeft - deltaRightLeft + Math.PI)*turningRadius + leftCircleCenter;
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pLeftRight2 = AngleToVector(alfaLeftRight + deltaLeftRight + Math.PI)*turningRadius + rightCircleCenter;
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pLeftLeft2 = AngleToVector(alfaLeftLeft + ThreeSixtyRadians*0.25)*turningRadius + leftCircleCenter;
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betaRightRight += (pRightRight1 - pRightRight2).magnitude;
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betaRightLeft += (pRightLeft1 - pRightLeft2).magnitude;
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betaLeftRight += (pLeftRight1 - pLeftRight2).magnitude;
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betaLeftLeft += (pLeftLeft1 - pLeftLeft2).magnitude;
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if (noRightLeft) {
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betaRightLeft += 10000000;
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}
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if (noLeftRight) {
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betaLeftRight += 10000000;
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}
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turnList.Add(new Turn((float)betaRightRight, this, 2));
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turnList.Add(new Turn((float)betaRightLeft, this, 3));
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turnList.Add(new Turn((float)betaLeftRight, this, 4));
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turnList.Add(new Turn((float)betaLeftLeft, this, 5));
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}
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public override void PointToTangent (List<Turn> turnList) {
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bool noRight = false, noLeft = false;
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float rightMagn = (prev-rightCircleCenter).magnitude;
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float leftMagn = (prev-leftCircleCenter).magnitude;
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if (rightMagn < turningRadius)
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noRight = true;
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if (leftMagn < turningRadius)
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noLeft = true;
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double alfa = noRight ? 0 : Atan2(prev-rightCircleCenter);
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double delta = noRight ? 0 : (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius / (prev-rightCircleCenter).magnitude);
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//Angle to the point where turning ends on the right circle
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gammaRight = alfa + delta;
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double betaRight = noRight ? 0 : ClockwiseAngle(gammaRight, vaRight);
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double alfaLeft = noLeft ? 0 : Atan2(prev-leftCircleCenter);
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double deltaLeft = noLeft ? 0 : (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius / (prev-leftCircleCenter).magnitude);
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//Angle to the point where turning ends
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gammaLeft = alfaLeft - deltaLeft;
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double betaLeft = noLeft ? 0 : CounterClockwiseAngle(gammaLeft, vaLeft);
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if (!noRight)
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turnList.Add(new Turn((float)betaRight, this, 0));
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if (!noLeft)
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turnList.Add(new Turn((float)betaLeft, this, 1));
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}
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public override void TangentToPoint (List<Turn> turnList) {
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bool noRight = false, noLeft = false;
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float rightMagn = (next-rightCircleCenter).magnitude;
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float leftMagn = (next-leftCircleCenter).magnitude;
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if (rightMagn < turningRadius)
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noRight = true;
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if (leftMagn < turningRadius)
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noLeft = true;
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if (!noRight) {
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double alfa = Atan2(next-rightCircleCenter);
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double delta = (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius / rightMagn);
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//Angle to the point where turning ends on the right circle
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gammaRight = alfa - delta;
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double betaRight = ClockwiseAngle(vaRight, gammaRight);
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turnList.Add(new Turn((float)betaRight, this, 6));
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}
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if (!noLeft) {
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double alfaLeft = Atan2(next-leftCircleCenter);
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double deltaLeft = (ThreeSixtyRadians * 0.25) - Math.Asin(turningRadius / leftMagn);
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//Angle to the point where turning ends
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gammaLeft = alfaLeft + deltaLeft;
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double betaLeft = CounterClockwiseAngle(vaLeft, gammaLeft);
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turnList.Add(new Turn((float)betaLeft, this, 7));
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}
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}
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public override void GetPath (Turn turn, List<Vector3> output) {
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switch (turn.id) {
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case 0:
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//Right - Point to tangent
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AddCircleSegment(gammaRight, vaRight, true, rightCircleCenter, output, turningRadius);
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break;
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case 1:
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//Left - Point to tangent
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AddCircleSegment(gammaLeft, vaLeft, false, leftCircleCenter, output, turningRadius);
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break;
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case 2:
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//Right Right - Tangent to tangent
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AddCircleSegment(preVaRight, alfaRightRight - ThreeSixtyRadians*0.25, true, preRightCircleCenter, output, turningRadius);
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AddCircleSegment(alfaRightRight - ThreeSixtyRadians*0.25, vaRight, true, rightCircleCenter, output, turningRadius);
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break;
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case 3:
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//Right Left - Tangent to tangent
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AddCircleSegment(preVaRight, alfaRightLeft - deltaRightLeft, true, preRightCircleCenter, output, turningRadius);
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AddCircleSegment(alfaRightLeft - deltaRightLeft + Math.PI, vaLeft, false, leftCircleCenter, output, turningRadius);
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break;
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case 4:
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//Left Right - Tangent to tangent
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AddCircleSegment(preVaLeft, alfaLeftRight + deltaLeftRight, false, preLeftCircleCenter, output, turningRadius);
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AddCircleSegment(alfaLeftRight + deltaLeftRight + Math.PI, vaRight, true, rightCircleCenter, output, turningRadius);
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break;
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case 5:
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//Left Left - Tangent to tangent
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AddCircleSegment(preVaLeft, alfaLeftLeft + ThreeSixtyRadians*0.25, false, preLeftCircleCenter, output, turningRadius);
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AddCircleSegment(alfaLeftLeft + ThreeSixtyRadians*0.25, vaLeft, false, leftCircleCenter, output, turningRadius);
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break;
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case 6:
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//Right - Tangent to point
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AddCircleSegment(vaRight, gammaRight, true, rightCircleCenter, output, turningRadius);
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break;
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case 7:
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//Left - Tangent to point
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AddCircleSegment(vaLeft, gammaLeft, false, leftCircleCenter, output, turningRadius);
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break;
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}
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}
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}
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[System.Serializable]
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/// <summary>Constant turning speed.</summary>
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public class ConstantTurn : TurnConstructor {
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Vector3 circleCenter;
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double gamma1;
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double gamma2;
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bool clockwise;
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public override void Prepare (int i, Vector3[] vectorPath) {}
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public override void TangentToTangent (List<Turn> turnList) {
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Vector3 preNormal = Vector3.Cross(t1, Vector3.up);
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Vector3 dir = (current-prev);
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Vector3 pos = dir*0.5F + prev;
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dir = Vector3.Cross(dir, Vector3.up);
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bool didIntersect;
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circleCenter = VectorMath.LineDirIntersectionPointXZ(prev, preNormal, pos, dir, out didIntersect);
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if (!didIntersect) {
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return;
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}
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gamma1 = Atan2(prev-circleCenter);
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gamma2 = Atan2(current-circleCenter);
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clockwise = !VectorMath.RightOrColinearXZ(circleCenter, prev, prev+t1);
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double beta = clockwise ? ClockwiseAngle(gamma1, gamma2) : CounterClockwiseAngle(gamma1, gamma2);
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beta = GetLengthFromAngle(beta, (circleCenter - current).magnitude);
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turnList.Add(new Turn((float)beta, this, 0));
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}
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public override void GetPath (Turn turn, List<Vector3> output) {
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AddCircleSegment(gamma1, gamma2, clockwise, circleCenter, output, (circleCenter - current).magnitude);
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normal = (current - circleCenter).normalized;
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t2 = Vector3.Cross(normal, Vector3.up).normalized;
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normal = -normal;
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if (!clockwise) {
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t2 = -t2;
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normal = -normal;
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}
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changedPreviousTangent = true;
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}
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}
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/// <summary>Abstract turn constructor.</summary>
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public abstract class TurnConstructor {
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/// <summary>
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/// Constant bias to add to the path lengths.
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/// This can be used to favor certain turn types before others.
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/// By for example setting this to -5, paths from this path constructor will be chosen
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/// if there are no other paths more than 5 world units shorter than this one (as opposed to just any shorter path)
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/// </summary>
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public float constantBias = 0;
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/// <summary>
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/// Bias to multiply the path lengths with. This can be used to favor certain turn types before others.
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/// See: <see cref="constantBias"/>
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/// </summary>
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public float factorBias = 1;
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public static float turningRadius = 1.0F;
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public const double ThreeSixtyRadians = Math.PI * 2;
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public static Vector3 prev, current, next; //The current points
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public static Vector3 t1, t2; //The current tangents - t2 is at 'current', t1 is at 'prev'
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public static Vector3 normal, prevNormal; //Normal at 'current'
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public static bool changedPreviousTangent = false;
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public abstract void Prepare(int i, Vector3[] vectorPath);
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public virtual void OnTangentUpdate () {}
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public virtual void PointToTangent (List<Turn> turnList) {}
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public virtual void TangentToPoint (List<Turn> turnList) {}
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public virtual void TangentToTangent (List<Turn> turnList) {}
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public abstract void GetPath(Turn turn, List<Vector3> output);
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//abstract void Evaluate (Turn turn);
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public static void Setup (int i, Vector3[] vectorPath) {
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current = vectorPath[i];
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prev = vectorPath[i-1];
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next = vectorPath[i+1];
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prev.y = current.y;
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next.y = current.y;
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t1 = t2;
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t2 = (next-current).normalized - (prev-current).normalized;
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t2 = t2.normalized;
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prevNormal = normal;
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normal = Vector3.Cross(t2, Vector3.up);
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normal = normal.normalized;
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}
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public static void PostPrepare () {
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changedPreviousTangent = false;
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}
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//Utilities
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public void AddCircleSegment (double startAngle, double endAngle, bool clockwise, Vector3 center, List<Vector3> output, float radius) {
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double step = ThreeSixtyRadians / 100;
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if (clockwise) {
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while (endAngle > startAngle+ThreeSixtyRadians) {
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endAngle -= ThreeSixtyRadians;
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}
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while (endAngle < startAngle) {
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endAngle += ThreeSixtyRadians;
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}
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} else {
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while (endAngle < startAngle-ThreeSixtyRadians) {
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endAngle += ThreeSixtyRadians;
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}
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while (endAngle > startAngle) {
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endAngle -= ThreeSixtyRadians;
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}
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}
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//Add curve
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if (clockwise) {
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for (double i = startAngle; i < endAngle; i += step) {
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output.Add(AngleToVector(i)*radius+center);
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}
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} else {
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for (double i = startAngle; i > endAngle; i -= step) {
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output.Add(AngleToVector(i)*radius+center);
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}
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}
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//Add last point
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output.Add(AngleToVector(endAngle)*radius+center);
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}
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public void DebugCircleSegment (Vector3 center, double startAngle, double endAngle, double radius, Color color) {
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double step = ThreeSixtyRadians / 100;
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while (endAngle < startAngle) {
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endAngle += ThreeSixtyRadians;
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}
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Vector3 prev = AngleToVector(startAngle)*(float)radius+center;
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for (double i = startAngle+step; i < endAngle; i += step) {
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Debug.DrawLine(prev, AngleToVector(i)*(float)radius+center);
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}
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Debug.DrawLine(prev, AngleToVector(endAngle)*(float)radius+center);
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}
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public void DebugCircle (Vector3 center, double radius, Color color) {
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double step = ThreeSixtyRadians / 100;
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Vector3 prePos = AngleToVector(-step)*(float)radius+center;
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for (double i = 0; i < ThreeSixtyRadians; i += step) {
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Vector3 pos = AngleToVector(i)*(float)radius+center;
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Debug.DrawLine(prePos, pos, color);
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prePos = pos;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns the length of an circular arc with a radius and angle. Angle is specified in radians</summary>
|
|
public double GetLengthFromAngle (double angle, double radius) {
|
|
return radius * angle;
|
|
}
|
|
|
|
/// <summary>Returns the angle between from and to in a clockwise direction</summary>
|
|
public double ClockwiseAngle (double from, double to) {
|
|
return ClampAngle(to - from);
|
|
}
|
|
|
|
/// <summary>Returns the angle between from and to in a counter-clockwise direction</summary>
|
|
public double CounterClockwiseAngle (double from, double to) {
|
|
return ClampAngle(from - to);
|
|
}
|
|
|
|
public Vector3 AngleToVector (double a) {
|
|
return new Vector3((float)Math.Cos(a), 0, (float)Math.Sin(a));
|
|
}
|
|
|
|
public double ToDegrees (double rad) {
|
|
return rad * Mathf.Rad2Deg;
|
|
}
|
|
|
|
public double ClampAngle (double a) {
|
|
while (a < 0) { a += ThreeSixtyRadians; }
|
|
while (a > ThreeSixtyRadians) { a -= ThreeSixtyRadians; }
|
|
return a;
|
|
}
|
|
|
|
public double Atan2 (Vector3 v) {
|
|
return Math.Atan2(v.z, v.x);
|
|
}
|
|
}
|
|
|
|
//Turn class
|
|
/// <summary>Represents a turn in a path.</summary>
|
|
public struct Turn : IComparable<Turn> {
|
|
public float length;
|
|
public int id;
|
|
|
|
public TurnConstructor constructor;
|
|
|
|
public float score {
|
|
get {
|
|
return length*constructor.factorBias+constructor.constantBias;
|
|
}
|
|
}
|
|
|
|
public Turn (float length, TurnConstructor constructor, int id = 0) {
|
|
this.length = length;
|
|
this.id = id;
|
|
this.constructor = constructor;
|
|
}
|
|
|
|
public void GetPath (List<Vector3> output) {
|
|
constructor.GetPath(this, output);
|
|
}
|
|
|
|
public int CompareTo (Turn t) {
|
|
return t.score > score ? -1 : (t.score < score ? 1 : 0);
|
|
}
|
|
|
|
public static bool operator < (Turn lhs, Turn rhs) {
|
|
return lhs.score < rhs.score;
|
|
}
|
|
|
|
public static bool operator > (Turn lhs, Turn rhs) {
|
|
return lhs.score > rhs.score;
|
|
}
|
|
}
|
|
}
|
|
}
|