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- using UnityEngine;
- namespace Pathfinding.Util {
- /// <summary>
- /// Transforms to and from world space to a 2D movement plane.
- /// The transformation is guaranteed to be purely a rotation
- /// so no scale or offset is used. This interface is primarily
- /// used to make it easier to write movement scripts which can
- /// handle movement both in the XZ plane and in the XY plane.
- ///
- /// See: <see cref="Pathfinding.Util.GraphTransform"/>
- /// </summary>
- public interface IMovementPlane {
- Vector2 ToPlane(Vector3 p);
- Vector2 ToPlane(Vector3 p, out float elevation);
- Vector3 ToWorld(Vector2 p, float elevation = 0);
- }
- /// <summary>Generic 3D coordinate transformation</summary>
- public interface ITransform {
- Vector3 Transform(Vector3 position);
- Vector3 InverseTransform(Vector3 position);
- }
- /// <summary>
- /// Defines a transformation from graph space to world space.
- /// This is essentially just a simple wrapper around a matrix, but it has several utilities that are useful.
- /// </summary>
- public class GraphTransform : IMovementPlane, ITransform {
- /// <summary>True if this transform is the identity transform (i.e it does not do anything)</summary>
- public readonly bool identity;
- /// <summary>True if this transform is a pure translation without any scaling or rotation</summary>
- public readonly bool onlyTranslational;
- readonly bool isXY;
- readonly bool isXZ;
- readonly Matrix4x4 matrix;
- readonly Matrix4x4 inverseMatrix;
- readonly Vector3 up;
- readonly Vector3 translation;
- readonly Int3 i3translation;
- readonly Quaternion rotation;
- readonly Quaternion inverseRotation;
- public static readonly GraphTransform identityTransform = new GraphTransform(Matrix4x4.identity);
- public GraphTransform (Matrix4x4 matrix) {
- this.matrix = matrix;
- inverseMatrix = matrix.inverse;
- identity = matrix.isIdentity;
- onlyTranslational = MatrixIsTranslational(matrix);
- up = matrix.MultiplyVector(Vector3.up).normalized;
- translation = matrix.MultiplyPoint3x4(Vector3.zero);
- i3translation = (Int3)translation;
- // Extract the rotation from the matrix. This is only correct if the matrix has no skew, but we only
- // want to use it for the movement plane so as long as the Up axis is parpendicular to the Forward
- // axis everything should be ok. In fact the only case in the project when all three axes are not
- // perpendicular is when hexagon or isometric grid graphs are used, but in those cases only the
- // X and Z axes are not perpendicular.
- rotation = Quaternion.LookRotation(TransformVector(Vector3.forward), TransformVector(Vector3.up));
- inverseRotation = Quaternion.Inverse(rotation);
- // Some short circuiting code for the movement plane calculations
- isXY = rotation == Quaternion.Euler(-90, 0, 0);
- isXZ = rotation == Quaternion.Euler(0, 0, 0);
- }
- public Vector3 WorldUpAtGraphPosition (Vector3 point) {
- return up;
- }
- static bool MatrixIsTranslational (Matrix4x4 matrix) {
- return matrix.GetColumn(0) == new Vector4(1, 0, 0, 0) && matrix.GetColumn(1) == new Vector4(0, 1, 0, 0) && matrix.GetColumn(2) == new Vector4(0, 0, 1, 0) && matrix.m33 == 1;
- }
- public Vector3 Transform (Vector3 point) {
- if (onlyTranslational) return point + translation;
- return matrix.MultiplyPoint3x4(point);
- }
- public Vector3 TransformVector (Vector3 point) {
- if (onlyTranslational) return point;
- return matrix.MultiplyVector(point);
- }
- public void Transform (Int3[] arr) {
- if (onlyTranslational) {
- for (int i = arr.Length - 1; i >= 0; i--) arr[i] += i3translation;
- } else {
- for (int i = arr.Length - 1; i >= 0; i--) arr[i] = (Int3)matrix.MultiplyPoint3x4((Vector3)arr[i]);
- }
- }
- public void Transform (Vector3[] arr) {
- if (onlyTranslational) {
- for (int i = arr.Length - 1; i >= 0; i--) arr[i] += translation;
- } else {
- for (int i = arr.Length - 1; i >= 0; i--) arr[i] = matrix.MultiplyPoint3x4(arr[i]);
- }
- }
- public Vector3 InverseTransform (Vector3 point) {
- if (onlyTranslational) return point - translation;
- return inverseMatrix.MultiplyPoint3x4(point);
- }
- public Int3 InverseTransform (Int3 point) {
- if (onlyTranslational) return point - i3translation;
- return (Int3)inverseMatrix.MultiplyPoint3x4((Vector3)point);
- }
- public void InverseTransform (Int3[] arr) {
- for (int i = arr.Length - 1; i >= 0; i--) arr[i] = (Int3)inverseMatrix.MultiplyPoint3x4((Vector3)arr[i]);
- }
- public static GraphTransform operator * (GraphTransform lhs, Matrix4x4 rhs) {
- return new GraphTransform(lhs.matrix * rhs);
- }
- public static GraphTransform operator * (Matrix4x4 lhs, GraphTransform rhs) {
- return new GraphTransform(lhs * rhs.matrix);
- }
- public Bounds Transform (Bounds bounds) {
- if (onlyTranslational) return new Bounds(bounds.center + translation, bounds.size);
- var corners = ArrayPool<Vector3>.Claim(8);
- var extents = bounds.extents;
- corners[0] = Transform(bounds.center + new Vector3(extents.x, extents.y, extents.z));
- corners[1] = Transform(bounds.center + new Vector3(extents.x, extents.y, -extents.z));
- corners[2] = Transform(bounds.center + new Vector3(extents.x, -extents.y, extents.z));
- corners[3] = Transform(bounds.center + new Vector3(extents.x, -extents.y, -extents.z));
- corners[4] = Transform(bounds.center + new Vector3(-extents.x, extents.y, extents.z));
- corners[5] = Transform(bounds.center + new Vector3(-extents.x, extents.y, -extents.z));
- corners[6] = Transform(bounds.center + new Vector3(-extents.x, -extents.y, extents.z));
- corners[7] = Transform(bounds.center + new Vector3(-extents.x, -extents.y, -extents.z));
- var min = corners[0];
- var max = corners[0];
- for (int i = 1; i < 8; i++) {
- min = Vector3.Min(min, corners[i]);
- max = Vector3.Max(max, corners[i]);
- }
- ArrayPool<Vector3>.Release(ref corners);
- return new Bounds((min+max)*0.5f, max - min);
- }
- public Bounds InverseTransform (Bounds bounds) {
- if (onlyTranslational) return new Bounds(bounds.center - translation, bounds.size);
- var corners = ArrayPool<Vector3>.Claim(8);
- var extents = bounds.extents;
- corners[0] = InverseTransform(bounds.center + new Vector3(extents.x, extents.y, extents.z));
- corners[1] = InverseTransform(bounds.center + new Vector3(extents.x, extents.y, -extents.z));
- corners[2] = InverseTransform(bounds.center + new Vector3(extents.x, -extents.y, extents.z));
- corners[3] = InverseTransform(bounds.center + new Vector3(extents.x, -extents.y, -extents.z));
- corners[4] = InverseTransform(bounds.center + new Vector3(-extents.x, extents.y, extents.z));
- corners[5] = InverseTransform(bounds.center + new Vector3(-extents.x, extents.y, -extents.z));
- corners[6] = InverseTransform(bounds.center + new Vector3(-extents.x, -extents.y, extents.z));
- corners[7] = InverseTransform(bounds.center + new Vector3(-extents.x, -extents.y, -extents.z));
- var min = corners[0];
- var max = corners[0];
- for (int i = 1; i < 8; i++) {
- min = Vector3.Min(min, corners[i]);
- max = Vector3.Max(max, corners[i]);
- }
- ArrayPool<Vector3>.Release(ref corners);
- return new Bounds((min+max)*0.5f, max - min);
- }
- #region IMovementPlane implementation
- /// <summary>
- /// Transforms from world space to the 'ground' plane of the graph.
- /// The transformation is purely a rotation so no scale or offset is used.
- ///
- /// For a graph rotated with the rotation (-90, 0, 0) this will transform
- /// a coordinate (x,y,z) to (x,y). For a graph with the rotation (0,0,0)
- /// this will tranform a coordinate (x,y,z) to (x,z). More generally for
- /// a graph with a quaternion rotation R this will transform a vector V
- /// to R * V (i.e rotate the vector V using the rotation R).
- /// </summary>
- Vector2 IMovementPlane.ToPlane (Vector3 point) {
- // These special cases cover most graph orientations used in practice.
- // Having them here improves performance in those cases by a factor of
- // 2.5 without impacting the generic case in any significant way.
- if (isXY) return new Vector2(point.x, point.y);
- if (!isXZ) point = inverseRotation * point;
- return new Vector2(point.x, point.z);
- }
- /// <summary>
- /// Transforms from world space to the 'ground' plane of the graph.
- /// The transformation is purely a rotation so no scale or offset is used.
- /// </summary>
- Vector2 IMovementPlane.ToPlane (Vector3 point, out float elevation) {
- if (!isXZ) point = inverseRotation * point;
- elevation = point.y;
- return new Vector2(point.x, point.z);
- }
- /// <summary>
- /// Transforms from the 'ground' plane of the graph to world space.
- /// The transformation is purely a rotation so no scale or offset is used.
- /// </summary>
- Vector3 IMovementPlane.ToWorld (Vector2 point, float elevation) {
- return rotation * new Vector3(point.x, elevation, point.y);
- }
- #endregion
- }
- }
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