Ejemplo n.º 1
0
        /// <summary>
        /// Gets the centroids for the polygons that are part of the tile.
        /// </summary>
        private static int GetCentroids(NavmeshTile tile
                                        , uint[] polyRefs
                                        , int polyCount
                                        , UnityEngine.Vector3[] centroids)
        {
            NavmeshTileHeader header = tile.GetHeader();

            if (header.polyCount < 1)
            {
                return(0);
            }

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);
            UnityEngine.Vector3[] vverts = VectorHelper.ToUnityVector3Array(ref verts);


            int resultCount = 0;

            for (int i = 0; i < header.polyCount; i++)
            {
                uint polyRef = polyBase | ( uint )i;

                int iResult = IsInList(polyRef, polyRefs, polyCount);

                if (iResult == -1)
                {
                    continue;
                }

                resultCount++;

                NavmeshPoly poly = polys[i];

                centroids[iResult] = GetCentroid(vverts, poly.indices, poly.vertCount);
            }

            return(resultCount);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Draws a debug visualization of an individual navmesh tile.
        /// </summary>
        /// <remarks>
        /// <para>
        /// The tile will be checked to see if it is in use before it is drawn.  So there is no
        /// need for caller to do so.
        /// </para>
        /// </remarks>
        private static void Draw(NavmeshTile tile
                                 , NavmeshQuery query, uint[] markPolys, int markPolyCount
                                 , int colorId)
        {
            NavmeshTileHeader header = tile.GetHeader();

            // Keep this check.  Less trouble for clients.
            if (header.polyCount < 1)
            {
                return;
            }

            DebugDraw.SimpleMaterial.SetPass(0);

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            NavmeshDetailMesh[] meshes =
                new NavmeshDetailMesh[header.detailMeshCount];
            tile.GetDetailMeshes(meshes);

            byte[] detailTris = new byte[header.detailTriCount * 4];
            tile.GetDetailTris(detailTris);

            Vector3[] detailVerts = new Vector3[header.detailVertCount];
            tile.GetDetailVerts(detailVerts);

            GL.Begin(GL.TRIANGLES);
            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type == NavmeshPolyType.OffMeshConnection)
                {
                    continue;
                }

                NavmeshDetailMesh mesh = meshes[i];

                Color color = GetStandardColor(polyBase | (uint)i
                                               , poly.Area, colorId
                                               , query, markPolys, markPolyCount);

                GL.Color(color);

                for (int j = 0; j < mesh.triCount; j++)
                {
                    int pTri = (int)(mesh.triBase + j) * 4;

                    for (int k = 0; k < 3; k++)
                    {
                        // Note: iVert and pVert refer to different
                        // arrays.
                        int iVert = detailTris[pTri + k];
                        if (iVert < poly.vertCount)
                        {
                            // Get the vertex from the main vertices.
                            int pVert = poly.indices[iVert];
                            GL.Vertex(verts[pVert]);
                        }
                        else
                        {
                            // Get the vertex from the detail vertices.
                            int pVert = (int)
                                        (mesh.vertBase + iVert - poly.vertCount);
                            GL.Vertex(detailVerts[pVert]);
                        }
                    }
                }
            }
            GL.End();

            NavmeshLink[] links = new NavmeshLink[header.maxLinkCount];
            tile.GetLinks(links);

            GL.Begin(GL.LINES);

            DrawPolyBoundaries(header
                               , polys
                               , verts
                               , meshes
                               , detailTris
                               , detailVerts
                               , links
                               , new Color(0, 0.2f, 0.25f, 0.13f)
                               , true);

            DrawPolyBoundaries(header
                               , polys
                               , verts
                               , meshes
                               , detailTris
                               , detailVerts
                               , links
                               , new Color(0.65f, 0.2f, 0, 0.9f)
                               , false);

            if (header.connCount == 0)
            {
                GL.End();
                return;
            }

            NavmeshConnection[] conns = new NavmeshConnection[header.connCount];
            tile.GetConnections(conns);

            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type != NavmeshPolyType.OffMeshConnection)
                {
                    continue;
                }

                Color color = GetStandardColor(polyBase | (uint)i
                                               , poly.Area, colorId
                                               , query, markPolys, markPolyCount);

                // Note: Alpha of less than one doesn't look good because connections tend to
                // overlay a lot of geometry, resulting is off color transitions.
                color.a = 1;

                GL.Color(color);

                NavmeshConnection conn = conns[i - header.connBase];

                Vector3 va = verts[poly.indices[0]];
                Vector3 vb = verts[poly.indices[1]];

                // Check to see if start and end end-points have links.
                bool startSet = false;
                bool endSet   = false;
                for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next)
                {
                    if (links[k].edge == 0)
                    {
                        startSet = true;
                    }
                    if (links[k].edge == 1)
                    {
                        endSet = true;
                    }
                }

                // For linked endpoints: Draw a line between on-mesh location and endpoint,
                // and draw circle at the endpoint.
                // For un-linked endpoints: Draw a small red x-marker.

                if (startSet)
                {
                    GL.Vertex(va);
                    GL.Vertex(conn.endpoints[0]);
                    DebugDraw.AppendCircle(conn.endpoints[0], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f);
                    GL.Color(color);
                }

                if (endSet)
                {
                    GL.Vertex(vb);
                    GL.Vertex(conn.endpoints[1]);
                    DebugDraw.AppendCircle(conn.endpoints[1], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f);
                    GL.Color(color);
                }

                DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1]
                                    , 0.25f
                                    , conn.IsBiDirectional ? 0.6f : 0
                                    , 0.6f);
            }

            GL.End();
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Gets the centroids for the polygons that are part of the tile.
        /// </summary>
        private static int GetCentroids(NavmeshTile tile
            , uint[] polyRefs
            , int polyCount
            , Vector3[] centroids)
        {
            NavmeshTileHeader header = tile.GetHeader();

            if (header.polyCount < 1)
                return 0;

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            int resultCount = 0;

            for (int i = 0; i < header.polyCount; i++)
            {
                uint polyRef = polyBase | (uint)i;

                int iResult = IsInList(polyRef, polyRefs, polyCount);

                if (iResult == -1)
                    continue;

                resultCount++;

                NavmeshPoly poly = polys[i];

                centroids[iResult] = GetCentroid(verts, poly.indices, poly.vertCount);
            }

            return resultCount;
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Draws a debug visualization of an individual navmesh tile.
        /// </summary>
        /// <remarks>
        /// <para>
        /// The tile will be checked to see if it is in use before it is drawn.  So there is no 
        /// need for caller to do so.
        /// </para>
        /// </remarks>
        private static void Draw(NavmeshTile tile
            , NavmeshQuery query, uint[] markPolys, int markPolyCount
            , int colorId)
        {
            NavmeshTileHeader header = tile.GetHeader();

            // Keep this check.  Less trouble for clients.
            if (header.polyCount < 1)
                return;

            DebugDraw.SimpleMaterial.SetPass(0);

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);
             
            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            NavmeshDetailMesh[] meshes = 
                new NavmeshDetailMesh[header.detailMeshCount];
            tile.GetDetailMeshes(meshes);

            byte[] detailTris = new byte[header.detailTriCount * 4];
            tile.GetDetailTris(detailTris);

            Vector3[] detailVerts = new Vector3[header.detailVertCount];
            tile.GetDetailVerts(detailVerts);

            GL.Begin(GL.TRIANGLES);
            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type == NavmeshPolyType.OffMeshConnection)
                    continue;

                NavmeshDetailMesh mesh = meshes[i];

                Color color = GetStandardColor(polyBase | (uint)i
                    , poly.Area, colorId
                    , query, markPolys, markPolyCount);

                GL.Color(color);

                for (int j = 0; j < mesh.triCount; j++)
                {
                    int pTri = (int)(mesh.triBase + j) * 4;

                    for (int k = 0; k < 3; k++)
                    {
                        // Note: iVert and pVert refer to different
                        // arrays.
                        int iVert = detailTris[pTri + k];
                        if (iVert < poly.vertCount)
                        {
                            // Get the vertex from the main vertices.
                            int pVert = poly.indices[iVert];
                            GL.Vertex(verts[pVert]);
                        }
                        else
                        {
                            // Get the vertex from the detail vertices.
                            int pVert = (int)
                                (mesh.vertBase + iVert - poly.vertCount);
                            GL.Vertex(detailVerts[pVert]);
                        }
                    }
                }
            }
            GL.End();

            NavmeshLink[] links = new NavmeshLink[header.maxLinkCount];
            tile.GetLinks(links);

            GL.Begin(GL.LINES);

            DrawPolyBoundaries(header
                , polys
                , verts
                , meshes
                , detailTris
                , detailVerts
                , links
                , new Color(0, 0.2f, 0.25f, 0.13f)
                , true);

            DrawPolyBoundaries(header
                , polys
                , verts
                , meshes
                , detailTris
                , detailVerts
                , links
                , new Color(0.65f, 0.2f, 0, 0.9f)
                , false);

            if (header.connCount == 0)
            {
                GL.End();
                return;
            }

            NavmeshConnection[] conns = new NavmeshConnection[header.connCount];
            tile.GetConnections(conns);

            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type != NavmeshPolyType.OffMeshConnection)
                    continue;

                Color color = GetStandardColor(polyBase | (uint)i
                    , poly.Area, colorId
                    , query, markPolys, markPolyCount);

                // Note: Alpha of less than one doesn't look good because connections tend to
                // overlay a lot of geometry, resulting is off color transitions.
                color.a = 1;

                GL.Color(color);

                NavmeshConnection conn = conns[i - header.connBase];

			    Vector3 va = verts[poly.indices[0]];
			    Vector3 vb = verts[poly.indices[1]];

			    // Check to see if start and end end-points have links.
			    bool startSet = false;
			    bool endSet = false;
			    for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next)
			    {
				    if (links[k].edge == 0)
					    startSet = true;
				    if (links[k].edge == 1)
					    endSet = true;
			    }
    			
                // For linked endpoints: Draw a line between on-mesh location and endpoint, 
                // and draw circle at the endpoint.
                // For un-linked endpoints: Draw a small red x-marker.

                if (startSet)
                {
                    GL.Vertex(va);
                    GL.Vertex(conn.endpoints[0]);
                    DebugDraw.AppendCircle(conn.endpoints[0], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f);
                    GL.Color(color);
                }

                if (endSet)
                {
                    GL.Vertex(vb);
                    GL.Vertex(conn.endpoints[1]);
                    DebugDraw.AppendCircle(conn.endpoints[1], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f);
                    GL.Color(color);
                }

                DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1]
                    , 0.25f
                    , conn.IsBiDirectional ? 0.6f : 0
                    , 0.6f);
            }

            GL.End();
        }