Adding A* Algorythm and carpet roads

This commit is contained in:
Nicolas SANS
2023-04-24 15:49:03 +02:00
parent 75018ee6cd
commit 690e3fbd0b
685 changed files with 134125 additions and 19 deletions

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using UnityEditor;
using UnityEngine;
namespace Pathfinding {
public class GraphEditor : GraphEditorBase {
public AstarPathEditor editor;
/// <summary>Stores if the graph is visible or not in the inspector</summary>
public FadeArea fadeArea;
/// <summary>Stores if the graph info box is visible or not in the inspector</summary>
public FadeArea infoFadeArea;
/// <summary>
/// Called by editor scripts to rescan the graphs e.g when the user moved a graph.
/// Will only scan graphs if not playing and time to scan last graph was less than some constant (to avoid lag with large graphs)
/// </summary>
public bool AutoScan () {
if (!Application.isPlaying && AstarPath.active != null && AstarPath.active.lastScanTime < 0.11F) {
AstarPath.active.Scan();
return true;
}
return false;
}
public virtual void OnEnable () {
}
public static Object ObjectField (string label, Object obj, System.Type objType, bool allowSceneObjects, bool assetsMustBeInResourcesFolder) {
return ObjectField(new GUIContent(label), obj, objType, allowSceneObjects, assetsMustBeInResourcesFolder);
}
public static Object ObjectField (GUIContent label, Object obj, System.Type objType, bool allowSceneObjects, bool assetsMustBeInResourcesFolder) {
obj = EditorGUILayout.ObjectField(label, obj, objType, allowSceneObjects);
if (obj != null) {
if (allowSceneObjects && !EditorUtility.IsPersistent(obj)) {
// Object is in the scene
var com = obj as Component;
var go = obj as GameObject;
if (com != null) {
go = com.gameObject;
}
if (go != null && go.GetComponent<UnityReferenceHelper>() == null) {
if (FixLabel("Object's GameObject must have a UnityReferenceHelper component attached")) {
go.AddComponent<UnityReferenceHelper>();
}
}
} else if (EditorUtility.IsPersistent(obj)) {
if (assetsMustBeInResourcesFolder) {
string path = AssetDatabase.GetAssetPath(obj).Replace("\\", "/");
var rg = new System.Text.RegularExpressions.Regex(@"Resources/.*$");
if (!rg.IsMatch(path)) {
if (FixLabel("Object must be in the 'Resources' folder")) {
if (!System.IO.Directory.Exists(Application.dataPath+"/Resources")) {
System.IO.Directory.CreateDirectory(Application.dataPath+"/Resources");
AssetDatabase.Refresh();
}
string ext = System.IO.Path.GetExtension(path);
string error = AssetDatabase.MoveAsset(path, "Assets/Resources/"+obj.name+ext);
if (error == "") {
path = AssetDatabase.GetAssetPath(obj);
} else {
Debug.LogError("Couldn't move asset - "+error);
}
}
}
if (!AssetDatabase.IsMainAsset(obj) && obj.name != AssetDatabase.LoadMainAssetAtPath(path).name) {
if (FixLabel("Due to technical reasons, the main asset must\nhave the same name as the referenced asset")) {
string error = AssetDatabase.RenameAsset(path, obj.name);
if (error != "") {
Debug.LogError("Couldn't rename asset - "+error);
}
}
}
}
}
}
return obj;
}
/// <summary>Draws common graph settings</summary>
public void OnBaseInspectorGUI (NavGraph target) {
int penalty = EditorGUILayout.IntField(new GUIContent("Initial Penalty", "Initial Penalty for nodes in this graph. Set during Scan."), (int)target.initialPenalty);
if (penalty < 0) penalty = 0;
target.initialPenalty = (uint)penalty;
}
/// <summary>Override to implement graph inspectors</summary>
public virtual void OnInspectorGUI (NavGraph target) {
}
/// <summary>Override to implement scene GUI drawing for the graph</summary>
public virtual void OnSceneGUI (NavGraph target) {
}
/// <summary>Draws a thin separator line</summary>
public static void Separator () {
GUIStyle separator = AstarPathEditor.astarSkin.FindStyle("PixelBox3Separator") ?? new GUIStyle();
Rect r = GUILayoutUtility.GetRect(new GUIContent(), separator);
if (Event.current.type == EventType.Repaint) {
separator.Draw(r, false, false, false, false);
}
}
/// <summary>Draws a small help box with a 'Fix' button to the right. Returns: Boolean - Returns true if the button was clicked</summary>
public static bool FixLabel (string label, string buttonLabel = "Fix", int buttonWidth = 40) {
GUILayout.BeginHorizontal();
GUILayout.Space(14*EditorGUI.indentLevel);
GUILayout.BeginHorizontal(AstarPathEditor.helpBox);
GUILayout.Label(label, EditorGUIUtility.isProSkin ? EditorStyles.whiteMiniLabel : EditorStyles.miniLabel, GUILayout.ExpandWidth(true));
var returnValue = GUILayout.Button(buttonLabel, EditorStyles.miniButton, GUILayout.Width(buttonWidth));
GUILayout.EndHorizontal();
GUILayout.EndHorizontal();
return returnValue;
}
/// <summary>Draws a toggle with a bold label to the right. Does not enable or disable GUI</summary>
public bool ToggleGroup (string label, bool value) {
return ToggleGroup(new GUIContent(label), value);
}
/// <summary>Draws a toggle with a bold label to the right. Does not enable or disable GUI</summary>
public static bool ToggleGroup (GUIContent label, bool value) {
GUILayout.BeginHorizontal();
GUILayout.Space(13*EditorGUI.indentLevel);
value = GUILayout.Toggle(value, "", GUILayout.Width(10));
GUIStyle boxHeader = AstarPathEditor.astarSkin.FindStyle("CollisionHeader");
if (GUILayout.Button(label, boxHeader, GUILayout.Width(100))) {
value = !value;
}
GUILayout.EndHorizontal();
return value;
}
}
}

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fileFormatVersion: 2
guid: b0bbfd9d85ec946b2a05cdeaab0d6f5f
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}

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using UnityEngine;
using UnityEditor;
using Pathfinding.Serialization;
namespace Pathfinding {
using Pathfinding.Util;
[CustomGraphEditor(typeof(GridGraph), "Grid Graph")]
public class GridGraphEditor : GraphEditor {
[JsonMember]
public bool locked = true;
[JsonMember]
public bool showExtra;
GraphTransform savedTransform;
Vector2 savedDimensions;
float savedNodeSize;
public bool isMouseDown;
[JsonMember]
public GridPivot pivot;
[JsonMember]
public bool collisionPreviewOpen = true;
/// <summary>Cached gui style</summary>
static GUIStyle lockStyle;
/// <summary>Cached gui style</summary>
static GUIStyle gridPivotSelectBackground;
/// <summary>Cached gui style</summary>
static GUIStyle gridPivotSelectButton;
/// <summary>Rounds a vector's components to multiples of 0.5 (i.e 0.5, 1.0, 1.5, etc.) if very close to them</summary>
public static Vector3 RoundVector3 (Vector3 v) {
const int Multiplier = 2;
if (Mathf.Abs(Multiplier*v.x - Mathf.Round(Multiplier*v.x)) < 0.001f) v.x = Mathf.Round(Multiplier*v.x)/Multiplier;
if (Mathf.Abs(Multiplier*v.y - Mathf.Round(Multiplier*v.y)) < 0.001f) v.y = Mathf.Round(Multiplier*v.y)/Multiplier;
if (Mathf.Abs(Multiplier*v.z - Mathf.Round(Multiplier*v.z)) < 0.001f) v.z = Mathf.Round(Multiplier*v.z)/Multiplier;
return v;
}
public override void OnInspectorGUI (NavGraph target) {
var graph = target as GridGraph;
DrawFirstSection(graph);
Separator();
DrawMiddleSection(graph);
Separator();
DrawCollisionEditor(graph.collision);
if (graph.collision.use2D) {
if (Mathf.Abs(Vector3.Dot(Vector3.forward, Quaternion.Euler(graph.rotation) * Vector3.up)) < 0.9f) {
EditorGUILayout.HelpBox("When using 2D physics it is recommended to rotate the graph so that it aligns with the 2D plane.", MessageType.Warning);
}
}
Separator();
DrawLastSection(graph);
}
bool IsHexagonal (GridGraph graph) {
return Mathf.Approximately(graph.isometricAngle, GridGraph.StandardIsometricAngle) && graph.neighbours == NumNeighbours.Six && graph.uniformEdgeCosts;
}
bool IsIsometric (GridGraph graph) {
if (graph.aspectRatio != 1) return true;
if (IsHexagonal(graph)) return false;
return graph.isometricAngle != 0;
}
bool IsAdvanced (GridGraph graph) {
if (graph.inspectorGridMode == InspectorGridMode.Advanced) return true;
// Weird configuration
return (graph.neighbours == NumNeighbours.Six) != graph.uniformEdgeCosts;
}
InspectorGridMode DetermineGridType (GridGraph graph) {
bool hex = IsHexagonal(graph);
bool iso = IsIsometric(graph);
bool adv = IsAdvanced(graph);
if (adv || (hex && iso)) return InspectorGridMode.Advanced;
if (hex) return InspectorGridMode.Hexagonal;
if (iso) return InspectorGridMode.IsometricGrid;
return graph.inspectorGridMode;
}
void DrawInspectorMode (GridGraph graph) {
graph.inspectorGridMode = DetermineGridType(graph);
var newMode = (InspectorGridMode)EditorGUILayout.EnumPopup("Shape", (System.Enum)graph.inspectorGridMode);
if (newMode != graph.inspectorGridMode) graph.SetGridShape(newMode);
}
protected virtual void Draw2DMode (GridGraph graph) {
graph.is2D = EditorGUILayout.Toggle(new GUIContent("2D"), graph.is2D);
}
GUIContent[] hexagonSizeContents = {
new GUIContent("Hexagon Width", "Distance between two opposing sides on the hexagon"),
new GUIContent("Hexagon Diameter", "Distance between two opposing vertices on the hexagon"),
new GUIContent("Node Size", "Raw node size value, this doesn't correspond to anything particular on the hexagon."),
};
void DrawFirstSection (GridGraph graph) {
float prevRatio = graph.aspectRatio;
DrawInspectorMode(graph);
Draw2DMode(graph);
var normalizedPivotPoint = NormalizedPivotPoint(graph, pivot);
var worldPoint = graph.CalculateTransform().Transform(normalizedPivotPoint);
int newWidth, newDepth;
DrawWidthDepthFields(graph, out newWidth, out newDepth);
EditorGUI.BeginChangeCheck();
float newNodeSize;
if (graph.inspectorGridMode == InspectorGridMode.Hexagonal) {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.BeginVertical();
graph.inspectorHexagonSizeMode = (InspectorGridHexagonNodeSize)EditorGUILayout.EnumPopup(new GUIContent("Hexagon Dimension"), graph.inspectorHexagonSizeMode);
float hexagonSize = GridGraph.ConvertNodeSizeToHexagonSize(graph.inspectorHexagonSizeMode, graph.nodeSize);
hexagonSize = (float)System.Math.Round(hexagonSize, 5);
newNodeSize = GridGraph.ConvertHexagonSizeToNodeSize(graph.inspectorHexagonSizeMode, EditorGUILayout.FloatField(hexagonSizeContents[(int)graph.inspectorHexagonSizeMode], hexagonSize));
EditorGUILayout.EndVertical();
if (graph.inspectorHexagonSizeMode != InspectorGridHexagonNodeSize.NodeSize) GUILayout.Box("", AstarPathEditor.astarSkin.FindStyle(graph.inspectorHexagonSizeMode == InspectorGridHexagonNodeSize.Diameter ? "HexagonDiameter" : "HexagonWidth"));
EditorGUILayout.EndHorizontal();
} else {
newNodeSize = EditorGUILayout.FloatField(new GUIContent("Node size", "The size of a single node. The size is the side of the node square in world units"), graph.nodeSize);
}
bool nodeSizeChanged = EditorGUI.EndChangeCheck();
newNodeSize = newNodeSize <= 0.01F ? 0.01F : newNodeSize;
if (graph.inspectorGridMode == InspectorGridMode.IsometricGrid || graph.inspectorGridMode == InspectorGridMode.Advanced) {
graph.aspectRatio = EditorGUILayout.FloatField(new GUIContent("Aspect Ratio", "Scaling of the nodes width/depth ratio. Good for isometric games"), graph.aspectRatio);
DrawIsometricField(graph);
}
if ((nodeSizeChanged && locked) || (newWidth != graph.width || newDepth != graph.depth) || prevRatio != graph.aspectRatio) {
graph.nodeSize = newNodeSize;
graph.SetDimensions(newWidth, newDepth, newNodeSize);
normalizedPivotPoint = NormalizedPivotPoint(graph, pivot);
var newWorldPoint = graph.CalculateTransform().Transform(normalizedPivotPoint);
// Move the center so that the pivot point stays at the same point in the world
graph.center += worldPoint - newWorldPoint;
graph.center = RoundVector3(graph.center);
graph.UpdateTransform();
AutoScan();
}
if ((nodeSizeChanged && !locked)) {
graph.nodeSize = newNodeSize;
graph.UpdateTransform();
}
DrawPositionField(graph);
DrawRotationField(graph);
}
void DrawRotationField (GridGraph graph) {
if (graph.is2D) {
var right = Quaternion.Euler(graph.rotation) * Vector3.right;
var angle = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (angle < 0) angle += 360;
if (Mathf.Abs(angle - Mathf.Round(angle)) < 0.001f) angle = Mathf.Round(angle);
EditorGUI.BeginChangeCheck();
angle = EditorGUILayout.FloatField("Rotation", angle);
if (EditorGUI.EndChangeCheck()) {
graph.rotation = RoundVector3(new Vector3(-90 + angle, 270, 90));
}
} else {
graph.rotation = RoundVector3(EditorGUILayout.Vector3Field("Rotation", graph.rotation));
}
}
void DrawWidthDepthFields (GridGraph graph, out int newWidth, out int newDepth) {
lockStyle = lockStyle ?? AstarPathEditor.astarSkin.FindStyle("GridSizeLock") ?? new GUIStyle();
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
newWidth = EditorGUILayout.IntField(new GUIContent("Width (nodes)", "Width of the graph in nodes"), graph.width);
newDepth = EditorGUILayout.IntField(new GUIContent("Depth (nodes)", "Depth (or height you might also call it) of the graph in nodes"), graph.depth);
// Clamping will be done elsewhere as well
// but this prevents negative widths from being converted to positive ones (since an absolute value will be taken)
newWidth = Mathf.Max(newWidth, 1);
newDepth = Mathf.Max(newDepth, 1);
GUILayout.EndVertical();
Rect lockRect = GUILayoutUtility.GetRect(lockStyle.fixedWidth, lockStyle.fixedHeight);
GUILayout.EndHorizontal();
// All the layouts mess up the margin to the next control, so add it manually
GUILayout.Space(2);
// Add a small offset to make it better centred around the controls
lockRect.y += 3;
lockRect.width = lockStyle.fixedWidth;
lockRect.height = lockStyle.fixedHeight;
lockRect.x += lockStyle.margin.left;
lockRect.y += lockStyle.margin.top;
locked = GUI.Toggle(lockRect, locked,
new GUIContent("", "If the width and depth values are locked, " +
"changing the node size will scale the grid while keeping the number of nodes consistent " +
"instead of keeping the size the same and changing the number of nodes in the graph"), lockStyle);
}
void DrawIsometricField (GridGraph graph) {
var isometricGUIContent = new GUIContent("Isometric Angle", "For an isometric 2D game, you can use this parameter to scale the graph correctly.\nIt can also be used to create a hexagonal grid.\nYou may want to rotate the graph 45 degrees around the Y axis to make it line up better.");
var isometricOptions = new [] { new GUIContent("None (0°)"), new GUIContent("Isometric (≈54.74°)"), new GUIContent("Dimetric (60°)"), new GUIContent("Custom") };
var isometricValues = new [] { 0f, GridGraph.StandardIsometricAngle, GridGraph.StandardDimetricAngle };
var isometricOption = isometricValues.Length;
for (int i = 0; i < isometricValues.Length; i++) {
if (Mathf.Approximately(graph.isometricAngle, isometricValues[i])) {
isometricOption = i;
}
}
var prevIsometricOption = isometricOption;
isometricOption = EditorGUILayout.IntPopup(isometricGUIContent, isometricOption, isometricOptions, new [] { 0, 1, 2, 3 });
if (prevIsometricOption != isometricOption) {
// Change to something that will not match the predefined values above
graph.isometricAngle = 45;
}
if (isometricOption < isometricValues.Length) {
graph.isometricAngle = isometricValues[isometricOption];
} else {
EditorGUI.indentLevel++;
// Custom
graph.isometricAngle = EditorGUILayout.FloatField(isometricGUIContent, graph.isometricAngle);
EditorGUI.indentLevel--;
}
}
static Vector3 NormalizedPivotPoint (GridGraph graph, GridPivot pivot) {
switch (pivot) {
case GridPivot.Center:
default:
return new Vector3(graph.width/2f, 0, graph.depth/2f);
case GridPivot.TopLeft:
return new Vector3(0, 0, graph.depth);
case GridPivot.TopRight:
return new Vector3(graph.width, 0, graph.depth);
case GridPivot.BottomLeft:
return new Vector3(0, 0, 0);
case GridPivot.BottomRight:
return new Vector3(graph.width, 0, 0);
}
}
void DrawPositionField (GridGraph graph) {
GUILayout.BeginHorizontal();
var normalizedPivotPoint = NormalizedPivotPoint(graph, pivot);
var worldPoint = RoundVector3(graph.CalculateTransform().Transform(normalizedPivotPoint));
var newWorldPoint = EditorGUILayout.Vector3Field(ObjectNames.NicifyVariableName(pivot.ToString()), worldPoint);
var delta = newWorldPoint - worldPoint;
if (delta.magnitude > 0.001f) {
graph.center += delta;
}
pivot = PivotPointSelector(pivot);
GUILayout.EndHorizontal();
}
protected virtual void DrawMiddleSection (GridGraph graph) {
DrawNeighbours(graph);
DrawMaxClimb(graph);
DrawMaxSlope(graph);
DrawErosion(graph);
}
protected virtual void DrawCutCorners (GridGraph graph) {
if (graph.inspectorGridMode == InspectorGridMode.Hexagonal) return;
graph.cutCorners = EditorGUILayout.Toggle(new GUIContent("Cut Corners", "Enables or disables cutting corners. See docs for image example"), graph.cutCorners);
}
protected virtual void DrawNeighbours (GridGraph graph) {
if (graph.inspectorGridMode == InspectorGridMode.Hexagonal) return;
var neighboursGUIContent = new GUIContent("Connections", "Sets how many connections a node should have to it's neighbour nodes.");
GUIContent[] neighbourOptions;
if (graph.inspectorGridMode == InspectorGridMode.Advanced) {
neighbourOptions = new [] { new GUIContent("Four"), new GUIContent("Eight"), new GUIContent("Six") };
} else {
neighbourOptions = new [] { new GUIContent("Four"), new GUIContent("Eight") };
}
graph.neighbours = (NumNeighbours)EditorGUILayout.Popup(neighboursGUIContent, (int)graph.neighbours, neighbourOptions);
EditorGUI.indentLevel++;
if (graph.neighbours == NumNeighbours.Eight) {
DrawCutCorners(graph);
}
if (graph.neighbours == NumNeighbours.Six) {
graph.uniformEdgeCosts = EditorGUILayout.Toggle(new GUIContent("Hexagon connection costs", "Tweak the edge costs in the graph to be more suitable for hexagon graphs"), graph.uniformEdgeCosts);
EditorGUILayout.HelpBox("You can set all settings to make this a hexagonal graph by changing the 'Mode' field above", MessageType.None);
} else {
graph.uniformEdgeCosts = false;
}
EditorGUI.indentLevel--;
}
protected virtual void DrawMaxClimb (GridGraph graph) {
if (!graph.collision.use2D) {
graph.maxClimb = EditorGUILayout.FloatField(new GUIContent("Max Climb", "How high in world units, relative to the graph, should a climbable level be. A zero (0) indicates infinity"), graph.maxClimb);
if (graph.maxClimb < 0) graph.maxClimb = 0;
}
}
protected void DrawMaxSlope (GridGraph graph) {
if (!graph.collision.use2D) {
graph.maxSlope = EditorGUILayout.Slider(new GUIContent("Max Slope", "Sets the max slope in degrees for a point to be walkable. Only enabled if Height Testing is enabled."), graph.maxSlope, 0, 90F);
}
}
protected void DrawErosion (GridGraph graph) {
graph.erodeIterations = EditorGUILayout.IntField(new GUIContent("Erosion iterations", "Sets how many times the graph should be eroded. This adds extra margin to objects."), graph.erodeIterations);
graph.erodeIterations = graph.erodeIterations < 0 ? 0 : (graph.erodeIterations > 16 ? 16 : graph.erodeIterations); //Clamp iterations to [0,16]
if (graph.erodeIterations > 0) {
EditorGUI.indentLevel++;
graph.erosionUseTags = EditorGUILayout.Toggle(new GUIContent("Erosion Uses Tags", "Instead of making nodes unwalkable, " +
"nodes will have their tag set to a value corresponding to their erosion level, " +
"which is a quite good measurement of their distance to the closest wall.\nSee online documentation for more info."),
graph.erosionUseTags);
if (graph.erosionUseTags) {
EditorGUI.indentLevel++;
graph.erosionFirstTag = EditorGUILayoutx.TagField("First Tag", graph.erosionFirstTag, () => AstarPathEditor.EditTags());
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
}
void DrawLastSection (GridGraph graph) {
GUILayout.BeginHorizontal();
GUILayout.Space(18);
graph.showMeshSurface = GUILayout.Toggle(graph.showMeshSurface, new GUIContent("Show surface", "Toggles gizmos for drawing the surface of the mesh"), EditorStyles.miniButtonLeft);
graph.showMeshOutline = GUILayout.Toggle(graph.showMeshOutline, new GUIContent("Show outline", "Toggles gizmos for drawing an outline of the nodes"), EditorStyles.miniButtonMid);
graph.showNodeConnections = GUILayout.Toggle(graph.showNodeConnections, new GUIContent("Show connections", "Toggles gizmos for drawing node connections"), EditorStyles.miniButtonRight);
GUILayout.EndHorizontal();
GUILayout.Label(new GUIContent("Advanced"), EditorStyles.boldLabel);
DrawPenaltyModifications(graph);
DrawJPS(graph);
}
void DrawPenaltyModifications (GridGraph graph) {
showExtra = EditorGUILayout.Foldout(showExtra, "Penalty Modifications");
if (showExtra) {
EditorGUI.indentLevel += 2;
graph.penaltyAngle = ToggleGroup(new GUIContent("Angle Penalty", "Adds a penalty based on the slope of the node"), graph.penaltyAngle);
if (graph.penaltyAngle) {
EditorGUI.indentLevel++;
graph.penaltyAngleFactor = EditorGUILayout.FloatField(new GUIContent("Factor", "Scale of the penalty. A negative value should not be used"), graph.penaltyAngleFactor);
graph.penaltyAnglePower = EditorGUILayout.Slider("Power", graph.penaltyAnglePower, 0.1f, 10f);
EditorGUILayout.HelpBox("Applies penalty to nodes based on the angle of the hit surface during the Height Testing\nPenalty applied is: P=(1-cos(angle)^power)*factor.", MessageType.None);
EditorGUI.indentLevel--;
}
graph.penaltyPosition = ToggleGroup("Position Penalty", graph.penaltyPosition);
if (graph.penaltyPosition) {
EditorGUI.indentLevel++;
graph.penaltyPositionOffset = EditorGUILayout.FloatField("Offset", graph.penaltyPositionOffset);
graph.penaltyPositionFactor = EditorGUILayout.FloatField("Factor", graph.penaltyPositionFactor);
EditorGUILayout.HelpBox("Applies penalty to nodes based on their Y coordinate\nSampled in Int3 space, i.e it is multiplied with Int3.Precision first ("+Int3.Precision+")\n" +
"Be very careful when using negative values since a negative penalty will underflow and instead get really high", MessageType.None);
EditorGUI.indentLevel--;
}
GUI.enabled = false;
ToggleGroup(new GUIContent("Use Texture", "A* Pathfinding Project Pro only feature\nThe Pro version can be bought on the A* Pathfinding Project homepage."), false);
GUI.enabled = true;
EditorGUI.indentLevel -= 2;
}
}
protected virtual void DrawJPS (GridGraph graph) {
// Jump point search is a pro only feature
}
/// <summary>Draws the inspector for a \link Pathfinding.GraphCollision GraphCollision class \endlink</summary>
protected virtual void DrawCollisionEditor (GraphCollision collision) {
collision = collision ?? new GraphCollision();
DrawUse2DPhysics(collision);
collision.collisionCheck = ToggleGroup("Collision testing", collision.collisionCheck);
if (collision.collisionCheck) {
string[] colliderOptions = collision.use2D ? new [] { "Circle", "Point" } : new [] { "Sphere", "Capsule", "Ray" };
int[] colliderValues = collision.use2D ? new [] { 0, 2 } : new [] { 0, 1, 2 };
// In 2D the Circle (Sphere) mode will replace both the Sphere and the Capsule modes
// However make sure that the original value is still stored in the grid graph in case the user changes back to the 3D mode in the inspector.
var tp = collision.type;
if (tp == ColliderType.Capsule && collision.use2D) tp = ColliderType.Sphere;
EditorGUI.BeginChangeCheck();
tp = (ColliderType)EditorGUILayout.IntPopup("Collider type", (int)tp, colliderOptions, colliderValues);
if (EditorGUI.EndChangeCheck()) collision.type = tp;
// Only spheres and capsules have a diameter
if (collision.type == ColliderType.Capsule || collision.type == ColliderType.Sphere) {
collision.diameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the capsule or sphere. 1 equals one node width"), collision.diameter);
}
if (!collision.use2D) {
if (collision.type == ColliderType.Capsule || collision.type == ColliderType.Ray) {
collision.height = EditorGUILayout.FloatField(new GUIContent("Height/Length", "Height of cylinder or length of ray in world units"), collision.height);
}
collision.collisionOffset = EditorGUILayout.FloatField(new GUIContent("Offset", "Offset upwards from the node. Can be used so that obstacles can be used as ground and at the same time as obstacles for lower positioned nodes"), collision.collisionOffset);
}
collision.mask = EditorGUILayoutx.LayerMaskField("Obstacle Layer Mask", collision.mask);
DrawCollisionPreview(collision);
}
GUILayout.Space(2);
if (collision.use2D) {
EditorGUI.BeginDisabledGroup(collision.use2D);
ToggleGroup("Height testing", false);
EditorGUI.EndDisabledGroup();
} else {
collision.heightCheck = ToggleGroup("Height testing", collision.heightCheck);
if (collision.heightCheck) {
collision.fromHeight = EditorGUILayout.FloatField(new GUIContent("Ray length", "The height from which to check for ground"), collision.fromHeight);
collision.heightMask = EditorGUILayoutx.LayerMaskField("Mask", collision.heightMask);
collision.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "Use a thick line instead of a thin line"), collision.thickRaycast);
if (collision.thickRaycast) {
EditorGUI.indentLevel++;
collision.thickRaycastDiameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the thick raycast"), collision.thickRaycastDiameter);
EditorGUI.indentLevel--;
}
collision.unwalkableWhenNoGround = EditorGUILayout.Toggle(new GUIContent("Unwalkable when no ground", "Make nodes unwalkable when no ground was found with the height raycast. If height raycast is turned off, this doesn't affect anything"), collision.unwalkableWhenNoGround);
}
}
}
Vector3[] arcBuffer = new Vector3[21];
Vector3[] lineBuffer = new Vector3[2];
void DrawArc (Vector2 center, float radius, float startAngle, float endAngle) {
// The AA line doesn't always properly close the gap even for full circles
endAngle += 1*Mathf.Deg2Rad;
var width = 4;
// The DrawAAPolyLine method does not draw a centered line unfortunately
//radius -= width/2;
for (int i = 0; i < arcBuffer.Length; i++) {
float t = i * 1.0f / (arcBuffer.Length-1);
float angle = Mathf.Lerp(startAngle, endAngle, t);
arcBuffer[i] = new Vector3(center.x + radius * Mathf.Cos(angle), center.y + radius * Mathf.Sin(angle), 0);
}
Handles.DrawAAPolyLine(EditorResourceHelper.HandlesAALineTexture, width, arcBuffer);
}
void DrawLine (Vector2 a, Vector2 b) {
lineBuffer[0] = a;
lineBuffer[1] = b;
Handles.DrawAAPolyLine(EditorResourceHelper.HandlesAALineTexture, 4, lineBuffer);
}
void DrawDashedLine (Vector2 a, Vector2 b, float dashLength) {
if (dashLength == 0) {
DrawLine(a, b);
} else {
var dist = (b - a).magnitude;
int steps = Mathf.RoundToInt(dist / dashLength);
for (int i = 0; i < steps; i++) {
var t1 = i * 1.0f / (steps-1);
var t2 = (i + 0.5f) * 1.0f / (steps-1);
DrawLine(Vector2.Lerp(a, b, t1), Vector2.Lerp(a, b, t2));
}
}
}
static int RoundUpToNextOddNumber (float x) {
return Mathf.CeilToInt((x - 1)/2.0f)*2 + 1;
}
float interpolatedGridWidthInNodes = -1;
float lastTime = 0;
void DrawCollisionPreview (GraphCollision collision) {
EditorGUILayout.BeginHorizontal();
GUILayout.Space(2);
collisionPreviewOpen = EditorGUILayout.Foldout(collisionPreviewOpen, "Preview");
EditorGUILayout.EndHorizontal();
if (!collisionPreviewOpen) return;
EditorGUILayout.Separator();
var rect = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(10, 100));
var m = Handles.matrix;
Handles.matrix = Handles.matrix * Matrix4x4.Translate(new Vector3(rect.xMin, rect.yMin));
// Draw NxN grid with circle in the middle
// Draw Flat plane with capsule/sphere/line above
Handles.color = Color.white;
int gridWidthInNodes = collision.type == ColliderType.Ray ? 3 : Mathf.Max(3, RoundUpToNextOddNumber(collision.diameter + 0.5f));
if (interpolatedGridWidthInNodes == -1) interpolatedGridWidthInNodes = gridWidthInNodes;
if (Mathf.Abs(interpolatedGridWidthInNodes - gridWidthInNodes) < 0.01f) interpolatedGridWidthInNodes = gridWidthInNodes;
else editor.Repaint();
var dt = Time.realtimeSinceStartup - lastTime;
lastTime = Time.realtimeSinceStartup;
interpolatedGridWidthInNodes = Mathf.Lerp(interpolatedGridWidthInNodes, gridWidthInNodes, 5 * dt);
var gridCenter = new Vector2(rect.width / 3.0f, rect.height * 0.5f);
var gridWidth = Mathf.Min(rect.width / 3, rect.height);
var nodeSize = (this.target as GridGraph).nodeSize;
var scale = gridWidth / (nodeSize * interpolatedGridWidthInNodes);
var diameter = collision.type == ColliderType.Ray ? 0.05f : collision.diameter * nodeSize;
var interpolatedGridScale = gridWidthInNodes * nodeSize * scale;
for (int i = 0; i <= gridWidthInNodes; i++) {
var c = i*1.0f/gridWidthInNodes;
DrawLine(gridCenter + new Vector2(c - 0.5f, -0.5f) * interpolatedGridScale, gridCenter + new Vector2(c - 0.5f, 0.5f) * interpolatedGridScale);
DrawLine(gridCenter + new Vector2(-0.5f, c - 0.5f) * interpolatedGridScale, gridCenter + new Vector2(0.5f, c - 0.5f) * interpolatedGridScale);
}
var sideBase = new Vector2(2*rect.width / 3f, rect.height);
float sideScale;
if (collision.type == ColliderType.Sphere) {
sideScale = scale;
// A high collision offset should not cause it to break
sideScale = Mathf.Min(sideScale, sideBase.y / (Mathf.Max(0, collision.collisionOffset) + diameter));
} else {
sideScale = Mathf.Max(scale * 0.5f, Mathf.Min(scale, sideBase.y / (collision.height + collision.collisionOffset + diameter * 0.5f)));
// A high collision offset should not cause it to break
sideScale = Mathf.Min(sideScale, sideBase.y / (Mathf.Max(0, collision.collisionOffset) + diameter));
}
var interpolatedGridSideScale = gridWidthInNodes * nodeSize * sideScale;
DrawLine(sideBase + new Vector2(-interpolatedGridSideScale * 0.5f, 0), sideBase + new Vector2(interpolatedGridSideScale * 0.5f, 0));
for (int i = 0; i <= gridWidthInNodes; i++) {
var c = i*1.0f/gridWidthInNodes;
DrawArc(sideBase + new Vector2(c - 0.5f, 0) * interpolatedGridSideScale, 2, 0, Mathf.PI*2);
}
Handles.color = new Color(94/255f, 183/255f, 255/255f);
DrawArc(new Vector2(rect.width/3, 50), diameter * 0.5f * scale, 0, Mathf.PI*2);
if (collision.type == ColliderType.Ray) {
var height = collision.height;
var maxHeight = sideBase.y / sideScale - (collision.collisionOffset + diameter*0.5f);
float dashLength = 0;
if (collision.height > maxHeight + 0.01f) {
height = maxHeight;
dashLength = 6;
}
var offset = sideBase + new Vector2(0, -collision.collisionOffset) * sideScale;
DrawLine(offset + new Vector2(0, -height*0.75f) * sideScale, offset);
DrawDashedLine(offset + new Vector2(0, -height) * sideScale, offset + new Vector2(0, -height * 0.75f) * sideScale, dashLength);
DrawLine(offset, offset + new Vector2(6, -6));
DrawLine(offset, offset + new Vector2(-6, -6));
} else {
var height = collision.type == ColliderType.Capsule ? collision.height : 0;
// sideBase.y - (collision.collisionOffset + height + diameter * 0.5f) * scale < 0
var maxHeight = sideBase.y / sideScale - (collision.collisionOffset + diameter*0.5f);
float dashLength = 0;
if (height > maxHeight + 0.01f) {
height = maxHeight;
dashLength = 6;
}
DrawArc(sideBase + new Vector2(0, -collision.collisionOffset * sideScale), diameter * 0.5f * sideScale, 0, Mathf.PI);
DrawArc(sideBase + new Vector2(0, -(height + collision.collisionOffset) * sideScale), diameter * 0.5f * sideScale, Mathf.PI, 2*Mathf.PI);
DrawDashedLine(sideBase + new Vector2(-diameter * 0.5f, -collision.collisionOffset) * sideScale, sideBase + new Vector2(-diameter * 0.5f, -(height + collision.collisionOffset)) * sideScale, dashLength);
DrawDashedLine(sideBase + new Vector2(diameter * 0.5f, -collision.collisionOffset) * sideScale, sideBase + new Vector2(diameter * 0.5f, -(height + collision.collisionOffset)) * sideScale, dashLength);
}
Handles.matrix = m;
EditorGUILayout.Separator();
}
protected virtual void DrawUse2DPhysics (GraphCollision collision) {
collision.use2D = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "Use the Physics2D API for collision checking"), collision.use2D);
}
public static GridPivot PivotPointSelector (GridPivot pivot) {
// Find required styles
gridPivotSelectBackground = gridPivotSelectBackground ?? AstarPathEditor.astarSkin.FindStyle("GridPivotSelectBackground");
gridPivotSelectButton = gridPivotSelectButton ?? AstarPathEditor.astarSkin.FindStyle("GridPivotSelectButton");
Rect r = GUILayoutUtility.GetRect(19, 19, gridPivotSelectBackground);
// I have no idea why... but this is required for it to work well
r.y -= 14;
r.width = 19;
r.height = 19;
if (gridPivotSelectBackground == null) {
return pivot;
}
if (Event.current.type == EventType.Repaint) {
gridPivotSelectBackground.Draw(r, false, false, false, false);
}
if (GUI.Toggle(new Rect(r.x, r.y, 7, 7), pivot == GridPivot.TopLeft, "", gridPivotSelectButton))
pivot = GridPivot.TopLeft;
if (GUI.Toggle(new Rect(r.x+12, r.y, 7, 7), pivot == GridPivot.TopRight, "", gridPivotSelectButton))
pivot = GridPivot.TopRight;
if (GUI.Toggle(new Rect(r.x+12, r.y+12, 7, 7), pivot == GridPivot.BottomRight, "", gridPivotSelectButton))
pivot = GridPivot.BottomRight;
if (GUI.Toggle(new Rect(r.x, r.y+12, 7, 7), pivot == GridPivot.BottomLeft, "", gridPivotSelectButton))
pivot = GridPivot.BottomLeft;
if (GUI.Toggle(new Rect(r.x+6, r.y+6, 7, 7), pivot == GridPivot.Center, "", gridPivotSelectButton))
pivot = GridPivot.Center;
return pivot;
}
static readonly Vector3[] handlePoints = new [] { new Vector3(0.0f, 0, 0.5f), new Vector3(1.0f, 0, 0.5f), new Vector3(0.5f, 0, 0.0f), new Vector3(0.5f, 0, 1.0f) };
public override void OnSceneGUI (NavGraph target) {
Event e = Event.current;
var graph = target as GridGraph;
graph.UpdateTransform();
var currentTransform = graph.transform * Matrix4x4.Scale(new Vector3(graph.width, 1, graph.depth));
if (e.type == EventType.MouseDown) {
isMouseDown = true;
} else if (e.type == EventType.MouseUp) {
isMouseDown = false;
}
if (!isMouseDown) {
savedTransform = currentTransform;
savedDimensions = new Vector2(graph.width, graph.depth);
savedNodeSize = graph.nodeSize;
}
Handles.matrix = Matrix4x4.identity;
Handles.color = AstarColor.BoundsHandles;
#if UNITY_5_5_OR_NEWER
Handles.CapFunction cap = Handles.CylinderHandleCap;
#else
Handles.DrawCapFunction cap = Handles.CylinderCap;
#endif
var center = currentTransform.Transform(new Vector3(0.5f, 0, 0.5f));
if (Tools.current == Tool.Scale) {
const float HandleScale = 0.1f;
Vector3 mn = Vector3.zero;
Vector3 mx = Vector3.zero;
EditorGUI.BeginChangeCheck();
for (int i = 0; i < handlePoints.Length; i++) {
var ps = currentTransform.Transform(handlePoints[i]);
Vector3 p = savedTransform.InverseTransform(Handles.Slider(ps, ps - center, HandleScale*HandleUtility.GetHandleSize(ps), cap, 0));
// Snap to increments of whole nodes
p.x = Mathf.Round(p.x * savedDimensions.x) / savedDimensions.x;
p.z = Mathf.Round(p.z * savedDimensions.y) / savedDimensions.y;
if (i == 0) {
mn = mx = p;
} else {
mn = Vector3.Min(mn, p);
mx = Vector3.Max(mx, p);
}
}
if (EditorGUI.EndChangeCheck()) {
graph.center = savedTransform.Transform((mn + mx) * 0.5f);
graph.unclampedSize = Vector2.Scale(new Vector2(mx.x - mn.x, mx.z - mn.z), savedDimensions) * savedNodeSize;
}
} else if (Tools.current == Tool.Move) {
EditorGUI.BeginChangeCheck();
center = Handles.PositionHandle(graph.center, Tools.pivotRotation == PivotRotation.Global ? Quaternion.identity : Quaternion.Euler(graph.rotation));
if (EditorGUI.EndChangeCheck() && Tools.viewTool != ViewTool.Orbit) {
graph.center = center;
}
} else if (Tools.current == Tool.Rotate) {
EditorGUI.BeginChangeCheck();
var rot = Handles.RotationHandle(Quaternion.Euler(graph.rotation), graph.center);
if (EditorGUI.EndChangeCheck() && Tools.viewTool != ViewTool.Orbit) {
graph.rotation = rot.eulerAngles;
}
}
Handles.matrix = Matrix4x4.identity;
}
public enum GridPivot {
Center,
TopLeft,
TopRight,
BottomLeft,
BottomRight
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Pathfinding {
[CustomGraphEditor(typeof(NavMeshGraph), "Navmesh Graph")]
public class NavMeshGraphEditor : GraphEditor {
public override void OnInspectorGUI (NavGraph target) {
var graph = target as NavMeshGraph;
graph.sourceMesh = ObjectField("Source Mesh", graph.sourceMesh, typeof(Mesh), false, true) as Mesh;
graph.offset = EditorGUILayout.Vector3Field("Offset", graph.offset);
graph.rotation = EditorGUILayout.Vector3Field("Rotation", graph.rotation);
graph.scale = EditorGUILayout.FloatField(new GUIContent("Scale", "Scale of the mesh"), graph.scale);
graph.scale = Mathf.Abs(graph.scale) < 0.01F ? (graph.scale >= 0 ? 0.01F : -0.01F) : graph.scale;
graph.nearestSearchOnlyXZ = EditorGUILayout.Toggle(new GUIContent("Nearest node queries in XZ space",
"Recomended for single-layered environments.\nFaster but can be inaccurate esp. in multilayered contexts."), graph.nearestSearchOnlyXZ);
if (graph.nearestSearchOnlyXZ && (Mathf.Abs(graph.rotation.x) > 1 || Mathf.Abs(graph.rotation.z) > 1)) {
EditorGUILayout.HelpBox("Nearest node queries in XZ space is not recommended for rotated graphs since XZ space no longer corresponds to the ground plane", MessageType.Warning);
}
graph.recalculateNormals = EditorGUILayout.Toggle(new GUIContent("Recalculate Normals", "Disable for spherical graphs or other complicated surfaces that allow the agents to e.g walk on walls or ceilings. See docs for more info."), graph.recalculateNormals);
graph.enableNavmeshCutting = EditorGUILayout.Toggle(new GUIContent("Affected by navmesh cuts", "Makes this graph affected by NavmeshCut and NavmeshAdd components. See the documentation for more info."), graph.enableNavmeshCutting);
GUILayout.BeginHorizontal();
GUILayout.Space(18);
graph.showMeshSurface = GUILayout.Toggle(graph.showMeshSurface, new GUIContent("Show surface", "Toggles gizmos for drawing the surface of the mesh"), EditorStyles.miniButtonLeft);
graph.showMeshOutline = GUILayout.Toggle(graph.showMeshOutline, new GUIContent("Show outline", "Toggles gizmos for drawing an outline of the nodes"), EditorStyles.miniButtonMid);
graph.showNodeConnections = GUILayout.Toggle(graph.showNodeConnections, new GUIContent("Show connections", "Toggles gizmos for drawing node connections"), EditorStyles.miniButtonRight);
GUILayout.EndHorizontal();
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Pathfinding {
[CustomGraphEditor(typeof(PointGraph), "Point Graph")]
public class PointGraphEditor : GraphEditor {
static readonly GUIContent[] nearestNodeDistanceModeLabels = {
new GUIContent("Node"),
new GUIContent("Connection (pro version only)"),
};
public override void OnInspectorGUI (NavGraph target) {
var graph = target as PointGraph;
graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true, false) as Transform;
graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive);
graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag);
if (graph.root != null) {
EditorGUILayout.HelpBox("All childs "+(graph.recursive ? "and sub-childs " : "") +"of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None);
} else {
EditorGUILayout.HelpBox("All object with the tag '"+graph.searchTag+"' will be used as nodes"+(graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None);
}
graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance);
graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits);
graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast);
if (graph.raycast) {
EditorGUI.indentLevel++;
graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics);
graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast);
if (graph.thickRaycast) {
EditorGUI.indentLevel++;
graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius);
EditorGUI.indentLevel--;
}
graph.mask = EditorGUILayoutx.LayerMaskField("Mask", graph.mask);
EditorGUI.indentLevel--;
}
EditorGUILayout.Popup(new GUIContent("Nearest node queries find closest"), 0, nearestNodeDistanceModeLabels);
}
}
}

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