using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Profiling;
namespace Pathfinding.RVO {
using Pathfinding.Util;
///
/// Adds a navmesh as RVO obstacles.
/// Add this to a scene in which has a navmesh or grid based graph, when scanning (or loading from cache) the graph
/// it will be added as RVO obstacles to the RVOSimulator (which must exist in the scene).
///
/// Warning: You should only have a single instance of this script in the scene, otherwise it will add duplicate
/// obstacles and thereby increasing the CPU usage.
///
/// If you update a graph during runtime the obstacles need to be recalculated which has a performance penalty.
/// This can be quite significant for larger graphs.
///
/// In the screenshot the generated obstacles are visible in red.
/// [Open online documentation to see images]
///
[AddComponentMenu("Pathfinding/Local Avoidance/RVO Navmesh")]
[HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_r_v_o_1_1_r_v_o_navmesh.php")]
public class RVONavmesh : GraphModifier {
///
/// Height of the walls added for each obstacle edge.
/// If a graph contains overlapping regions (e.g multiple floor in a building)
/// you should set this low enough so that edges on different levels do not interfere,
/// but high enough so that agents cannot move over them by mistake.
///
public float wallHeight = 5;
/// Obstacles currently added to the simulator
readonly List obstacles = new List();
/// Last simulator used
Simulator lastSim;
public override void OnPostCacheLoad () {
OnLatePostScan();
}
public override void OnGraphsPostUpdate () {
OnLatePostScan();
}
public override void OnLatePostScan () {
if (!Application.isPlaying) return;
Profiler.BeginSample("Update RVO Obstacles From Graphs");
RemoveObstacles();
NavGraph[] graphs = AstarPath.active.graphs;
RVOSimulator rvosim = RVOSimulator.active;
if (rvosim == null) throw new System.NullReferenceException("No RVOSimulator could be found in the scene. Please add one to any GameObject");
// Remember which simulator these obstacles were added to
lastSim = rvosim.GetSimulator();
for (int i = 0; i < graphs.Length; i++) {
RecastGraph recast = graphs[i] as RecastGraph;
INavmesh navmesh = graphs[i] as INavmesh;
GridGraph grid = graphs[i] as GridGraph;
if (recast != null) {
foreach (var tile in recast.GetTiles()) {
AddGraphObstacles(lastSim, tile);
}
} else if (navmesh != null) {
AddGraphObstacles(lastSim, navmesh);
} else if (grid != null) {
AddGraphObstacles(lastSim, grid);
}
}
Profiler.EndSample();
}
protected override void OnDisable () {
base.OnDisable();
RemoveObstacles();
}
/// Removes all obstacles which have been added by this component
public void RemoveObstacles () {
if (lastSim != null) {
for (int i = 0; i < obstacles.Count; i++) lastSim.RemoveObstacle(obstacles[i]);
lastSim = null;
}
obstacles.Clear();
}
/// Adds obstacles for a grid graph
void AddGraphObstacles (Pathfinding.RVO.Simulator sim, GridGraph grid) {
bool reverse = Vector3.Dot(grid.transform.TransformVector(Vector3.up), sim.movementPlane == MovementPlane.XY ? Vector3.back : Vector3.up) > 0;
GraphUtilities.GetContours(grid, vertices => {
// Check if the contour is traced in the wrong direction from the one we want it in.
// If we did not do this then instead of the obstacles keeping the agents OUT of the walls
// they would keep them INSIDE the walls.
if (reverse) System.Array.Reverse(vertices);
obstacles.Add(sim.AddObstacle(vertices, wallHeight, true));
}, wallHeight*0.4f);
}
/// Adds obstacles for a navmesh/recast graph
void AddGraphObstacles (Pathfinding.RVO.Simulator simulator, INavmesh navmesh) {
GraphUtilities.GetContours(navmesh, (vertices, cycle) => {
var verticesV3 = new Vector3[vertices.Count];
for (int i = 0; i < verticesV3.Length; i++) verticesV3[i] = (Vector3)vertices[i];
// Pool the 'vertices' list to reduce allocations
ListPool.Release(vertices);
obstacles.Add(simulator.AddObstacle(verticesV3, wallHeight, cycle));
});
}
}
}