// Retrace portals between corners and register if type of polygon changes public static int RetracePortals(UnityEngine.Experimental.AI.NavMeshQuery query, int startIndex, int endIndex, Unity.Collections.NativeSlice <UnityEngine.Experimental.AI.PolygonId> path, int n, Vector3 termPos, ref Unity.Collections.NativeArray <UnityEngine.Experimental.AI.NavMeshLocation> straightPath, ref Unity.Collections.NativeArray <StraightPathFlags> straightPathFlags, int maxStraightPath) { for (var k = startIndex; k < endIndex - 1; ++k) { var type1 = query.GetPolygonType(path[k]); var type2 = query.GetPolygonType(path[k + 1]); if (type1 != type2) { Vector3 l, r; var status = query.GetPortalPoints(path[k], path[k + 1], out l, out r); Unity.Mathematics.float3 cpa1, cpa2; GeometryUtils.SegmentSegmentCPA(out cpa1, out cpa2, l, r, straightPath[n - 1].position, termPos); straightPath[n] = query.CreateLocation(cpa1, path[k + 1]); straightPathFlags[n] = type2 == UnityEngine.Experimental.AI.NavMeshPolyTypes.OffMeshConnection ? StraightPathFlags.OffMeshConnection : 0; if (++n == maxStraightPath) { return(maxStraightPath); } } } straightPath[n] = query.CreateLocation(termPos, path[endIndex]); straightPathFlags[n] = query.GetPolygonType(path[endIndex]) == UnityEngine.Experimental.AI.NavMeshPolyTypes.OffMeshConnection ? StraightPathFlags.OffMeshConnection : 0; return(++n); }
public static UnityEngine.Experimental.AI.PathQueryStatus FindStraightPath(UnityEngine.Experimental.AI.NavMeshQuery query, Vector3 startPos, Vector3 endPos, Unity.Collections.NativeSlice <UnityEngine.Experimental.AI.PolygonId> path, int pathSize, ref Unity.Collections.NativeArray <UnityEngine.Experimental.AI.NavMeshLocation> straightPath, ref Unity.Collections.NativeArray <StraightPathFlags> straightPathFlags, ref Unity.Collections.NativeArray <float> vertexSide, ref int straightPathCount, int maxStraightPath) { if (!query.IsValid(path[0])) { straightPath[0] = new UnityEngine.Experimental.AI.NavMeshLocation(); // empty terminator return(UnityEngine.Experimental.AI.PathQueryStatus.Failure); // | PathQueryStatus.InvalidParam; } straightPath[0] = query.CreateLocation(startPos, path[0]); straightPathFlags[0] = StraightPathFlags.Start; var apexIndex = 0; var n = 1; if (pathSize > 1) { var startPolyWorldToLocal = query.PolygonWorldToLocalMatrix(path[0]); var apex = startPolyWorldToLocal.MultiplyPoint(startPos); var left = new Vector3(0, 0, 0); // Vector3.zero accesses a static readonly which does not work in burst yet var right = new Vector3(0, 0, 0); var leftIndex = -1; var rightIndex = -1; for (var i = 1; i <= pathSize; ++i) { var polyWorldToLocal = query.PolygonWorldToLocalMatrix(path[apexIndex]); Vector3 vl, vr; if (i == pathSize) { vl = vr = polyWorldToLocal.MultiplyPoint(endPos); } else { var success = query.GetPortalPoints(path[i - 1], path[i], out vl, out vr); if (!success) { return(UnityEngine.Experimental.AI.PathQueryStatus.Failure); // | PathQueryStatus.InvalidParam; } vl = polyWorldToLocal.MultiplyPoint(vl); vr = polyWorldToLocal.MultiplyPoint(vr); } vl = vl - apex; vr = vr - apex; // Ensure left/right ordering if (PathUtils.Perp2D(vl, vr) < 0) { PathUtils.Swap(ref vl, ref vr); } // Terminate funnel by turning if (PathUtils.Perp2D(left, vr) < 0) { var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); var termPos = polyLocalToWorld.MultiplyPoint(apex + left); n = PathUtils.RetracePortals(query, apexIndex, leftIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); if (vertexSide.Length > 0) { vertexSide[n - 1] = -1; } //Debug.Log("LEFT"); if (n == maxStraightPath) { straightPathCount = n; return(UnityEngine.Experimental.AI.PathQueryStatus.Success); // | PathQueryStatus.BufferTooSmall; } apex = polyWorldToLocal.MultiplyPoint(termPos); left.Set(0, 0, 0); right.Set(0, 0, 0); i = apexIndex = leftIndex; continue; } if (PathUtils.Perp2D(right, vl) > 0) { var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); var termPos = polyLocalToWorld.MultiplyPoint(apex + right); n = PathUtils.RetracePortals(query, apexIndex, rightIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); if (vertexSide.Length > 0) { vertexSide[n - 1] = 1; } //Debug.Log("RIGHT"); if (n == maxStraightPath) { straightPathCount = n; return(UnityEngine.Experimental.AI.PathQueryStatus.Success); // | PathQueryStatus.BufferTooSmall; } apex = polyWorldToLocal.MultiplyPoint(termPos); left.Set(0, 0, 0); right.Set(0, 0, 0); i = apexIndex = rightIndex; continue; } // Narrow funnel if (PathUtils.Perp2D(left, vl) >= 0) { left = vl; leftIndex = i; } if (PathUtils.Perp2D(right, vr) <= 0) { right = vr; rightIndex = i; } } } // Remove the the next to last if duplicate point - e.g. start and end positions are the same // (in which case we have get a single point) if (n > 0 && straightPath[n - 1].position == endPos) { n--; } n = PathUtils.RetracePortals(query, apexIndex, pathSize - 1, path, n, endPos, ref straightPath, ref straightPathFlags, maxStraightPath); if (vertexSide.Length > 0) { vertexSide[n - 1] = 0; } if (n == maxStraightPath) { straightPathCount = n; return(UnityEngine.Experimental.AI.PathQueryStatus.Success); // | PathQueryStatus.BufferTooSmall; } // Fix flag for final path point straightPathFlags[n - 1] = StraightPathFlags.End; straightPathCount = n; return(UnityEngine.Experimental.AI.PathQueryStatus.Success); }