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- using UnityEngine;
- using Pathfinding.Serialization;
- namespace Pathfinding {
- /// <summary>Base class for GridNode and LevelGridNode</summary>
- public abstract class GridNodeBase : GraphNode {
- protected GridNodeBase (AstarPath astar) : base(astar) {
- }
- const int GridFlagsWalkableErosionOffset = 8;
- const int GridFlagsWalkableErosionMask = 1 << GridFlagsWalkableErosionOffset;
- const int GridFlagsWalkableTmpOffset = 9;
- const int GridFlagsWalkableTmpMask = 1 << GridFlagsWalkableTmpOffset;
- protected const int NodeInGridIndexLayerOffset = 24;
- protected const int NodeInGridIndexMask = 0xFFFFFF;
- /// <summary>
- /// Bitfield containing the x and z coordinates of the node as well as the layer (for layered grid graphs).
- /// See: NodeInGridIndex
- /// </summary>
- protected int nodeInGridIndex;
- protected ushort gridFlags;
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- /// <summary>
- /// Custon non-grid connections from this node.
- /// See: <see cref="AddConnection"/>
- /// See: <see cref="RemoveConnection"/>
- ///
- /// This field is removed if the ASTAR_GRID_NO_CUSTOM_CONNECTIONS compiler directive is used.
- /// Removing it can save a tiny bit of memory. You can enable the define in the Optimizations tab in the A* inspector.
- /// See: compiler-directives (view in online documentation for working links)
- ///
- /// Note: If you modify this array or the contents of it you must call <see cref="SetConnectivityDirty"/>.
- /// </summary>
- public Connection[] connections;
- #endif
- /// <summary>
- /// The index of the node in the grid.
- /// This is x + z*graph.width
- /// So you can get the X and Z indices using
- /// <code>
- /// int index = node.NodeInGridIndex;
- /// int x = index % graph.width;
- /// int z = index / graph.width;
- /// // where graph is GridNode.GetGridGraph (node.graphIndex), i.e the graph the nodes are contained in.
- /// </code>
- /// </summary>
- public int NodeInGridIndex { get { return nodeInGridIndex & NodeInGridIndexMask; } set { nodeInGridIndex = (nodeInGridIndex & ~NodeInGridIndexMask) | value; } }
- /// <summary>
- /// X coordinate of the node in the grid.
- /// The node in the bottom left corner has (x,z) = (0,0) and the one in the opposite
- /// corner has (x,z) = (width-1, depth-1)
- /// See: ZCoordInGrid
- /// See: NodeInGridIndex
- /// </summary>
- public int XCoordinateInGrid {
- get {
- return NodeInGridIndex % GridNode.GetGridGraph(GraphIndex).width;
- }
- }
- /// <summary>
- /// Z coordinate of the node in the grid.
- /// The node in the bottom left corner has (x,z) = (0,0) and the one in the opposite
- /// corner has (x,z) = (width-1, depth-1)
- /// See: XCoordInGrid
- /// See: NodeInGridIndex
- /// </summary>
- public int ZCoordinateInGrid {
- get {
- return NodeInGridIndex / GridNode.GetGridGraph(GraphIndex).width;
- }
- }
- /// <summary>
- /// Stores walkability before erosion is applied.
- /// Used internally when updating the graph.
- /// </summary>
- public bool WalkableErosion {
- get {
- return (gridFlags & GridFlagsWalkableErosionMask) != 0;
- }
- set {
- unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsWalkableErosionMask | (value ? (ushort)GridFlagsWalkableErosionMask : (ushort)0)); }
- }
- }
- /// <summary>Temporary variable used internally when updating the graph.</summary>
- public bool TmpWalkable {
- get {
- return (gridFlags & GridFlagsWalkableTmpMask) != 0;
- }
- set {
- unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsWalkableTmpMask | (value ? (ushort)GridFlagsWalkableTmpMask : (ushort)0)); }
- }
- }
- /// <summary>
- /// True if the node has grid connections to all its 8 neighbours.
- /// Note: This will always return false if GridGraph.neighbours is set to anything other than Eight.
- /// See: GetNeighbourAlongDirection
- /// </summary>
- public abstract bool HasConnectionsToAllEightNeighbours { get; }
- public override float SurfaceArea () {
- GridGraph gg = GridNode.GetGridGraph(GraphIndex);
- return gg.nodeSize*gg.nodeSize;
- }
- public override Vector3 RandomPointOnSurface () {
- GridGraph gg = GridNode.GetGridGraph(GraphIndex);
- var graphSpacePosition = gg.transform.InverseTransform((Vector3)position);
- return gg.transform.Transform(graphSpacePosition + new Vector3(Random.value - 0.5f, 0, Random.value - 0.5f));
- }
- /// <summary>
- /// Transforms a world space point to a normalized point on this node's surface.
- /// (0.5,0.5) represents the node's center. (0,0), (1,0), (1,1) and (0,1) each represent the corners of the node.
- ///
- /// See: <see cref="UnNormalizePoint"/>
- /// </summary>
- public Vector2 NormalizePoint (Vector3 worldPoint) {
- GridGraph gg = GridNode.GetGridGraph(GraphIndex);
- var graphSpacePosition = gg.transform.InverseTransform(worldPoint);
- return new Vector2(graphSpacePosition.x - this.XCoordinateInGrid, graphSpacePosition.z - this.ZCoordinateInGrid);
- }
- /// <summary>
- /// Transforms a normalized point on this node's surface to a world space point.
- /// (0.5,0.5) represents the node's center. (0,0), (1,0), (1,1) and (0,1) each represent the corners of the node.
- ///
- /// See: <see cref="NormalizePoint"/>
- /// </summary>
- public Vector3 UnNormalizePoint (Vector2 normalizedPointOnSurface) {
- GridGraph gg = GridNode.GetGridGraph(GraphIndex);
- return (Vector3)this.position + gg.transform.TransformVector(new Vector3(normalizedPointOnSurface.x - 0.5f, 0, normalizedPointOnSurface.y - 0.5f));
- }
- public override int GetGizmoHashCode () {
- var hash = base.GetGizmoHashCode();
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- if (connections != null) {
- for (int i = 0; i < connections.Length; i++) {
- hash ^= 17 * connections[i].GetHashCode();
- }
- }
- #endif
- hash ^= 109 * gridFlags;
- return hash;
- }
- /// <summary>
- /// Adjacent grid node in the specified direction.
- /// This will return null if the node does not have a connection to a node
- /// in that direction.
- ///
- /// The dir parameter corresponds to directions in the grid as:
- /// <code>
- /// Z
- /// |
- /// |
- ///
- /// 6 2 5
- /// \ | /
- /// -- 3 - X - 1 ----- X
- /// / | \
- /// 7 0 4
- ///
- /// |
- /// |
- /// </code>
- ///
- /// See: GetConnections
- ///
- /// Note: This method only takes grid connections into account, not custom connections (i.e. those added using <see cref="AddConnection"/> or using node links).
- /// </summary>
- public abstract GridNodeBase GetNeighbourAlongDirection(int direction);
- /// <summary>
- /// True if the node has a connection to an adjecent node in the specified direction.
- ///
- /// The dir parameter corresponds to directions in the grid as:
- /// <code>
- /// Z
- /// |
- /// |
- ///
- /// 6 2 5
- /// \ | /
- /// -- 3 - X - 1 ----- X
- /// / | \
- /// 7 0 4
- ///
- /// |
- /// |
- /// </code>
- ///
- /// See: <see cref="GetConnections"/>
- /// See: <see cref="GetNeighbourAlongDirection"/>
- ///
- /// Note: This method only takes grid connections into account, not custom connections (i.e. those added using <see cref="AddConnection"/> or using node links).
- /// </summary>
- public virtual bool HasConnectionInDirection (int direction) {
- // TODO: Can be optimized if overriden in each subclass
- return GetNeighbourAlongDirection(direction) != null;
- }
- public override bool ContainsConnection (GraphNode node) {
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- if (connections != null) {
- for (int i = 0; i < connections.Length; i++) {
- if (connections[i].node == node) {
- return true;
- }
- }
- }
- #endif
- for (int i = 0; i < 8; i++) {
- if (node == GetNeighbourAlongDirection(i)) {
- return true;
- }
- }
- return false;
- }
- #if ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- public override void AddConnection (GraphNode node, uint cost) {
- throw new System.NotImplementedException("GridNodes do not have support for adding manual connections with your current settings."+
- "\nPlease disable ASTAR_GRID_NO_CUSTOM_CONNECTIONS in the Optimizations tab in the A* Inspector");
- }
- public override void RemoveConnection (GraphNode node) {
- throw new System.NotImplementedException("GridNodes do not have support for adding manual connections with your current settings."+
- "\nPlease disable ASTAR_GRID_NO_CUSTOM_CONNECTIONS in the Optimizations tab in the A* Inspector");
- }
- public void ClearCustomConnections (bool alsoReverse) {
- }
- #else
- /// <summary>Same as <see cref="ClearConnections"/>, but does not clear grid connections, only custom ones (e.g added by <see cref="AddConnection"/> or a NodeLink component)</summary>
- public void ClearCustomConnections (bool alsoReverse) {
- if (connections != null) for (int i = 0; i < connections.Length; i++) connections[i].node.RemoveConnection(this);
- connections = null;
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- }
- public override void ClearConnections (bool alsoReverse) {
- ClearCustomConnections(alsoReverse);
- }
- public override void GetConnections (System.Action<GraphNode> action) {
- if (connections != null) for (int i = 0; i < connections.Length; i++) action(connections[i].node);
- }
- public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
- ushort pid = handler.PathID;
- if (connections != null) for (int i = 0; i < connections.Length; i++) {
- GraphNode other = connections[i].node;
- PathNode otherPN = handler.GetPathNode(other);
- if (otherPN.parent == pathNode && otherPN.pathID == pid) other.UpdateRecursiveG(path, otherPN, handler);
- }
- }
- public override void Open (Path path, PathNode pathNode, PathHandler handler) {
- ushort pid = handler.PathID;
- if (connections != null) for (int i = 0; i < connections.Length; i++) {
- GraphNode other = connections[i].node;
- if (!path.CanTraverse(other)) continue;
- PathNode otherPN = handler.GetPathNode(other);
- uint tmpCost = connections[i].cost;
- if (otherPN.pathID != pid) {
- otherPN.parent = pathNode;
- otherPN.pathID = pid;
- otherPN.cost = tmpCost;
- otherPN.H = path.CalculateHScore(other);
- otherPN.UpdateG(path);
- //Debug.Log ("G " + otherPN.G + " F " + otherPN.F);
- handler.heap.Add(otherPN);
- //Debug.DrawRay ((Vector3)otherPN.node.Position, Vector3.up,Color.blue);
- } else {
- // Sorry for the huge number of #ifs
- //If not we can test if the path from the current node to this one is a better one then the one already used
- #if ASTAR_NO_TRAVERSAL_COST
- if (pathNode.G+tmpCost < otherPN.G)
- #else
- if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G)
- #endif
- {
- //Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
- otherPN.cost = tmpCost;
- otherPN.parent = pathNode;
- other.UpdateRecursiveG(path, otherPN, handler);
- }
- }
- }
- }
- /// <summary>
- /// Add a connection from this node to the specified node.
- /// If the connection already exists, the cost will simply be updated and
- /// no extra connection added.
- ///
- /// Note: Only adds a one-way connection. Consider calling the same function on the other node
- /// to get a two-way connection.
- ///
- /// Note that this will always add a custom connection which is a bit slower than the internal connection
- /// list to adjacent grid nodes. If you only want to modify connections between grid nodes that are
- /// adjacent to each other, and don't want custom costs, then using <see cref="SetConnectionInternal"/> might be
- /// a better option.
- /// </summary>
- public override void AddConnection (GraphNode node, uint cost) {
- if (node == null) throw new System.ArgumentNullException();
- if (connections != null) {
- for (int i = 0; i < connections.Length; i++) {
- if (connections[i].node == node) {
- connections[i].cost = cost;
- return;
- }
- }
- }
- int connLength = connections != null ? connections.Length : 0;
- var newconns = new Connection[connLength+1];
- for (int i = 0; i < connLength; i++) {
- newconns[i] = connections[i];
- }
- newconns[connLength] = new Connection(node, cost);
- connections = newconns;
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- }
- /// <summary>
- /// Removes any connection from this node to the specified node.
- /// If no such connection exists, nothing will be done.
- ///
- /// Note: This only removes the connection from this node to the other node.
- /// You may want to call the same function on the other node to remove its eventual connection
- /// to this node.
- ///
- /// Version: Before 4.3.48 This method only handled custom connections (those added using link components or the AddConnection method).
- /// Regular grid connections had to be added or removed using <see cref="Pathfinding.GridNode.SetConnectionInternal"/>. Starting with 4.3.48 this method
- /// can remove all types of connections.
- /// </summary>
- public override void RemoveConnection (GraphNode node) {
- if (connections == null) return;
- for (int i = 0; i < connections.Length; i++) {
- if (connections[i].node == node) {
- int connLength = connections.Length;
- var newconns = new Connection[connLength-1];
- for (int j = 0; j < i; j++) {
- newconns[j] = connections[j];
- }
- for (int j = i+1; j < connLength; j++) {
- newconns[j-1] = connections[j];
- }
- connections = newconns;
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- return;
- }
- }
- }
- public override void SerializeReferences (GraphSerializationContext ctx) {
- // TODO: Deduplicate code
- if (connections == null) {
- ctx.writer.Write(-1);
- } else {
- ctx.writer.Write(connections.Length);
- for (int i = 0; i < connections.Length; i++) {
- ctx.SerializeNodeReference(connections[i].node);
- ctx.writer.Write(connections[i].cost);
- }
- }
- }
- public override void DeserializeReferences (GraphSerializationContext ctx) {
- // Grid nodes didn't serialize references before 3.8.3
- if (ctx.meta.version < AstarSerializer.V3_8_3)
- return;
- int count = ctx.reader.ReadInt32();
- if (count == -1) {
- connections = null;
- } else {
- connections = new Connection[count];
- for (int i = 0; i < count; i++) {
- connections[i] = new Connection(ctx.DeserializeNodeReference(), ctx.reader.ReadUInt32());
- }
- }
- }
- #endif
- }
- }
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