コード例 #1
0
        private void ShowSettings()
        {
            if (settings == null)
            {
                settings = PathFinderSettings.LoadSettings();
            }

            settings.helperName     = EditorGUILayout.TextField(new GUIContent("Helper name", "pathfinder need object in scene in order to use unity API. you can specify it's name here"), settings.helperName);
            settings.useMultithread = EditorGUILayout.Toggle(new GUIContent("Multithread", "you can on/off multithreading for debug purpose. cause debuging threads is pain"), settings.useMultithread);

            if (settings.useMultithread)
            {
                settings.maxThreads = EditorGUILayout.IntField(new GUIContent("Max threads", "limit how much threads are used"), settings.maxThreads);
            }

            settings.terrainCollectionType  = (TerrainCollectorType)EditorGUILayout.EnumPopup(new GUIContent("Terrain collection", "UnityWay - Collect data from terrain using Terrain.SampleHeight and TerrainData.GetSteepness. It's fast but it's all in main thread.\nCPU - Collect data by some fancy math using CPU. Not that fast but fully threaded.\nComputeShader - Superfast but in big chunks can be slow cause moving data from GPU is not that fast."), settings.terrainCollectionType);
            settings.colliderCollectionType = (ColliderCollectorType)EditorGUILayout.EnumPopup(new GUIContent("Collider collection", "CPU - Collect data using CPU rasterization. It's threaded so no FPS drops here. \nComputeShader - Collect data by ComputeShader. Superfast but in big chunks can be slow cause moving data from GPU is not that fast."), settings.colliderCollectionType);

            settings.gridSize    = EditorGUILayout.FloatField(new GUIContent("World grid size", "Chunk size in world space. Good values are 10, 15, 20 etc."), settings.gridSize);
            settings.gridHighest = EditorGUILayout.IntField(new GUIContent("Chunk max height", "For autocreating chunks. World space value is grid size * this value."), settings.gridHighest);

            if (settings.gridHighest < settings.gridLowest)
            {
                settings.gridHighest = settings.gridLowest;
            }

            settings.gridLowest = EditorGUILayout.IntField(new GUIContent("Chunk min height", "For autocreating chunks. World space value is grid size * this value."), settings.gridLowest);

            if (settings.gridLowest > settings.gridHighest)
            {
                settings.gridLowest = settings.gridHighest;
            }

            settings.DrawAreaEditor();
        }
コード例 #2
0
        void OnEnable()
        {
            Debuger_K.Init();
            PathFinder.Init("PathFinderMenu");
            settings       = PathFinder.settings;
            settingsDrawer = new SettingsDrawer(settings);
            SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
            SceneView.onSceneGUIDelegate += this.OnSceneGUI;
            Repaint();
            this.autoRepaintOnSceneChange = true;

            settingsObject   = new SerializedObject(settings);
            targetProperties = settingsObject.FindProperty(targetPropertiesString);
            drawBuilder      = settingsObject.FindProperty(drawBuilderString);

            helperName     = settingsObject.FindProperty(helperNameString);
            useMultithread = settingsObject.FindProperty(useMultithreadString);
            maxThreads     = settingsObject.FindProperty(maxThreadsString);

            terrainCollectionType  = settingsObject.FindProperty(terrainCollectionTypeString);
            colliderCollectionType = settingsObject.FindProperty(colliderCollectionTypeString);

            gridSize    = settingsObject.FindProperty(gridSizeString);
            gridHighest = settingsObject.FindProperty(gridHighestString);
            gridLowest  = settingsObject.FindProperty(gridLowestString);


            //float gs = settings.gridSize;
            //s_Center = new Vector3((settings.startX + (settings.sizeX * 0.5f)) * gs, settings.pointerY, (settings.startX + (settings.sizeX * 0.5f)) * gs);
        }
コード例 #3
0
        private void ShowSettings()
        {
            if (settings == null)
            {
                settings = PathFinderSettings.LoadSettings();
            }

            EditorGUILayout.PropertyField(helperName, helperNameContent);

            if (useMultithread.boolValue)
            {
                GUILayout.BeginHorizontal();
                EditorGUILayout.PropertyField(useMultithread, useMultithreadContent);
                EditorGUIUtility.labelWidth = 80;
                EditorGUILayout.PropertyField(maxThreads, maxThreadsContent);
                EditorGUIUtility.labelWidth = LABEL_WIDTH;
                GUILayout.EndHorizontal();
            }
            else
            {
                EditorGUILayout.PropertyField(useMultithread, useMultithreadContent);
            }

            EditorGUILayout.PropertyField(terrainCollectionType, terrainCollectionTypeContent);
            EditorGUILayout.PropertyField(colliderCollectionType, colliderCollectionTypeContent);

            float someFloat;

            EditorGUI.BeginChangeCheck();
            someFloat = EditorGUILayout.FloatField(gridSizeContent, gridSize.floatValue);
            if (EditorGUI.EndChangeCheck())
            {
                settings.gridSize   = someFloat;
                PathFinder.gridSize = someFloat;
            }

            GUILayout.BeginHorizontal();
            EditorGUILayout.PropertyField(gridLowest, gridLowestContent);
            EditorGUIUtility.labelWidth = 30;
            EditorGUILayout.PropertyField(gridHighest, gridHighestContent);
            EditorGUIUtility.labelWidth = LABEL_WIDTH;
            GUILayout.EndHorizontal();

            if (gridHighest.intValue < gridLowest.intValue)
            {
                gridHighest.intValue = gridLowest.intValue;
            }

            if (gridLowest.intValue > gridHighest.intValue)
            {
                gridLowest.intValue = gridHighest.intValue;
            }

            UITools.Line();
            settingsDrawer.DrawAreaEditor();
        }
コード例 #4
0
        void OnEnable()
        {
            Debuger_K.Init();

            settings = PathFinderSettings.LoadSettings();
            SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
            SceneView.onSceneGUIDelegate += this.OnSceneGUI;
            Repaint();
            this.autoRepaintOnSceneChange = true;
        }
コード例 #5
0
        /// <summary>
        /// Creates a new graph from current geometry input
        /// </summary>
        /// <param name="settings">Settings</param>
        /// <returns>Returns the new graph</returns>
        public override IGraph CreateGraph(PathFinderSettings settings)
        {
            // Prepare input data
            this.ChunkyMesh = ChunkyTriMesh.Build(this);

            // Create graph
            var graph = new Graph()
            {
                Input    = this,
                Settings = settings as BuildSettings,
            };

            // Generate navigation meshes and gueries for each agent
            foreach (var agent in graph.Settings.Agents)
            {
                var nm      = NavMesh.Build(this, graph.Settings, agent);
                var mmQuery = new NavMeshQuery();
                mmQuery.Init(nm, graph.Settings.MaxNodes);

                graph.MeshQueryDictionary.Add(agent, mmQuery);
            }

            return(graph);
        }
コード例 #6
0
ファイル: GridInput.cs プロジェクト: BlenderCN-Org/Skirmish
        /// <summary>
        /// Creates a new graph
        /// </summary>
        /// <param name="settings">Settings</param>
        /// <returns>Returns the new graph</returns>
        public override IGraph CreateGraph(PathFinderSettings settings)
        {
            var grid = new Grid
            {
                Input         = this,
                BuildSettings = settings as GridGenerationSettings
            };

            var triangles = this.GetTriangles();

            var bbox = GeometryUtil.CreateBoundingBox(triangles);

            Dictionary <Vector2, GridCollisionInfo[]> dictionary = new Dictionary <Vector2, GridCollisionInfo[]>();

            float fxSize = (bbox.Maximum.X - bbox.Minimum.X) / grid.BuildSettings.NodeSize;
            float fzSize = (bbox.Maximum.Z - bbox.Minimum.Z) / grid.BuildSettings.NodeSize;

            int xSize = fxSize > (int)fxSize ? (int)fxSize + 1 : (int)fxSize;
            int zSize = fzSize > (int)fzSize ? (int)fzSize + 1 : (int)fzSize;

            for (float x = bbox.Minimum.X; x < bbox.Maximum.X; x += grid.BuildSettings.NodeSize)
            {
                for (float z = bbox.Minimum.Z; z < bbox.Maximum.Z; z += grid.BuildSettings.NodeSize)
                {
                    GridCollisionInfo[] info = null;

                    Ray ray = new Ray()
                    {
                        Position  = new Vector3(x, bbox.Maximum.Y + 0.01f, z),
                        Direction = Vector3.Down,
                    };

                    bool intersects = Intersection.IntersectAll(
                        ray, triangles, true,
                        out Vector3[] pickedPoints,
                        out Triangle[] pickedTriangles,
コード例 #7
0
 public SettingsDrawer(PathFinderSettings settings)
 {
     this.settings = settings;
     CheckPointer();
 }
コード例 #8
0
        //return if scene object was loaded
        public static bool Init()
        {
            if (!_areInit)
            {
                _areInit = true;
                //asume init was in main thread
                _mainThreadID = Thread.CurrentThread.ManagedThreadId;
            }

            if (Thread.CurrentThread.ManagedThreadId != _mainThreadID)
            {
                return(false);
            }


            if (_settings == null)
            {
                _settings = PathFinderSettings.LoadSettings();
                foreach (var item in _settings.areaLibrary)
                {
                    _hashData.AddAreaHash(item);
                }
#if UNITY_EDITOR
                if (Debuger_K.doDebug)
                {
                    Debug.LogFormat("settings init");
                }
#endif
            }

            if (_sceneInstance == null || _sceneInstance.gameObject == null)
            {
                try {
                    GameObject go = GameObject.Find(_settings.helperName);

                    if (go == null)
                    {
                        go = new GameObject(_settings.helperName);
                    }

                    _sceneInstance = go.GetComponent <PathFinderScene>();

                    if (_sceneInstance == null)
                    {
                        _sceneInstance = go.AddComponent <PathFinderScene>();
                    }

                    _sceneInstance.AddCoroutine((int)NavMeshTaskType.navMesh, TemplatePopulationLoop());
                    _sceneInstance.AddCoroutine((int)NavMeshTaskType.graphFinish, ChunkConnection());
                    _sceneInstance.AddCoroutine((int)NavMeshTaskType.disconnect, ChunkDisconnection());

                    _sceneInstance.InitComputeShaderRasterization3D(_settings.ComputeShaderRasterization3D);
                    _sceneInstance.InitComputeShaderRasterization2D(_settings.ComputeShaderRasterization2D);

                    _sceneInstance.Init();
                }
                catch (Exception e) {
                    Debug.LogError(e);
                    throw;
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }