private CollectMeshes ( List |
||
extraMeshes | List |
|
bounds | ||
return | bool |
/** Changes the bounds of the graph to precisely encapsulate all objects in the scene that can be included in the scanning process based on the settings. * Which objects are used depends on the settings. If an object would have affected the graph with the current settings if it would have * been inside the bounds of the graph, it will be detected and the bounds will be expanded to contain that object. * * This method corresponds to the 'Snap bounds to scene' button in the inspector. * * \see rasterizeMeshes * \see rasterizeTerrain * \see rasterizeColliders * \see mask * \see tagMask * * \see forcedBoundsCenter * \see forcedBoundsSize */ public static void SnapForceBoundsToScene(this RecastGraph self) { var meshes = self.CollectMeshes(new Bounds(Vector3.zero, new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity))); if (meshes.Count == 0) { return; } var bounds = meshes[0].bounds; for (int i = 1; i < meshes.Count; i++) { bounds.Encapsulate(meshes[i].bounds); meshes[i].Pool(); } self.forcedBoundsCenter = bounds.center; self.forcedBoundsSize = bounds.size; }
public static IEnumerable <Progress> ScanAllTiles(this RecastGraph self) { self.transform = self.CalculateTransform(); self.InitializeTileInfo(); // If this is true, just fill the graph with empty tiles if (self.scanEmptyGraph) { self.FillWithEmptyTiles(); yield break; } // A walkableClimb higher than walkableHeight can cause issues when generating the navmesh since then it can in some cases // Both be valid for a character to walk under an obstacle and climb up on top of it (and that cannot be handled with navmesh without links) // The editor scripts also enforce this but we enforce it here too just to be sure self.walkableClimb = Mathf.Min(self.walkableClimb, self.walkableHeight); yield return(new Progress(0, "Finding Meshes")); var bounds = self.transform.Transform(new Bounds(self.forcedBoundsSize * 0.5f, self.forcedBoundsSize)); var meshes = self.CollectMeshes(bounds); var buckets = self.PutMeshesIntoTileBuckets(meshes); Queue <Int2> tileQueue = new Queue <Int2>(); // Put all tiles in the queue for (int z = 0; z < self.tileZCount; z++) { for (int x = 0; x < self.tileXCount; x++) { tileQueue.Enqueue(new Int2(x, z)); } } var workQueue = new ParallelWorkQueue <Int2>(tileQueue); // Create the voxelizers and set all settings (one for each thread) var voxelizers = new Voxelize[workQueue.threadCount]; for (int i = 0; i < voxelizers.Length; i++) { voxelizers[i] = new Voxelize(self.CellHeight, self.cellSize, self.walkableClimb, self.walkableHeight, self.maxSlope, self.maxEdgeLength); } workQueue.action = (tile, threadIndex) => { voxelizers[threadIndex].inputMeshes = buckets[tile.x + tile.y * self.tileXCount]; self.tiles[tile.x + tile.y * self.tileXCount] = self.BuildTileMesh(voxelizers[threadIndex], tile.x, tile.y, threadIndex); }; // Prioritize responsiveness while playing // but when not playing prioritize throughput // (the Unity progress bar is also pretty slow to update) int timeoutMillis = Application.isPlaying ? 1 : 200; // Scan all tiles in parallel foreach (var done in workQueue.Run(timeoutMillis)) { yield return(new Progress(Mathf.Lerp(0.1f, 0.9f, done / (float)self.tiles.Length), "Calculated Tiles: " + done + "/" + self.tiles.Length)); } yield return(new Progress(0.9f, "Assigning Graph Indices")); // Assign graph index to nodes uint graphIndex = (uint)AstarPath.active.data.GetGraphIndex(self); self.GetNodes(node => node.GraphIndex = graphIndex); // First connect all tiles with an EVEN coordinate sum // This would be the white squares on a chess board. // Then connect all tiles with an ODD coordinate sum (which would be all black squares on a chess board). // This will prevent the different threads that do all // this in parallel from conflicting with each other. // The directions are also done separately // first they are connected along the X direction and then along the Z direction. // Looping over 0 and then 1 for (int coordinateSum = 0; coordinateSum <= 1; coordinateSum++) { for (int direction = 0; direction <= 1; direction++) { for (int i = 0; i < self.tiles.Length; i++) { if ((self.tiles[i].x + self.tiles[i].z) % 2 == coordinateSum) { tileQueue.Enqueue(new Int2(self.tiles[i].x, self.tiles[i].z)); } } workQueue = new ParallelWorkQueue <Int2>(tileQueue); workQueue.action = (tile, threadIndex) => { // Connect with tile at (x+1,z) and (x,z+1) if (direction == 0 && tile.x < self.tileXCount - 1) { self.ConnectTiles(self.tiles[tile.x + tile.y * self.tileXCount], self.tiles[tile.x + 1 + tile.y * self.tileXCount]); } if (direction == 1 && tile.y < self.tileZCount - 1) { self.ConnectTiles(self.tiles[tile.x + tile.y * self.tileXCount], self.tiles[tile.x + (tile.y + 1) * self.tileXCount]); } }; var numTilesInQueue = tileQueue.Count; // Connect all tiles in parallel foreach (var done in workQueue.Run(timeoutMillis)) { yield return(new Progress(0.95f, "Connected Tiles " + (numTilesInQueue - done) + "/" + numTilesInQueue + " (Phase " + (direction + 1 + 2 * coordinateSum) + " of 4)")); } } } for (int i = 0; i < meshes.Count; i++) { meshes[i].Pool(); } ListPool <RasterizationMesh> .Release(ref meshes); // This may be used by the TileHandlerHelper script to update the tiles // while taking NavmeshCuts into account after the graph has been completely recalculated. if (self.OnRecalculatedTiles != null) { self.OnRecalculatedTiles(self.tiles.Clone() as NavmeshTile[]); } }