461 lines
17 KiB
C#
461 lines
17 KiB
C#
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using UnityEngine;
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using Pathfinding.Serialization;
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namespace Pathfinding {
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/// <summary>Interface for something that holds a triangle based navmesh</summary>
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public interface INavmeshHolder : ITransformedGraph, INavmesh {
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/// <summary>Position of vertex number i in the world</summary>
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Int3 GetVertex(int i);
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/// <summary>
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/// Position of vertex number i in coordinates local to the graph.
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/// The up direction is always the +Y axis for these coordinates.
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/// </summary>
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Int3 GetVertexInGraphSpace(int i);
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int GetVertexArrayIndex(int index);
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/// <summary>Transforms coordinates from graph space to world space</summary>
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void GetTileCoordinates(int tileIndex, out int x, out int z);
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}
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/// <summary>Node represented by a triangle</summary>
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public class TriangleMeshNode : MeshNode {
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public TriangleMeshNode (AstarPath astar) : base(astar) {}
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/// <summary>Internal vertex index for the first vertex</summary>
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public int v0;
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/// <summary>Internal vertex index for the second vertex</summary>
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public int v1;
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/// <summary>Internal vertex index for the third vertex</summary>
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public int v2;
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/// <summary>Holds INavmeshHolder references for all graph indices to be able to access them in a performant manner</summary>
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protected static INavmeshHolder[] _navmeshHolders = new INavmeshHolder[0];
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/// <summary>Used for synchronised access to the <see cref="_navmeshHolders"/> array</summary>
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protected static readonly System.Object lockObject = new System.Object();
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public static INavmeshHolder GetNavmeshHolder (uint graphIndex) {
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return _navmeshHolders[(int)graphIndex];
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}
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/// <summary>
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/// Sets the internal navmesh holder for a given graph index.
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/// Warning: Internal method
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/// </summary>
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public static void SetNavmeshHolder (int graphIndex, INavmeshHolder graph) {
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// We need to lock to make sure that
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// the resize operation is thread safe
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lock (lockObject) {
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if (graphIndex >= _navmeshHolders.Length) {
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var gg = new INavmeshHolder[graphIndex+1];
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_navmeshHolders.CopyTo(gg, 0);
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_navmeshHolders = gg;
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}
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_navmeshHolders[graphIndex] = graph;
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}
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}
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/// <summary>Set the position of this node to the average of its 3 vertices</summary>
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public void UpdatePositionFromVertices () {
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Int3 a, b, c;
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GetVertices(out a, out b, out c);
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position = (a + b + c) * 0.333333f;
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}
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/// <summary>
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/// Return a number identifying a vertex.
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/// This number does not necessarily need to be a index in an array but two different vertices (in the same graph) should
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/// not have the same vertex numbers.
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/// </summary>
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public int GetVertexIndex (int i) {
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return i == 0 ? v0 : (i == 1 ? v1 : v2);
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}
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/// <summary>
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/// Return a number specifying an index in the source vertex array.
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/// The vertex array can for example be contained in a recast tile, or be a navmesh graph, that is graph dependant.
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/// This is slower than GetVertexIndex, if you only need to compare vertices, use GetVertexIndex.
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/// </summary>
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public int GetVertexArrayIndex (int i) {
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return GetNavmeshHolder(GraphIndex).GetVertexArrayIndex(i == 0 ? v0 : (i == 1 ? v1 : v2));
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}
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/// <summary>Returns all 3 vertices of this node in world space</summary>
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public void GetVertices (out Int3 v0, out Int3 v1, out Int3 v2) {
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// Get the object holding the vertex data for this node
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// This is usually a graph or a recast graph tile
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var holder = GetNavmeshHolder(GraphIndex);
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v0 = holder.GetVertex(this.v0);
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v1 = holder.GetVertex(this.v1);
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v2 = holder.GetVertex(this.v2);
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}
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/// <summary>Returns all 3 vertices of this node in graph space</summary>
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public void GetVerticesInGraphSpace (out Int3 v0, out Int3 v1, out Int3 v2) {
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// Get the object holding the vertex data for this node
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// This is usually a graph or a recast graph tile
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var holder = GetNavmeshHolder(GraphIndex);
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v0 = holder.GetVertexInGraphSpace(this.v0);
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v1 = holder.GetVertexInGraphSpace(this.v1);
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v2 = holder.GetVertexInGraphSpace(this.v2);
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}
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public override Int3 GetVertex (int i) {
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return GetNavmeshHolder(GraphIndex).GetVertex(GetVertexIndex(i));
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}
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public Int3 GetVertexInGraphSpace (int i) {
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return GetNavmeshHolder(GraphIndex).GetVertexInGraphSpace(GetVertexIndex(i));
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}
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public override int GetVertexCount () {
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// A triangle has 3 vertices
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return 3;
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}
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public override Vector3 ClosestPointOnNode (Vector3 p) {
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Int3 a, b, c;
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GetVertices(out a, out b, out c);
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return Pathfinding.Polygon.ClosestPointOnTriangle((Vector3)a, (Vector3)b, (Vector3)c, p);
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}
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/// <summary>
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/// Closest point on the node when seen from above.
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/// This method is mostly for internal use as the <see cref="Pathfinding.NavmeshBase.Linecast"/> methods use it.
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///
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/// - The returned point is the closest one on the node to p when seen from above (relative to the graph).
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/// This is important mostly for sloped surfaces.
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/// - The returned point is an Int3 point in graph space.
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/// - It is guaranteed to be inside the node, so if you call <see cref="ContainsPointInGraphSpace"/> with the return value from this method the result is guaranteed to be true.
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///
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/// This method is slower than e.g <see cref="ClosestPointOnNode"/> or <see cref="ClosestPointOnNodeXZ"/>.
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/// However they do not have the same guarantees as this method has.
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/// </summary>
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internal Int3 ClosestPointOnNodeXZInGraphSpace (Vector3 p) {
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// Get the vertices that make up the triangle
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Int3 a, b, c;
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GetVerticesInGraphSpace(out a, out b, out c);
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// Convert p to graph space
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p = GetNavmeshHolder(GraphIndex).transform.InverseTransform(p);
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// Find the closest point on the triangle to p when looking at the triangle from above (relative to the graph)
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var closest = Pathfinding.Polygon.ClosestPointOnTriangleXZ((Vector3)a, (Vector3)b, (Vector3)c, p);
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// Make sure the point is actually inside the node
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var i3closest = (Int3)closest;
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if (ContainsPointInGraphSpace(i3closest)) {
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// Common case
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return i3closest;
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} else {
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// Annoying...
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// The closest point when converted from floating point coordinates to integer coordinates
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// is not actually inside the node. It needs to be inside the node for some methods
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// (like for example Linecast) to work properly.
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// Try the 8 integer coordinates around the closest point
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// and check if any one of them are completely inside the node.
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// This will most likely succeed as it should be very close.
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for (int dx = -1; dx <= 1; dx++) {
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for (int dz = -1; dz <= 1; dz++) {
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if ((dx != 0 || dz != 0)) {
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var candidate = new Int3(i3closest.x + dx, i3closest.y, i3closest.z + dz);
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if (ContainsPointInGraphSpace(candidate)) return candidate;
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}
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}
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}
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// Happens veery rarely.
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// Pick the closest vertex of the triangle.
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// The vertex is guaranteed to be inside the triangle.
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var da = (a - i3closest).sqrMagnitudeLong;
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var db = (b - i3closest).sqrMagnitudeLong;
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var dc = (c - i3closest).sqrMagnitudeLong;
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return da < db ? (da < dc ? a : c) : (db < dc ? b : c);
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}
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}
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public override Vector3 ClosestPointOnNodeXZ (Vector3 p) {
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// Get all 3 vertices for this node
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Int3 tp1, tp2, tp3;
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GetVertices(out tp1, out tp2, out tp3);
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return Polygon.ClosestPointOnTriangleXZ((Vector3)tp1, (Vector3)tp2, (Vector3)tp3, p);
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}
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public override bool ContainsPoint (Vector3 p) {
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return ContainsPointInGraphSpace((Int3)GetNavmeshHolder(GraphIndex).transform.InverseTransform(p));
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}
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public override bool ContainsPointInGraphSpace (Int3 p) {
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// Get all 3 vertices for this node
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Int3 a, b, c;
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GetVerticesInGraphSpace(out a, out b, out c);
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if ((long)(b.x - a.x) * (long)(p.z - a.z) - (long)(p.x - a.x) * (long)(b.z - a.z) > 0) return false;
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if ((long)(c.x - b.x) * (long)(p.z - b.z) - (long)(p.x - b.x) * (long)(c.z - b.z) > 0) return false;
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if ((long)(a.x - c.x) * (long)(p.z - c.z) - (long)(p.x - c.x) * (long)(a.z - c.z) > 0) return false;
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return true;
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// Equivalent code, but the above code is faster
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//return Polygon.IsClockwiseMargin (a,b, p) && Polygon.IsClockwiseMargin (b,c, p) && Polygon.IsClockwiseMargin (c,a, p);
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//return Polygon.ContainsPoint(g.GetVertex(v0),g.GetVertex(v1),g.GetVertex(v2),p);
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}
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public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
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pathNode.UpdateG(path);
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handler.heap.Add(pathNode);
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if (connections == null) return;
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for (int i = 0; i < connections.Length; i++) {
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GraphNode other = connections[i].node;
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PathNode otherPN = handler.GetPathNode(other);
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if (otherPN.parent == pathNode && otherPN.pathID == handler.PathID) other.UpdateRecursiveG(path, otherPN, handler);
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}
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}
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public override void Open (Path path, PathNode pathNode, PathHandler handler) {
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if (connections == null) return;
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// Flag2 indicates if this node needs special treatment
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// with regard to connection costs
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bool flag2 = pathNode.flag2;
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// Loop through all connections
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for (int i = connections.Length-1; i >= 0; i--) {
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var conn = connections[i];
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var other = conn.node;
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// Make sure we can traverse the neighbour
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if (path.CanTraverse(conn.node)) {
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PathNode pathOther = handler.GetPathNode(conn.node);
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// Fast path out, worth it for triangle mesh nodes since they usually have degree 2 or 3
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if (pathOther == pathNode.parent) {
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continue;
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}
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uint cost = conn.cost;
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if (flag2 || pathOther.flag2) {
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// Get special connection cost from the path
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// This is used by the start and end nodes
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cost = path.GetConnectionSpecialCost(this, conn.node, cost);
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}
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// Test if we have seen the other node before
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if (pathOther.pathID != handler.PathID) {
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// We have not seen the other node before
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// So the path from the start through this node to the other node
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// must be the shortest one so far
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// Might not be assigned
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pathOther.node = conn.node;
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pathOther.parent = pathNode;
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pathOther.pathID = handler.PathID;
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pathOther.cost = cost;
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pathOther.H = path.CalculateHScore(other);
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pathOther.UpdateG(path);
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handler.heap.Add(pathOther);
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} else {
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// If not we can test if the path from this node to the other one is a better one than the one already used
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if (pathNode.G + cost + path.GetTraversalCost(other) < pathOther.G) {
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pathOther.cost = cost;
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pathOther.parent = pathNode;
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other.UpdateRecursiveG(path, pathOther, handler);
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}
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}
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}
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}
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}
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/// <summary>
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/// Returns the edge which is shared with other.
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/// If no edge is shared, -1 is returned.
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/// If there is a connection with the other node, but the connection is not marked as using a particular edge of the shape of the node
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/// then 0xFF will be returned.
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///
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/// The vertices in the edge can be retrieved using
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/// <code>
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/// var edge = node.SharedEdge(other);
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/// var a = node.GetVertex(edge);
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/// var b = node.GetVertex((edge+1) % node.GetVertexCount());
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/// </code>
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///
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/// See: <see cref="GetPortal"/> which also handles edges that are shared over tile borders and some types of node links
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/// </summary>
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public int SharedEdge (GraphNode other) {
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var edge = -1;
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if (connections != null) {
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for (int i = 0; i < connections.Length; i++) {
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if (connections[i].node == other) edge = connections[i].shapeEdge;
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}
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}
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return edge;
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}
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public override bool GetPortal (GraphNode toNode, System.Collections.Generic.List<Vector3> left, System.Collections.Generic.List<Vector3> right, bool backwards) {
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int aIndex, bIndex;
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return GetPortal(toNode, left, right, backwards, out aIndex, out bIndex);
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}
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public bool GetPortal (GraphNode toNode, System.Collections.Generic.List<Vector3> left, System.Collections.Generic.List<Vector3> right, bool backwards, out int aIndex, out int bIndex) {
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aIndex = -1;
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bIndex = -1;
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//If the nodes are in different graphs, this function has no idea on how to find a shared edge.
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if (backwards || toNode.GraphIndex != GraphIndex) return false;
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// Since the nodes are in the same graph, they are both TriangleMeshNodes
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// So we don't need to care about other types of nodes
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var toTriNode = toNode as TriangleMeshNode;
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var edge = SharedEdge(toTriNode);
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// A connection was found, but it specifically didn't use an edge
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if (edge == 0xFF) return false;
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// No connection was found between the nodes
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// Check if there is a node link that connects them
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if (edge == -1) {
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#if !ASTAR_NO_POINT_GRAPH
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if (connections != null) {
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for (int i = 0; i < connections.Length; i++) {
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if (connections[i].node.GraphIndex != GraphIndex) {
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var mid = connections[i].node as NodeLink3Node;
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if (mid != null && mid.GetOther(this) == toTriNode) {
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// We have found a node which is connected through a NodeLink3Node
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mid.GetPortal(toTriNode, left, right, false);
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return true;
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}
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}
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}
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}
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#endif
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return false;
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}
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aIndex = edge;
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bIndex = (edge + 1) % GetVertexCount();
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// Get the vertices of the shared edge for the first node
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Int3 v1a = GetVertex(edge);
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Int3 v1b = GetVertex((edge+1) % GetVertexCount());
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// Get tile indices
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int tileIndex1 = (GetVertexIndex(0) >> NavmeshBase.TileIndexOffset) & NavmeshBase.TileIndexMask;
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int tileIndex2 = (toTriNode.GetVertexIndex(0) >> NavmeshBase.TileIndexOffset) & NavmeshBase.TileIndexMask;
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if (tileIndex1 != tileIndex2) {
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// When the nodes are in different tiles, the edges might not be completely identical
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// so another technique is needed.
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// Get the tile coordinates, from them we can figure out which edge is going to be shared
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int x1, x2, z1, z2, coord;
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INavmeshHolder nm = GetNavmeshHolder(GraphIndex);
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nm.GetTileCoordinates(tileIndex1, out x1, out z1);
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nm.GetTileCoordinates(tileIndex2, out x2, out z2);
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if (System.Math.Abs(x1-x2) == 1) coord = 2;
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else if (System.Math.Abs(z1-z2) == 1) coord = 0;
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else return false; // Tiles are not adjacent. This is likely a custom connection between two nodes.
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var otherEdge = toTriNode.SharedEdge(this);
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// A connection was found, but it specifically didn't use an edge. This is odd since the connection in the other direction did use an edge
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if (otherEdge == 0xFF) throw new System.Exception("Connection used edge in one direction, but not in the other direction. Has the wrong overload of AddConnection been used?");
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// If it is -1 then it must be a one-way connection. Fall back to using the whole edge
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if (otherEdge != -1) {
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// When the nodes are in different tiles, they might not share exactly the same edge
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// so we clamp the portal to the segment of the edges which they both have.
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int mincoord = System.Math.Min(v1a[coord], v1b[coord]);
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int maxcoord = System.Math.Max(v1a[coord], v1b[coord]);
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// Get the vertices of the shared edge for the second node
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||
|
Int3 v2a = toTriNode.GetVertex(otherEdge);
|
||
|
Int3 v2b = toTriNode.GetVertex((otherEdge+1) % toTriNode.GetVertexCount());
|
||
|
|
||
|
mincoord = System.Math.Max(mincoord, System.Math.Min(v2a[coord], v2b[coord]));
|
||
|
maxcoord = System.Math.Min(maxcoord, System.Math.Max(v2a[coord], v2b[coord]));
|
||
|
|
||
|
if (v1a[coord] < v1b[coord]) {
|
||
|
v1a[coord] = mincoord;
|
||
|
v1b[coord] = maxcoord;
|
||
|
} else {
|
||
|
v1a[coord] = maxcoord;
|
||
|
v1b[coord] = mincoord;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (left != null) {
|
||
|
// All triangles should be laid out in clockwise order so v1b is the rightmost vertex (seen from this node)
|
||
|
left.Add((Vector3)v1a);
|
||
|
right.Add((Vector3)v1b);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>TODO: This is the area in XZ space, use full 3D space for higher correctness maybe?</summary>
|
||
|
public override float SurfaceArea () {
|
||
|
var holder = GetNavmeshHolder(GraphIndex);
|
||
|
|
||
|
return System.Math.Abs(VectorMath.SignedTriangleAreaTimes2XZ(holder.GetVertex(v0), holder.GetVertex(v1), holder.GetVertex(v2))) * 0.5f;
|
||
|
}
|
||
|
|
||
|
public override Vector3 RandomPointOnSurface () {
|
||
|
// Find a random point inside the triangle
|
||
|
// This generates uniformly distributed trilinear coordinates
|
||
|
// See http://mathworld.wolfram.com/TrianglePointPicking.html
|
||
|
float r1;
|
||
|
float r2;
|
||
|
|
||
|
do {
|
||
|
r1 = Random.value;
|
||
|
r2 = Random.value;
|
||
|
} while (r1+r2 > 1);
|
||
|
|
||
|
var holder = GetNavmeshHolder(GraphIndex);
|
||
|
// Pick the point corresponding to the trilinear coordinate
|
||
|
return ((Vector3)(holder.GetVertex(v1)-holder.GetVertex(v0)))*r1 + ((Vector3)(holder.GetVertex(v2)-holder.GetVertex(v0)))*r2 + (Vector3)holder.GetVertex(v0);
|
||
|
}
|
||
|
|
||
|
public override void SerializeNode (GraphSerializationContext ctx) {
|
||
|
base.SerializeNode(ctx);
|
||
|
ctx.writer.Write(v0);
|
||
|
ctx.writer.Write(v1);
|
||
|
ctx.writer.Write(v2);
|
||
|
}
|
||
|
|
||
|
public override void DeserializeNode (GraphSerializationContext ctx) {
|
||
|
base.DeserializeNode(ctx);
|
||
|
v0 = ctx.reader.ReadInt32();
|
||
|
v1 = ctx.reader.ReadInt32();
|
||
|
v2 = ctx.reader.ReadInt32();
|
||
|
}
|
||
|
}
|
||
|
}
|