using UnityEngine;
using System.Collections.Generic;
namespace Pathfinding {
///
/// Explicit mesh object for recast graphs.
/// Adding this component to an object will make sure it is included in any recast graphs.
/// It will be included even if the Rasterize Meshes toggle is set to false.
///
/// Using RecastMeshObjs instead of relying on the Rasterize Meshes option is good for several reasons.
/// - Rasterize Meshes is slow. If you are using a tiled graph and you are updating it, every time something is recalculated
/// the graph will have to search all meshes in your scene for ones to rasterize, in contrast, RecastMeshObjs are stored
/// in a tree for extremely fast lookup (O(log n + k) compared to O(n) where n is the number of meshes in your scene and k is the number of meshes
/// which should be rasterized, if you know Big-O notation).
/// - The RecastMeshObj exposes some options which can not be accessed using the Rasterize Meshes toggle. See member documentation for more info.
/// This can for example be used to include meshes in the recast graph rasterization, but make sure that the character cannot walk on them.
///
/// Since the objects are stored in a tree, and trees are slow to update, there is an enforcement that objects are not allowed to move
/// unless the option is enabled. When the dynamic option is enabled, the object will be stored in an array instead of in the tree.
/// This will reduce the performance improvement over 'Rasterize Meshes' but is still faster.
///
/// If a mesh filter and a mesh renderer is attached to this GameObject, those will be used in the rasterization
/// otherwise if a collider is attached, that will be used.
///
[AddComponentMenu("Pathfinding/Navmesh/RecastMeshObj")]
[HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_recast_mesh_obj.php")]
public class RecastMeshObj : VersionedMonoBehaviour {
/// Static objects are stored in a tree for fast bounds lookups
protected static RecastBBTree tree = new RecastBBTree();
/// Dynamic objects are stored in a list since it is costly to update the tree every time they move
protected static List dynamicMeshObjs = new List();
/// Fills the buffer with all RecastMeshObjs which intersect the specified bounds
public static void GetAllInBounds (List buffer, Bounds bounds) {
if (!Application.isPlaying) {
var objs = FindObjectsOfType(typeof(RecastMeshObj)) as RecastMeshObj[];
for (int i = 0; i < objs.Length; i++) {
objs[i].RecalculateBounds();
if (objs[i].GetBounds().Intersects(bounds)) {
buffer.Add(objs[i]);
}
}
return;
} else if (Time.timeSinceLevelLoad == 0) {
// Is is not guaranteed that all RecastMeshObj OnEnable functions have been called, so if it is the first frame since loading a new level
// try to initialize all RecastMeshObj objects.
var objs = FindObjectsOfType(typeof(RecastMeshObj)) as RecastMeshObj[];
for (int i = 0; i < objs.Length; i++) objs[i].Register();
}
for (int q = 0; q < dynamicMeshObjs.Count; q++) {
if (dynamicMeshObjs[q].GetBounds().Intersects(bounds)) {
buffer.Add(dynamicMeshObjs[q]);
}
}
Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);
tree.QueryInBounds(r, buffer);
}
[HideInInspector]
public Bounds bounds;
///
/// Check if the object will move.
/// Recalculation of bounding box trees is expensive so if this is true, the object
/// will simply be stored in an array. Easier to move, but slower lookup, so use wisely.
/// If you for some reason want to move it, but don't want it dynamic (maybe you will only move it veery seldom and have lots of similar
/// objects so they would add overhead by being dynamic). You can enable and disable the component every time you move it.
/// Disabling it will remove it from the bounding box tree and enabling it will add it to the bounding box tree again.
///
/// The object should never move unless being dynamic or disabling/enabling it as described above.
///
public bool dynamic = true;
///
/// Voxel area for mesh.
/// This area (not to be confused with pathfinding areas, this is only used when rasterizing meshes for the recast graph) field
/// can be used to explicitly insert edges in the navmesh geometry or to make some parts of the mesh unwalkable.
/// If the area is set to -1, it will be removed from the resulting navmesh. This is useful if you have some object that you want to be included in the rasterization,
/// but you don't want to let the character walk on it.
///
/// When rasterizing the world and two objects with different area values are adjacent to each other, a split in the navmesh geometry
/// will be added between them, characters will still be able to walk between them, but this can be useful when working with navmesh updates.
///
/// Navmesh updates which recalculate a whole tile (updatePhysics=True) are very slow So if there are special places
/// which you know are going to be updated quite often, for example at a door opening (opened/closed door) you
/// can use areas to create splits on the navmesh for easier updating using normal graph updates (updatePhysics=False).
/// See the below video for more information.
///
/// Video: https://www.youtube.com/watch?v=CS6UypuEMwM
///
public int area = 0;
bool _dynamic;
bool registered;
void OnEnable () {
Register();
}
void Register () {
if (registered) return;
registered = true;
//Clamp area, upper limit isn't really a hard limit, but if it gets much higher it will start to interfere with other stuff
area = Mathf.Clamp(area, -1, 1 << 25);
Renderer rend = GetComponent();
Collider coll = GetComponent();
if (rend == null && coll == null) throw new System.Exception("A renderer or a collider should be attached to the GameObject");
MeshFilter filter = GetComponent();
if (rend != null && filter == null) throw new System.Exception("A renderer was attached but no mesh filter");
// Default to renderer
bounds = rend != null ? rend.bounds : coll.bounds;
_dynamic = dynamic;
if (_dynamic) {
dynamicMeshObjs.Add(this);
} else {
tree.Insert(this);
}
}
/// Recalculates the internally stored bounds of the object
private void RecalculateBounds () {
Renderer rend = GetComponent();
Collider coll = GetCollider();
if (rend == null && coll == null) throw new System.Exception("A renderer or a collider should be attached to the GameObject");
MeshFilter filter = GetComponent();
if (rend != null && filter == null) throw new System.Exception("A renderer was attached but no mesh filter");
// Default to renderer
bounds = rend != null ? rend.bounds : coll.bounds;
}
/// Bounds completely enclosing the mesh for this object
public Bounds GetBounds () {
if (_dynamic) {
RecalculateBounds();
}
return bounds;
}
public MeshFilter GetMeshFilter () {
return GetComponent();
}
public Collider GetCollider () {
return GetComponent();
}
void OnDisable () {
registered = false;
if (_dynamic) {
dynamicMeshObjs.Remove(this);
} else {
if (!tree.Remove(this)) {
throw new System.Exception("Could not remove RecastMeshObj from tree even though it should exist in it. Has the object moved without being marked as dynamic?");
}
}
_dynamic = dynamic;
}
}
}