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- using System.Collections.Generic;
- using Pathfinding.Serialization;
- using UnityEngine;
- namespace Pathfinding {
- /// <summary>Node used for the GridGraph</summary>
- public class GridNode : GridNodeBase {
- public GridNode (AstarPath astar) : base(astar) {
- }
- #if !ASTAR_NO_GRID_GRAPH
- private static GridGraph[] _gridGraphs = new GridGraph[0];
- public static GridGraph GetGridGraph (uint graphIndex) { return _gridGraphs[(int)graphIndex]; }
- public static void SetGridGraph (int graphIndex, GridGraph graph) {
- if (_gridGraphs.Length <= graphIndex) {
- var gg = new GridGraph[graphIndex+1];
- for (int i = 0; i < _gridGraphs.Length; i++) gg[i] = _gridGraphs[i];
- _gridGraphs = gg;
- }
- _gridGraphs[graphIndex] = graph;
- }
- public static void ClearGridGraph (int graphIndex, GridGraph graph) {
- if (graphIndex < _gridGraphs.Length && _gridGraphs[graphIndex] == graph) {
- _gridGraphs[graphIndex] = null;
- }
- }
- /// <summary>Internal use only</summary>
- internal ushort InternalGridFlags {
- get { return gridFlags; }
- set { gridFlags = value; }
- }
- const int GridFlagsConnectionOffset = 0;
- const int GridFlagsConnectionBit0 = 1 << GridFlagsConnectionOffset;
- const int GridFlagsConnectionMask = 0xFF << GridFlagsConnectionOffset;
- const int GridFlagsEdgeNodeOffset = 10;
- const int GridFlagsEdgeNodeMask = 1 << GridFlagsEdgeNodeOffset;
- public override bool HasConnectionsToAllEightNeighbours {
- get {
- return (InternalGridFlags & GridFlagsConnectionMask) == GridFlagsConnectionMask;
- }
- }
- /// <summary>
- /// True if the node has a connection 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: SetConnectionInternal
- /// </summary>
- public override bool HasConnectionInDirection (int dir) {
- return (gridFlags >> dir & GridFlagsConnectionBit0) != 0;
- }
- /// <summary>
- /// True if the node has a connection in the specified direction.
- /// Deprecated: Use HasConnectionInDirection
- /// </summary>
- [System.Obsolete("Use HasConnectionInDirection")]
- public bool GetConnectionInternal (int dir) {
- return HasConnectionInDirection(dir);
- }
- /// <summary>
- /// Enables or disables a connection in a specified direction on the graph.
- /// See: HasConnectionInDirection
- /// </summary>
- public void SetConnectionInternal (int dir, bool value) {
- // Set bit number #dir to 1 or 0 depending on #value
- unchecked { gridFlags = (ushort)(gridFlags & ~((ushort)1 << GridFlagsConnectionOffset << dir) | (value ? (ushort)1 : (ushort)0) << GridFlagsConnectionOffset << dir); }
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- }
- /// <summary>
- /// Sets the state of all grid connections.
- ///
- /// See: SetConnectionInternal
- /// </summary>
- /// <param name="connections">a bitmask of the connections (bit 0 is the first connection, bit 1 the second connection, etc.).</param>
- public void SetAllConnectionInternal (int connections) {
- unchecked { gridFlags = (ushort)((gridFlags & ~GridFlagsConnectionMask) | (connections << GridFlagsConnectionOffset)); }
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- }
- /// <summary>
- /// Disables all grid connections from this node.
- /// Note: Other nodes might still be able to get to this node.
- /// Therefore it is recommended to also disable the relevant connections on adjacent nodes.
- /// </summary>
- public void ResetConnectionsInternal () {
- unchecked {
- gridFlags = (ushort)(gridFlags & ~GridFlagsConnectionMask);
- }
- AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
- }
- /// <summary>
- /// Work in progress for a feature that required info about which nodes were at the border of the graph.
- /// Note: This property is not functional at the moment.
- /// </summary>
- public bool EdgeNode {
- get {
- return (gridFlags & GridFlagsEdgeNodeMask) != 0;
- }
- set {
- unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsEdgeNodeMask | (value ? GridFlagsEdgeNodeMask : 0)); }
- }
- }
- public override GridNodeBase GetNeighbourAlongDirection (int direction) {
- if (HasConnectionInDirection(direction)) {
- GridGraph gg = GetGridGraph(GraphIndex);
- return gg.nodes[NodeInGridIndex+gg.neighbourOffsets[direction]];
- }
- return null;
- }
- public override void ClearConnections (bool alsoReverse) {
- if (alsoReverse) {
- // Note: This assumes that all connections are bidirectional
- // which should hold for all grid graphs unless some custom code has been added
- for (int i = 0; i < 8; i++) {
- var other = GetNeighbourAlongDirection(i) as GridNode;
- if (other != null) {
- // Remove reverse connection. See doc for GridGraph.neighbourOffsets to see which indices are used for what.
- other.SetConnectionInternal(i < 4 ? ((i + 2) % 4) : (((i-2) % 4) + 4), false);
- }
- }
- }
- ResetConnectionsInternal();
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- base.ClearConnections(alsoReverse);
- #endif
- }
- public override void GetConnections (System.Action<GraphNode> action) {
- GridGraph gg = GetGridGraph(GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- for (int i = 0; i < 8; i++) {
- if (HasConnectionInDirection(i)) {
- var other = nodes[NodeInGridIndex + neighbourOffsets[i]];
- if (other != null) action(other);
- }
- }
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- base.GetConnections(action);
- #endif
- }
- public override Vector3 ClosestPointOnNode (Vector3 p) {
- var gg = GetGridGraph(GraphIndex);
- // Convert to graph space
- p = gg.transform.InverseTransform(p);
- // Calculate graph position of this node
- int x = NodeInGridIndex % gg.width;
- int z = NodeInGridIndex / gg.width;
- // Handle the y coordinate separately
- float y = gg.transform.InverseTransform((Vector3)position).y;
- var closestInGraphSpace = new Vector3(Mathf.Clamp(p.x, x, x+1f), y, Mathf.Clamp(p.z, z, z+1f));
- // Convert to world space
- return gg.transform.Transform(closestInGraphSpace);
- }
- public override bool GetPortal (GraphNode other, List<Vector3> left, List<Vector3> right, bool backwards) {
- if (backwards) return true;
- GridGraph gg = GetGridGraph(GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- for (int i = 0; i < 4; i++) {
- if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
- Vector3 middle = ((Vector3)(position + other.position))*0.5f;
- Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
- cross.Normalize();
- cross *= gg.nodeSize*0.5f;
- left.Add(middle - cross);
- right.Add(middle + cross);
- return true;
- }
- }
- for (int i = 4; i < 8; i++) {
- if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
- bool rClear = false;
- bool lClear = false;
- if (HasConnectionInDirection(i-4)) {
- var n2 = nodes[NodeInGridIndex + neighbourOffsets[i-4]];
- if (n2.Walkable && n2.HasConnectionInDirection((i-4+1)%4)) {
- rClear = true;
- }
- }
- if (HasConnectionInDirection((i-4+1)%4)) {
- var n2 = nodes[NodeInGridIndex + neighbourOffsets[(i-4+1)%4]];
- if (n2.Walkable && n2.HasConnectionInDirection(i-4)) {
- lClear = true;
- }
- }
- Vector3 middle = ((Vector3)(position + other.position))*0.5f;
- Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
- cross.Normalize();
- cross *= gg.nodeSize*1.4142f;
- left.Add(middle - (lClear ? cross : Vector3.zero));
- right.Add(middle + (rClear ? cross : Vector3.zero));
- return true;
- }
- }
- return false;
- }
- public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
- GridGraph gg = GetGridGraph(GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- pathNode.UpdateG(path);
- handler.heap.Add(pathNode);
- ushort pid = handler.PathID;
- var index = NodeInGridIndex;
- for (int i = 0; i < 8; i++) {
- if (HasConnectionInDirection(i)) {
- var other = nodes[index + neighbourOffsets[i]];
- PathNode otherPN = handler.GetPathNode(other);
- if (otherPN.parent == pathNode && otherPN.pathID == pid) other.UpdateRecursiveG(path, otherPN, handler);
- }
- }
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- base.UpdateRecursiveG(path, pathNode, handler);
- #endif
- }
- #if ASTAR_JPS
- /*
- * Non Cyclic
- * [0] = -Y
- * [1] = +X
- * [2] = +Y
- * [3] = -X
- * [4] = -Y+X
- * [5] = +Y+X
- * [6] = +Y-X
- * [7] = -Y-X
- *
- * Cyclic
- * [0] = -X
- * [1] = -X+Y
- * [2] = +Y
- * [3] = +X+Y
- * [4] = +X
- * [5] = +X-Y
- * [6] = -Y
- * [7] = -Y-X
- */
- static byte[] JPSForced = {
- 0xFF, // Shouldn't really happen
- 0,
- (1<<3),
- 0,
- 0,
- 0,
- (1<<5),
- 0
- };
- static byte[] JPSForcedDiagonal = {
- 0xFF, // Shouldn't really happen
- (1<<2),
- 0,
- 0,
- 0,
- 0,
- 0,
- (1<<6)
- };
- /// <summary>
- /// Permutation of the standard grid node neighbour order to put them on a clockwise cycle around the node.
- /// Enables easier math in some cases
- /// </summary>
- static int[] JPSCyclic = {
- 6,
- 4,
- 2,
- 0,
- 5,
- 3,
- 1,
- 7
- };
- /// <summary>Inverse permutation of <see cref="JPSCyclic"/></summary>
- static int[] JPSInverseCyclic = {
- 3, // 0
- 6, // 1
- 2, // 2
- 5, // 3
- 1, // 4
- 4, // 5
- 0, // 6
- 7 // 7
- };
- const int JPSNaturalStraightNeighbours = 1 << 4;
- const int JPSNaturalDiagonalNeighbours = (1 << 5) | (1 << 4) | (1 << 3);
- /// <summary>Memoization of what results to return from the Jump method.</summary>
- GridNodeBase[] JPSCache;
- /// <summary>
- /// Each byte is a bitfield where each bit indicates if direction number i should return null from the Jump method.
- /// Used as a cache.
- /// I would like to make this a ulong instead, but that could run into data races.
- /// </summary>
- byte[] JPSDead;
- ushort[] JPSLastCacheID;
- /// <summary>
- /// Executes a straight jump search.
- /// See: http://en.wikipedia.org/wiki/Jump_point_search
- /// </summary>
- static GridNodeBase JPSJumpStraight (GridNode node, Path path, PathHandler handler, int parentDir, int depth = 0) {
- GridGraph gg = GetGridGraph(node.GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- var origin = node;
- // Indexing into the cache arrays from multiple threads like this should cause
- // a lot of false sharing and cache trashing, but after profiling it seems
- // that this is not a major concern
- int threadID = handler.threadID;
- int threadOffset = 8*handler.threadID;
- int cyclicParentDir = JPSCyclic[parentDir];
- GridNodeBase result = null;
- // Rotate 180 degrees
- const int forwardDir = 4;
- int forwardOffset = neighbourOffsets[JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8]];
- // Move forwards in the same direction
- // until a node is encountered which we either
- // * know the result for (memoization)
- // * is a special node (flag2 set)
- // * has custom connections
- // * the node has a forced neighbour
- // Then break out of the loop
- // and start another loop which goes through the same nodes and sets the
- // memoization caches to avoid expensive calls in the future
- while (true) {
- // This is needed to make sure different threads don't overwrite each others results
- // It doesn't matter if we throw away some caching done by other threads as this will only
- // happen during the first few path requests
- if (node.JPSLastCacheID == null || node.JPSLastCacheID.Length < handler.totalThreadCount) {
- lock (node) {
- // Check again in case another thread has already created the array
- if (node.JPSLastCacheID == null || node.JPSLastCacheID.Length < handler.totalThreadCount) {
- node.JPSCache = new GridNode[8*handler.totalThreadCount];
- node.JPSDead = new byte[handler.totalThreadCount];
- node.JPSLastCacheID = new ushort[handler.totalThreadCount];
- }
- }
- }
- if (node.JPSLastCacheID[threadID] != path.pathID) {
- for (int i = 0; i < 8; i++) node.JPSCache[i + threadOffset] = null;
- node.JPSLastCacheID[threadID] = path.pathID;
- node.JPSDead[threadID] = 0;
- }
- // Cache earlier results, major optimization
- // It is important to read from it once and then return the same result,
- // if we read from it twice, we might get different results due to other threads clearing the array sometimes
- var cachedResult = node.JPSCache[parentDir + threadOffset];
- if (cachedResult != null) {
- result = cachedResult;
- break;
- }
- if (((node.JPSDead[threadID] >> parentDir)&1) != 0) return null;
- // Special node (e.g end node), take care of
- if (handler.GetPathNode(node).flag2) {
- //Debug.Log ("Found end Node!");
- //Debug.DrawRay ((Vector3)position, Vector3.up*2, Color.green);
- result = node;
- break;
- }
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- // Special node which has custom connections, take care of
- if (node.connections != null && node.connections.Length > 0) {
- result = node;
- break;
- }
- #endif
- // These are the nodes this node is connected to, one bit for each of the 8 directions
- int noncyclic = node.gridFlags;//We don't actually need to & with this because we don't use the other bits. & 0xFF;
- int cyclic = 0;
- for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
- int forced = 0;
- // Loop around to be able to assume -X is where we came from
- cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
- //for ( int i = 0; i < 8; i++ ) if ( ((cyclic >> i)&1) == 0 ) forced |= JPSForced[i];
- if ((cyclic & (1 << 2)) == 0) forced |= (1<<3);
- if ((cyclic & (1 << 6)) == 0) forced |= (1<<5);
- int natural = JPSNaturalStraightNeighbours;
- // Check if there are any forced neighbours which we can reach that are not natural neighbours
- //if ( ((forced & cyclic) & (~(natural & cyclic))) != 0 ) {
- if ((forced & (~natural) & cyclic) != 0) {
- // Some of the neighbour nodes are forced
- result = node;
- break;
- }
- // Make sure we can reach the next node
- if ((cyclic & (1 << forwardDir)) != 0) {
- node = nodes[node.nodeInGridIndex + forwardOffset] as GridNode;
- //Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.magenta);
- } else {
- result = null;
- break;
- }
- }
- if (result == null) {
- while (origin != node) {
- origin.JPSDead[threadID] |= (byte)(1 << parentDir);
- origin = nodes[origin.nodeInGridIndex + forwardOffset] as GridNode;
- }
- } else {
- while (origin != node) {
- origin.JPSCache[parentDir + threadOffset] = result;
- origin = nodes[origin.nodeInGridIndex + forwardOffset] as GridNode;
- }
- }
- return result;
- }
- /// <summary>
- /// Executes a diagonal jump search.
- /// See: http://en.wikipedia.org/wiki/Jump_point_search
- /// </summary>
- GridNodeBase JPSJumpDiagonal (Path path, PathHandler handler, int parentDir, int depth = 0) {
- // Indexing into the cache arrays from multiple threads like this should cause
- // a lot of false sharing and cache trashing, but after profiling it seems
- // that this is not a major concern
- int threadID = handler.threadID;
- int threadOffset = 8*handler.threadID;
- // This is needed to make sure different threads don't overwrite each others results
- // It doesn't matter if we throw away some caching done by other threads as this will only
- // happen during the first few path requests
- if (JPSLastCacheID == null || JPSLastCacheID.Length < handler.totalThreadCount) {
- lock (this) {
- // Check again in case another thread has already created the array
- if (JPSLastCacheID == null || JPSLastCacheID.Length < handler.totalThreadCount) {
- JPSCache = new GridNode[8*handler.totalThreadCount];
- JPSDead = new byte[handler.totalThreadCount];
- JPSLastCacheID = new ushort[handler.totalThreadCount];
- }
- }
- }
- if (JPSLastCacheID[threadID] != path.pathID) {
- for (int i = 0; i < 8; i++) JPSCache[i + threadOffset] = null;
- JPSLastCacheID[threadID] = path.pathID;
- JPSDead[threadID] = 0;
- }
- // Cache earlier results, major optimization
- // It is important to read from it once and then return the same result,
- // if we read from it twice, we might get different results due to other threads clearing the array sometimes
- var cachedResult = JPSCache[parentDir + threadOffset];
- if (cachedResult != null) {
- //return cachedResult;
- }
- //if ( ((JPSDead[threadID] >> parentDir)&1) != 0 ) return null;
- // Special node (e.g end node), take care of
- if (handler.GetPathNode(this).flag2) {
- //Debug.Log ("Found end Node!");
- //Debug.DrawRay ((Vector3)position, Vector3.up*2, Color.green);
- JPSCache[parentDir + threadOffset] = this;
- return this;
- }
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- // Special node which has custom connections, take care of
- if (connections != null && connections.Length > 0) {
- JPSCache[parentDir] = this;
- return this;
- }
- #endif
- int noncyclic = gridFlags;//We don't actually need to & with this because we don't use the other bits. & 0xFF;
- int cyclic = 0;
- for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
- int forced = 0;
- int cyclicParentDir = JPSCyclic[parentDir];
- // Loop around to be able to assume -X is where we came from
- cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
- int natural;
- for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForcedDiagonal[i];
- natural = JPSNaturalDiagonalNeighbours;
- /*
- * if ( ((Vector3)position - new Vector3(1.5f,0,-1.5f)).magnitude < 0.5f ) {
- * Debug.Log (noncyclic + " " + parentDir + " " + cyclicParentDir);
- * Debug.Log (System.Convert.ToString (cyclic, 2)+"\n"+System.Convert.ToString (noncyclic, 2)+"\n"+System.Convert.ToString (natural, 2)+"\n"+System.Convert.ToString (forced, 2));
- * }*/
- // Don't force nodes we cannot reach anyway
- forced &= cyclic;
- natural &= cyclic;
- if ((forced & (~natural)) != 0) {
- // Some of the neighbour nodes are forced
- JPSCache[parentDir+threadOffset] = this;
- return this;
- }
- int forwardDir;
- GridGraph gg = GetGridGraph(GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- {
- // Rotate 180 degrees - 1 node
- forwardDir = 3;
- if (((cyclic >> forwardDir)&1) != 0) {
- int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
- var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
- //Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.black);
- GridNodeBase v;
- if (oi < 4) {
- v = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(cyclicParentDir-1+8)%8], depth+1);
- } else {
- v = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(cyclicParentDir-1+8)%8], depth+1);
- }
- if (v != null) {
- JPSCache[parentDir+threadOffset] = this;
- return this;
- }
- }
- // Rotate 180 degrees + 1 node
- forwardDir = 5;
- if (((cyclic >> forwardDir)&1) != 0) {
- int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
- var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
- //Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.grey);
- GridNodeBase v;
- if (oi < 4) {
- v = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(cyclicParentDir+1+8)%8], depth+1);
- } else {
- v = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(cyclicParentDir+1+8)%8], depth+1);
- }
- if (v != null) {
- JPSCache[parentDir+threadOffset] = this;
- return this;
- }
- }
- }
- // Rotate 180 degrees
- forwardDir = 4;
- if (((cyclic >> forwardDir)&1) != 0) {
- int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
- var other = nodes[nodeInGridIndex + neighbourOffsets[oi]] as GridNode;
- //Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.magenta);
- var v = other.JPSJumpDiagonal(path, handler, parentDir, depth+1);
- if (v != null) {
- JPSCache[parentDir+threadOffset] = v;
- return v;
- }
- }
- JPSDead[threadID] |= (byte)(1 << parentDir);
- return null;
- }
- /// <summary>
- /// Opens a node using Jump Point Search.
- /// See: http://en.wikipedia.org/wiki/Jump_point_search
- /// </summary>
- public void JPSOpen (Path path, PathNode pathNode, PathHandler handler) {
- GridGraph gg = GetGridGraph(GraphIndex);
- int[] neighbourOffsets = gg.neighbourOffsets;
- var nodes = gg.nodes;
- ushort pid = handler.PathID;
- int noncyclic = gridFlags & 0xFF;
- int cyclic = 0;
- for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
- var parent = pathNode.parent != null ? pathNode.parent.node as GridNode : null;
- int parentDir = -1;
- if (parent != null) {
- int diff = parent != null ? parent.nodeInGridIndex - nodeInGridIndex : 0;
- int x2 = nodeInGridIndex % gg.width;
- int x1 = parent.nodeInGridIndex % gg.width;
- if (diff < 0) {
- if (x1 == x2) {
- parentDir = 0;
- } else if (x1 < x2) {
- parentDir = 7;
- } else {
- parentDir = 4;
- }
- } else {
- if (x1 == x2) {
- parentDir = 1;
- } else if (x1 < x2) {
- parentDir = 6;
- } else {
- parentDir = 5;
- }
- }
- }
- int cyclicParentDir = 0;
- // Check for -1
- int forced = 0;
- if (parentDir != -1) {
- cyclicParentDir = JPSCyclic[parentDir];
- // Loop around to be able to assume -X is where we came from
- cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
- } else {
- forced = 0xFF;
- //parentDir = 0;
- }
- bool diagonal = parentDir >= 4;
- int natural;
- if (diagonal) {
- for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForcedDiagonal[i];
- natural = JPSNaturalDiagonalNeighbours;
- } else {
- for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForced[i];
- natural = JPSNaturalStraightNeighbours;
- }
- // Don't force nodes we cannot reach anyway
- forced &= cyclic;
- natural &= cyclic;
- int nb = forced | natural;
- /*if ( ((Vector3)position - new Vector3(0.5f,0,3.5f)).magnitude < 0.5f ) {
- * Debug.Log (noncyclic + " " + parentDir + " " + cyclicParentDir);
- * Debug.Log (System.Convert.ToString (cyclic, 2)+"\n"+System.Convert.ToString (noncyclic, 2)+"\n"+System.Convert.ToString (natural, 2)+"\n"+System.Convert.ToString (forced, 2));
- * }*/
- for (int i = 0; i < 8; i++) {
- if (((nb >> i)&1) != 0) {
- int oi = JPSInverseCyclic[(i + cyclicParentDir) % 8];
- var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
- #if ASTARDEBUG
- if (((forced >> i)&1) != 0) {
- Debug.DrawLine((Vector3)position, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f), Color.red);
- }
- if (((natural >> i)&1) != 0) {
- Debug.DrawLine((Vector3)position + Vector3.up*0.2f, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f) + Vector3.up*0.2f, Color.green);
- }
- #endif
- if (oi < 4) {
- other = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(i + 4 + cyclicParentDir) % 8]);
- } else {
- other = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(i + 4 + cyclicParentDir) % 8]);
- }
- if (other != null) {
- //Debug.DrawLine ( (Vector3)position + Vector3.up*0.0f, (Vector3)other.position + Vector3.up*0.3f, Color.cyan);
- //Debug.DrawRay ( (Vector3)other.position, Vector3.up, Color.cyan);
- //GridNode other = nodes[nodeInGridIndex + neighbourOffsets[i]];
- //if (!path.CanTraverse (other)) continue;
- PathNode otherPN = handler.GetPathNode(other);
- if (otherPN.pathID != pid) {
- otherPN.parent = pathNode;
- otherPN.pathID = pid;
- otherPN.cost = (uint)(other.position - position).costMagnitude;//neighbourCosts[i];
- 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 {
- //If not we can test if the path from the current node to this one is a better one then the one already used
- uint tmpCost = (uint)(other.position - position).costMagnitude;//neighbourCosts[i];
- if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G) {
- //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);
- }
- }
- }
- }
- #if ASTARDEBUG
- if (i == 0 && parentDir != -1 && this.nodeInGridIndex > 10) {
- int oi = JPSInverseCyclic[(i + cyclicParentDir) % 8];
- if (nodeInGridIndex + neighbourOffsets[oi] < 0 || nodeInGridIndex + neighbourOffsets[oi] >= nodes.Length) {
- //Debug.LogError ("ERR: " + (nodeInGridIndex + neighbourOffsets[oi]) + " " + cyclicParentDir + " " + parentDir + " Reverted " + oi);
- //Debug.DrawRay ((Vector3)position, Vector3.up, Color.red);
- } else {
- var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
- Debug.DrawLine((Vector3)position - Vector3.up*0.2f, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f) - Vector3.up*0.2f, Color.blue);
- }
- }
- #endif
- }
- }
- #endif
- public override void Open (Path path, PathNode pathNode, PathHandler handler) {
- GridGraph gg = GetGridGraph(GraphIndex);
- ushort pid = handler.PathID;
- #if ASTAR_JPS
- if (gg.useJumpPointSearch && !path.FloodingPath) {
- JPSOpen(path, pathNode, handler);
- } else
- #endif
- {
- int[] neighbourOffsets = gg.neighbourOffsets;
- uint[] neighbourCosts = gg.neighbourCosts;
- GridNodeBase[] nodes = gg.nodes;
- var index = NodeInGridIndex;
- for (int i = 0; i < 8; i++) {
- if (HasConnectionInDirection(i)) {
- GridNodeBase other = nodes[index + neighbourOffsets[i]];
- if (!path.CanTraverse(other)) continue;
- PathNode otherPN = handler.GetPathNode(other);
- uint tmpCost = neighbourCosts[i];
- // Check if the other node has not yet been visited by this path
- if (otherPN.pathID != pid) {
- otherPN.parent = pathNode;
- otherPN.pathID = pid;
- otherPN.cost = tmpCost;
- otherPN.H = path.CalculateHScore(other);
- otherPN.UpdateG(path);
- handler.heap.Add(otherPN);
- } 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);
- }
- }
- }
- }
- }
- #if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
- base.Open(path, pathNode, handler);
- #endif
- }
- public override void SerializeNode (GraphSerializationContext ctx) {
- base.SerializeNode(ctx);
- ctx.SerializeInt3(position);
- ctx.writer.Write(gridFlags);
- }
- public override void DeserializeNode (GraphSerializationContext ctx) {
- base.DeserializeNode(ctx);
- position = ctx.DeserializeInt3();
- gridFlags = ctx.reader.ReadUInt16();
- }
- public override void AddConnection (GraphNode node, uint cost) {
- // In case the node was already added as an internal grid connection,
- // we need to remove that connection before we insert it as a custom connection.
- // Using a custom connection is necessary because it has a custom cost.
- if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
- RemoveGridConnection(gn);
- }
- base.AddConnection(node, cost);
- }
- public override void RemoveConnection (GraphNode node) {
- base.RemoveConnection(node);
- // If the node is a grid node on the same graph, it might be added as an internal connection and not a custom one.
- if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
- RemoveGridConnection(gn);
- }
- }
- /// <summary>
- /// Removes a connection from the internal grid connections.
- /// See: SetConnectionInternal
- /// </summary>
- protected void RemoveGridConnection (GridNode node) {
- var nodeIndex = NodeInGridIndex;
- var gg = GetGridGraph(GraphIndex);
- for (int i = 0; i < 8; i++) {
- if (nodeIndex + gg.neighbourOffsets[i] == node.NodeInGridIndex && GetNeighbourAlongDirection(i) == node) {
- SetConnectionInternal(i, false);
- break;
- }
- }
- }
- #else
- public override void AddConnection (GraphNode node, uint cost) {
- throw new System.NotImplementedException();
- }
- public override void ClearConnections (bool alsoReverse) {
- throw new System.NotImplementedException();
- }
- public override void GetConnections (GraphNodeDelegate del) {
- throw new System.NotImplementedException();
- }
- public override void Open (Path path, PathNode pathNode, PathHandler handler) {
- throw new System.NotImplementedException();
- }
- public override void RemoveConnection (GraphNode node) {
- throw new System.NotImplementedException();
- }
- #endif
- }
- }
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