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Shortest route to world position
#1
Hi, and thank you for a great library!

I was wondering if anyone could help me find the most optimal way of taking the shortest route to a world position over a set of paths using Curvy.

I'm thinking about writing an extension method to Curvy which is not dependent upon tags for handling connections, but can instead automatically choose the shortest route when passing over them.

This extension method would go something like this:
MoveByShortestRoute(ref currentSpline, ref tf, ref direction, speed, curvyClamping, targetPosition, connections), where targetPosition is a Vector3 dependent upon GetNearestPointTF() to get the exact TF on the path nearest to it.
This method would then calculate and choose the shortest path using the connections you supply to it.

I don't know Curvy too well yet so I'm basicly just wondering if this would be a good way of doing this and if anyone got any thought out ideas on how to solve it technically while still preserving the feature set of Curvy.

I think this is a feature that many devs would benefit from. Maybe someone even solved this earlier?

Any help is appreciated, thanks!
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Messages In This Thread
Shortest route to world position - by dokosten - 02-15-2015, 07:24 PM

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