144 lines
5.3 KiB
C#
144 lines
5.3 KiB
C#
using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Defines a shape for a Pathfinding.GraphUpdateObject.
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/// The shape consists of a number of points which it can either calculate the convex hull of or use as a polygon directly.
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///
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/// A shape is essentially a 2D shape however it can be rotated arbitrarily.
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/// When a matrix and a list of points is specified in the constructor the matrix decides what direction
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/// is the 'up' direction. When checking if a point is contained in the shape, the point will be projected down
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/// on a plane where the 'up' direction is the normal and then it will check if the shape contains the point.
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///
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/// See: Pathfinding.GraphUpdateObject.shape
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/// </summary>
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public class GraphUpdateShape {
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Vector3[] _points;
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Vector3[] _convexPoints;
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bool _convex;
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Vector3 right = Vector3.right;
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Vector3 forward = Vector3.forward;
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Vector3 up = Vector3.up;
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Vector3 origin;
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public float minimumHeight;
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/// <summary>
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/// Gets or sets the points of the polygon in the shape.
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/// These points should be specified in clockwise order.
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/// Will automatically calculate the convex hull if <see cref="convex"/> is set to true
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/// </summary>
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public Vector3[] points {
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get {
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return _points;
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}
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set {
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_points = value;
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if (convex) CalculateConvexHull();
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}
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}
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/// <summary>
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/// Sets if the convex hull of the points should be calculated.
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/// Convex hulls are faster but non-convex hulls can be used to specify more complicated shapes.
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/// </summary>
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public bool convex {
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get {
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return _convex;
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}
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set {
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if (_convex != value && value) {
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CalculateConvexHull();
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}
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_convex = value;
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}
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}
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public GraphUpdateShape () {
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}
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/// <summary>
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/// Construct a shape.
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/// See: <see cref="convex"/>
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/// </summary>
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/// <param name="points">Contour of the shape in local space with respect to the matrix (i.e the shape should be in the XZ plane, the Y coordinate will only affect the bounds)</param>
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/// <param name="convex">If true, the convex hull of the points will be calculated.</param>
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/// <param name="matrix">local to world space matrix for the points. The matrix determines the up direction of the shape.</param>
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/// <param name="minimumHeight">If the points would be in the XZ plane only, the shape would not have a height and then it might not
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/// include any points inside it (as testing for inclusion is done in 3D space when updating graphs). This ensures
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/// that the shape has at least the minimum height (in the up direction that the matrix specifies).</param>
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public GraphUpdateShape (Vector3[] points, bool convex, Matrix4x4 matrix, float minimumHeight) {
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this.convex = convex;
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this.points = points;
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origin = matrix.MultiplyPoint3x4(Vector3.zero);
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right = matrix.MultiplyPoint3x4(Vector3.right) - origin;
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up = matrix.MultiplyPoint3x4(Vector3.up) - origin;
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forward = matrix.MultiplyPoint3x4(Vector3.forward) - origin;
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this.minimumHeight = minimumHeight;
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}
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void CalculateConvexHull () {
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_convexPoints = points != null? Polygon.ConvexHullXZ(points) : null;
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}
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/// <summary>World space bounding box of this shape</summary>
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public Bounds GetBounds () {
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return GetBounds(convex ? _convexPoints : points, right, up, forward, origin, minimumHeight);
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}
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public static Bounds GetBounds (Vector3[] points, Matrix4x4 matrix, float minimumHeight) {
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var origin = matrix.MultiplyPoint3x4(Vector3.zero);
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var right = matrix.MultiplyPoint3x4(Vector3.right) - origin;
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var up = matrix.MultiplyPoint3x4(Vector3.up) - origin;
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var forward = matrix.MultiplyPoint3x4(Vector3.forward) - origin;
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return GetBounds(points, right, up, forward, origin, minimumHeight);
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}
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static Bounds GetBounds (Vector3[] points, Vector3 right, Vector3 up, Vector3 forward, Vector3 origin, float minimumHeight) {
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if (points == null || points.Length == 0) return new Bounds();
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float miny = points[0].y, maxy = points[0].y;
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for (int i = 0; i < points.Length; i++) {
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miny = Mathf.Min(miny, points[i].y);
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maxy = Mathf.Max(maxy, points[i].y);
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}
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var extraHeight = Mathf.Max(minimumHeight - (maxy - miny), 0) * 0.5f;
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miny -= extraHeight;
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maxy += extraHeight;
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Vector3 min = right * points[0].x + up * points[0].y + forward * points[0].z;
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Vector3 max = min;
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for (int i = 0; i < points.Length; i++) {
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var p = right * points[i].x + forward * points[i].z;
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var p1 = p + up * miny;
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var p2 = p + up * maxy;
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min = Vector3.Min(min, p1);
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min = Vector3.Min(min, p2);
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max = Vector3.Max(max, p1);
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max = Vector3.Max(max, p2);
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}
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return new Bounds((min+max)*0.5F + origin, max-min);
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}
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public bool Contains (GraphNode node) {
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return Contains((Vector3)node.position);
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}
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public bool Contains (Vector3 point) {
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// Transform to local space (shape in the XZ plane)
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point -= origin;
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var localSpacePoint = new Vector3(Vector3.Dot(point, right)/right.sqrMagnitude, 0, Vector3.Dot(point, forward)/forward.sqrMagnitude);
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if (convex) {
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if (_convexPoints == null) return false;
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for (int i = 0, j = _convexPoints.Length-1; i < _convexPoints.Length; j = i, i++) {
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if (VectorMath.RightOrColinearXZ(_convexPoints[i], _convexPoints[j], localSpacePoint)) return false;
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}
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return true;
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} else {
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return _points != null && Polygon.ContainsPointXZ(_points, localSpacePoint);
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}
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}
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}
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}
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