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- using UnityEngine;
- using System.Collections.Generic;
- namespace Pathfinding {
- /// <summary>
- /// Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it.
- /// When the object has moved or rotated at least <see cref="updateError"/> world units
- /// then it will call AstarPath.UpdateGraphs and update the graph around it.
- ///
- /// Make sure that any children colliders do not extend beyond the bounds of the collider attached to the
- /// GameObject that the DynamicGridObstacle component is attached to since this script only updates the graph
- /// around the bounds of the collider on the same GameObject.
- ///
- /// An update will be triggered whenever the bounding box of the attached collider has changed (moved/expanded/etc.) by at least <see cref="updateError"/> world units or if
- /// the GameObject has rotated enough so that the outmost point of the object has moved at least <see cref="updateError"/> world units.
- ///
- /// This script works with both 2D colliders and normal 3D colliders.
- ///
- /// Note: This script works best with a GridGraph, PointGraph or LayerGridGraph
- /// You can use this with recast graphs as well. However since recast graph updates are much slower it is recommended to use the <see cref="Pathfinding.NavmeshCut"/> component if at all possible.
- ///
- /// See: AstarPath.UpdateGraphs
- /// See: graph-updates (view in online documentation for working links)
- /// See: navmeshcutting (view in online documentation for working links)
- /// </summary>
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_dynamic_grid_obstacle.php")]
- public class DynamicGridObstacle : GraphModifier {
- /// <summary>Collider to get bounds information from</summary>
- Collider coll;
- /// <summary>2D Collider to get bounds information from</summary>
- Collider2D coll2D;
- /// <summary>Cached transform component</summary>
- Transform tr;
- /// <summary>The minimum change in world units along one of the axis of the bounding box of the collider to trigger a graph update</summary>
- public float updateError = 1;
- /// <summary>
- /// Time in seconds between bounding box checks.
- /// If AstarPath.batchGraphUpdates is enabled, it is not beneficial to have a checkTime much lower
- /// than AstarPath.graphUpdateBatchingInterval because that will just add extra unnecessary graph updates.
- ///
- /// In real time seconds (based on Time.realtimeSinceStartup).
- /// </summary>
- public float checkTime = 0.2F;
- /// <summary>Bounds of the collider the last time the graphs were updated</summary>
- Bounds prevBounds;
- /// <summary>Rotation of the collider the last time the graphs were updated</summary>
- Quaternion prevRotation;
- /// <summary>True if the collider was enabled last time the graphs were updated</summary>
- bool prevEnabled;
- float lastCheckTime = -9999;
- Queue<GraphUpdateObject> pendingGraphUpdates = new Queue<GraphUpdateObject>();
- Bounds bounds {
- get {
- if (coll != null) {
- return coll.bounds;
- } else {
- var b = coll2D.bounds;
- // Make sure the bounding box stretches close to infinitely along the Z axis (which is the axis perpendicular to the 2D plane).
- // We don't want any change along the Z axis to make a difference.
- b.extents += new Vector3(0, 0, 10000);
- return b;
- }
- }
- }
- bool colliderEnabled {
- get {
- return coll != null ? coll.enabled : coll2D.enabled;
- }
- }
- protected override void Awake () {
- base.Awake();
- coll = GetComponent<Collider>();
- coll2D = GetComponent<Collider2D>();
- tr = transform;
- if (coll == null && coll2D == null && Application.isPlaying) {
- throw new System.Exception("A collider or 2D collider must be attached to the GameObject(" + gameObject.name + ") for the DynamicGridObstacle to work");
- }
- prevBounds = bounds;
- prevRotation = tr.rotation;
- // Make sure we update the graph as soon as we find that the collider is enabled
- prevEnabled = false;
- }
- public override void OnPostScan () {
- // Make sure we find the collider
- // AstarPath.Awake may run before Awake on this component
- if (coll == null) Awake();
- // In case the object was in the scene from the start and the graphs
- // were scanned then we ignore the first update since it is unnecessary.
- if (coll != null) prevEnabled = colliderEnabled;
- }
- void Update () {
- if (!Application.isPlaying) return;
- if (coll == null && coll2D == null) {
- Debug.LogError("Removed collider from DynamicGridObstacle", this);
- enabled = false;
- return;
- }
- // Check if the previous graph updates have been completed yet.
- // We don't want to update the graph again until the last graph updates are done.
- // This is particularly important for recast graphs for which graph updates can take a long time.
- while (pendingGraphUpdates.Count > 0 && pendingGraphUpdates.Peek().stage != GraphUpdateStage.Pending) {
- pendingGraphUpdates.Dequeue();
- }
- if (AstarPath.active == null || AstarPath.active.isScanning || Time.realtimeSinceStartup - lastCheckTime < checkTime || !Application.isPlaying || pendingGraphUpdates.Count > 0) {
- return;
- }
- lastCheckTime = Time.realtimeSinceStartup;
- if (colliderEnabled) {
- // The current bounds of the collider
- Bounds newBounds = bounds;
- var newRotation = tr.rotation;
- Vector3 minDiff = prevBounds.min - newBounds.min;
- Vector3 maxDiff = prevBounds.max - newBounds.max;
- var extents = newBounds.extents.magnitude;
- // This is the distance that a point furthest out on the bounding box
- // would have moved due to the changed rotation of the object
- var errorFromRotation = extents*Quaternion.Angle(prevRotation, newRotation)*Mathf.Deg2Rad;
- // If the difference between the previous bounds and the new bounds is greater than some value, update the graphs
- if (minDiff.sqrMagnitude > updateError*updateError || maxDiff.sqrMagnitude > updateError*updateError ||
- errorFromRotation > updateError || !prevEnabled) {
- // Update the graphs as soon as possible
- DoUpdateGraphs();
- }
- } else {
- // Collider has just been disabled
- if (prevEnabled) {
- DoUpdateGraphs();
- }
- }
- }
- /// <summary>
- /// Revert graphs when disabled.
- /// When the DynamicObstacle is disabled or destroyed, a last graph update should be done to revert nodes to their original state
- /// </summary>
- protected override void OnDisable () {
- base.OnDisable();
- if (AstarPath.active != null && Application.isPlaying) {
- var guo = new GraphUpdateObject(prevBounds);
- pendingGraphUpdates.Enqueue(guo);
- AstarPath.active.UpdateGraphs(guo);
- prevEnabled = false;
- }
- // Stop caring about pending graph updates if this object is disabled.
- // This avoids a memory leak since `Update` will never be called again to remove pending updates
- // that have been completed.
- pendingGraphUpdates.Clear();
- }
- /// <summary>
- /// Update the graphs around this object.
- /// Note: The graphs will not be updated immediately since the pathfinding threads need to be paused first.
- /// If you want to guarantee that the graphs have been updated then call AstarPath.active.FlushGraphUpdates()
- /// after the call to this method.
- /// </summary>
- public void DoUpdateGraphs () {
- if (coll == null && coll2D == null) return;
- // Required to ensure we get the most up to date bounding box from the physics engine
- UnityEngine.Physics.SyncTransforms();
- UnityEngine.Physics2D.SyncTransforms();
- if (!colliderEnabled) {
- // If the collider is not enabled, then col.bounds will empty
- // so just update prevBounds
- var guo = new GraphUpdateObject(prevBounds);
- pendingGraphUpdates.Enqueue(guo);
- AstarPath.active.UpdateGraphs(guo);
- } else {
- Bounds newBounds = bounds;
- Bounds merged = newBounds;
- merged.Encapsulate(prevBounds);
- // Check what seems to be fastest, to update the union of prevBounds and newBounds in a single request
- // or to update them separately, the smallest volume is usually the fastest
- if (BoundsVolume(merged) < BoundsVolume(newBounds) + BoundsVolume(prevBounds)) {
- // Send an update request to update the nodes inside the 'merged' volume
- var guo = new GraphUpdateObject(merged);
- pendingGraphUpdates.Enqueue(guo);
- AstarPath.active.UpdateGraphs(guo);
- } else {
- // Send two update request to update the nodes inside the 'prevBounds' and 'newBounds' volumes
- var guo1 = new GraphUpdateObject(prevBounds);
- var guo2 = new GraphUpdateObject(newBounds);
- pendingGraphUpdates.Enqueue(guo1);
- pendingGraphUpdates.Enqueue(guo2);
- AstarPath.active.UpdateGraphs(guo1);
- AstarPath.active.UpdateGraphs(guo2);
- }
- #if ASTARDEBUG
- Debug.DrawLine(prevBounds.min, prevBounds.max, Color.yellow);
- Debug.DrawLine(newBounds.min, newBounds.max, Color.red);
- #endif
- prevBounds = newBounds;
- }
- prevEnabled = colliderEnabled;
- prevRotation = tr.rotation;
- // Set this here as well since the DoUpdateGraphs method can be called from other scripts
- lastCheckTime = Time.realtimeSinceStartup;
- }
- /// <summary>Volume of a Bounds object. X*Y*Z</summary>
- static float BoundsVolume (Bounds b) {
- return System.Math.Abs(b.size.x * b.size.y * b.size.z);
- }
- }
- }
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