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- using UnityEngine;
- using System.Collections.Generic;
- using Pathfinding.Util;
- namespace Pathfinding {
- [AddComponentMenu("Pathfinding/Modifiers/Funnel")]
- [System.Serializable]
- /// <summary>
- /// Simplifies paths on navmesh graphs using the funnel algorithm.
- /// The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it.
- /// This makes paths on navmeshes look much cleaner and smoother.
- /// [Open online documentation to see images]
- ///
- /// The funnel modifier also works on grid graphs however since it only simplifies the paths within the nodes which the original path visited it may not always
- /// simplify the path as much as you would like it to. The <see cref="Pathfinding.RaycastModifier"/> can be a better fit for grid graphs.
- /// [Open online documentation to see images]
- ///
- /// See: http://digestingduck.blogspot.se/2010/03/simple-stupid-funnel-algorithm.html
- /// </summary>
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_funnel_modifier.php")]
- public class FunnelModifier : MonoModifier {
- /// <summary>
- /// Determines if twists and bends should be straightened out before running the funnel algorithm.
- /// If the unwrap option is disabled the funnel will simply be projected onto the XZ plane.
- /// If the unwrap option is enabled then the funnel may be oriented arbitrarily and may have twists and bends.
- /// This makes it possible to support the funnel algorithm in XY space as well as in more complicated cases, such
- /// as on curved worlds.
- ///
- /// Note: This has a performance overhead, so if you do not need it you can disable it to improve
- /// performance.
- ///
- /// [Open online documentation to see images]
- ///
- /// See: <see cref="Pathfinding.Funnel.Unwrap"/> for more example images.
- ///
- /// Note: This is required if you want to use the funnel modifier for 2D games (i.e in the XY plane).
- /// </summary>
- public bool unwrap = true;
- /// <summary>
- /// Insert a vertex every time the path crosses a portal instead of only at the corners of the path.
- /// The resulting path will have exactly one vertex per portal if this is enabled.
- /// This may introduce vertices with the same position in the output (esp. in corners where many portals meet).
- /// [Open online documentation to see images]
- /// </summary>
- public bool splitAtEveryPortal;
- #if UNITY_EDITOR
- [UnityEditor.MenuItem("CONTEXT/Seeker/Add Funnel Modifier")]
- public static void AddComp (UnityEditor.MenuCommand command) {
- (command.context as Component).gameObject.AddComponent(typeof(FunnelModifier));
- }
- #endif
- public override int Order { get { return 10; } }
- public override void Apply (Path p) {
- if (p.path == null || p.path.Count == 0 || p.vectorPath == null || p.vectorPath.Count == 0) {
- return;
- }
- List<Vector3> funnelPath = ListPool<Vector3>.Claim();
- // Split the path into different parts (separated by custom links)
- // and run the funnel algorithm on each of them in turn
- var parts = Funnel.SplitIntoParts(p);
- if (parts.Count == 0) {
- // As a really special case, it might happen that the path contained only a single node
- // and that node was part of a custom link (e.g added by the NodeLink2 component).
- // In that case the SplitIntoParts method will not know what to do with it because it is
- // neither a link (as only 1 of the 2 nodes of the link was part of the path) nor a normal
- // path part. So it will skip it. This will cause it to return an empty list.
- // In that case we want to simply keep the original path, which is just a single point.
- return;
- }
- for (int i = 0; i < parts.Count; i++) {
- var part = parts[i];
- if (!part.isLink) {
- var portals = Funnel.ConstructFunnelPortals(p.path, part);
- var result = Funnel.Calculate(portals, unwrap, splitAtEveryPortal);
- funnelPath.AddRange(result);
- ListPool<Vector3>.Release(ref portals.left);
- ListPool<Vector3>.Release(ref portals.right);
- ListPool<Vector3>.Release(ref result);
- } else {
- // non-link parts will add the start/end points for the adjacent parts.
- // So if there is no non-link part before this one, then we need to add the start point of the link
- // and if there is no non-link part after this one, then we need to add the end point.
- if (i == 0 || parts[i-1].isLink) {
- funnelPath.Add(part.startPoint);
- }
- if (i == parts.Count - 1 || parts[i+1].isLink) {
- funnelPath.Add(part.endPoint);
- }
- }
- }
- UnityEngine.Assertions.Assert.IsTrue(funnelPath.Count >= 1);
- ListPool<Funnel.PathPart>.Release(ref parts);
- // Pool the previous vectorPath
- ListPool<Vector3>.Release(ref p.vectorPath);
- p.vectorPath = funnelPath;
- }
- }
- }
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