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- using UnityEngine;
- namespace Pathfinding {
- /// <summary>
- /// Extended Path.
- ///
- /// This is the same as a standard path but it is possible to customize when the target should be considered reached.
- /// Can be used to for example signal a path as complete when it is within a specific distance from the target.
- ///
- /// Note: More customizations does make it slower to calculate than an ABPath but not by very much.
- ///
- /// See: Pathfinding.PathEndingCondition
- /// </summary>
- public class XPath : ABPath {
- /// <summary>
- /// Ending Condition for the path.
- /// The ending condition determines when the path has been completed.
- /// Can be used to for example signal a path as complete when it is within a specific distance from the target.
- ///
- /// If ending conditions are used that are not centered around the endpoint of the path
- /// you should also switch the <see cref="heuristic"/> to None to make sure that optimal paths are still found.
- /// This has quite a large performance impact so you might want to try to run it with the default
- /// heuristic and see if the path is optimal in enough cases.
- /// </summary>
- public PathEndingCondition endingCondition;
- public XPath () {}
- public new static XPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback = null) {
- var p = PathPool.GetPath<XPath>();
- p.Setup(start, end, callback);
- p.endingCondition = new ABPathEndingCondition(p);
- return p;
- }
- protected override void Reset () {
- base.Reset();
- endingCondition = null;
- }
- #if !ASTAR_NO_GRID_GRAPH
- protected override bool EndPointGridGraphSpecialCase (GraphNode endNode) {
- // Don't use the grid graph special case for this path type
- return false;
- }
- #endif
- /// <summary>The start node need to be special cased and checked here if it is a valid target</summary>
- protected override void CompletePathIfStartIsValidTarget () {
- var pNode = pathHandler.GetPathNode(startNode);
- if (endingCondition.TargetFound(pNode)) {
- ChangeEndNode(startNode);
- Trace(pNode);
- CompleteState = PathCompleteState.Complete;
- }
- }
- /// <summary>
- /// Changes the <see cref="endNode"/> to target and resets some temporary flags on the previous node.
- /// Also sets <see cref="endPoint"/> to the position of target.
- /// </summary>
- void ChangeEndNode (GraphNode target) {
- // Reset temporary flags on the previous end node, otherwise they might be
- // left in the graph and cause other paths to calculate paths incorrectly
- if (endNode != null && endNode != startNode) {
- var pathNode = pathHandler.GetPathNode(endNode);
- pathNode.flag1 = pathNode.flag2 = false;
- }
- endNode = target;
- endPoint = (Vector3)target.position;
- }
- protected override void CalculateStep (long targetTick) {
- int counter = 0;
- // Continue to search as long as we haven't encountered an error and we haven't found the target
- while (CompleteState == PathCompleteState.NotCalculated) {
- searchedNodes++;
- // Close the current node, if the current node is the target node then the path is finished
- if (endingCondition.TargetFound(currentR)) {
- CompleteState = PathCompleteState.Complete;
- break;
- }
- // Loop through all walkable neighbours of the node and add them to the open list.
- currentR.node.Open(this, currentR, pathHandler);
- // Any nodes left to search?
- if (pathHandler.heap.isEmpty) {
- FailWithError("Searched whole area but could not find target");
- return;
- }
- // Select the node with the lowest F score and remove it from the open list
- currentR = pathHandler.heap.Remove();
- // Check for time every 500 nodes, roughly every 0.5 ms usually
- if (counter > 500) {
- // Have we exceded the maxFrameTime, if so we should wait one frame before continuing the search since we don't want the game to lag
- if (System.DateTime.UtcNow.Ticks >= targetTick) {
- //Return instead of yield'ing, a separate function handles the yield (CalculatePaths)
- return;
- }
- counter = 0;
- if (searchedNodes > 1000000) {
- throw new System.Exception("Probable infinite loop. Over 1,000,000 nodes searched");
- }
- }
- counter++;
- }
- if (CompleteState == PathCompleteState.Complete) {
- ChangeEndNode(currentR.node);
- Trace(currentR);
- }
- }
- }
- /// <summary>
- /// Customized ending condition for a path.
- /// This class can be used to implement a custom ending condition for e.g an Pathfinding.XPath.
- /// Inherit from this class and override the <see cref="TargetFound"/> function to implement you own ending condition logic.
- ///
- /// For example, you might want to create an Ending Condition which stops when a node is close enough to a given point.
- /// Then what you do is that you create your own class, let's call it MyEndingCondition and override the function TargetFound to specify our own logic.
- /// We want to inherit from ABPathEndingCondition because only ABPaths have end points defined.
- ///
- /// <code>
- /// public class MyEndingCondition : ABPathEndingCondition {
- ///
- /// // Maximum world distance to the target node before terminating the path
- /// public float maxDistance = 10;
- ///
- /// // Reuse the constructor in the superclass
- /// public MyEndingCondition (ABPath p) : base (p) {}
- ///
- /// public override bool TargetFound (PathNode node) {
- /// return ((Vector3)node.node.position - abPath.originalEndPoint).sqrMagnitude <= maxDistance*maxDistance;
- /// }
- /// }
- /// </code>
- ///
- /// One part at a time. We need to cast the node's position to a Vector3 since internally, it is stored as an integer coordinate (Int3).
- /// Then we subtract the Pathfinding.Path.originalEndPoint from it to get their difference.
- /// The original end point is always the exact point specified when calling the path.
- /// As a last step we check the squared magnitude (squared distance, it is much faster than the non-squared distance) and check if it is lower or equal to our maxDistance squared.
- /// There you have it, it is as simple as that.
- /// Then you simply assign it to the endingCondition variable on, for example an XPath which uses the EndingCondition.
- ///
- /// <code>
- /// XPath myXPath = XPath.Construct(startPoint, endPoint);
- /// MyEndingCondition ec = new MyEndingCondition();
- /// ec.maxDistance = 100; // Or some other value
- /// myXPath.endingCondition = ec;
- ///
- /// // Calculate the path!
- /// seeker.StartPath (ec);
- /// </code>
- ///
- /// Where seeker is a <see cref="Seeker"/> component, and myXPath is an Pathfinding.XPath.
- ///
- /// Note: The above was written without testing. I hope I haven't made any mistakes, if you try it out, and it doesn't seem to work. Please post a comment in the forums.
- ///
- /// Version: Method structure changed in 3.2
- /// Version: Updated in version 3.6.8
- ///
- /// See: Pathfinding.XPath
- /// See: Pathfinding.ConstantPath
- /// </summary>
- public abstract class PathEndingCondition {
- /// <summary>Path which this ending condition is used on</summary>
- protected Path path;
- protected PathEndingCondition () {}
- public PathEndingCondition (Path p) {
- if (p == null) throw new System.ArgumentNullException("p");
- this.path = p;
- }
- /// <summary>Has the ending condition been fulfilled.</summary>
- /// <param name="node">The current node.</param>
- public abstract bool TargetFound(PathNode node);
- }
- /// <summary>Ending condition which emulates the default one for the ABPath</summary>
- public class ABPathEndingCondition : PathEndingCondition {
- /// <summary>
- /// Path which this ending condition is used on.
- /// Same as <see cref="path"/> but downcasted to ABPath
- /// </summary>
- protected ABPath abPath;
- public ABPathEndingCondition (ABPath p) {
- if (p == null) throw new System.ArgumentNullException("p");
- abPath = p;
- path = p;
- }
- /// <summary>Has the ending condition been fulfilled.</summary>
- /// <param name="node">The current node.
- /// This is per default the same as asking if node == p.endNode</param>
- public override bool TargetFound (PathNode node) {
- return node.node == abPath.endNode;
- }
- }
- /// <summary>Ending condition which stops a fixed distance from the target point</summary>
- public class EndingConditionProximity : ABPathEndingCondition {
- /// <summary>Maximum world distance to the target node before terminating the path</summary>
- public float maxDistance = 10;
- public EndingConditionProximity (ABPath p, float maxDistance) : base(p) {
- this.maxDistance = maxDistance;
- }
- public override bool TargetFound (PathNode node) {
- return ((Vector3)node.node.position - abPath.originalEndPoint).sqrMagnitude <= maxDistance*maxDistance;
- }
- }
- }
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