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- using UnityEngine;
- using Pathfinding.Serialization;
- namespace Pathfinding {
- /// <summary>Interface for something that holds a triangle based navmesh</summary>
- public interface INavmeshHolder : ITransformedGraph, INavmesh {
- /// <summary>Position of vertex number i in the world</summary>
- Int3 GetVertex(int i);
- /// <summary>
- /// Position of vertex number i in coordinates local to the graph.
- /// The up direction is always the +Y axis for these coordinates.
- /// </summary>
- Int3 GetVertexInGraphSpace(int i);
- int GetVertexArrayIndex(int index);
- /// <summary>Transforms coordinates from graph space to world space</summary>
- void GetTileCoordinates(int tileIndex, out int x, out int z);
- }
- /// <summary>Node represented by a triangle</summary>
- public class TriangleMeshNode : MeshNode {
- public TriangleMeshNode (AstarPath astar) : base(astar) {}
- /// <summary>Internal vertex index for the first vertex</summary>
- public int v0;
- /// <summary>Internal vertex index for the second vertex</summary>
- public int v1;
- /// <summary>Internal vertex index for the third vertex</summary>
- public int v2;
- /// <summary>Holds INavmeshHolder references for all graph indices to be able to access them in a performant manner</summary>
- protected static INavmeshHolder[] _navmeshHolders = new INavmeshHolder[0];
- /// <summary>Used for synchronised access to the <see cref="_navmeshHolders"/> array</summary>
- protected static readonly System.Object lockObject = new System.Object();
- public static INavmeshHolder GetNavmeshHolder (uint graphIndex) {
- return _navmeshHolders[(int)graphIndex];
- }
- /// <summary>
- /// Sets the internal navmesh holder for a given graph index.
- /// Warning: Internal method
- /// </summary>
- public static void SetNavmeshHolder (int graphIndex, INavmeshHolder graph) {
- // We need to lock to make sure that
- // the resize operation is thread safe
- lock (lockObject) {
- if (graphIndex >= _navmeshHolders.Length) {
- var gg = new INavmeshHolder[graphIndex+1];
- _navmeshHolders.CopyTo(gg, 0);
- _navmeshHolders = gg;
- }
- _navmeshHolders[graphIndex] = graph;
- }
- }
- /// <summary>Set the position of this node to the average of its 3 vertices</summary>
- public void UpdatePositionFromVertices () {
- Int3 a, b, c;
- GetVertices(out a, out b, out c);
- position = (a + b + c) * 0.333333f;
- }
- /// <summary>
- /// Return a number identifying a vertex.
- /// This number does not necessarily need to be a index in an array but two different vertices (in the same graph) should
- /// not have the same vertex numbers.
- /// </summary>
- public int GetVertexIndex (int i) {
- return i == 0 ? v0 : (i == 1 ? v1 : v2);
- }
- /// <summary>
- /// Return a number specifying an index in the source vertex array.
- /// The vertex array can for example be contained in a recast tile, or be a navmesh graph, that is graph dependant.
- /// This is slower than GetVertexIndex, if you only need to compare vertices, use GetVertexIndex.
- /// </summary>
- public int GetVertexArrayIndex (int i) {
- return GetNavmeshHolder(GraphIndex).GetVertexArrayIndex(i == 0 ? v0 : (i == 1 ? v1 : v2));
- }
- /// <summary>Returns all 3 vertices of this node in world space</summary>
- public void GetVertices (out Int3 v0, out Int3 v1, out Int3 v2) {
- // Get the object holding the vertex data for this node
- // This is usually a graph or a recast graph tile
- var holder = GetNavmeshHolder(GraphIndex);
- v0 = holder.GetVertex(this.v0);
- v1 = holder.GetVertex(this.v1);
- v2 = holder.GetVertex(this.v2);
- }
- /// <summary>Returns all 3 vertices of this node in graph space</summary>
- public void GetVerticesInGraphSpace (out Int3 v0, out Int3 v1, out Int3 v2) {
- // Get the object holding the vertex data for this node
- // This is usually a graph or a recast graph tile
- var holder = GetNavmeshHolder(GraphIndex);
- v0 = holder.GetVertexInGraphSpace(this.v0);
- v1 = holder.GetVertexInGraphSpace(this.v1);
- v2 = holder.GetVertexInGraphSpace(this.v2);
- }
- public override Int3 GetVertex (int i) {
- return GetNavmeshHolder(GraphIndex).GetVertex(GetVertexIndex(i));
- }
- public Int3 GetVertexInGraphSpace (int i) {
- return GetNavmeshHolder(GraphIndex).GetVertexInGraphSpace(GetVertexIndex(i));
- }
- public override int GetVertexCount () {
- // A triangle has 3 vertices
- return 3;
- }
- public override Vector3 ClosestPointOnNode (Vector3 p) {
- Int3 a, b, c;
- GetVertices(out a, out b, out c);
- return Pathfinding.Polygon.ClosestPointOnTriangle((Vector3)a, (Vector3)b, (Vector3)c, p);
- }
- /// <summary>
- /// Closest point on the node when seen from above.
- /// This method is mostly for internal use as the <see cref="Pathfinding.NavmeshBase.Linecast"/> methods use it.
- ///
- /// - The returned point is the closest one on the node to p when seen from above (relative to the graph).
- /// This is important mostly for sloped surfaces.
- /// - The returned point is an Int3 point in graph space.
- /// - It is guaranteed to be inside the node, so if you call <see cref="ContainsPointInGraphSpace"/> with the return value from this method the result is guaranteed to be true.
- ///
- /// This method is slower than e.g <see cref="ClosestPointOnNode"/> or <see cref="ClosestPointOnNodeXZ"/>.
- /// However they do not have the same guarantees as this method has.
- /// </summary>
- internal Int3 ClosestPointOnNodeXZInGraphSpace (Vector3 p) {
- // Get the vertices that make up the triangle
- Int3 a, b, c;
- GetVerticesInGraphSpace(out a, out b, out c);
- // Convert p to graph space
- p = GetNavmeshHolder(GraphIndex).transform.InverseTransform(p);
- // Find the closest point on the triangle to p when looking at the triangle from above (relative to the graph)
- var closest = Pathfinding.Polygon.ClosestPointOnTriangleXZ((Vector3)a, (Vector3)b, (Vector3)c, p);
- // Make sure the point is actually inside the node
- var i3closest = (Int3)closest;
- if (ContainsPointInGraphSpace(i3closest)) {
- // Common case
- return i3closest;
- } else {
- // Annoying...
- // The closest point when converted from floating point coordinates to integer coordinates
- // is not actually inside the node. It needs to be inside the node for some methods
- // (like for example Linecast) to work properly.
- // Try the 8 integer coordinates around the closest point
- // and check if any one of them are completely inside the node.
- // This will most likely succeed as it should be very close.
- for (int dx = -1; dx <= 1; dx++) {
- for (int dz = -1; dz <= 1; dz++) {
- if ((dx != 0 || dz != 0)) {
- var candidate = new Int3(i3closest.x + dx, i3closest.y, i3closest.z + dz);
- if (ContainsPointInGraphSpace(candidate)) return candidate;
- }
- }
- }
- // Happens veery rarely.
- // Pick the closest vertex of the triangle.
- // The vertex is guaranteed to be inside the triangle.
- var da = (a - i3closest).sqrMagnitudeLong;
- var db = (b - i3closest).sqrMagnitudeLong;
- var dc = (c - i3closest).sqrMagnitudeLong;
- return da < db ? (da < dc ? a : c) : (db < dc ? b : c);
- }
- }
- public override Vector3 ClosestPointOnNodeXZ (Vector3 p) {
- // Get all 3 vertices for this node
- Int3 tp1, tp2, tp3;
- GetVertices(out tp1, out tp2, out tp3);
- return Polygon.ClosestPointOnTriangleXZ((Vector3)tp1, (Vector3)tp2, (Vector3)tp3, p);
- }
- public override bool ContainsPoint (Vector3 p) {
- return ContainsPointInGraphSpace((Int3)GetNavmeshHolder(GraphIndex).transform.InverseTransform(p));
- }
- public override bool ContainsPointInGraphSpace (Int3 p) {
- // Get all 3 vertices for this node
- Int3 a, b, c;
- GetVerticesInGraphSpace(out a, out b, out c);
- if ((long)(b.x - a.x) * (long)(p.z - a.z) - (long)(p.x - a.x) * (long)(b.z - a.z) > 0) return false;
- if ((long)(c.x - b.x) * (long)(p.z - b.z) - (long)(p.x - b.x) * (long)(c.z - b.z) > 0) return false;
- if ((long)(a.x - c.x) * (long)(p.z - c.z) - (long)(p.x - c.x) * (long)(a.z - c.z) > 0) return false;
- return true;
- // Equivalent code, but the above code is faster
- //return Polygon.IsClockwiseMargin (a,b, p) && Polygon.IsClockwiseMargin (b,c, p) && Polygon.IsClockwiseMargin (c,a, p);
- //return Polygon.ContainsPoint(g.GetVertex(v0),g.GetVertex(v1),g.GetVertex(v2),p);
- }
- public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
- pathNode.UpdateG(path);
- handler.heap.Add(pathNode);
- if (connections == null) return;
- for (int i = 0; i < connections.Length; i++) {
- GraphNode other = connections[i].node;
- PathNode otherPN = handler.GetPathNode(other);
- if (otherPN.parent == pathNode && otherPN.pathID == handler.PathID) other.UpdateRecursiveG(path, otherPN, handler);
- }
- }
- public override void Open (Path path, PathNode pathNode, PathHandler handler) {
- if (connections == null) return;
- // Flag2 indicates if this node needs special treatment
- // with regard to connection costs
- bool flag2 = pathNode.flag2;
- // Loop through all connections
- for (int i = connections.Length-1; i >= 0; i--) {
- var conn = connections[i];
- var other = conn.node;
- // Make sure we can traverse the neighbour
- if (path.CanTraverse(conn.node)) {
- PathNode pathOther = handler.GetPathNode(conn.node);
- // Fast path out, worth it for triangle mesh nodes since they usually have degree 2 or 3
- if (pathOther == pathNode.parent) {
- continue;
- }
- uint cost = conn.cost;
- if (flag2 || pathOther.flag2) {
- // Get special connection cost from the path
- // This is used by the start and end nodes
- cost = path.GetConnectionSpecialCost(this, conn.node, cost);
- }
- // Test if we have seen the other node before
- if (pathOther.pathID != handler.PathID) {
- // We have not seen the other node before
- // So the path from the start through this node to the other node
- // must be the shortest one so far
- // Might not be assigned
- pathOther.node = conn.node;
- pathOther.parent = pathNode;
- pathOther.pathID = handler.PathID;
- pathOther.cost = cost;
- pathOther.H = path.CalculateHScore(other);
- pathOther.UpdateG(path);
- handler.heap.Add(pathOther);
- } else {
- // If not we can test if the path from this node to the other one is a better one than the one already used
- if (pathNode.G + cost + path.GetTraversalCost(other) < pathOther.G) {
- pathOther.cost = cost;
- pathOther.parent = pathNode;
- other.UpdateRecursiveG(path, pathOther, handler);
- }
- }
- }
- }
- }
- /// <summary>
- /// Returns the edge which is shared with other.
- /// If no edge is shared, -1 is returned.
- /// If there is a connection with the other node, but the connection is not marked as using a particular edge of the shape of the node
- /// then Connection.NoSharedEdge will be returned.
- ///
- /// The vertices in the edge can be retrieved using
- /// <code>
- /// var edge = node.SharedEdge(other);
- /// var a = node.GetVertex(edge);
- /// var b = node.GetVertex((edge+1) % node.GetVertexCount());
- /// </code>
- ///
- /// See: <see cref="GetPortal"/> which also handles edges that are shared over tile borders and some types of node links
- /// </summary>
- public int SharedEdge (GraphNode other) {
- var edge = -1;
- if (connections != null) {
- for (int i = 0; i < connections.Length; i++) {
- if (connections[i].node == other) edge = connections[i].shapeEdge;
- }
- }
- return edge;
- }
- public override bool GetPortal (GraphNode toNode, System.Collections.Generic.List<Vector3> left, System.Collections.Generic.List<Vector3> right, bool backwards) {
- int aIndex, bIndex;
- return GetPortal(toNode, left, right, backwards, out aIndex, out bIndex);
- }
- public bool GetPortal (GraphNode toNode, System.Collections.Generic.List<Vector3> left, System.Collections.Generic.List<Vector3> right, bool backwards, out int aIndex, out int bIndex) {
- aIndex = -1;
- bIndex = -1;
- //If the nodes are in different graphs, this function has no idea on how to find a shared edge.
- if (backwards || toNode.GraphIndex != GraphIndex) return false;
- // Since the nodes are in the same graph, they are both TriangleMeshNodes
- // So we don't need to care about other types of nodes
- var toTriNode = toNode as TriangleMeshNode;
- var edge = SharedEdge(toTriNode);
- // A connection was found, but it specifically didn't use an edge
- if (edge == Connection.NoSharedEdge) return false;
- // No connection was found between the nodes
- // Check if there is a node link that connects them
- if (edge == -1) {
- #if !ASTAR_NO_POINT_GRAPH
- if (connections != null) {
- for (int i = 0; i < connections.Length; i++) {
- if (connections[i].node.GraphIndex != GraphIndex) {
- var mid = connections[i].node as NodeLink3Node;
- if (mid != null && mid.GetOther(this) == toTriNode) {
- // We have found a node which is connected through a NodeLink3Node
- mid.GetPortal(toTriNode, left, right, false);
- return true;
- }
- }
- }
- }
- #endif
- return false;
- }
- aIndex = edge;
- bIndex = (edge + 1) % GetVertexCount();
- // Get the vertices of the shared edge for the first node
- Int3 v1a = GetVertex(edge);
- Int3 v1b = GetVertex((edge+1) % GetVertexCount());
- // Get tile indices
- int tileIndex1 = (GetVertexIndex(0) >> NavmeshBase.TileIndexOffset) & NavmeshBase.TileIndexMask;
- int tileIndex2 = (toTriNode.GetVertexIndex(0) >> NavmeshBase.TileIndexOffset) & NavmeshBase.TileIndexMask;
- if (tileIndex1 != tileIndex2) {
- // When the nodes are in different tiles, the edges might not be completely identical
- // so another technique is needed.
- // Get the tile coordinates, from them we can figure out which edge is going to be shared
- int x1, x2, z1, z2, coord;
- INavmeshHolder nm = GetNavmeshHolder(GraphIndex);
- nm.GetTileCoordinates(tileIndex1, out x1, out z1);
- nm.GetTileCoordinates(tileIndex2, out x2, out z2);
- if (System.Math.Abs(x1-x2) == 1) coord = 2;
- else if (System.Math.Abs(z1-z2) == 1) coord = 0;
- else return false; // Tiles are not adjacent. This is likely a custom connection between two nodes.
- var otherEdge = toTriNode.SharedEdge(this);
- // A connection was found, but it specifically didn't use an edge. This is odd since the connection in the other direction did use an edge
- if (otherEdge == Connection.NoSharedEdge) throw new System.Exception("Connection used edge in one direction, but not in the other direction. Has the wrong overload of AddConnection been used?");
- // If it is -1 then it must be a one-way connection. Fall back to using the whole edge
- if (otherEdge != -1) {
- // When the nodes are in different tiles, they might not share exactly the same edge
- // so we clamp the portal to the segment of the edges which they both have.
- int mincoord = System.Math.Min(v1a[coord], v1b[coord]);
- int maxcoord = System.Math.Max(v1a[coord], v1b[coord]);
- // Get the vertices of the shared edge for the second node
- Int3 v2a = toTriNode.GetVertex(otherEdge);
- Int3 v2b = toTriNode.GetVertex((otherEdge+1) % toTriNode.GetVertexCount());
- mincoord = System.Math.Max(mincoord, System.Math.Min(v2a[coord], v2b[coord]));
- maxcoord = System.Math.Min(maxcoord, System.Math.Max(v2a[coord], v2b[coord]));
- if (v1a[coord] < v1b[coord]) {
- v1a[coord] = mincoord;
- v1b[coord] = maxcoord;
- } else {
- v1a[coord] = maxcoord;
- v1b[coord] = mincoord;
- }
- }
- }
- if (left != null) {
- // All triangles should be laid out in clockwise order so v1b is the rightmost vertex (seen from this node)
- left.Add((Vector3)v1a);
- right.Add((Vector3)v1b);
- }
- return true;
- }
- /// <summary>TODO: This is the area in XZ space, use full 3D space for higher correctness maybe?</summary>
- public override float SurfaceArea () {
- var holder = GetNavmeshHolder(GraphIndex);
- return System.Math.Abs(VectorMath.SignedTriangleAreaTimes2XZ(holder.GetVertex(v0), holder.GetVertex(v1), holder.GetVertex(v2))) * 0.5f;
- }
- public override Vector3 RandomPointOnSurface () {
- // Find a random point inside the triangle
- // This generates uniformly distributed trilinear coordinates
- // See http://mathworld.wolfram.com/TrianglePointPicking.html
- float r1;
- float r2;
- do {
- r1 = Random.value;
- r2 = Random.value;
- } while (r1+r2 > 1);
- var holder = GetNavmeshHolder(GraphIndex);
- // Pick the point corresponding to the trilinear coordinate
- return ((Vector3)(holder.GetVertex(v1)-holder.GetVertex(v0)))*r1 + ((Vector3)(holder.GetVertex(v2)-holder.GetVertex(v0)))*r2 + (Vector3)holder.GetVertex(v0);
- }
- public override void SerializeNode (GraphSerializationContext ctx) {
- base.SerializeNode(ctx);
- ctx.writer.Write(v0);
- ctx.writer.Write(v1);
- ctx.writer.Write(v2);
- }
- public override void DeserializeNode (GraphSerializationContext ctx) {
- base.DeserializeNode(ctx);
- v0 = ctx.reader.ReadInt32();
- v1 = ctx.reader.ReadInt32();
- v2 = ctx.reader.ReadInt32();
- }
- }
- }
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