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- using UnityEngine;
- using System.Collections.Generic;
- namespace Pathfinding {
- /// <summary>
- /// Explicit mesh object for recast graphs.
- /// Adding this component to an object will make sure it is included in any recast graphs.
- /// It will be included even if the Rasterize Meshes toggle is set to false.
- ///
- /// Using RecastMeshObjs instead of relying on the Rasterize Meshes option is good for several reasons.
- /// - Rasterize Meshes is slow. If you are using a tiled graph and you are updating it, every time something is recalculated
- /// the graph will have to search all meshes in your scene for ones to rasterize, in contrast, RecastMeshObjs are stored
- /// in a tree for extremely fast lookup (O(log n + k) compared to O(n) where n is the number of meshes in your scene and k is the number of meshes
- /// which should be rasterized, if you know Big-O notation).
- /// - The RecastMeshObj exposes some options which can not be accessed using the Rasterize Meshes toggle. See member documentation for more info.
- /// This can for example be used to include meshes in the recast graph rasterization, but make sure that the character cannot walk on them.
- ///
- /// Since the objects are stored in a tree, and trees are slow to update, there is an enforcement that objects are not allowed to move
- /// unless the <see cref="dynamic"/> option is enabled. When the dynamic option is enabled, the object will be stored in an array instead of in the tree.
- /// This will reduce the performance improvement over 'Rasterize Meshes' but is still faster.
- ///
- /// If a mesh filter and a mesh renderer is attached to this GameObject, those will be used in the rasterization
- /// otherwise if a collider is attached, that will be used.
- /// </summary>
- [AddComponentMenu("Pathfinding/Navmesh/RecastMeshObj")]
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_recast_mesh_obj.php")]
- public class RecastMeshObj : VersionedMonoBehaviour {
- /// <summary>Static objects are stored in a tree for fast bounds lookups</summary>
- protected static RecastBBTree tree = new RecastBBTree();
- /// <summary>Dynamic objects are stored in a list since it is costly to update the tree every time they move</summary>
- protected static List<RecastMeshObj> dynamicMeshObjs = new List<RecastMeshObj>();
- /// <summary>Fills the buffer with all RecastMeshObjs which intersect the specified bounds</summary>
- public static void GetAllInBounds (List<RecastMeshObj> buffer, Bounds bounds) {
- if (!Application.isPlaying) {
- var objs = FindObjectsOfType(typeof(RecastMeshObj)) as RecastMeshObj[];
- for (int i = 0; i < objs.Length; i++) {
- objs[i].RecalculateBounds();
- if (objs[i].GetBounds().Intersects(bounds)) {
- buffer.Add(objs[i]);
- }
- }
- return;
- } else if (Time.timeSinceLevelLoad == 0) {
- // Is is not guaranteed that all RecastMeshObj OnEnable functions have been called, so if it is the first frame since loading a new level
- // try to initialize all RecastMeshObj objects.
- var objs = FindObjectsOfType(typeof(RecastMeshObj)) as RecastMeshObj[];
- for (int i = 0; i < objs.Length; i++) objs[i].Register();
- }
- for (int q = 0; q < dynamicMeshObjs.Count; q++) {
- if (dynamicMeshObjs[q].GetBounds().Intersects(bounds)) {
- buffer.Add(dynamicMeshObjs[q]);
- }
- }
- Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);
- tree.QueryInBounds(r, buffer);
- }
- [HideInInspector]
- public Bounds bounds;
- /// <summary>
- /// Check if the object will move.
- /// Recalculation of bounding box trees is expensive so if this is true, the object
- /// will simply be stored in an array. Easier to move, but slower lookup, so use wisely.
- /// If you for some reason want to move it, but don't want it dynamic (maybe you will only move it veery seldom and have lots of similar
- /// objects so they would add overhead by being dynamic). You can enable and disable the component every time you move it.
- /// Disabling it will remove it from the bounding box tree and enabling it will add it to the bounding box tree again.
- ///
- /// The object should never move unless being dynamic or disabling/enabling it as described above.
- /// </summary>
- public bool dynamic = true;
- /// <summary>
- /// Voxel area for mesh.
- /// This area (not to be confused with pathfinding areas, this is only used when rasterizing meshes for the recast graph) field
- /// can be used to explicitly insert edges in the navmesh geometry or to make some parts of the mesh unwalkable.
- /// If the area is set to -1, it will be removed from the resulting navmesh. This is useful if you have some object that you want to be included in the rasterization,
- /// but you don't want to let the character walk on it.
- ///
- /// When rasterizing the world and two objects with different area values are adjacent to each other, a split in the navmesh geometry
- /// will be added between them, characters will still be able to walk between them, but this can be useful when working with navmesh updates.
- ///
- /// Navmesh updates which recalculate a whole tile (updatePhysics=True) are very slow So if there are special places
- /// which you know are going to be updated quite often, for example at a door opening (opened/closed door) you
- /// can use areas to create splits on the navmesh for easier updating using normal graph updates (updatePhysics=False).
- /// See the below video for more information.
- ///
- /// Video: https://www.youtube.com/watch?v=CS6UypuEMwM
- /// </summary>
- public int area = 0;
- bool _dynamic;
- bool registered;
- void OnEnable () {
- Register();
- }
- void Register () {
- if (registered) return;
- registered = true;
- //Clamp area, upper limit isn't really a hard limit, but if it gets much higher it will start to interfere with other stuff
- area = Mathf.Clamp(area, -1, 1 << 25);
- Renderer rend = GetComponent<Renderer>();
- Collider coll = GetComponent<Collider>();
- if (rend == null && coll == null) throw new System.Exception("A renderer or a collider should be attached to the GameObject");
- MeshFilter filter = GetComponent<MeshFilter>();
- if (rend != null && filter == null) throw new System.Exception("A renderer was attached but no mesh filter");
- // Default to renderer
- bounds = rend != null ? rend.bounds : coll.bounds;
- _dynamic = dynamic;
- if (_dynamic) {
- dynamicMeshObjs.Add(this);
- } else {
- tree.Insert(this);
- }
- }
- /// <summary>Recalculates the internally stored bounds of the object</summary>
- private void RecalculateBounds () {
- Renderer rend = GetComponent<Renderer>();
- Collider coll = GetCollider();
- if (rend == null && coll == null) throw new System.Exception("A renderer or a collider should be attached to the GameObject");
- MeshFilter filter = GetComponent<MeshFilter>();
- if (rend != null && filter == null) throw new System.Exception("A renderer was attached but no mesh filter");
- // Default to renderer
- bounds = rend != null ? rend.bounds : coll.bounds;
- }
- /// <summary>Bounds completely enclosing the mesh for this object</summary>
- public Bounds GetBounds () {
- if (_dynamic) {
- RecalculateBounds();
- }
- return bounds;
- }
- public MeshFilter GetMeshFilter () {
- return GetComponent<MeshFilter>();
- }
- public Collider GetCollider () {
- return GetComponent<Collider>();
- }
- void OnDisable () {
- registered = false;
- if (_dynamic) {
- dynamicMeshObjs.Remove(this);
- } else {
- if (!tree.Remove(this)) {
- throw new System.Exception("Could not remove RecastMeshObj from tree even though it should exist in it. Has the object moved without being marked as dynamic?");
- }
- }
- _dynamic = dynamic;
- }
- }
- }
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