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2023-04-24 15:49:03 +02:00
using System.Collections.Generic;
using Pathfinding.Serialization;
using UnityEngine;
namespace Pathfinding {
/// <summary>Node used for the GridGraph</summary>
public class GridNode : GridNodeBase {
public GridNode (AstarPath astar) : base(astar) {
}
#if !ASTAR_NO_GRID_GRAPH
private static GridGraph[] _gridGraphs = new GridGraph[0];
public static GridGraph GetGridGraph (uint graphIndex) { return _gridGraphs[(int)graphIndex]; }
public static void SetGridGraph (int graphIndex, GridGraph graph) {
if (_gridGraphs.Length <= graphIndex) {
var gg = new GridGraph[graphIndex+1];
for (int i = 0; i < _gridGraphs.Length; i++) gg[i] = _gridGraphs[i];
_gridGraphs = gg;
}
_gridGraphs[graphIndex] = graph;
}
public static void ClearGridGraph (int graphIndex, GridGraph graph) {
if (graphIndex < _gridGraphs.Length && _gridGraphs[graphIndex] == graph) {
_gridGraphs[graphIndex] = null;
}
}
/// <summary>Internal use only</summary>
internal ushort InternalGridFlags {
get { return gridFlags; }
set { gridFlags = value; }
}
const int GridFlagsConnectionOffset = 0;
const int GridFlagsConnectionBit0 = 1 << GridFlagsConnectionOffset;
const int GridFlagsConnectionMask = 0xFF << GridFlagsConnectionOffset;
const int GridFlagsEdgeNodeOffset = 10;
const int GridFlagsEdgeNodeMask = 1 << GridFlagsEdgeNodeOffset;
public override bool HasConnectionsToAllEightNeighbours {
get {
return (InternalGridFlags & GridFlagsConnectionMask) == GridFlagsConnectionMask;
}
}
/// <summary>
/// True if the node has a connection in the specified direction.
/// The dir parameter corresponds to directions in the grid as:
/// <code>
/// Z
/// |
/// |
///
/// 6 2 5
/// \ | /
/// -- 3 - X - 1 ----- X
/// / | \
/// 7 0 4
///
/// |
/// |
/// </code>
///
/// See: SetConnectionInternal
/// </summary>
public bool HasConnectionInDirection (int dir) {
return (gridFlags >> dir & GridFlagsConnectionBit0) != 0;
}
/// <summary>
/// True if the node has a connection in the specified direction.
/// Deprecated: Use HasConnectionInDirection
/// </summary>
[System.Obsolete("Use HasConnectionInDirection")]
public bool GetConnectionInternal (int dir) {
return HasConnectionInDirection(dir);
}
/// <summary>
/// Enables or disables a connection in a specified direction on the graph.
/// See: HasConnectionInDirection
/// </summary>
public void SetConnectionInternal (int dir, bool value) {
// Set bit number #dir to 1 or 0 depending on #value
unchecked { gridFlags = (ushort)(gridFlags & ~((ushort)1 << GridFlagsConnectionOffset << dir) | (value ? (ushort)1 : (ushort)0) << GridFlagsConnectionOffset << dir); }
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Sets the state of all grid connections.
///
/// See: SetConnectionInternal
/// </summary>
/// <param name="connections">a bitmask of the connections (bit 0 is the first connection, bit 1 the second connection, etc.).</param>
public void SetAllConnectionInternal (int connections) {
unchecked { gridFlags = (ushort)((gridFlags & ~GridFlagsConnectionMask) | (connections << GridFlagsConnectionOffset)); }
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Disables all grid connections from this node.
/// Note: Other nodes might still be able to get to this node.
/// Therefore it is recommended to also disable the relevant connections on adjacent nodes.
/// </summary>
public void ResetConnectionsInternal () {
unchecked {
gridFlags = (ushort)(gridFlags & ~GridFlagsConnectionMask);
}
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Work in progress for a feature that required info about which nodes were at the border of the graph.
/// Note: This property is not functional at the moment.
/// </summary>
public bool EdgeNode {
get {
return (gridFlags & GridFlagsEdgeNodeMask) != 0;
}
set {
unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsEdgeNodeMask | (value ? GridFlagsEdgeNodeMask : 0)); }
}
}
public override GridNodeBase GetNeighbourAlongDirection (int direction) {
if (HasConnectionInDirection(direction)) {
GridGraph gg = GetGridGraph(GraphIndex);
return gg.nodes[NodeInGridIndex+gg.neighbourOffsets[direction]];
}
return null;
}
public override void ClearConnections (bool alsoReverse) {
if (alsoReverse) {
// Note: This assumes that all connections are bidirectional
// which should hold for all grid graphs unless some custom code has been added
for (int i = 0; i < 8; i++) {
var other = GetNeighbourAlongDirection(i) as GridNode;
if (other != null) {
// Remove reverse connection. See doc for GridGraph.neighbourOffsets to see which indices are used for what.
other.SetConnectionInternal(i < 4 ? ((i + 2) % 4) : (((i-2) % 4) + 4), false);
}
}
}
ResetConnectionsInternal();
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.ClearConnections(alsoReverse);
#endif
}
public override void GetConnections (System.Action<GraphNode> action) {
GridGraph gg = GetGridGraph(GraphIndex);
int[] neighbourOffsets = gg.neighbourOffsets;
GridNode[] nodes = gg.nodes;
for (int i = 0; i < 8; i++) {
if (HasConnectionInDirection(i)) {
GridNode other = nodes[NodeInGridIndex + neighbourOffsets[i]];
if (other != null) action(other);
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.GetConnections(action);
#endif
}
public override Vector3 ClosestPointOnNode (Vector3 p) {
var gg = GetGridGraph(GraphIndex);
// Convert to graph space
p = gg.transform.InverseTransform(p);
// Calculate graph position of this node
int x = NodeInGridIndex % gg.width;
int z = NodeInGridIndex / gg.width;
// Handle the y coordinate separately
float y = gg.transform.InverseTransform((Vector3)position).y;
var closestInGraphSpace = new Vector3(Mathf.Clamp(p.x, x, x+1f), y, Mathf.Clamp(p.z, z, z+1f));
// Convert to world space
return gg.transform.Transform(closestInGraphSpace);
}
public override bool GetPortal (GraphNode other, List<Vector3> left, List<Vector3> right, bool backwards) {
if (backwards) return true;
GridGraph gg = GetGridGraph(GraphIndex);
int[] neighbourOffsets = gg.neighbourOffsets;
GridNode[] nodes = gg.nodes;
for (int i = 0; i < 4; i++) {
if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
Vector3 middle = ((Vector3)(position + other.position))*0.5f;
Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
cross.Normalize();
cross *= gg.nodeSize*0.5f;
left.Add(middle - cross);
right.Add(middle + cross);
return true;
}
}
for (int i = 4; i < 8; i++) {
if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
bool rClear = false;
bool lClear = false;
if (HasConnectionInDirection(i-4)) {
GridNode n2 = nodes[NodeInGridIndex + neighbourOffsets[i-4]];
if (n2.Walkable && n2.HasConnectionInDirection((i-4+1)%4)) {
rClear = true;
}
}
if (HasConnectionInDirection((i-4+1)%4)) {
GridNode n2 = nodes[NodeInGridIndex + neighbourOffsets[(i-4+1)%4]];
if (n2.Walkable && n2.HasConnectionInDirection(i-4)) {
lClear = true;
}
}
Vector3 middle = ((Vector3)(position + other.position))*0.5f;
Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
cross.Normalize();
cross *= gg.nodeSize*1.4142f;
left.Add(middle - (lClear ? cross : Vector3.zero));
right.Add(middle + (rClear ? cross : Vector3.zero));
return true;
}
}
return false;
}
public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
GridGraph gg = GetGridGraph(GraphIndex);
int[] neighbourOffsets = gg.neighbourOffsets;
GridNode[] nodes = gg.nodes;
pathNode.UpdateG(path);
handler.heap.Add(pathNode);
ushort pid = handler.PathID;
var index = NodeInGridIndex;
for (int i = 0; i < 8; i++) {
if (HasConnectionInDirection(i)) {
GridNode other = nodes[index + neighbourOffsets[i]];
PathNode otherPN = handler.GetPathNode(other);
if (otherPN.parent == pathNode && otherPN.pathID == pid) other.UpdateRecursiveG(path, otherPN, handler);
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.UpdateRecursiveG(path, pathNode, handler);
#endif
}
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
GridGraph gg = GetGridGraph(GraphIndex);
ushort pid = handler.PathID;
{
int[] neighbourOffsets = gg.neighbourOffsets;
uint[] neighbourCosts = gg.neighbourCosts;
GridNode[] nodes = gg.nodes;
var index = NodeInGridIndex;
for (int i = 0; i < 8; i++) {
if (HasConnectionInDirection(i)) {
GridNode other = nodes[index + neighbourOffsets[i]];
if (!path.CanTraverse(other)) continue;
PathNode otherPN = handler.GetPathNode(other);
uint tmpCost = neighbourCosts[i];
// Check if the other node has not yet been visited by this path
if (otherPN.pathID != pid) {
otherPN.parent = pathNode;
otherPN.pathID = pid;
otherPN.cost = tmpCost;
otherPN.H = path.CalculateHScore(other);
otherPN.UpdateG(path);
handler.heap.Add(otherPN);
} else {
// Sorry for the huge number of #ifs
//If not we can test if the path from the current node to this one is a better one then the one already used
#if ASTAR_NO_TRAVERSAL_COST
if (pathNode.G+tmpCost < otherPN.G)
#else
if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G)
#endif
{
//Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
otherPN.cost = tmpCost;
otherPN.parent = pathNode;
other.UpdateRecursiveG(path, otherPN, handler);
}
}
}
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.Open(path, pathNode, handler);
#endif
}
public override void SerializeNode (GraphSerializationContext ctx) {
base.SerializeNode(ctx);
ctx.SerializeInt3(position);
ctx.writer.Write(gridFlags);
}
public override void DeserializeNode (GraphSerializationContext ctx) {
base.DeserializeNode(ctx);
position = ctx.DeserializeInt3();
gridFlags = ctx.reader.ReadUInt16();
}
#else
public override void AddConnection (GraphNode node, uint cost) {
throw new System.NotImplementedException();
}
public override void ClearConnections (bool alsoReverse) {
throw new System.NotImplementedException();
}
public override void GetConnections (GraphNodeDelegate del) {
throw new System.NotImplementedException();
}
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
throw new System.NotImplementedException();
}
public override void RemoveConnection (GraphNode node) {
throw new System.NotImplementedException();
}
#endif
}
}