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- using UnityEngine;
- namespace Pathfinding {
- /// <summary>
- /// Adds new geometry to a recast graph.
- ///
- /// This component will add new geometry to a recast graph similar
- /// to how a NavmeshCut component removes it.
- ///
- /// There are quite a few limitations to this component though.
- /// This navmesh geometry will not be connected to the rest of the navmesh
- /// in the same tile unless very exactly positioned so that the
- /// triangles line up exactly.
- /// It will be connected to neighbouring tiles if positioned so that
- /// it lines up with the tile border.
- ///
- /// This component has a few very specific use-cases.
- /// For example if you have a tiled recast graph
- /// this component could be used to add bridges
- /// in that world.
- /// You would create a NavmeshCut object cutting out a hole for the bridge.
- /// then add a NavmeshAdd object which fills that space.
- /// Make sure NavmeshCut.CutsAddedGeom is disabled on the NavmeshCut, otherwise it will
- /// cut away the NavmeshAdd object.
- /// Then you can add links between the added geometry and the rest of the world, preferably using NodeLink3.
- /// </summary>
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_navmesh_add.php")]
- public class NavmeshAdd : NavmeshClipper {
- public enum MeshType {
- Rectangle,
- CustomMesh
- }
- public MeshType type;
- /// <summary>
- /// Custom mesh to use.
- /// The contour(s) of the mesh will be extracted.
- /// If you get the "max perturbations" error when cutting with this, check the normals on the mesh.
- /// They should all point in the same direction. Try flipping them if that does not help.
- /// </summary>
- public Mesh mesh;
- /// <summary>Cached vertices</summary>
- Vector3[] verts;
- /// <summary>Cached triangles</summary>
- int[] tris;
- /// <summary>Size of the rectangle</summary>
- public Vector2 rectangleSize = new Vector2(1, 1);
- public float meshScale = 1;
- public Vector3 center;
- /// <summary>
- /// Includes rotation and scale in calculations.
- /// This is slower since a lot more matrix multiplications are needed but gives more flexibility.
- /// </summary>
- [UnityEngine.Serialization.FormerlySerializedAsAttribute("useRotation")]
- public bool useRotationAndScale;
- /// <summary>
- /// Distance between positions to require an update of the navmesh.
- /// A smaller distance gives better accuracy, but requires more updates when moving the object over time,
- /// so it is often slower.
- /// </summary>
- [Tooltip("Distance between positions to require an update of the navmesh\nA smaller distance gives better accuracy, but requires more updates when moving the object over time, so it is often slower.")]
- public float updateDistance = 0.4f;
- /// <summary>
- /// How many degrees rotation that is required for an update to the navmesh.
- /// Should be between 0 and 180.
- /// </summary>
- [Tooltip("How many degrees rotation that is required for an update to the navmesh. Should be between 0 and 180.")]
- public float updateRotationDistance = 10;
- /// <summary>cached transform component</summary>
- protected Transform tr;
- Vector3 lastPosition;
- Quaternion lastRotation;
- /// <summary>
- /// Returns true if this object has moved so much that it requires an update.
- /// When an update to the navmesh has been done, call NotifyUpdated to be able to get
- /// relavant output from this method again.
- /// </summary>
- public override bool RequiresUpdate () {
- return (tr.position-lastPosition).sqrMagnitude > updateDistance*updateDistance || (useRotationAndScale && (Quaternion.Angle(lastRotation, tr.rotation) > updateRotationDistance));
- }
- /// <summary>
- /// Forces this navmesh add to update the navmesh.
- ///
- /// This update is not instant, it is done the next time it is checked if it needs updating.
- /// See: <see cref="Pathfinding.NavmeshUpdates.updateInterval"/>
- /// See: <see cref="Pathfinding.NavmeshUpdates.ForceUpdate()"/>
- /// </summary>
- public override void ForceUpdate () {
- lastPosition = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
- }
- protected override void Awake () {
- base.Awake();
- tr = transform;
- }
- /// <summary>Internal method to notify the NavmeshAdd that it has just been used to update the navmesh</summary>
- internal override void NotifyUpdated () {
- lastPosition = tr.position;
- if (useRotationAndScale) {
- lastRotation = tr.rotation;
- }
- }
- public Vector3 Center {
- get {
- return tr.position + (useRotationAndScale ? tr.TransformPoint(center) : center);
- }
- }
- [ContextMenu("Rebuild Mesh")]
- public void RebuildMesh () {
- if (type == MeshType.CustomMesh) {
- if (mesh == null) {
- verts = null;
- tris = null;
- } else {
- verts = mesh.vertices;
- tris = mesh.triangles;
- }
- } else { // Rectangle
- if (verts == null || verts.Length != 4 || tris == null || tris.Length != 6) {
- verts = new Vector3[4];
- tris = new int[6];
- }
- tris[0] = 0;
- tris[1] = 1;
- tris[2] = 2;
- tris[3] = 0;
- tris[4] = 2;
- tris[5] = 3;
- verts[0] = new Vector3(-rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
- verts[1] = new Vector3(rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
- verts[2] = new Vector3(rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
- verts[3] = new Vector3(-rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
- }
- }
- /// <summary>
- /// Bounds in XZ space after transforming using the *inverse* transform of the inverseTransform parameter.
- /// The transformation will typically transform the vertices to graph space and this is used to
- /// figure out which tiles the add intersects.
- /// </summary>
- public override Rect GetBounds (Pathfinding.Util.GraphTransform inverseTransform) {
- if (this.verts == null) RebuildMesh();
- var verts = Pathfinding.Util.ArrayPool<Int3>.Claim(this.verts != null? this.verts.Length : 0);
- int[] tris;
- GetMesh(ref verts, out tris, inverseTransform);
- Rect r = new Rect();
- for (int i = 0; i < tris.Length; i++) {
- var p = (Vector3)verts[tris[i]];
- if (i == 0) {
- r = new Rect(p.x, p.z, 0, 0);
- } else {
- r.xMax = System.Math.Max(r.xMax, p.x);
- r.yMax = System.Math.Max(r.yMax, p.z);
- r.xMin = System.Math.Min(r.xMin, p.x);
- r.yMin = System.Math.Min(r.yMin, p.z);
- }
- }
- Pathfinding.Util.ArrayPool<Int3>.Release(ref verts);
- return r;
- }
- /// <summary>Copy the mesh to the vertex and triangle buffers after the vertices have been transformed using the inverse of the inverseTransform parameter.</summary>
- /// <param name="vbuffer">Assumed to be either null or an array which has a length of zero or a power of two. If this mesh has more
- /// vertices than can fit in the buffer then the buffer will be pooled using Pathfinding.Util.ArrayPool.Release and
- /// a new sufficiently large buffer will be taken from the pool.</param>
- /// <param name="tbuffer">This will be set to the internal triangle buffer. You must not modify this array.</param>
- /// <param name="inverseTransform">All vertices will be transformed using the #Pathfinding.GraphTransform.InverseTransform method.
- /// This is typically used to transform from world space to graph space.</param>
- public void GetMesh (ref Int3[] vbuffer, out int[] tbuffer, Pathfinding.Util.GraphTransform inverseTransform = null) {
- if (verts == null) RebuildMesh();
- if (verts == null) {
- tbuffer = Util.ArrayPool<int>.Claim(0);
- return;
- }
- if (vbuffer == null || vbuffer.Length < verts.Length) {
- if (vbuffer != null) Util.ArrayPool<Int3>.Release(ref vbuffer);
- vbuffer = Util.ArrayPool<Int3>.Claim(verts.Length);
- }
- tbuffer = tris;
- if (useRotationAndScale) {
- Matrix4x4 m = Matrix4x4.TRS(tr.position + center, tr.rotation, tr.localScale * meshScale);
- for (int i = 0; i < verts.Length; i++) {
- var v = m.MultiplyPoint3x4(verts[i]);
- if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
- vbuffer[i] = (Int3)v;
- }
- } else {
- Vector3 voffset = tr.position + center;
- for (int i = 0; i < verts.Length; i++) {
- var v = voffset + verts[i]*meshScale;
- if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
- vbuffer[i] = (Int3)v;
- }
- }
- }
- public static readonly Color GizmoColor = new Color(154.0f/255, 35.0f/255, 239.0f/255);
- #if UNITY_EDITOR
- public static Int3[] gizmoBuffer;
- public void OnDrawGizmos () {
- if (tr == null) tr = transform;
- int[] tbuffer;
- GetMesh(ref gizmoBuffer, out tbuffer);
- Gizmos.color = GizmoColor;
- for (int i = 0; i < tbuffer.Length; i += 3) {
- var v1 = (Vector3)gizmoBuffer[tbuffer[i+0]];
- var v2 = (Vector3)gizmoBuffer[tbuffer[i+1]];
- var v3 = (Vector3)gizmoBuffer[tbuffer[i+2]];
- Gizmos.DrawLine(v1, v2);
- Gizmos.DrawLine(v2, v3);
- Gizmos.DrawLine(v3, v1);
- }
- }
- #endif
- }
- }
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