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