コード例 #1
0
ファイル: Chunk.cs プロジェクト: mgood7123/Bullet-Time
 public GeneralXZData(XZPosInt chunkPos, AgentProperties properties)
 {
     this.gridPosition = chunkPos;
     this.properties   = properties;
     if (properties == null)
     {
         throw new NullReferenceException("Agent properties can't be null when creating GeneralXZData");
     }
 }
コード例 #2
0
        public static void RemoveGraph(Bounds bounds, AgentProperties properties, bool createNewGraphAfter = true)
        {
            float    offset   = properties.radius * properties.offsetMultiplier;
            Vector3  v3Offset = new Vector3(offset, 0, offset);
            XZPosInt min      = ToChunkPosition(bounds.min - v3Offset);
            XZPosInt max      = ToChunkPosition(bounds.max + v3Offset);

            VectorInt.Vector2Int size = new VectorInt.Vector2Int(Math.Max(1, max.x - min.x + 1), Math.Max(1, max.z - min.z + 1));
            RemoveGraph(min.x, min.z, properties, size.x, size.y, createNewGraphAfter);
        }
コード例 #3
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        //remove graph
        //function to remove graph at some space
        //IMPORTANT: if bool createNewGraphAfter == true then pathfinder are also add this graph to generation queue after it was removed
        public static void RemoveGraph(XZPosInt pos, AgentProperties properties, bool createNewGraphAfter = true)
        {
            Init();

            if (_acceptingWork == false)
            {
                return;
            }

            lock (_allTemplatesDestructive) {
                if (_allTemplatesDestructive.Exists(x => x.Match(pos, properties)))
                {
                    return; //already in progress
                }
            }
            Graph graph;

            if (TryGetGraph(pos, properties, out graph))
            {
                TemplateChunkDisconnection template = new TemplateChunkDisconnection(graph);

                _allTemplatesDestructive.Add(template);

                template.SetCallBack(() => {
#if UNITY_EDITOR
                    Debuger_K.UpdateSceneImportantThings();
                    Debuger_K.ClearChunksDebug(pos.x, pos.z, properties);
#endif
                    lock (_chunkData) {
                        _chunkData.Remove(new GeneralXZData(pos, properties));
                    }
                    _allTemplatesDestructive.Remove(template);
                    if (createNewGraphAfter)
                    {
                        QueueNavMeshTemplateToPopulation(pos, properties);
                    }
                });

                _disconnectionQueue.Enqueue(template);
            }
        }
コード例 #4
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        //give me Graph
        public static bool GetGraph(XZPosInt pos, AgentProperties properties, out Graph graph)
        {
            Init();

            lock (_chunkData) {
                GeneralXZData key = new GeneralXZData(pos, properties);

                if (_chunkData.TryGetValue(key, out graph))
                {
                    return(true);
                }
                else
                {
                    if (AreTemplateInProcess(pos, properties) == false)
                    {
                        QueueNavMeshTemplateToPopulation(pos, properties);
                    }
                    return(false);
                }
            }
        }
コード例 #5
0
        private static void QueueNavMeshTemplateToPopulation(XZPosInt pos, AgentProperties properties)
        {
            if (_acceptingWork == false)
            {
                return;
            }

            //Debug.Log("queue 1 " + pos);
            NavMeshTemplateRecast template = new NavMeshTemplateRecast(_chunkRange, pos, properties);

            Action <Graph> callBack = (Graph graph) => {
                //Debug.Log("callback 1 " + pos);
                QueueFinishGraphInMainThread(graph);
            };

            template.SetCallBack(callBack);
            _allTemplatesCreative[new GeneralXZData(pos, properties)] = template;

            lock (_navMeshTemplateQueue)
                _navMeshTemplateQueue.Enqueue(template);
        }
コード例 #6
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        public static bool TryGetGraphFrom(XZPosInt pos, Directions direction, AgentProperties properties, out Graph graph)
        {
            switch (direction)
            {
            case Directions.xPlus:
                return(TryGetGraph(pos.x + 1, pos.z, properties, out graph));

            case Directions.xMinus:
                return(TryGetGraph(pos.x - 1, pos.z, properties, out graph));

            case Directions.zPlus:
                return(TryGetGraph(pos.x, pos.z + 1, properties, out graph));

            case Directions.zMinus:
                return(TryGetGraph(pos.x, pos.z - 1, properties, out graph));

            default:
                Debug.LogError("defaul direction are not exist");
                graph = null;
                return(false);
            }
        }
コード例 #7
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 public GeneralXZData(int x, int z, AgentProperties properties)
 {
     this.chunkPos   = new XZPosInt(x, z);
     this.properties = properties;
 }
コード例 #8
0
 public GeneralXZData(XZPosInt chunkPos, AgentProperties properties)
 {
     this.chunkPos   = chunkPos;
     this.properties = properties;
 }
コード例 #9
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 public ChunkData(XZPosInt pos, YRangeInt range) : this(pos.x, pos.z, range.min, range.max)
 {
 }
コード例 #10
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        void OnSceneGUI(SceneView sceneView)
        {
            Event curEvent = Event.current;
            Color col      = Handles.color;

            Handles.color = Color.red;
            //float gs = settings.gridSize;



            AreaPointer targetData = settings.areaPointer * settings.gridSize;
            bool        isMoved;

            targetData = MyHandles.DrawData(targetData, 2.5f, settings.gridSize, out isMoved);

            if (PathFinderSettings.isAreaPointerMoving)
            {
                settings.areaPointer = targetData / settings.gridSize;
                EditorUtility.SetDirty(settings);
                SceneView.RepaintAll();
            }

            if (curEvent.type == EventType.Used)
            {
                PathFinderSettings.isAreaPointerMoving = isMoved;
            }

            Handles.color = col;



            if (sellectorMove)
            {
                XZPosInt   pointerPos;
                RaycastHit hit;
                Ray        ray = HandleUtility.GUIPointToWorldRay(curEvent.mousePosition);
                if (Physics.Raycast(ray, out hit))
                {
                    pointerPos = PathFinder.ToChunkPosition(hit.point);
                }
                else
                {
                    Vector3 intersection;
                    if (Math3d.LinePlaneIntersection(out intersection, ray.origin, ray.direction, Vector3.up, new Vector3()))
                    {
                        pointerPos = PathFinder.ToChunkPosition(intersection);
                    }
                    else
                    {
                        pointerPos = new XZPosInt();
                    }
                }

                settingsDrawer.MovePointer(new AreaPointer(pointerPos.x, pointerPos.z, pointerPos.x + 1, pointerPos.z + 1, hit.point.y));

                if (curEvent.type == EventType.MouseDown && curEvent.button == 0)
                {
                    sellectorMove = false;
                }

                Repaint();
                SceneView.RepaintAll();
            }



            //if (RVOPF.RVOSimulator.instance.debug) {
            //    foreach (var cone in RVOPF.RVOSimulator.instance.collisionCones) {
            //        if (cone.agent == null | cone.other == null)
            //            continue;

            //        Vector3 offset = new Vector3(0, cone.heightOffset, 0);
            //        Vector3 agentPos = cone.agent.positionV3 + offset;
            //        float agentY = agentPos.y;
            //        Vector3 conePos = new Vector3(cone.position.x, agentY, cone.position.y);
            //        Vector3 coneDir = new Vector3(cone.direction.x, agentY, cone.direction.y);

            //        Handles.color = Color.green;
            //        Handles.DrawLine(agentPos, conePos);
            //        Handles.color = Color.red;
            //        Handles.DrawLine(cone.other.positionV3, conePos);

            //        Handles.color = new Color(cone.color.r, cone.color.g, cone.color.b, 0.1f);
            //        Handles.DrawLine(conePos, conePos + coneDir);

            //        float v = Vector2.SignedAngle(Vector2.up, cone.direction);

            //        Quaternion q1 = Quaternion.AngleAxis(v, new Vector3(0, 0, 1));
            //        Quaternion q2 = Quaternion.AngleAxis(v + cone.angle, new Vector3(0, 0, 1));
            //        Quaternion q3 = Quaternion.AngleAxis(v - cone.angle, new Vector3(0, 0, 1));

            //        float targetDistance = Vector2.Distance(cone.agent.positionV2, cone.other.positionV2) + cone.other.radius + cone.agent.radius;

            //        Vector2 P1 = q1 * Vector2.up * targetDistance;
            //        Vector2 P2 = q2 * Vector2.up * targetDistance;
            //        Vector2 P3 = q3 * Vector2.up * targetDistance;

            //        Handles.DrawSolidArc(conePos, Vector3.up, new Vector3(P2.x, 0, P2.y), cone.angle * 2, targetDistance);

            //        Handles.color = cone.color;
            //        Handles.DrawLine(conePos, conePos + new Vector3(P2.x, 0, P2.y));
            //        Handles.DrawLine(conePos, conePos + new Vector3(P3.x, 0, P3.y));

            //        Handles.color = Color.black;
            //        Handles.DrawWireDisc(cone.other.positionV3 + offset, Vector3.up, cone.other.radius);
            //        Handles.DrawWireDisc(cone.other.positionV3 + offset, Vector3.up, cone.other.radius + cone.agent.radius);
            //        Handles.DrawLine(cone.other.positionV3, cone.other.positionV3 + offset);

            //    }
            //}

            Debuger_K.DrawDebugLabels();

            Handles.BeginGUI();
            Debuger_K.DrawSceneGUI();
            Handles.EndGUI();
        }
コード例 #11
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 public NavMeshTemplateRecast(Dictionary <XZPosInt, YRangeInt> chunkRange, XZPosInt gridPosition, AgentProperties properties) : base(gridPosition, properties)
 {
     this.chunkRange = chunkRange;
 }
コード例 #12
0
 //try give me Graph
 public static bool TryGetGraph(XZPosInt pos, AgentProperties properties, out Graph graph)
 {
     return(_chunkData.TryGetValue(new GeneralXZData(pos, properties), out graph));
 }
コード例 #13
0
 private static bool AreTemplateInProcess(XZPosInt position, AgentProperties properties)
 {
     lock (_allTemplatesCreative) {
         return(_allTemplatesCreative.ContainsKey(new GeneralXZData(position, properties)));
     }
 }
コード例 #14
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 public bool Match(XZPosInt gridPosition, AgentProperties properties)
 {
     return(this.gridPosition == gridPosition && this.properties == properties);
 }
コード例 #15
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 public NavMeshTemplateCreation(Dictionary <XZPosInt, YRangeInt> chunkRange, AreaPassabilityHashData hashData, XZPosInt gridPosition, AgentProperties properties)
 {
     this.gridPosition = gridPosition;
     this.hashData     = hashData;
     this.properties   = properties;
     this.chunkRange   = chunkRange;
 }
コード例 #16
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 public static void QueueGraph(XZPosInt pos, VectorInt.Vector2Int size, AgentProperties properties)
 {
     QueueGraph(pos.x, pos.z, properties, size.x, size.y);
 }
コード例 #17
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 public static void QueueGraph(XZPosInt pos, AgentProperties properties)
 {
     QueueGraph(pos.x, pos.z, properties);
 }
コード例 #18
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 public WorkTemplate(XZPosInt gridPosition, AgentProperties properties)
 {
     this.stop         = false;
     this.gridPosition = gridPosition;
     this.properties   = properties;
 }
コード例 #19
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ファイル: Chunk.cs プロジェクト: mgood7123/Bullet-Time
 public ChunkData(XZPosInt pos) : this(pos.x, pos.z, 0, 0)
 {
 }
コード例 #20
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 public NavMeshTemplateDestruction(XZPosInt pos, AgentProperties properties, bool queueNewGraphAfter) : this(new GeneralXZData(pos, properties), properties)
 {
 }
コード例 #21
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        public static void Deserialize(SerializedNavmesh target, AgentProperties properties)
        {
            //remove all data if it exist
            lock (_chunkData) {
                List <XZPosInt> removeList = new List <XZPosInt>();
                foreach (var graph in _chunkData.Values)
                {
                    if (graph.properties == properties)
                    {
                        removeList.Add(graph.gridPosition);
                    }
                }
                foreach (var pos in removeList)
                {
                    _chunkData.Remove(new GeneralXZData(pos, properties));
                }

                NavmeshLayerDeserializer deserializer = new NavmeshLayerDeserializer(target, properties);
                var deserializedStuff = deserializer.Deserialize();

                //create chunk if needed and clamp size if it outside
                foreach (var deserialized in deserializedStuff)
                {
                    XZPosInt  pos = deserialized.chunkPosition;
                    YRangeInt curRange;
                    if (_chunkRange.TryGetValue(pos, out curRange))
                    {
                        _chunkRange[pos] = new YRangeInt(
                            Mathf.Min(curRange.min, deserialized.chunkMinY),
                            Mathf.Max(curRange.max, deserialized.chunkMaxY));
                    }
                    else
                    {
                        _chunkRange.Add(pos, new YRangeInt(deserialized.chunkMinY, deserialized.chunkMaxY));
                    }
                }

                List <Graph> graphs = new List <Graph>();
                //put graphs inside chunks
                foreach (var deserialized in deserializedStuff)
                {
                    //Chunk chunk = _chunkData[deserialized.chunkPosition];

                    XZPosInt  pos = deserialized.chunkPosition;
                    YRangeInt ran = _chunkRange[pos];

                    Graph graph = deserialized.graph;
                    graph.SetChunkAndProperties(new ChunkData(pos, ran), properties);
                    _chunkData[new GeneralXZData(pos, properties)] = graph;
                    graph.SetAsCanBeUsed();
                    graphs.Add(graph);
                }

                //connect chunks
                foreach (var graph in graphs)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        Graph neighbour;
                        if (TryGetGraphFrom(graph.gridPosition, (Directions)i, properties, out neighbour))
                        {
                            graph.SetNeighbour((Directions)i, neighbour);
                        }
                    }
#if UNITY_EDITOR
                    if (Debuger_K.doDebug)
                    {
                        graph.DebugGraph();
                    }
#endif
                }
            }
        }