using UnityEngine;
namespace Pathfinding {
///
/// Helper for easier fast updates to recast graphs.
///
/// When updating recast graphs, you might just have plonked down a few
/// GraphUpdateScene objects or issued a few GraphUpdateObjects to the
/// system. This works fine if you are only issuing a few but the problem
/// is that they don't have any coordination in between themselves. So if
/// you have 10 GraphUpdateScene objects in one tile, they will all update
/// that tile (10 times in total) instead of just updating it once which
/// is all that is required (meaning it will be 10 times slower than just
/// updating one tile). This script exists to help with updating only the
/// tiles that need updating and only updating them once instead of
/// multiple times.
///
/// It is coupled with the RecastTileUpdate component, which works a bit
/// like the GraphUpdateScene component, just with fewer options. You can
/// attach the RecastTileUpdate to any GameObject to have it schedule an
/// update for the tile(s) that contain the GameObject. E.g if you are
/// creating a new building somewhere, you can attach the RecastTileUpdate
/// component to it to make it update the graph when it is instantiated.
///
/// If a single tile contains multiple RecastTileUpdate components and
/// many try to update the graph at the same time, only one tile update
/// will be done, which greatly improves performance.
///
/// If you have objects that are instantiated at roughly the same time
/// but not exactly the same frame, you can use the maxThrottlingDelay
/// field. It will delay updates up to that number of seconds to allow
/// more updates to be batched together.
///
/// Note: You should only have one instance of this script in the scene
/// if you only have a single recast graph. If you have more than one
/// graph you can have more than one instance of this script but you need
/// to manually call the SetGraph method to configure it with the correct
/// graph.
///
/// Note: This does not use navmesh cutting. If you only ever add
/// obstacles, but never add any new walkable surfaces then you might
/// want to use navmesh cutting instead. See navmeshcutting (view in online documentation for working links).
///
[AddComponentMenu("Pathfinding/Navmesh/RecastTileUpdateHandler")]
[HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_recast_tile_update_handler.php")]
public class RecastTileUpdateHandler : MonoBehaviour {
/// Graph that handles the updates
RecastGraph graph;
/// True for a tile if it needs updating
bool[] dirtyTiles;
/// True if any elements in dirtyTiles are true
bool anyDirtyTiles = false;
/// Earliest update request we are handling right now
float earliestDirty = float.NegativeInfinity;
/// All tile updates will be performed within (roughly) this number of seconds
public float maxThrottlingDelay = 0.5f;
public void SetGraph (RecastGraph graph) {
this.graph = graph;
if (graph == null)
return;
dirtyTiles = new bool[graph.tileXCount*graph.tileZCount];
anyDirtyTiles = false;
}
/// Requests an update to all tiles which touch the specified bounds
public void ScheduleUpdate (Bounds bounds) {
if (graph == null) {
// If no graph has been set, use the first graph available
if (AstarPath.active != null) {
SetGraph(AstarPath.active.data.recastGraph);
}
if (graph == null) {
Debug.LogError("Received tile update request (from RecastTileUpdate), but no RecastGraph could be found to handle it");
return;
}
}
// Make sure that tiles which do not strictly
// contain this bounds object but which still
// might need to be updated are actually updated
int voxelCharacterRadius = Mathf.CeilToInt(graph.characterRadius/graph.cellSize);
int borderSize = voxelCharacterRadius + 3;
// Expand borderSize voxels on each side
bounds.Expand(new Vector3(borderSize, 0, borderSize)*graph.cellSize*2);
var touching = graph.GetTouchingTiles(bounds);
if (touching.Width * touching.Height > 0) {
if (!anyDirtyTiles) {
earliestDirty = Time.time;
anyDirtyTiles = true;
}
for (int z = touching.ymin; z <= touching.ymax; z++) {
for (int x = touching.xmin; x <= touching.xmax; x++) {
dirtyTiles[z*graph.tileXCount + x] = true;
}
}
}
}
void OnEnable () {
RecastTileUpdate.OnNeedUpdates += ScheduleUpdate;
}
void OnDisable () {
RecastTileUpdate.OnNeedUpdates -= ScheduleUpdate;
}
void Update () {
if (anyDirtyTiles && Time.time - earliestDirty >= maxThrottlingDelay && graph != null) {
UpdateDirtyTiles();
}
}
/// Update all dirty tiles now
public void UpdateDirtyTiles () {
if (graph == null) {
new System.InvalidOperationException("No graph is set on this object");
}
if (graph.tileXCount * graph.tileZCount != dirtyTiles.Length) {
Debug.LogError("Graph has changed dimensions. Clearing queued graph updates and resetting.");
SetGraph(graph);
return;
}
for (int z = 0; z < graph.tileZCount; z++) {
for (int x = 0; x < graph.tileXCount; x++) {
if (dirtyTiles[z*graph.tileXCount + x]) {
dirtyTiles[z*graph.tileXCount + x] = false;
var bounds = graph.GetTileBounds(x, z);
// Shrink it a bit to make sure other tiles
// are not included because of rounding errors
bounds.extents *= 0.5f;
var guo = new GraphUpdateObject(bounds);
guo.nnConstraint.graphMask = 1 << (int)graph.graphIndex;
AstarPath.active.UpdateGraphs(guo);
}
}
}
anyDirtyTiles = false;
}
}
}