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- using PF;
- using System.Collections.Generic;
- namespace PF {
- using System.IO;
- using Math = System.Math;
- using System.Linq;
-
-
- /** Returned by graph ray- or linecasts containing info about the hit.
- * This is the return value by the #Pathfinding.IRaycastableGraph.Linecast methods.
- * Some members will also be initialized even if nothing was hit, see the individual member descriptions for more info.
- *
- * \shadowimage{linecast.png}
- */
- public struct GraphHitInfo {
- /** Start of the line/ray.
- * Note that the point passed to the Linecast method will be clamped to the closest point on the navmesh.
- */
- public Vector3 origin;
- /** Hit point.
- * In case no obstacle was hit then this will be set to the endpoint of the line.
- */
- public Vector3 point;
- /** Node which contained the edge which was hit.
- * If the linecast did not hit anything then this will be set to the last node along the line's path (the one which contains the endpoint).
- *
- * For layered grid graphs the linecast will return true (i.e: no free line of sight) if when walking the graph we ended up at X,Z coordinate for the end node
- * but the end node was on a different level (e.g the floor below or above in a building). In this case no node edge was really hit so this field will still be null.
- */
- public GraphNode node;
- /** Where the tangent starts. #tangentOrigin and #tangent together actually describes the edge which was hit.
- * \shadowimage{linecast_tangent.png}
- */
- public Vector3 tangentOrigin;
- /** Tangent of the edge which was hit.
- * \shadowimage{linecast_tangent.png}
- */
- public Vector3 tangent;
- /** Distance from #origin to #point */
- public float distance {
- get {
- return (point-origin).magnitude;
- }
- }
- public GraphHitInfo (Vector3 point) {
- tangentOrigin = Vector3.zero;
- origin = Vector3.zero;
- this.point = point;
- node = null;
- tangent = Vector3.zero;
- }
- }
- /** Graph which supports the Linecast method */
- public interface IRaycastableGraph {
- bool Linecast (Vector3 start, Vector3 end);
- bool Linecast (Vector3 start, Vector3 end, GraphNode hint);
- bool Linecast (Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit);
- bool Linecast (Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace);
- }
-
- /** Graph which has a well defined transformation from graph space to world space */
- public interface ITransformedGraph {
- GraphTransform transform { get; }
- }
-
- /** Base class for RecastGraph and NavMeshGraph */
- public abstract class NavmeshBase : NavGraph, INavmesh, INavmeshHolder, ITransformedGraph
- , IRaycastableGraph {
- #if ASTAR_RECAST_LARGER_TILES
- // Larger tiles
- public const int VertexIndexMask = 0xFFFFF;
- public const int TileIndexMask = 0x7FF;
- public const int TileIndexOffset = 20;
- #else
- // Larger worlds
- public const int VertexIndexMask = 0xFFF;
- public const int TileIndexMask = 0x7FFFF;
- public const int TileIndexOffset = 12;
- #endif
- /** Size of the bounding box. */
- [JsonMember]
- public Vector3 forcedBoundsSize = new Vector3(100, 40, 100);
- /** Size of a tile in world units along the X axis */
- public abstract float TileWorldSizeX { get; }
- /** Size of a tile in world units along the Z axis */
- public abstract float TileWorldSizeZ { get; }
- /** Maximum (vertical) distance between the sides of two nodes for them to be connected across a tile edge.
- * When tiles are connected to each other, the nodes sometimes do not line up perfectly
- * so some allowance must be made to allow tiles that do not match exactly to be connected with each other.
- */
- protected abstract float MaxTileConnectionEdgeDistance { get; }
- /** Show an outline of the polygons in the Unity Editor */
- [JsonMember]
- public bool showMeshOutline = true;
- /** Show the connections between the polygons in the Unity Editor */
- [JsonMember]
- public bool showNodeConnections;
- /** Show the surface of the navmesh */
- [JsonMember]
- public bool showMeshSurface;
- /** Number of tiles along the X-axis */
- public int tileXCount;
- /** Number of tiles along the Z-axis */
- public int tileZCount;
- /** All tiles.
- *
- * \see #GetTile
- */
- public NavmeshTile[] tiles;
- /** Perform nearest node searches in XZ space only.
- * Recomended for single-layered environments. Faster but can be inaccurate esp. in multilayered contexts.
- * You should not use this if the graph is rotated since then the XZ plane no longer corresponds to the ground plane.
- *
- * This can be important on sloped surfaces. See the image below in which the closest point for each blue point is queried for:
- * \shadowimage{distanceXZ2.png}
- *
- * You can also control this using a \link Pathfinding.NNConstraint.distanceXZ field on an NNConstraint object\endlink.
- */
- [JsonMember]
- public bool nearestSearchOnlyXZ;
- /** Currently updating tiles in a batch */
- bool batchTileUpdate;
- /** Determines how the graph transforms graph space to world space.
- * \see #CalculateTransform
- */
- public GraphTransform transform = new GraphTransform(Matrix4x4.identity);
- GraphTransform ITransformedGraph.transform { get { return transform; } }
- /** \copydoc Pathfinding::NavMeshGraph::recalculateNormals */
- protected abstract bool RecalculateNormals { get; }
- /** Called when tiles have been completely recalculated.
- * This is called after scanning the graph and after
- * performing graph updates that completely recalculate tiles
- * (not ones that simply modify e.g penalties).
- * It is not called after NavmeshCut updates.
- */
- public System.Action<NavmeshTile[]> OnRecalculatedTiles;
- /** Tile at the specified x, z coordinate pair.
- * The first tile is at (0,0), the last tile at (tileXCount-1, tileZCount-1).
- *
- * \snippet MiscSnippets.cs NavmeshBase.GetTile
- */
- public NavmeshTile GetTile (int x, int z) {
- return tiles[x + z * tileXCount];
- }
- /** Vertex coordinate for the specified vertex index.
- *
- * \throws IndexOutOfRangeException if the vertex index is invalid.
- * \throws NullReferenceException if the tile the vertex is in is not calculated.
- *
- * \see NavmeshTile.GetVertex
- */
- public Int3 GetVertex (int index) {
- int tileIndex = (index >> TileIndexOffset) & TileIndexMask;
- return tiles[tileIndex].GetVertex(index);
- }
- /** Vertex coordinate in graph space for the specified vertex index */
- public Int3 GetVertexInGraphSpace (int index) {
- int tileIndex = (index >> TileIndexOffset) & TileIndexMask;
- return tiles[tileIndex].GetVertexInGraphSpace(index);
- }
- /** Tile index from a vertex index */
- public static int GetTileIndex (int index) {
- return (index >> TileIndexOffset) & TileIndexMask;
- }
- public int GetVertexArrayIndex (int index) {
- return index & VertexIndexMask;
- }
- /** Tile coordinates from a tile index */
- public void GetTileCoordinates (int tileIndex, out int x, out int z) {
- //z = System.Math.DivRem (tileIndex, tileXCount, out x);
- z = tileIndex/tileXCount;
- x = tileIndex - z*tileXCount;
- }
- /** All tiles.
- * \warning Do not modify this array
- */
- public NavmeshTile[] GetTiles () {
- return tiles;
- }
- /** Returns the tile coordinate which contains the specified \a position.
- * It is not necessarily a valid tile (i.e it could be out of bounds).
- */
- public Int2 GetTileCoordinates (Vector3 position) {
- position = transform.InverseTransform(position);
- position.x /= TileWorldSizeX;
- position.z /= TileWorldSizeZ;
- return new Int2((int)position.x, (int)position.z);
- }
- protected override void OnDestroy () {
- base.OnDestroy();
- #if !SERVER // 服务端不需要释放
- // Cleanup
- TriangleMeshNode.SetNavmeshHolder(AstarPath.active.data.GetGraphIndex(this), null);
- #endif
- if (tiles != null) {
- for (int i = 0; i < tiles.Length; i++) {
- ObjectPool<BBTree>.Release(ref tiles[i].bbTree);
- }
- }
- }
- /** Creates a single new empty tile */
- protected NavmeshTile NewEmptyTile (int x, int z) {
- return new NavmeshTile {
- x = x,
- z = z,
- w = 1,
- d = 1,
- verts = new Int3[0],
- vertsInGraphSpace = new Int3[0],
- tris = new int[0],
- nodes = new TriangleMeshNode[0],
- bbTree = ObjectPool<BBTree>.Claim(),
- graph = this,
- };
- }
- public override void GetNodes (System.Action<GraphNode> action) {
- if (tiles == null) return;
- for (int i = 0; i < tiles.Length; i++) {
- if (tiles[i] == null || tiles[i].x+tiles[i].z*tileXCount != i) continue;
- TriangleMeshNode[] nodes = tiles[i].nodes;
- if (nodes == null) continue;
- for (int j = 0; j < nodes.Length; j++) action(nodes[j]);
- }
- }
- protected void ConnectTileWithNeighbours (NavmeshTile tile, bool onlyUnflagged = false) {
- if (tile.w != 1 || tile.d != 1) {
- throw new System.ArgumentException("Tile widths or depths other than 1 are not supported. The fields exist mainly for possible future expansions.");
- }
- // Loop through z and x offsets to adjacent tiles
- // _ x _
- // x _ x
- // _ x _
- for (int zo = -1; zo <= 1; zo++) {
- var z = tile.z + zo;
- if (z < 0 || z >= tileZCount) continue;
- for (int xo = -1; xo <= 1; xo++) {
- var x = tile.x + xo;
- if (x < 0 || x >= tileXCount) continue;
- // Ignore diagonals and the tile itself
- if ((xo == 0) == (zo == 0)) continue;
- var otherTile = tiles[x + z*tileXCount];
- if (!onlyUnflagged || !otherTile.flag) {
- ConnectTiles(otherTile, tile);
- }
- }
- }
- }
- static readonly NNConstraint NNConstraintDistanceXZ = new NNConstraint { distanceXZ = true };
- public override NNInfoInternal GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) {
- return GetNearestForce(position, constraint != null && constraint.distanceXZ ? NNConstraintDistanceXZ : null);
- }
- public override NNInfoInternal GetNearestForce (Vector3 position, NNConstraint constraint) {
- if (tiles == null) return new NNInfoInternal();
- var tileCoords = GetTileCoordinates(position);
- // Clamp to graph borders
- tileCoords.x = Mathf.Clamp(tileCoords.x, 0, tileXCount-1);
- tileCoords.y = Mathf.Clamp(tileCoords.y, 0, tileZCount-1);
- int wmax = Math.Max(tileXCount, tileZCount);
- var best = new NNInfoInternal();
- float bestDistance = float.PositiveInfinity;
- bool xzSearch = nearestSearchOnlyXZ || (constraint != null && constraint.distanceXZ);
- // Search outwards in a diamond pattern from the closest tile
- // 2
- // 2 1 2
- // 2 1 0 1 2 etc.
- // 2 1 2
- // 2
- for (int w = 0; w < wmax; w++) {
- // Stop the loop when we can guarantee that no nodes will be closer than the ones we have already searched
- if (bestDistance < (w-2)*Math.Max(TileWorldSizeX, TileWorldSizeX)) break;
- int zmax = Math.Min(w+tileCoords.y +1, tileZCount);
- for (int z = Math.Max(-w+tileCoords.y, 0); z < zmax; z++) {
- // Solve for z such that abs(x-tx) + abs(z-tx) == w
- // Delta X coordinate
- int originalDx = Math.Abs(w - Math.Abs(z-tileCoords.y));
- var dx = originalDx;
- // Solution is dx + tx and -dx + tx
- // This loop will first check +dx and then -dx
- // If dx happens to be zero, then it will not run twice
- do {
- // Absolute x coordinate
- int x = -dx + tileCoords.x;
- if (x >= 0 && x < tileXCount) {
- NavmeshTile tile = tiles[x + z*tileXCount];
- if (tile != null) {
- if (xzSearch) {
- best = tile.bbTree.QueryClosestXZ(position, constraint, ref bestDistance, best);
- } else {
- best = tile.bbTree.QueryClosest(position, constraint, ref bestDistance, best);
- }
- }
- }
- dx = -dx;
- } while (dx != originalDx);
- }
- }
- best.node = best.constrainedNode;
- best.constrainedNode = null;
- best.clampedPosition = best.constClampedPosition;
- return best;
- }
- /** Fills graph with tiles created by NewEmptyTile */
- public void FillWithEmptyTiles () {
- for (int z = 0; z < tileZCount; z++) {
- for (int x = 0; x < tileXCount; x++) {
- tiles[z*tileXCount + x] = NewEmptyTile(x, z);
- }
- }
- }
- /** Create connections between all nodes.
- * \version Since 3.7.6 the implementation is thread safe
- */
- public static void CreateNodeConnections (TriangleMeshNode[] nodes) {
- List<Connection> connections = ListPool<Connection>.Claim();
- var nodeRefs = ObjectPoolSimple<Dictionary<Int2, int> >.Claim();
- nodeRefs.Clear();
- // Build node neighbours
- for (int i = 0; i < nodes.Length; i++) {
- TriangleMeshNode node = nodes[i];
- int av = node.GetVertexCount();
- for (int a = 0; a < av; a++) {
- // Recast can in some very special cases generate degenerate triangles which are simply lines
- // In that case, duplicate keys might be added and thus an exception will be thrown
- // It is safe to ignore the second edge though... I think (only found one case where this happens)
- var key = new Int2(node.GetVertexIndex(a), node.GetVertexIndex((a+1) % av));
- if (!nodeRefs.ContainsKey(key)) {
- nodeRefs.Add(key, i);
- }
- }
- }
- for (int i = 0; i < nodes.Length; i++) {
- TriangleMeshNode node = nodes[i];
- connections.Clear();
- int av = node.GetVertexCount();
- for (int a = 0; a < av; a++) {
- int first = node.GetVertexIndex(a);
- int second = node.GetVertexIndex((a+1) % av);
- int connNode;
- if (nodeRefs.TryGetValue(new Int2(second, first), out connNode)) {
- TriangleMeshNode other = nodes[connNode];
- int bv = other.GetVertexCount();
- for (int b = 0; b < bv; b++) {
- /** \todo This will fail on edges which are only partially shared */
- if (other.GetVertexIndex(b) == second && other.GetVertexIndex((b+1) % bv) == first) {
- connections.Add(new Connection(
- other,
- (uint)(node.position - other.position).costMagnitude,
- (byte)a
- ));
- break;
- }
- }
- }
- }
- node.connections = connections.ToArrayFromPool();
- }
- nodeRefs.Clear();
- ObjectPoolSimple<Dictionary<Int2, int> >.Release(ref nodeRefs);
- ListPool<Connection>.Release(ref connections);
- }
- /** Generate connections between the two tiles.
- * The tiles must be adjacent.
- */
- public void ConnectTiles (NavmeshTile tile1, NavmeshTile tile2) {
- if (tile1 == null || tile2 == null) return;
- if (tile1.nodes == null) throw new System.ArgumentException("tile1 does not contain any nodes");
- if (tile2.nodes == null) throw new System.ArgumentException("tile2 does not contain any nodes");
- int t1x = Mathf.Clamp(tile2.x, tile1.x, tile1.x+tile1.w-1);
- int t2x = Mathf.Clamp(tile1.x, tile2.x, tile2.x+tile2.w-1);
- int t1z = Mathf.Clamp(tile2.z, tile1.z, tile1.z+tile1.d-1);
- int t2z = Mathf.Clamp(tile1.z, tile2.z, tile2.z+tile2.d-1);
- int coord, altcoord;
- int t1coord, t2coord;
- float tileWorldSize;
- // Figure out which side that is shared between the two tiles
- // and what coordinate index is fixed along that edge (x or z)
- if (t1x == t2x) {
- coord = 2;
- altcoord = 0;
- t1coord = t1z;
- t2coord = t2z;
- tileWorldSize = TileWorldSizeZ;
- } else if (t1z == t2z) {
- coord = 0;
- altcoord = 2;
- t1coord = t1x;
- t2coord = t2x;
- tileWorldSize = TileWorldSizeX;
- } else {
- throw new System.ArgumentException("Tiles are not adjacent (neither x or z coordinates match)");
- }
- if (Math.Abs(t1coord-t2coord) != 1) {
- throw new System.ArgumentException("Tiles are not adjacent (tile coordinates must differ by exactly 1. Got '" + t1coord + "' and '" + t2coord + "')");
- }
- // Midpoint between the two tiles
- int midpoint = (int)Math.Round((Math.Max(t1coord, t2coord) * tileWorldSize) * Int3.Precision);
- #if ASTARDEBUG
- Vector3 v1 = new Vector3(-100, 0, -100);
- Vector3 v2 = new Vector3(100, 0, 100);
- v1[coord] = midpoint*Int3.PrecisionFactor;
- v2[coord] = midpoint*Int3.PrecisionFactor;
- Debug.DrawLine(v1, v2, Color.magenta);
- #endif
- TriangleMeshNode[] nodes1 = tile1.nodes;
- TriangleMeshNode[] nodes2 = tile2.nodes;
- // Find adjacent nodes on the border between the tiles
- for (int i = 0; i < nodes1.Length; i++) {
- TriangleMeshNode nodeA = nodes1[i];
- int aVertexCount = nodeA.GetVertexCount();
- // Loop through all *sides* of the node
- for (int a = 0; a < aVertexCount; a++) {
- // Vertices that the segment consists of
- Int3 aVertex1 = nodeA.GetVertexInGraphSpace(a);
- Int3 aVertex2 = nodeA.GetVertexInGraphSpace((a+1) % aVertexCount);
- // Check if it is really close to the tile border
- if (Math.Abs(aVertex1[coord] - midpoint) < 2 && Math.Abs(aVertex2[coord] - midpoint) < 2) {
- int minalt = Math.Min(aVertex1[altcoord], aVertex2[altcoord]);
- int maxalt = Math.Max(aVertex1[altcoord], aVertex2[altcoord]);
- // Degenerate edge
- if (minalt == maxalt) continue;
- for (int j = 0; j < nodes2.Length; j++) {
- TriangleMeshNode nodeB = nodes2[j];
- int bVertexCount = nodeB.GetVertexCount();
- for (int b = 0; b < bVertexCount; b++) {
- Int3 bVertex1 = nodeB.GetVertexInGraphSpace(b);
- Int3 bVertex2 = nodeB.GetVertexInGraphSpace((b+1) % aVertexCount);
- if (Math.Abs(bVertex1[coord] - midpoint) < 2 && Math.Abs(bVertex2[coord] - midpoint) < 2) {
- int minalt2 = Math.Min(bVertex1[altcoord], bVertex2[altcoord]);
- int maxalt2 = Math.Max(bVertex1[altcoord], bVertex2[altcoord]);
- // Degenerate edge
- if (minalt2 == maxalt2) continue;
- if (maxalt > minalt2 && minalt < maxalt2) {
- // The two nodes seem to be adjacent
- // Test shortest distance between the segments (first test if they are equal since that is much faster and pretty common)
- if ((aVertex1 == bVertex1 && aVertex2 == bVertex2) || (aVertex1 == bVertex2 && aVertex2 == bVertex1) ||
- VectorMath.SqrDistanceSegmentSegment((Vector3)aVertex1, (Vector3)aVertex2, (Vector3)bVertex1, (Vector3)bVertex2) < MaxTileConnectionEdgeDistance*MaxTileConnectionEdgeDistance) {
- uint cost = (uint)(nodeA.position - nodeB.position).costMagnitude;
- nodeA.AddConnection(nodeB, cost, a);
- nodeB.AddConnection(nodeA, cost, b);
- }
- }
- }
- }
- }
- }
- }
- }
- }
- /** Temporary buffer used in #PrepareNodeRecycling */
- Dictionary<int, int> nodeRecyclingHashBuffer = new Dictionary<int, int>();
- /** Reuse nodes that keep the exact same vertices after a tile replacement.
- * The reused nodes will be added to the \a recycledNodeBuffer array at the index corresponding to the
- * indices in the triangle array that its vertices uses.
- *
- * All connections on the reused nodes will be removed except ones that go to other graphs.
- * The reused nodes will be removed from the tile by replacing it with a null slot in the node array.
- *
- * \see #ReplaceTile
- */
- void PrepareNodeRecycling (int x, int z, Int3[] verts, int[] tris, TriangleMeshNode[] recycledNodeBuffer) {
- NavmeshTile tile = GetTile(x, z);
- if (tile == null || tile.nodes.Length == 0) return;
- var nodes = tile.nodes;
- var recycling = nodeRecyclingHashBuffer;
- for (int i = 0, j = 0; i < tris.Length; i += 3, j++) {
- recycling[verts[tris[i+0]].GetHashCode() + verts[tris[i+1]].GetHashCode() + verts[tris[i+2]].GetHashCode()] = j;
- }
- var connectionsToKeep = ListPool<Connection>.Claim();
- for (int i = 0; i < nodes.Length; i++) {
- var node = nodes[i];
- Int3 v0, v1, v2;
- node.GetVerticesInGraphSpace(out v0, out v1, out v2);
- var hash = v0.GetHashCode() + v1.GetHashCode() + v2.GetHashCode();
- int newNodeIndex;
- if (recycling.TryGetValue(hash, out newNodeIndex)) {
- // Technically we should check for a cyclic permutations of the vertices (e.g node a,b,c could become node b,c,a)
- // but in almost all cases the vertices will keep the same order. Allocating one or two extra nodes isn't such a big deal.
- if (verts[tris[3*newNodeIndex+0]] == v0 && verts[tris[3*newNodeIndex+1]] == v1 && verts[tris[3*newNodeIndex+2]] == v2) {
- recycledNodeBuffer[newNodeIndex] = node;
- // Remove the node from the tile
- nodes[i] = null;
- // Only keep connections to nodes on other graphs
- // Usually there are no connections to nodes to other graphs and this is faster than removing all connections them one by one
- for (int j = 0; j < node.connections.Length; j++) {
- if (node.connections[j].node.GraphIndex != node.GraphIndex) {
- connectionsToKeep.Add(node.connections[j]);
- }
- }
- ArrayPool<Connection>.Release(ref node.connections, true);
- if (connectionsToKeep.Count > 0) {
- node.connections = connectionsToKeep.ToArrayFromPool();
- connectionsToKeep.Clear();
- }
- }
- }
- }
- recycling.Clear();
- ListPool<Connection>.Release(ref connectionsToKeep);
- }
- public void CreateNodes (TriangleMeshNode[] buffer, int[] tris, int tileIndex, uint graphIndex) {
- if (buffer == null || buffer.Length < tris.Length/3) throw new System.ArgumentException("buffer must be non null and at least as large as tris.Length/3");
- // This index will be ORed to the triangle indices
- tileIndex <<= TileIndexOffset;
- // Create nodes and assign vertex indices
- for (int i = 0; i < buffer.Length; i++) {
- var node = buffer[i];
- // Allow the buffer to be partially filled in already to allow for recycling nodes
- if (node == null) node = buffer[i] = new TriangleMeshNode();
- // Reset all relevant fields on the node (even on recycled nodes to avoid exposing internal implementation details)
- node.Walkable = true;
- node.Tag = 0;
- node.Penalty = initialPenalty;
- node.GraphIndex = graphIndex;
- // The vertices stored on the node are composed
- // out of the triangle index and the tile index
- node.v0 = tris[i*3+0] | tileIndex;
- node.v1 = tris[i*3+1] | tileIndex;
- node.v2 = tris[i*3+2] | tileIndex;
- // Make sure the triangle is clockwise in graph space (it may not be in world space since the graphs can be rotated)
- if (RecalculateNormals && !VectorMath.IsClockwiseXZ(node.GetVertexInGraphSpace(0), node.GetVertexInGraphSpace(1), node.GetVertexInGraphSpace(2))) {
- Memory.Swap(ref node.v0, ref node.v2);
- }
- node.UpdatePositionFromVertices();
- }
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
- *
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public bool Linecast (Vector3 origin, Vector3 end) {
- return Linecast(origin, end, GetNearest(origin, NNConstraint.None).node);
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * \param [in] origin Point to linecast from
- * \param [in] end Point to linecast to
- * \param [out] hit Contains info on what was hit, see GraphHitInfo
- * \param [in] hint You need to pass the node closest to the start point
- *
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public bool Linecast (Vector3 origin, Vector3 end, GraphNode hint, out GraphHitInfo hit) {
- return Linecast(this, origin, end, hint, out hit, null);
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * \param [in] origin Point to linecast from
- * \param [in] end Point to linecast to
- * \param [in] hint You need to pass the node closest to the start point
- *
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public bool Linecast (Vector3 origin, Vector3 end, GraphNode hint) {
- GraphHitInfo hit;
- return Linecast(this, origin, end, hint, out hit, null);
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * \param [in] origin Point to linecast from
- * \param [in] end Point to linecast to
- * \param [out] hit Contains info on what was hit, see GraphHitInfo
- * \param [in] hint You need to pass the node closest to the start point
- * \param trace If a list is passed, then it will be filled with all nodes the linecast traverses
- *
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public bool Linecast (Vector3 origin, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace) {
- return Linecast(this, origin, end, hint, out hit, trace);
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * \param [in] graph The graph to perform the search on
- * \param [in] origin Point to start from
- * \param [in] end Point to linecast to
- * \param [out] hit Contains info on what was hit, see GraphHitInfo
- * \param [in] hint You need to pass the node closest to the start point, if null, a search for the closest node will be done
- *
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public static bool Linecast (NavmeshBase graph, Vector3 origin, Vector3 end, GraphNode hint, out GraphHitInfo hit) {
- return Linecast(graph, origin, end, hint, out hit, null);
- }
- /** Cached \link Pathfinding.NNConstraint.None NNConstraint.None\endlink to reduce allocations */
- static readonly NNConstraint NNConstraintNone = NNConstraint.None;
- /** Used to optimize linecasts by precomputing some values */
- static readonly byte[] LinecastShapeEdgeLookup;
- static NavmeshBase () {
- // Want want to figure out which side of a triangle that a ray exists using.
- // There are only 3*3*3 = 27 different options for the [left/right/colinear] options for the 3 vertices of a triangle.
- // So we can precompute the result to improve the performance of linecasts.
- // For simplicity we reserve 2 bits for each side which means that we have 4*4*4 = 64 entries in the lookup table.
- LinecastShapeEdgeLookup = new byte[64];
- Side[] sideOfLine = new Side[3];
- for (int i = 0; i < LinecastShapeEdgeLookup.Length; i++) {
- sideOfLine[0] = (Side)((i >> 0) & 0x3);
- sideOfLine[1] = (Side)((i >> 2) & 0x3);
- sideOfLine[2] = (Side)((i >> 4) & 0x3);
- LinecastShapeEdgeLookup[i] = 0xFF;
- // Value 3 is an invalid value. So we just skip it.
- if (sideOfLine[0] != (Side)3 && sideOfLine[1] != (Side)3 && sideOfLine[2] != (Side)3) {
- // Figure out the side of the triangle that the line exits.
- // In case the line passes through one of the vertices of the triangle
- // there may be multiple alternatives. In that case pick the edge
- // which contains the fewest vertices that lie on the line.
- // This prevents a potential infinite loop when a linecast is done colinear
- // to the edge of a triangle.
- int bestBadness = int.MaxValue;
- for (int j = 0; j < 3; j++) {
- if ((sideOfLine[j] == Side.Left || sideOfLine[j] == Side.Colinear) && (sideOfLine[(j+1)%3] == Side.Right || sideOfLine[(j+1)%3] == Side.Colinear)) {
- var badness = (sideOfLine[j] == Side.Colinear ? 1 : 0) + (sideOfLine[(j+1)%3] == Side.Colinear ? 1 : 0);
- if (badness < bestBadness) {
- LinecastShapeEdgeLookup[i] = (byte)j;
- bestBadness = badness;
- }
- }
- }
- }
- }
- }
- /** Returns if there is an obstacle between \a origin and \a end on the graph.
- * \param [in] graph The graph to perform the search on
- * \param [in] origin Point to start from. This point should be on the navmesh. It will be snapped to the closest point on the navmesh otherwise.
- * \param [in] end Point to linecast to
- * \param [out] hit Contains info on what was hit, see GraphHitInfo
- * \param [in] hint If you already know the node which contains the \a origin point, you may pass it here for slighly improved performance. If null, a search for the closest node will be done.
- * \param trace If a list is passed, then it will be filled with all nodes along the line up until it hits an obstacle or reaches the end.
- *
- * This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersections.
- *
- * \note This method only makes sense for graphs in which there is a definite 'up' direction. For example it does not make sense for e.g spherical graphs,
- * navmeshes in which characters can walk on walls/ceilings or other curved worlds. If you try to use this method on such navmeshes it may output nonsense.
- *
- * \astarpro
- *
- * \shadowimage{linecast.png}
- */
- public static bool Linecast (NavmeshBase graph, Vector3 origin, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace) {
- hit = new GraphHitInfo();
- if (float.IsNaN(origin.x + origin.y + origin.z)) throw new System.ArgumentException("origin is NaN");
- if (float.IsNaN(end.x + end.y + end.z)) throw new System.ArgumentException("end is NaN");
- var node = hint as TriangleMeshNode;
- if (node == null) {
- node = graph.GetNearest(origin, NNConstraintNone).node as TriangleMeshNode;
- if (node == null) {
- #if !SERVER
- UnityEngine.Debug.LogError("Could not find a valid node to start from");
- #endif
- hit.origin = origin;
- hit.point = origin;
- return true;
- }
- }
- // Snap the origin to the navmesh
- var i3originInGraphSpace = node.ClosestPointOnNodeXZInGraphSpace(origin);
- hit.origin = graph.transform.Transform((Vector3)i3originInGraphSpace);
- if (!node.Walkable) {
- hit.node = node;
- hit.point = hit.origin;
- hit.tangentOrigin = hit.origin;
- return true;
- }
- var endInGraphSpace = graph.transform.InverseTransform(end);
- var i3endInGraphSpace = (Int3)endInGraphSpace;
- // Fast early out check
- if (i3originInGraphSpace == i3endInGraphSpace) {
- hit.point = hit.origin;
- hit.node = node;
- return false;
- }
- int counter = 0;
- while (true) {
- counter++;
- if (counter > 2000) {
- #if !SERVER
- UnityEngine.Debug.LogError("Linecast was stuck in infinite loop. Breaking.");
- #endif
- return true;
- }
- if (trace != null) trace.Add(node);
- Int3 a0, a1, a2;
- node.GetVerticesInGraphSpace(out a0, out a1, out a2);
- int sideOfLine = (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a0);
- sideOfLine |= (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a1) << 2;
- sideOfLine |= (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a2) << 4;
- // Use a lookup table to figure out which side of this triangle that the ray exits
- int shapeEdgeA = (int)LinecastShapeEdgeLookup[sideOfLine];
- // The edge consists of the vertex with index 'sharedEdgeA' and the next vertex after that (index '(sharedEdgeA+1)%3')
- var sideNodeExit = VectorMath.SideXZ(shapeEdgeA == 0 ? a0 : (shapeEdgeA == 1 ? a1 : a2), shapeEdgeA == 0 ? a1 : (shapeEdgeA == 1 ? a2 : a0), i3endInGraphSpace);
- if (sideNodeExit != Side.Left) {
- // Ray stops before it leaves the current node.
- // The endpoint must be inside the current node.
- hit.point = end;
- hit.node = node;
- return false;
- }
- if (shapeEdgeA == 0xFF) {
- // Line does not intersect node at all?
- // This may theoretically happen if the origin was not properly snapped to the inside of the triangle, but is instead a tiny distance outside the node.
- #if !SERVER
- UnityEngine.Debug.LogError("Line does not intersect node at all");
- #endif
- hit.node = node;
- hit.point = hit.tangentOrigin = hit.origin;
- return true;
- } else {
- bool success = false;
- var nodeConnections = node.connections;
- for (int i = 0; i < nodeConnections.Length; i++) {
- if (nodeConnections[i].shapeEdge == shapeEdgeA) {
- // This might be the next node that we enter
- var neighbour = nodeConnections[i].node as TriangleMeshNode;
- if (neighbour == null || !neighbour.Walkable) continue;
- var neighbourConnections = neighbour.connections;
- int shapeEdgeB = -1;
- for (int j = 0; j < neighbourConnections.Length; j++) {
- if (neighbourConnections[j].node == node) {
- shapeEdgeB = neighbourConnections[j].shapeEdge;
- break;
- }
- }
- if (shapeEdgeB == -1) {
- // Connection was mono-directional!
- // This shouldn't normally not happen on navmeshes happen on navmeshes (when the shapeEdge matches at least) unless a user has done something strange to the navmesh.
- continue;
- }
- var side1 = VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, neighbour.GetVertexInGraphSpace(shapeEdgeB));
- var side2 = VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, neighbour.GetVertexInGraphSpace((shapeEdgeB+1) % 3));
- // Check if the line enters this edge
- success = (side1 == Side.Right || side1 == Side.Colinear) && (side2 == Side.Left || side2 == Side.Colinear);
- if (!success) continue;
- // Ray has entered the neighbouring node.
- // After the first node, it is possible to prove the loop invariant that shapeEdgeA will *never* end up as -1 (checked above)
- // Since side = Colinear acts essentially as a wildcard. side1 and side2 can be the most restricted if they are side1=right, side2=left.
- // Then when we get to the next node we know that the sideOfLine array is either [*, Right, Left], [Left, *, Right] or [Right, Left, *], where * is unknown.
- // We are looking for the sequence [Left, Right] (possibly including Colinear as wildcard). We will always find this sequence regardless of the value of *.
- node = neighbour;
- break;
- }
- }
- if (!success) {
- // Node did not enter any neighbours
- // It must have hit the border of the navmesh
- var hitEdgeStartInGraphSpace = (Vector3)(shapeEdgeA == 0 ? a0 : (shapeEdgeA == 1 ? a1 : a2));
- var hitEdgeEndInGraphSpace = (Vector3)(shapeEdgeA == 0 ? a1 : (shapeEdgeA == 1 ? a2 : a0));
- var intersectionInGraphSpace = VectorMath.LineIntersectionPointXZ(hitEdgeStartInGraphSpace, hitEdgeEndInGraphSpace, (Vector3)i3originInGraphSpace, (Vector3)i3endInGraphSpace);
- hit.point = graph.transform.Transform(intersectionInGraphSpace);
- hit.node = node;
- var hitEdgeStart = graph.transform.Transform(hitEdgeStartInGraphSpace);
- var hitEdgeEnd = graph.transform.Transform(hitEdgeEndInGraphSpace);
- hit.tangent = hitEdgeEnd - hitEdgeStart;
- hit.tangentOrigin = hitEdgeStart;
- return true;
- }
- }
- }
- }
- /** Serializes Node Info.
- * Should serialize:
- * - Base
- * - Node Flags
- * - Node Penalties
- * - Node
- * - Node Positions (if applicable)
- * - Any other information necessary to load the graph in-game
- * All settings marked with json attributes (e.g JsonMember) have already been
- * saved as graph settings and do not need to be handled here.
- *
- * It is not necessary for this implementation to be forward or backwards compatible.
- *
- * \see
- */
- protected override void SerializeExtraInfo (GraphSerializationContext ctx) {
- BinaryWriter writer = ctx.writer;
- if (tiles == null) {
- writer.Write(-1);
- return;
- }
- writer.Write(tileXCount);
- writer.Write(tileZCount);
- for (int z = 0; z < tileZCount; z++) {
- for (int x = 0; x < tileXCount; x++) {
- NavmeshTile tile = tiles[x + z*tileXCount];
- if (tile == null) {
- throw new System.Exception("NULL Tile");
- //writer.Write (-1);
- //continue;
- }
- writer.Write(tile.x);
- writer.Write(tile.z);
- if (tile.x != x || tile.z != z) continue;
- writer.Write(tile.w);
- writer.Write(tile.d);
- writer.Write(tile.tris.Length);
- for (int i = 0; i < tile.tris.Length; i++) writer.Write(tile.tris[i]);
- writer.Write(tile.verts.Length);
- for (int i = 0; i < tile.verts.Length; i++) {
- ctx.SerializeInt3(tile.verts[i]);
- }
- writer.Write(tile.vertsInGraphSpace.Length);
- for (int i = 0; i < tile.vertsInGraphSpace.Length; i++) {
- ctx.SerializeInt3(tile.vertsInGraphSpace[i]);
- }
- writer.Write(tile.nodes.Length);
- for (int i = 0; i < tile.nodes.Length; i++) {
- tile.nodes[i].SerializeNode(ctx);
- }
- }
- }
- }
- public abstract GraphTransform CalculateTransform();
- protected override void DeserializeExtraInfo (GraphSerializationContext ctx) {
- BinaryReader reader = ctx.reader;
- tileXCount = reader.ReadInt32();
- if (tileXCount < 0) return;
- tileZCount = reader.ReadInt32();
- transform = CalculateTransform();
- tiles = new NavmeshTile[tileXCount * tileZCount];
- //Make sure mesh nodes can reference this graph
- TriangleMeshNode.SetNavmeshHolder((int)ctx.graphIndex, this);
- for (int z = 0; z < tileZCount; z++) {
- for (int x = 0; x < tileXCount; x++) {
- int tileIndex = x + z*tileXCount;
- int tx = reader.ReadInt32();
- if (tx < 0) throw new System.Exception("Invalid tile coordinates (x < 0)");
- int tz = reader.ReadInt32();
- if (tz < 0) throw new System.Exception("Invalid tile coordinates (z < 0)");
- // This is not the origin of a large tile. Refer back to that tile.
- if (tx != x || tz != z) {
- tiles[tileIndex] = tiles[tz*tileXCount + tx];
- continue;
- }
- var tile = tiles[tileIndex] = new NavmeshTile {
- x = tx,
- z = tz,
- w = reader.ReadInt32(),
- d = reader.ReadInt32(),
- bbTree = ObjectPool<BBTree>.Claim(),
- graph = this,
- };
- int trisCount = reader.ReadInt32();
- if (trisCount % 3 != 0) throw new System.Exception("Corrupt data. Triangle indices count must be divisable by 3. Read " + trisCount);
- tile.tris = new int[trisCount];
- for (int i = 0; i < tile.tris.Length; i++) tile.tris[i] = reader.ReadInt32();
- tile.verts = new Int3[reader.ReadInt32()];
- for (int i = 0; i < tile.verts.Length; i++) {
- tile.verts[i] = ctx.DeserializeInt3();
- }
- if (ctx.meta.version.Major >= 4) {
- tile.vertsInGraphSpace = new Int3[reader.ReadInt32()];
- if (tile.vertsInGraphSpace.Length != tile.verts.Length) throw new System.Exception("Corrupt data. Array lengths did not match");
- for (int i = 0; i < tile.verts.Length; i++) {
- tile.vertsInGraphSpace[i] = ctx.DeserializeInt3();
- }
- } else {
- // Compatibility
- tile.vertsInGraphSpace = new Int3[tile.verts.Length];
- tile.verts.CopyTo(tile.vertsInGraphSpace, 0);
- transform.InverseTransform(tile.vertsInGraphSpace);
- }
- int nodeCount = reader.ReadInt32();
- tile.nodes = new TriangleMeshNode[nodeCount];
- // Prepare for storing in vertex indices
- tileIndex <<= TileIndexOffset;
- for (int i = 0; i < tile.nodes.Length; i++) {
- var node = new TriangleMeshNode();
- tile.nodes[i] = node;
- node.DeserializeNode(ctx);
- node.v0 = tile.tris[i*3+0] | tileIndex;
- node.v1 = tile.tris[i*3+1] | tileIndex;
- node.v2 = tile.tris[i*3+2] | tileIndex;
- node.UpdatePositionFromVertices();
- }
- tile.bbTree.RebuildFrom(tile.nodes);
- }
- }
- }
- protected override void PostDeserialization (GraphSerializationContext ctx) {
- // Compatibility
- if (ctx.meta.version < AstarSerializer.V4_1_0 && tiles != null) {
- Dictionary<TriangleMeshNode, Connection[]> conns = tiles.SelectMany(s => s.nodes).ToDictionary(n => n, n => n.connections ?? new Connection[0]);
- // We need to recalculate all connections when upgrading data from earlier than 4.1.0
- // as the connections now need information about which edge was used.
- // This may remove connections for e.g off-mesh links.
- foreach (var tile in tiles) CreateNodeConnections(tile.nodes);
- foreach (var tile in tiles) ConnectTileWithNeighbours(tile);
- // Restore any connections that were contained in the serialized file but didn't get added by the method calls above
- GetNodes(node => {
- var triNode = node as TriangleMeshNode;
- foreach (var conn in conns[triNode].Where(conn => !triNode.ContainsConnection(conn.node)).ToList()) {
- triNode.AddConnection(conn.node, conn.cost, conn.shapeEdge);
- }
- });
- }
- // Make sure that the transform is up to date.
- // It is assumed that the current graph settings correspond to the correct
- // transform as it is not serialized itself.
- transform = CalculateTransform();
- }
- }
- }
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