コード例 #1
0
		public override Node[] CreateNodes (int number) {
			MeshNode[] tmp = new MeshNode[number];
			for (int i=0;i<number;i++) {
				tmp[i] = new MeshNode ();
			}
			return tmp as Node[];
		}
コード例 #2
0
		int GetBox ( MeshNode node ) {
			if ( count >= arr.Length ) EnsureCapacity ( count+1 );

			arr[count] = new BBTreeBox ( node );
			count++;
			return count-1;
		}
コード例 #3
0
		/** Rebuilds the tree using the specified nodes.
		 * This is faster and gives better quality results compared to calling Insert with all nodes
		 */
		public void RebuildFrom (MeshNode[] nodes) {
			Clear();

			if (nodes.Length == 0) {
				return;
			}

			if (nodes.Length == 1) {
				GetBox(nodes[0]);
				return;
			}

			// We will use approximately 2N tree nodes
			EnsureCapacity(Mathf.CeilToInt (nodes.Length * 2.1f));

			// Make a copy of the nodes array since we will be modifying it
			var nodeCopies = new MeshNode[nodes.Length];
			for (int i = 0; i < nodes.Length; i++) nodeCopies[i] = nodes[i];

			RebuildFromInternal(nodeCopies, 0, nodes.Length, false);
		}
コード例 #4
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 public void Insert(MeshNode node)
 {
     int box = this.GetBox(node);
     if (box == 0)
     {
         return;
     }
     BBTree.BBTreeBox bBTreeBox = this.arr[box];
     int num = 0;
     BBTree.BBTreeBox bBTreeBox2;
     while (true)
     {
         bBTreeBox2 = this.arr[num];
         bBTreeBox2.rect = BBTree.ExpandToContain(bBTreeBox2.rect, bBTreeBox.rect);
         if (bBTreeBox2.node != null)
         {
             break;
         }
         this.arr[num] = bBTreeBox2;
         int num2 = BBTree.ExpansionRequired(this.arr[bBTreeBox2.left].rect, bBTreeBox.rect);
         int num3 = BBTree.ExpansionRequired(this.arr[bBTreeBox2.right].rect, bBTreeBox.rect);
         if (num2 < num3)
         {
             num = bBTreeBox2.left;
         }
         else if (num3 < num2)
         {
             num = bBTreeBox2.right;
         }
         else
         {
             num = ((BBTree.RectArea(this.arr[bBTreeBox2.left].rect) >= BBTree.RectArea(this.arr[bBTreeBox2.right].rect)) ? bBTreeBox2.right : bBTreeBox2.left);
         }
     }
     bBTreeBox2.left = box;
     int box2 = this.GetBox(bBTreeBox2.node);
     bBTreeBox2.right = box2;
     bBTreeBox2.node = null;
     this.arr[num] = bBTreeBox2;
 }
コード例 #5
0
ファイル: BBTree.cs プロジェクト: Anaryu/aetherion
        public void Insert(MeshNode node)
        {
            BBTreeBox box = new BBTreeBox (this,node);

            if (root == null) {
                root = box;
                return;
            }

            BBTreeBox c = root;
            while (true) {

                c.rect = ExpandToContain (c.rect,box.rect);
                if (c.node != null) {
                    //Is Leaf
                    c.c1 = box;
                    BBTreeBox box2 = new BBTreeBox (this,c.node);
                    //Console.WriteLine ("Inserted "+box.node+", rect "+box.rect.ToString ());
                    c.c2 = box2;

                    c.node = null;
                    //c.rect = c.rect.
                    return;
                } else {
                    float e1 = ExpansionRequired (c.c1.rect,box.rect);
                    float e2 = ExpansionRequired (c.c2.rect,box.rect);

                    //Choose the rect requiring the least expansion to contain box.rect
                    if (e1 < e2) {
                        c = c.c1;
                    } else if (e2 < e1) {
                        c = c.c2;
                    } else {
                        //Equal, Choose the one with the smallest area
                        c = RectArea (c.c1.rect) < RectArea (c.c2.rect) ? c.c1 : c.c2;
                    }
                }
            }
        }
コード例 #6
0
        public void Apply(bool forceNewCheck)
        {
            //TODO
            //This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something)
            var nn = NNConstraint.None;

            nn.distanceXZ = true;
            var graph = (int)startNode.GraphIndex;

            //Search all graphs but the one which start and end nodes are on
            nn.graphMask = ~(1 << graph);

            var same = true;

            {
                var info = AstarPath.active.GetNearest(StartTransform.position, nn);
                same          &= info.node == connectedNode1 && info.node != null;
                connectedNode1 = info.node as MeshNode;
                clamped1       = info.position;
                if (connectedNode1 != null)
                {
                    Debug.DrawRay((Vector3)connectedNode1.position, Vector3.up * 5, Color.red);
                }
            }

            {
                var info = AstarPath.active.GetNearest(EndTransform.position, nn);
                same          &= info.node == connectedNode2 && info.node != null;
                connectedNode2 = info.node as MeshNode;
                clamped2       = info.position;
                if (connectedNode2 != null)
                {
                    Debug.DrawRay((Vector3)connectedNode2.position, Vector3.up * 5, Color.cyan);
                }
            }

            if (connectedNode2 == null || connectedNode1 == null)
            {
                return;
            }

            startNode.SetPosition((Int3)StartTransform.position);
            endNode.SetPosition((Int3)EndTransform.position);

            if (same && !forceNewCheck)
            {
                return;
            }

            RemoveConnections(startNode);
            RemoveConnections(endNode);

            var cost = (uint)Mathf.RoundToInt(
                ((Int3)(StartTransform.position - EndTransform.position)).costMagnitude * costFactor);

            startNode.AddConnection(endNode, cost);
            endNode.AddConnection(startNode, cost);

            var dir = connectedNode2.position - connectedNode1.position;

            for (var a = 0; a < connectedNode1.GetVertexCount(); a++)
            {
                var va1 = connectedNode1.GetVertex(a);
                var va2 = connectedNode1.GetVertex((a + 1) % connectedNode1.GetVertexCount());

                if (Int3.DotLong((va2 - va1).Normal2D(), dir) > 0)
                {
                    continue;
                }

                for (var b = 0; b < connectedNode2.GetVertexCount(); b++)
                {
                    var vb1 = connectedNode2.GetVertex(b);
                    var vb2 = connectedNode2.GetVertex((b + 1) % connectedNode2.GetVertexCount());

                    if (Int3.DotLong((vb2 - vb1).Normal2D(), dir) < 0)
                    {
                        continue;
                    }

                    if (Int3.Angle(vb2 - vb1, va2 - va1) > 170.0 / 360.0f * Mathf.PI * 2)
                    {
                        float t1 = 0;
                        float t2 = 1;

                        t2 = System.Math.Min(t2, VectorMath.ClosestPointOnLineFactor(va1, va2, vb1));
                        t1 = System.Math.Max(t1, VectorMath.ClosestPointOnLineFactor(va1, va2, vb2));

                        if (t2 < t1)
                        {
                            Debug.LogError("Something went wrong! " + t1 + " " + t2 + " " + va1 + " " + va2 + " " +
                                           vb1 + " " + vb2 + "\nTODO, how can this happen?");
                        }
                        else
                        {
                            var pa = (Vector3)(va2 - va1) * t1 + (Vector3)va1;
                            var pb = (Vector3)(va2 - va1) * t2 + (Vector3)va1;

                            startNode.portalA = pa;
                            startNode.portalB = pb;

                            endNode.portalA = pb;
                            endNode.portalB = pa;

                            //Add connections between nodes, or replace old connections if existing
                            connectedNode1.AddConnection(startNode,
                                                         (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude *
                                                                                costFactor));
                            connectedNode2.AddConnection(endNode,
                                                         (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude *
                                                                                costFactor));

                            startNode.AddConnection(connectedNode1,
                                                    (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude *
                                                                           costFactor));
                            endNode.AddConnection(connectedNode2,
                                                  (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude *
                                                                         costFactor));

                            return;
                        }
                    }
                }
            }
        }
コード例 #7
0
		static bool NodeIntersectsCircle (MeshNode node, Vector3 p, float radius) {

			if (float.IsPositiveInfinity(radius)) return true;

			/** \bug Is not correct on the Y axis */
			return (p - node.ClosestPointOnNode (p)).sqrMagnitude < radius*radius;
		}
コード例 #8
0
ファイル: BBTree.cs プロジェクト: Anaryu/aetherion
        public bool NodeIntersectsCircle(MeshNode node, Vector3 p, float radius)
        {
            if (NavMeshGraph.ContainsPoint (node,p,graph.vertices)) {
                return true;
            }

            Int3[] vertices = graph.vertices;
            float r2 = radius*radius;
            Vector3 p1 = (Vector3)vertices[node[0]], p2 = (Vector3)vertices[node[1]], p3 = (Vector3)vertices[node[2]];
            p1.y = p.y;
            p2.y = p.y;
            p3.y = p.y;

            return 	Mathfx.DistancePointSegmentStrict (p1,p2,p) < r2 ||
                    Mathfx.DistancePointSegmentStrict (p2,p3,p) < r2 ||
                    Mathfx.DistancePointSegmentStrict (p3,p1,p) < r2;
        }
コード例 #9
0
        /** Inserts a mesh node in the tree */
        public void Insert(MeshNode node)
        {
            int boxi = GetBox(node);

            // Was set to root
            if (boxi == 0)
            {
                return;
            }

            BBTreeBox box = arr[boxi];

            //int depth = 0;

            int c = 0;

            while (true)
            {
                BBTreeBox cb = arr[c];

                cb.rect = ExpandToContain(cb.rect, box.rect);
                if (cb.node != null)
                {
                    //Is Leaf
                    cb.left = boxi;

                    int box2 = GetBox(cb.node);
                    //BBTreeBox box2 = new BBTreeBox (this,c.node);

                    //Console.WriteLine ("Inserted "+box.node+", rect "+box.rect.ToString ());
                    cb.right = box2;


                    cb.node = null;
                    //cb.depth++;

                    //c.rect = c.rect.
                    arr[c] = cb;
                    //Debug.Log (depth);
                    return;
                }
                else
                {
                    //depth++;
                    //cb.depth++;
                    arr[c] = cb;

                    int e1 = ExpansionRequired(arr[cb.left].rect, box.rect);                    // * arr[cb.left].depth;
                    int e2 = ExpansionRequired(arr[cb.right].rect, box.rect);                   // * arr[cb.left].depth;

                    //Choose the rect requiring the least expansion to contain box.rect
                    if (e1 < e2)
                    {
                        c = cb.left;
                    }
                    else if (e2 < e1)
                    {
                        c = cb.right;
                    }
                    else
                    {
                        //Equal, Choose the one with the smallest area
                        c = RectArea(arr[cb.left].rect) < RectArea(arr[cb.right].rect) ? cb.left : cb.right;
                    }
                }
            }
        }
コード例 #10
0
			public BBTreeBox (MeshNode node) {
				this.node = node;
				var first = node.GetVertex(0);
				var min = new Int2(first.x,first.z);
				Int2 max = min;

				for (int i=1;i<node.GetVertexCount();i++) {
					var p = node.GetVertex(i);
					min.x = Math.Min (min.x,p.x);
					min.y = Math.Min (min.y,p.z);

					max.x = Math.Max (max.x,p.x);
					max.y = Math.Max (max.y,p.z);
				}

				rect = new IntRect (min.x,min.y,max.x,max.y);
				left = right = -1;
			}
コード例 #11
0
ファイル: NodeLink3.cs プロジェクト: henryj41043/TheUnseen
		public void Apply ( bool forceNewCheck ) {
			//TODO
			//This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something)
			NNConstraint nn = NNConstraint.None;
			nn.distanceXZ = true;
			int graph = (int)startNode.GraphIndex;
			
			//Search all graphs but the one which start and end nodes are on
			nn.graphMask = ~(1 << graph);
			
			bool same = true;
			
			if (true) {
				NNInfo n1 = AstarPath.active.GetNearest(StartTransform.position, nn);
				same &= n1.node == connectedNode1 && n1.node != null;
				connectedNode1 = n1.node as MeshNode;
				clamped1 = n1.clampedPosition;
				if ( connectedNode1 != null ) Debug.DrawRay ( (Vector3)connectedNode1.position, Vector3.up*5,Color.red);
			}
			
			if (true) {
				NNInfo n2 = AstarPath.active.GetNearest(EndTransform.position, nn);
				same &= n2.node == connectedNode2 && n2.node != null;
				connectedNode2 = n2.node as MeshNode;
				clamped2 = n2.clampedPosition;
				if ( connectedNode2 != null ) Debug.DrawRay ( (Vector3)connectedNode2.position, Vector3.up*5,Color.cyan);
			}
			
			if (connectedNode2 == null || connectedNode1 == null) return;
			
			startNode.SetPosition ( (Int3)StartTransform.position );
			endNode.SetPosition ( (Int3)EndTransform.position );
			
			if ( same && !forceNewCheck ) return;
			
			RemoveConnections(startNode);
			RemoveConnections(endNode);
			
			uint cost = (uint)Mathf.RoundToInt(((Int3)(StartTransform.position-EndTransform.position)).costMagnitude*costFactor);
			startNode.AddConnection (endNode, cost);
			endNode.AddConnection(startNode, cost);
			
			Int3 dir = connectedNode2.position - connectedNode1.position;
			
			for ( int a=0;a<connectedNode1.GetVertexCount();a++) {
				Int3 va1 = connectedNode1.GetVertex ( a );
				Int3 va2 = connectedNode1.GetVertex ( (a+1) % connectedNode1.GetVertexCount() );
				
				if ( Int3.DotLong ( (va2-va1).Normal2D (), dir ) > 0 ) continue;
				
				for ( int b=0;b<connectedNode2.GetVertexCount();b++) {
					Int3 vb1 = connectedNode2.GetVertex ( b );
					Int3 vb2 = connectedNode2.GetVertex ( (b+1) % connectedNode2.GetVertexCount() );
					
					if ( Int3.DotLong ( (vb2-vb1).Normal2D (), dir ) < 0 ) continue;
					
					
					//Debug.DrawLine ((Vector3)va1, (Vector3)va2, Color.magenta);
					//Debug.DrawLine ((Vector3)vb1, (Vector3)vb2, Color.cyan);
					//Debug.Break ();
					
					if ( Int3.Angle ( (vb2-vb1), (va2-va1) ) > (170.0/360.0f)*Mathf.PI*2 ) {
						
						float t1 = 0;
						float t2 = 1;
						
						t2 = System.Math.Min ( t2, AstarMath.NearestPointFactor ( va1, va2, vb1 ) );
						t1 = System.Math.Max ( t1, AstarMath.NearestPointFactor ( va1, va2, vb2 ) );
						
						if ( t2 < t1 ) {
							Debug.LogError ("Wait wut!? " + t1 + " " + t2 + " " + va1 + " " + va2 + " " + vb1 + " " + vb2+"\nTODO, fix this error" );
						} else {
						
							Vector3 pa = (Vector3)(va2-va1)*t1 + (Vector3)va1;
							Vector3 pb = (Vector3)(va2-va1)*t2 + (Vector3)va1;
							
							startNode.portalA = pa;
							startNode.portalB = pb;
							
							endNode.portalA = pb;
							endNode.portalB = pa;
							
							//Add connections between nodes, or replace old connections if existing
							connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt (((Int3)(clamped1 - StartTransform.position)).costMagnitude*costFactor));
							connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt (((Int3)(clamped2 - EndTransform.position)).costMagnitude*costFactor));
							
							startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt (((Int3)(clamped1 - StartTransform.position)).costMagnitude*costFactor));
							endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt (((Int3)(clamped2 - EndTransform.position)).costMagnitude*costFactor));
							
							return;
						}
					}
				}
			}
			
		}
コード例 #12
0
		/** Calculates the bounding box in XZ space of all nodes between \a from (inclusive) and \a to (exclusive) */
		static IntRect NodeBounds (MeshNode[] nodes, int from, int to) {
			if (to - from <= 0) throw new ArgumentException();

			var first = nodes[from].GetVertex(0);
			var min = new Int2(first.x,first.z);
			Int2 max = min;

			for (int j = from; j < to; j++) {
				var node = nodes[j];
				var nverts = node.GetVertexCount();
				for (int i = 0; i < nverts; i++) {
					var p = node.GetVertex(i);
					min.x = Math.Min (min.x, p.x);
					min.y = Math.Min (min.y, p.z);

					max.x = Math.Max (max.x, p.x);
					max.y = Math.Max (max.y, p.z);
				}
			}

			return new IntRect (min.x, min.y, max.x, max.y);
		}
コード例 #13
0
 public BBTreeBox(IntRect rect)
 {
     node      = null;
     this.rect = rect;
     left      = right = -1;
 }
コード例 #14
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 public BBTreeBox(MeshNode node)
 {
     this.node = node;
     Int3 vertex = node.GetVertex(0);
     Int2 @int = new Int2(vertex.x, vertex.z);
     Int2 int2 = @int;
     for (int i = 1; i < node.GetVertexCount(); i++)
     {
         Int3 vertex2 = node.GetVertex(i);
         @int.x = Math.Min(@int.x, vertex2.x);
         @int.y = Math.Min(@int.y, vertex2.z);
         int2.x = Math.Max(int2.x, vertex2.x);
         int2.y = Math.Max(int2.y, vertex2.z);
     }
     this.rect = new IntRect(@int.x, @int.y, int2.x, int2.y);
     this.left = (this.right = -1);
 }
コード例 #15
0
ファイル: NodeLink3.cs プロジェクト: whztt07/mobahero_src
        public void Apply(bool forceNewCheck)
        {
            NNConstraint none = NNConstraint.None;

            none.distanceXZ = true;
            int graphIndex = (int)this.startNode.GraphIndex;

            none.graphMask = ~(1 << graphIndex);
            bool   flag    = true;
            NNInfo nearest = AstarPath.active.GetNearest(this.StartTransform.position, none);

            flag &= (nearest.node == this.connectedNode1 && nearest.node != null);
            this.connectedNode1 = (nearest.node as MeshNode);
            this.clamped1       = nearest.clampedPosition;
            if (this.connectedNode1 != null)
            {
                Debug.DrawRay((Vector3)this.connectedNode1.position, Vector3.up * 5f, Color.red);
            }
            NNInfo nearest2 = AstarPath.active.GetNearest(this.EndTransform.position, none);

            flag &= (nearest2.node == this.connectedNode2 && nearest2.node != null);
            this.connectedNode2 = (nearest2.node as MeshNode);
            this.clamped2       = nearest2.clampedPosition;
            if (this.connectedNode2 != null)
            {
                Debug.DrawRay((Vector3)this.connectedNode2.position, Vector3.up * 5f, Color.cyan);
            }
            if (this.connectedNode2 == null || this.connectedNode1 == null)
            {
                return;
            }
            this.startNode.SetPosition((Int3)this.StartTransform.position);
            this.endNode.SetPosition((Int3)this.EndTransform.position);
            if (flag && !forceNewCheck)
            {
                return;
            }
            this.RemoveConnections(this.startNode);
            this.RemoveConnections(this.endNode);
            uint cost = (uint)Mathf.RoundToInt((float)((Int3)(this.StartTransform.position - this.EndTransform.position)).costMagnitude * this.costFactor);

            this.startNode.AddConnection(this.endNode, cost);
            this.endNode.AddConnection(this.startNode, cost);
            Int3 rhs = this.connectedNode2.position - this.connectedNode1.position;

            for (int i = 0; i < this.connectedNode1.GetVertexCount(); i++)
            {
                Int3 vertex  = this.connectedNode1.GetVertex(i);
                Int3 vertex2 = this.connectedNode1.GetVertex((i + 1) % this.connectedNode1.GetVertexCount());
                if (Int3.DotLong((vertex2 - vertex).Normal2D(), rhs) <= 0L)
                {
                    for (int j = 0; j < this.connectedNode2.GetVertexCount(); j++)
                    {
                        Int3 vertex3 = this.connectedNode2.GetVertex(j);
                        Int3 vertex4 = this.connectedNode2.GetVertex((j + 1) % this.connectedNode2.GetVertexCount());
                        if (Int3.DotLong((vertex4 - vertex3).Normal2D(), rhs) >= 0L)
                        {
                            if ((double)Int3.Angle(vertex4 - vertex3, vertex2 - vertex) > 2.9670598109563189)
                            {
                                float num  = 0f;
                                float num2 = 1f;
                                num2 = Math.Min(num2, AstarMath.NearestPointFactor(vertex, vertex2, vertex3));
                                num  = Math.Max(num, AstarMath.NearestPointFactor(vertex, vertex2, vertex4));
                                if (num2 >= num)
                                {
                                    Vector3 vector  = (Vector3)(vertex2 - vertex) * num + (Vector3)vertex;
                                    Vector3 vector2 = (Vector3)(vertex2 - vertex) * num2 + (Vector3)vertex;
                                    this.startNode.portalA = vector;
                                    this.startNode.portalB = vector2;
                                    this.endNode.portalA   = vector2;
                                    this.endNode.portalB   = vector;
                                    this.connectedNode1.AddConnection(this.startNode, (uint)Mathf.RoundToInt((float)((Int3)(this.clamped1 - this.StartTransform.position)).costMagnitude * this.costFactor));
                                    this.connectedNode2.AddConnection(this.endNode, (uint)Mathf.RoundToInt((float)((Int3)(this.clamped2 - this.EndTransform.position)).costMagnitude * this.costFactor));
                                    this.startNode.AddConnection(this.connectedNode1, (uint)Mathf.RoundToInt((float)((Int3)(this.clamped1 - this.StartTransform.position)).costMagnitude * this.costFactor));
                                    this.endNode.AddConnection(this.connectedNode2, (uint)Mathf.RoundToInt((float)((Int3)(this.clamped2 - this.EndTransform.position)).costMagnitude * this.costFactor));
                                    return;
                                }
                                Debug.LogError(string.Concat(new object[]
                                {
                                    "Wait wut!? ",
                                    num,
                                    " ",
                                    num2,
                                    " ",
                                    vertex,
                                    " ",
                                    vertex2,
                                    " ",
                                    vertex3,
                                    " ",
                                    vertex4,
                                    "\nTODO, fix this error"
                                }));
                            }
                        }
                    }
                }
            }
        }
コード例 #16
0
ファイル: NodeLink2.cs プロジェクト: Marchys/fanalet
		public void Apply ( bool forceNewCheck ) {
			//TODO
			//This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something)
			var nn = NNConstraint.None;
			var graph = (int)startNode.GraphIndex;
			
			//Search all graphs but the one which start and end nodes are on
			nn.graphMask = ~(1 << graph);
			
			startNode.SetPosition ( (Int3)StartTransform.position );
			endNode.SetPosition ( (Int3)EndTransform.position );
			
			RemoveConnections(startNode);
			RemoveConnections(endNode);
			
			var cost = (uint)Mathf.RoundToInt(((Int3)(StartTransform.position-EndTransform.position)).costMagnitude*costFactor);
			startNode.AddConnection (endNode, cost);
			endNode.AddConnection(startNode, cost);
			
			if (connectedNode1 == null || forceNewCheck) {
				var n1 = AstarPath.active.GetNearest(StartTransform.position, nn);
				connectedNode1 = n1.node as MeshNode;
				clamped1 = n1.clampedPosition;
			}
			
			if (connectedNode2 == null || forceNewCheck) {
				var n2 = AstarPath.active.GetNearest(EndTransform.position, nn);
				connectedNode2 = n2.node as MeshNode;
				clamped2 = n2.clampedPosition;
			}
			
			if (connectedNode2 == null || connectedNode1 == null) return;
			
			//Add connections between nodes, or replace old connections if existing
			connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt (((Int3)(clamped1 - StartTransform.position)).costMagnitude*costFactor));
			if ( !oneWay ) connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt (((Int3)(clamped2 - EndTransform.position)).costMagnitude*costFactor));

			if ( !oneWay ) startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt (((Int3)(clamped1 - StartTransform.position)).costMagnitude*costFactor));
			endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt (((Int3)(clamped2 - EndTransform.position)).costMagnitude*costFactor));
			
		}
コード例 #17
0
        public void RecalculateCosts()
        {
            if (this.pivots == null)
            {
                this.RecalculatePivots();
            }
            if (this.mode == HeuristicOptimizationMode.None)
            {
                return;
            }
            this.pivotCount = 0;
            for (int i = 0; i < this.pivots.Length; i++)
            {
                if (this.pivots[i] != null && (this.pivots[i].Destroyed || !this.pivots[i].Walkable))
                {
                    throw new Exception("Invalid pivot nodes (destroyed or unwalkable)");
                }
            }
            if (this.mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                for (int j = 0; j < this.pivots.Length; j++)
                {
                    if (this.pivots[j] == null)
                    {
                        throw new Exception("Invalid pivot nodes (null)");
                    }
                }
            }
            Debug.Log("Recalculating costs...");
            this.pivotCount = this.pivots.Length;
            Action <int> startCostCalculation = null;

            startCostCalculation = delegate(int k)
            {
                GraphNode pivot = this.pivots[k];
                FloodPath fp    = null;
                fp = FloodPath.Construct(pivot, null);
                fp.immediateCallback = delegate(Path _p)
                {
                    _p.Claim(this);
                    MeshNode meshNode   = pivot as MeshNode;
                    uint     costOffset = 0u;
                    int      k;
                    if (meshNode != null && meshNode.connectionCosts != null)
                    {
                        for (k = 0; k < meshNode.connectionCosts.Length; k++)
                        {
                            costOffset = Math.Max(costOffset, meshNode.connectionCosts[k]);
                        }
                    }
                    NavGraph[] graphs = AstarPath.active.graphs;
                    for (int m = graphs.Length - 1; m >= 0; m--)
                    {
                        graphs[m].GetNodes(delegate(GraphNode node)
                        {
                            int num6 = node.NodeIndex * this.pivotCount + k;
                            this.EnsureCapacity(num6);
                            PathNode pathNode = fp.pathHandler.GetPathNode(node);
                            if (costOffset > 0u)
                            {
                                this.costs[num6] = ((pathNode.pathID != fp.pathID || pathNode.parent == null) ? 0u : Math.Max(pathNode.parent.G - costOffset, 0u));
                            }
                            else
                            {
                                this.costs[num6] = ((pathNode.pathID != fp.pathID) ? 0u : pathNode.G);
                            }
                            return(true);
                        });
                    }
                    if (this.mode == HeuristicOptimizationMode.RandomSpreadOut && k < this.pivots.Length - 1)
                    {
                        int  num  = -1;
                        uint num2 = 0u;
                        int  num3 = this.maxNodeIndex / this.pivotCount;
                        for (int n = 1; n < num3; n++)
                        {
                            uint num4 = 1073741824u;
                            for (int num5 = 0; num5 <= k; num5++)
                            {
                                num4 = Math.Min(num4, this.costs[n * this.pivotCount + num5]);
                            }
                            GraphNode node2 = fp.pathHandler.GetPathNode(n).node;
                            if ((num4 > num2 || num == -1) && node2 != null && !node2.Destroyed && node2.Walkable)
                            {
                                num  = n;
                                num2 = num4;
                            }
                        }
                        if (num == -1)
                        {
                            Debug.LogError("Failed generating random pivot points for heuristic optimizations");
                            return;
                        }
                        this.pivots[k + 1] = fp.pathHandler.GetPathNode(num).node;
                        Debug.Log(string.Concat(new object[]
                        {
                            "Found node at ",
                            this.pivots[k + 1].position,
                            " with score ",
                            num2
                        }));
                        startCostCalculation(k + 1);
                    }
                    _p.Release(this);
                };
                AstarPath.StartPath(fp, true);
            };
            if (this.mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                for (int l = 0; l < this.pivots.Length; l++)
                {
                    startCostCalculation(l);
                }
            }
            else
            {
                startCostCalculation(0);
            }
            this.dirty = false;
        }
コード例 #18
0
ファイル: RecastGenerator.cs プロジェクト: artbane/aetherion
        public override void OnDrawGizmos(bool drawNodes)
        {
            if (!drawNodes)
            {
                return;
            }

            if (bbTree != null)
            {
                bbTree.OnDrawGizmos();
            }

            Gizmos.DrawWireCube(forcedBounds.center, forcedBounds.size);
            //base.OnDrawGizmos (drawNodes);

            if (nodes == null)
            {
                //Scan (AstarPath.active.GetGraphIndex (this));
            }

            if (nodes == null)
            {
                return;
            }

            for (int i = 0; i < nodes.Length; i++)
            {
                //AstarColor.NodeConnection;

                MeshNode node = (MeshNode)nodes[i];


                if (AstarPath.active.debugPathData != null && AstarPath.active.showSearchTree && node.GetNodeRun(AstarPath.active.debugPathData).parent != null)
                {
                    //Gizmos.color = new Color (0,1,0,0.7F);
                    Gizmos.color = NodeColor(node, AstarPath.active.debugPathData);
                    Gizmos.DrawLine((Vector3)node.position, (Vector3)node.GetNodeRun(AstarPath.active.debugPathData).parent.node.position);
                }
                else
                {
                    //for (int q=0;q<node.connections.Length;q++) {
                    //	Gizmos.DrawLine (node.position,node.connections[q].position);
                    //}
                }


                /*Gizmos.color = AstarColor.MeshEdgeColor;
                 * for (int q=0;q<node.connections.Length;q++) {
                 *      //Gizmos.color = Color.Lerp (Color.green,Color.red,node.connectionCosts[q]/8000F);
                 *      Gizmos.DrawLine (node.position,node.connections[q].position);
                 * }*/

                //Gizmos.color = NodeColor (node);
                //Gizmos.color.a = 0.2F;

                if (showMeshOutline)
                {
                    Gizmos.color = NodeColor(node, AstarPath.active.debugPathData);
                    Gizmos.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2]);
                    Gizmos.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v3]);
                    Gizmos.DrawLine((Vector3)vertices[node.v3], (Vector3)vertices[node.v1]);
                }
            }
        }
コード例 #19
0
 // Token: 0x060005A1 RID: 1441 RVA: 0x000339EC File Offset: 0x00031DEC
 private static bool NodeIntersectsCircle(MeshNode node, Vector3 p, float radius)
 {
     return(float.IsPositiveInfinity(radius) || (p - node.ClosestPointOnNode(p)).sqrMagnitude < radius * radius);
 }
コード例 #20
0
ファイル: BBTree.cs プロジェクト: K07H/The-Forest
 private static void DrawDebugNode(MeshNode node, float yoffset, Color color)
 {
     UnityEngine.Debug.DrawLine((Vector3)node.GetVertex(1) + Vector3.up * yoffset, (Vector3)node.GetVertex(2) + Vector3.up * yoffset, color);
     UnityEngine.Debug.DrawLine((Vector3)node.GetVertex(0) + Vector3.up * yoffset, (Vector3)node.GetVertex(1) + Vector3.up * yoffset, color);
     UnityEngine.Debug.DrawLine((Vector3)node.GetVertex(2) + Vector3.up * yoffset, (Vector3)node.GetVertex(0) + Vector3.up * yoffset, color);
 }
コード例 #21
0
ファイル: NodeLink3.cs プロジェクト: Gowtham100/FishBoy
        public void Apply(bool forceNewCheck)
        {
            //TODO
            //This function assumes that connections from the n1,n2 nodes never need to be removed in the future (e.g because the nodes move or something)
            NNConstraint nn = NNConstraint.None;

            nn.distanceXZ = true;
            int graph = (int)startNode.GraphIndex;

            //Search all graphs but the one which start and end nodes are on
            nn.graphMask = ~(1 << graph);

            bool same = true;

            if (true)
            {
                NNInfo n1 = AstarPath.active.GetNearest(StartTransform.position, nn);
                same          &= n1.node == connectedNode1 && n1.node != null;
                connectedNode1 = n1.node as MeshNode;
                clamped1       = n1.clampedPosition;
                if (connectedNode1 != null)
                {
                    Debug.DrawRay((Vector3)connectedNode1.position, Vector3.up * 5, Color.red);
                }
            }

            if (true)
            {
                NNInfo n2 = AstarPath.active.GetNearest(EndTransform.position, nn);
                same          &= n2.node == connectedNode2 && n2.node != null;
                connectedNode2 = n2.node as MeshNode;
                clamped2       = n2.clampedPosition;
                if (connectedNode2 != null)
                {
                    Debug.DrawRay((Vector3)connectedNode2.position, Vector3.up * 5, Color.cyan);
                }
            }

            if (connectedNode2 == null || connectedNode1 == null)
            {
                return;
            }

            startNode.SetPosition((Int3)StartTransform.position);
            endNode.SetPosition((Int3)EndTransform.position);

            if (same && !forceNewCheck)
            {
                return;
            }

            RemoveConnections(startNode);
            RemoveConnections(endNode);

            uint cost = (uint)Mathf.RoundToInt(((Int3)(StartTransform.position - EndTransform.position)).costMagnitude * costFactor);

            startNode.AddConnection(endNode, cost);
            endNode.AddConnection(startNode, cost);

            Int3 dir = connectedNode2.position - connectedNode1.position;

            for (int a = 0; a < connectedNode1.GetVertexCount(); a++)
            {
                Int3 va1 = connectedNode1.GetVertex(a);
                Int3 va2 = connectedNode1.GetVertex((a + 1) % connectedNode1.GetVertexCount());

                if (Int3.DotLong((va2 - va1).Normal2D(), dir) > 0)
                {
                    continue;
                }

                for (int b = 0; b < connectedNode2.GetVertexCount(); b++)
                {
                    Int3 vb1 = connectedNode2.GetVertex(b);
                    Int3 vb2 = connectedNode2.GetVertex((b + 1) % connectedNode2.GetVertexCount());

                    if (Int3.DotLong((vb2 - vb1).Normal2D(), dir) < 0)
                    {
                        continue;
                    }


                    //Debug.DrawLine ((Vector3)va1, (Vector3)va2, Color.magenta);
                    //Debug.DrawLine ((Vector3)vb1, (Vector3)vb2, Color.cyan);
                    //Debug.Break ();

                    if (Int3.Angle((vb2 - vb1), (va2 - va1)) > (170.0 / 360.0f) * Mathf.PI * 2)
                    {
                        float t1 = 0;
                        float t2 = 1;

                        t2 = System.Math.Min(t2, AstarMath.NearestPointFactor(va1, va2, vb1));
                        t1 = System.Math.Max(t1, AstarMath.NearestPointFactor(va1, va2, vb2));

                        if (t2 < t1)
                        {
                            Debug.LogError("Wait wut!? " + t1 + " " + t2 + " " + va1 + " " + va2 + " " + vb1 + " " + vb2 + "\nTODO, fix this error");
                        }
                        else
                        {
                            Vector3 pa = (Vector3)(va2 - va1) * t1 + (Vector3)va1;
                            Vector3 pb = (Vector3)(va2 - va1) * t2 + (Vector3)va1;

                            startNode.portalA = pa;
                            startNode.portalB = pb;

                            endNode.portalA = pb;
                            endNode.portalB = pa;

                            //Add connections between nodes, or replace old connections if existing
                            connectedNode1.AddConnection(startNode, (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude * costFactor));
                            connectedNode2.AddConnection(endNode, (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude * costFactor));

                            startNode.AddConnection(connectedNode1, (uint)Mathf.RoundToInt(((Int3)(clamped1 - StartTransform.position)).costMagnitude * costFactor));
                            endNode.AddConnection(connectedNode2, (uint)Mathf.RoundToInt(((Int3)(clamped2 - EndTransform.position)).costMagnitude * costFactor));

                            return;
                        }
                    }
                }
            }
        }
コード例 #22
0
		/** Returns if the point is inside the node in XZ space */
		public static bool ContainsPoint (MeshNode node, Vector3 pos, Int3[] vertices) {
			if (Polygon.IsClockwiseMargin ((Vector3)vertices[node.v1],(Vector3)vertices[node.v2], pos) && Polygon.IsClockwiseMargin ((Vector3)vertices[node.v2],(Vector3)vertices[node.v3], pos) && Polygon.IsClockwiseMargin ((Vector3)vertices[node.v3],(Vector3)vertices[node.v1], pos)) {
				return true;
			}
			return false;
		}
コード例 #23
0
        /** This performs a linear search through all polygons returning the closest one.
         * This will fill the NNInfo with .node for the closest node not necessarily complying with the NNConstraint, and .constrainedNode with the closest node
         * complying with the NNConstraint.
         * \see GetNearestForce(Node[],Int3[],Vector3,NNConstraint,bool)
         */
        public static NNInfo GetNearestForceBoth(Node[] nodes, Int3[] vertices, Vector3 position, NNConstraint constraint, bool accurateNearestNode)
        {
            Int3 pos = (Int3)position;

            float minDist = -1;
            Node  minNode = null;

            float minConstDist = -1;
            Node  minConstNode = null;

            float maxDistSqr = constraint.constrainDistance ? AstarPath.active.maxNearestNodeDistanceSqr : float.PositiveInfinity;

            if (nodes == null || nodes.Length == 0)
            {
                return(new NNInfo());
            }

            for (int i = 0; i < nodes.Length; i++)
            {
                MeshNode node = nodes[i] as MeshNode;

                if (accurateNearestNode)
                {
                    Vector3 closest = Polygon.ClosesPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);
                    float   dist    = ((Vector3)pos - closest).sqrMagnitude;

                    if (minNode == null || dist < minDist)
                    {
                        minDist = dist;
                        minNode = node;
                    }

                    if (dist < maxDistSqr && constraint.Suitable(node))
                    {
                        if (minConstNode == null || dist < minConstDist)
                        {
                            minConstDist = dist;
                            minConstNode = node;
                        }
                    }
                }
                else
                {
                    if (!Polygon.IsClockwise(vertices[node.v1], vertices[node.v2], pos) || !Polygon.IsClockwise(vertices[node.v2], vertices[node.v3], pos) || !Polygon.IsClockwise(vertices[node.v3], vertices[node.v1], pos))
                    {
                        float dist = (node.position - pos).sqrMagnitude;
                        if (minNode == null || dist < minDist)
                        {
                            minDist = dist;
                            minNode = node;
                        }

                        if (dist < maxDistSqr && constraint.Suitable(node))
                        {
                            if (minConstNode == null || dist < minConstDist)
                            {
                                minConstDist = dist;
                                minConstNode = node;
                            }
                        }
                    }
                    else
                    {
                        int dist = Mathfx.Abs(node.position.y - pos.y);

                        if (minNode == null || dist < minDist)
                        {
                            minDist = dist;
                            minNode = node;
                        }

                        if (dist < maxDistSqr && constraint.Suitable(node))
                        {
                            if (minConstNode == null || dist < minConstDist)
                            {
                                minConstDist = dist;
                                minConstNode = node;
                            }
                        }
                    }
                }
            }

            NNInfo nninfo = new NNInfo(minNode);

            //Find the point closest to the nearest triangle

            if (nninfo.node != null)
            {
                MeshNode node = nninfo.node as MeshNode;                //minNode2 as MeshNode;

                Vector3 clP = Polygon.ClosesPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);

                nninfo.clampedPosition = clP;
            }

            nninfo.constrainedNode = minConstNode;
            if (nninfo.constrainedNode != null)
            {
                MeshNode node = nninfo.constrainedNode as MeshNode;                //minNode2 as MeshNode;

                Vector3 clP = Polygon.ClosesPointOnTriangle((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], (Vector3)vertices[node.v3], position);

                nninfo.constClampedPosition = clP;
            }

            return(nninfo);
        }
コード例 #24
0
        public void RecalculateCosts()
        {
            if (pivots == null)
            {
                RecalculatePivots();
            }
            if (mode == HeuristicOptimizationMode.None)
            {
                return;
            }

            pivotCount = 0;

            for (int i = 0; i < pivots.Length; i++)
            {
                if (pivots[i] != null && (pivots[i].Destroyed || !pivots[i].Walkable))
                {
                    throw new System.Exception("Invalid pivot nodes (destroyed or unwalkable)");
                }
            }

            if (mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                for (int i = 0; i < pivots.Length; i++)
                {
                    if (pivots[i] == null)
                    {
                        throw new System.Exception("Invalid pivot nodes (null)");
                    }
                }
            }

            UnityEngine.Debug.Log("Recalculating costs...");
            pivotCount = pivots.Length;

            System.Action <int> startCostCalculation = null;

            startCostCalculation = delegate(int k) {
                GraphNode pivot = pivots[k];

                FloodPath fp = null;
                fp = FloodPath.Construct(pivot);
                fp.immediateCallback = delegate(Path _p) {
                    // Handle path pooling
                    _p.Claim(this);

                    // When paths are calculated on navmesh based graphs
                    // the costs are slightly modified to match the actual target and start points
                    // instead of the node centers
                    // so we have to remove the cost for the first and last connection
                    // in each path
                    MeshNode mn         = pivot as MeshNode;
                    uint     costOffset = 0;
                    if (mn != null && mn.connectionCosts != null)
                    {
                        for (int i = 0; i < mn.connectionCosts.Length; i++)
                        {
                            costOffset = System.Math.Max(costOffset, mn.connectionCosts[i]);
                        }
                    }


                    var graphs = AstarPath.active.graphs;
                    // Process graphs in reverse order to raise probability that we encounter large NodeIndex values quicker
                    // to avoid resizing the internal array too often
                    for (int j = graphs.Length - 1; j >= 0; j--)
                    {
                        graphs[j].GetNodes(delegate(GraphNode node) {
                            int idx = node.NodeIndex * pivotCount + k;
                            EnsureCapacity(idx);
                            PathNode pn = fp.pathHandler.GetPathNode(node);
                            if (costOffset > 0)
                            {
                                costs[idx] = pn.pathID == fp.pathID && pn.parent != null ? System.Math.Max(pn.parent.G - costOffset, 0) : 0;
                            }
                            else
                            {
                                costs[idx] = pn.pathID == fp.pathID ? pn.G : 0;
                            }
                            return(true);
                        });
                    }

                    if (mode == HeuristicOptimizationMode.RandomSpreadOut && k < pivots.Length - 1)
                    {
                        int  best      = -1;
                        uint bestScore = 0;

                        // Actual number of nodes
                        int totCount = maxNodeIndex / pivotCount;

                        // Loop through all nodes
                        for (int j = 1; j < totCount; j++)
                        {
                            // Find the minimum distance from the node to all existing pivot points
                            uint mx = 1 << 30;
                            for (int p = 0; p <= k; p++)
                            {
                                mx = System.Math.Min(mx, costs[j * pivotCount + p]);
                            }

                            // Pick the node which has the largest minimum distance to the existing pivot points
                            // (i.e pick the one furthest away from the existing ones)
                            GraphNode node = fp.pathHandler.GetPathNode(j).node;
                            if ((mx > bestScore || best == -1) && node != null && !node.Destroyed && node.Walkable)
                            {
                                best      = j;
                                bestScore = mx;
                            }
                        }

                        if (best == -1)
                        {
                            Debug.LogError("Failed generating random pivot points for heuristic optimizations");
                            return;
                        }

                        pivots[k + 1] = fp.pathHandler.GetPathNode(best).node;

                        Debug.Log("Found node at " + pivots[k + 1].position + " with score " + bestScore);

                        startCostCalculation(k + 1);
                    }

                    // Handle path pooling
                    _p.Release(this);
                };

                AstarPath.StartPath(fp, true);
            };

            if (mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                // All calculated in paralell
                for (int i = 0; i < pivots.Length; i++)
                {
                    startCostCalculation(i);
                }
            }
            else
            {
                // Recursive and serial
                startCostCalculation(0);
            }


            dirty = false;
        }
コード例 #25
0
        public static void BuildFunnelCorridor(INavmesh graph, Node[] path, int startIndex, int endIndex, List <Vector3> left, List <Vector3> right)
        {
            if (graph == null)
            {
                Debug.LogError("Couldn't cast graph to the appropriate type (graph isn't a Navmesh type graph, it doesn't implement the INavmesh interface)");
                return;
            }

            Int3[] vertices = graph.vertices;

            int lastLeftIndex  = -1;
            int lastRightIndex = -1;

            for (int i = startIndex; i < endIndex; i++)
            {
                //Find the connection between the nodes

                MeshNode n1 = path[i] as MeshNode;
                MeshNode n2 = path[i + 1] as MeshNode;

                bool foundFirst = false;

                int first  = -1;
                int second = -1;

                for (int x = 0; x < 3; x++)
                {
                    //Vector3 vertice1 = vertices[n1.vertices[x]];
                    int vertice1 = n1.GetVertexIndex(x);
                    for (int y = 0; y < 3; y++)
                    {
                        //Vector3 vertice2 = vertices[n2.vertices[y]];
                        int vertice2 = n2.GetVertexIndex(y);

                        if (vertice1 == vertice2)
                        {
                            if (foundFirst)
                            {
                                second = vertice2;
                                break;
                            }
                            else
                            {
                                first      = vertice2;
                                foundFirst = true;
                            }
                        }
                    }
                }

                if (first == -1 || second == -1)
                {
                    left.Add((Vector3)n1.position);
                    right.Add((Vector3)n1.position);
                    left.Add((Vector3)n2.position);
                    right.Add((Vector3)n2.position);
                    lastLeftIndex  = first;
                    lastRightIndex = second;
                }
                else
                {
                    //Debug.DrawLine ((Vector3)vertices[first]+Vector3.up*0.1F,(Vector3)vertices[second]+Vector3.up*0.1F,Color.cyan);
                    //Debug.Log (first+" "+second);
                    if (first == lastLeftIndex)
                    {
                        left.Add((Vector3)vertices[first]);
                        right.Add((Vector3)vertices[second]);
                        lastLeftIndex  = first;
                        lastRightIndex = second;
                    }
                    else if (first == lastRightIndex)
                    {
                        left.Add((Vector3)vertices[second]);
                        right.Add((Vector3)vertices[first]);
                        lastLeftIndex  = second;
                        lastRightIndex = first;
                    }
                    else if (second == lastLeftIndex)
                    {
                        left.Add((Vector3)vertices[second]);
                        right.Add((Vector3)vertices[first]);
                        lastLeftIndex  = second;
                        lastRightIndex = first;
                    }
                    else
                    {
                        left.Add((Vector3)vertices[first]);
                        right.Add((Vector3)vertices[second]);
                        lastLeftIndex  = first;
                        lastRightIndex = second;
                    }
                }
            }
        }
コード例 #26
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 public BBTreeBox(IntRect rect)
 {
     this.node = null;
     this.rect = rect;
     this.left = (this.right = -1);
 }
コード例 #27
0
        public static void UpdateArea(GraphUpdateObject o, NavGraph graph)
        {
            INavmesh navgraph = graph as INavmesh;

            if (navgraph == null)
            {
                Debug.LogError("Update Area on NavMesh must be called with a graph implementing INavmesh"); return;
            }

            if (graph.nodes == null || graph.nodes.Length == 0)
            {
                Debug.LogError("NavGraph hasn't been generated yet or does not contain any nodes");
                return;                // new NNInfo ();
            }

            //System.DateTime startTime = System.DateTime.Now;

            Bounds bounds = o.bounds;

            Rect r = Rect.MinMaxRect(bounds.min.x, bounds.min.z, bounds.max.x, bounds.max.z);

            Vector3 a = new Vector3(r.xMin, 0, r.yMin);           //	-1  -1
            Vector3 b = new Vector3(r.xMin, 0, r.yMax);           //	-1	 1
            Vector3 c = new Vector3(r.xMax, 0, r.yMin);           //	 1  -1
            Vector3 d = new Vector3(r.xMax, 0, r.yMax);           //	 1   1


            for (int i = 0; i < graph.nodes.Length; i++)
            {
                MeshNode node = graph.nodes[i] as MeshNode;

                bool inside = false;

                int allLeft   = 0;
                int allRight  = 0;
                int allTop    = 0;
                int allBottom = 0;

                for (int v = 0; v < 3; v++)
                {
                    Vector3 vert   = (Vector3)navgraph.vertices[node[v]];
                    Vector2 vert2D = new Vector2(vert.x, vert.z);

                    if (r.Contains(vert2D))
                    {
                        //Debug.DrawRay (vert,Vector3.up,Color.yellow);
                        inside = true;
                        break;
                    }

                    if (vert.x < r.xMin)
                    {
                        allLeft++;
                    }
                    if (vert.x > r.xMax)
                    {
                        allRight++;
                    }
                    if (vert.z < r.yMin)
                    {
                        allTop++;
                    }
                    if (vert.z > r.yMax)
                    {
                        allBottom++;
                    }

                    //if (!bounds.Contains (node[v]) {
                    //	inside = false;
                    //	break;
                    //}
                }
                if (!inside)
                {
                    if (allLeft == 3 || allRight == 3 || allTop == 3 || allBottom == 3)
                    {
                        continue;
                    }
                }

                for (int v = 0; v < 3; v++)
                {
                    int v2 = v > 1 ? 0 : v + 1;

                    Vector3 vert1 = (Vector3)navgraph.vertices[node[v]];
                    Vector3 vert2 = (Vector3)navgraph.vertices[node[v2]];

                    if (Polygon.Intersects(a, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(a, c, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(c, d, vert1, vert2))
                    {
                        inside = true; break;
                    }
                    if (Polygon.Intersects(d, b, vert1, vert2))
                    {
                        inside = true; break;
                    }
                }



                if (!inside && ContainsPoint(node, a, navgraph.vertices))
                {
                    inside = true;
                }                                                                                          //Debug.DrawRay (a+Vector3.right*0.01F*i,Vector3.up,Color.red); }
                if (!inside && ContainsPoint(node, b, navgraph.vertices))
                {
                    inside = true;
                }                                                                                           //Debug.DrawRay (b+Vector3.right*0.01F*i,Vector3.up,Color.red); }
                if (!inside && ContainsPoint(node, c, navgraph.vertices))
                {
                    inside = true;
                }                                                                                          //Debug.DrawRay (c+Vector3.right*0.01F*i,Vector3.up,Color.red); }
                if (!inside && ContainsPoint(node, d, navgraph.vertices))
                {
                    inside = true;
                }                                                                                          //Debug.DrawRay (d+Vector3.right*0.01F*i,Vector3.up,Color.red); }

                if (!inside)
                {
                    continue;
                }

                o.WillUpdateNode(node);
                o.Apply(node);
                //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.blue);
                //Debug.DrawLine (vertices[node.v2],vertices[node.v3],Color.blue);
                //Debug.DrawLine (vertices[node.v3],vertices[node.v1],Color.blue);
                //Debug.Break ();
            }

            //System.DateTime endTime = System.DateTime.Now;
            //float theTime = (endTime-startTime).Ticks*0.0001F;
            //Debug.Log ("Intersecting bounds with navmesh took "+theTime.ToString ("0.000")+" ms");
        }
コード例 #28
0
ファイル: NodeLink3.cs プロジェクト: henryj41043/TheUnseen
		public void InternalOnPostScan () {
			
			if ( AstarPath.active.astarData.pointGraph == null ) {
				AstarPath.active.astarData.AddGraph ( new PointGraph () );
			}
			
			//Get nearest nodes from the first point graph, assuming both start and end transforms are nodes
			startNode = AstarPath.active.astarData.pointGraph.AddNode ( new NodeLink3Node(AstarPath.active), (Int3)StartTransform.position );//AstarPath.active.astarData.pointGraph.GetNearest(StartTransform.position).node as PointNode;
			startNode.link = this;
			endNode = AstarPath.active.astarData.pointGraph.AddNode ( new NodeLink3Node(AstarPath.active), (Int3)EndTransform.position ); //AstarPath.active.astarData.pointGraph.GetNearest(EndTransform.position).node as PointNode;
			endNode.link = this;
			connectedNode1 = null;
			connectedNode2 = null;
			
			if (startNode == null || endNode == null) {
				startNode = null;
				endNode = null;
				return;
			}
			
			postScanCalled = true;
			reference[startNode] = this;
			reference[endNode] = this;
			Apply( true );
		}
コード例 #29
0
 /** Returns the closest point of the node */
 public static Vector3 ClosestPointOnNode(MeshNode node, Int3[] vertices, Vector3 pos)
 {
     return(Polygon.ClosesPointOnTriangle((Vector3)vertices[node[0]], (Vector3)vertices[node[1]], (Vector3)vertices[node[2]], pos));
 }
コード例 #30
0
		int RebuildFromInternal (MeshNode[] nodes, int from, int to, bool odd) {
			if (to - from <= 0) throw new ArgumentException();

			if (to - from == 1) {
				return GetBox(nodes[from]);
			}

			var rect = NodeBounds(nodes, from, to);
			int box = GetBox(rect);

			// Performance optimization for a common case
			if (to - from == 2) {
				arr[box].left = GetBox(nodes[from]);
				arr[box].right = GetBox(nodes[from+1]);
				return box;
			}

			int mx;
			if (odd) {
				// X
				int divider = (rect.xmin + rect.xmax)/2;
				mx = SplitByX (nodes, from, to, divider);
			} else {
				// Y/Z
				int divider = (rect.ymin + rect.ymax)/2;
				mx = SplitByZ (nodes, from, to, divider);
			}

			if (mx == from || mx == to) {
				// All nodes were on one side of the divider
				// Try to split along the other axis

				if (!odd) {
					// X
					int divider = (rect.xmin + rect.xmax)/2;
					mx = SplitByX (nodes, from, to, divider);
				} else {
					// Y/Z
					int divider = (rect.ymin + rect.ymax)/2;
					mx = SplitByZ (nodes, from, to, divider);
				}

				if (mx == from || mx == to) {
					// All nodes were on one side of the divider
					// Just pick one half
					mx = (from+to)/2;
				}
			}

			arr[box].left = RebuildFromInternal(nodes, from, mx, !odd);
			arr[box].right = RebuildFromInternal(nodes, mx, to, !odd);

			return box;
		}
コード例 #31
0
        /** Generates a navmesh. Based on the supplied vertices and triangles. Memory usage is about O(n) */
        public static void GenerateNodes(NavGraph graph, Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices)
        {
            if (!(graph is INavmesh))
            {
                Debug.LogError("The specified graph does not implement interface 'INavmesh'");
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                graph.nodes      = graph.CreateNodes(0);
                return;
            }

            if (vectorVertices.Length == 0 || triangles.Length == 0)
            {
                originalVertices = vectorVertices;
                vertices         = new Int3[0];
                graph.nodes      = graph.CreateNodes(0);
                return;
            }

            vertices = new Int3[vectorVertices.Length];

            //Backup the original vertices
            //for (int i=0;i<vectorVertices.Length;i++) {
            //	vectorVertices[i] = graph.matrix.MultiplyPoint (vectorVertices[i]);
            //}

            int c = 0;

            /*int maxX = 0;
             * int maxZ = 0;
             *
             * //Almost infinity
             * int minX = 0xFFFFFFF;
             * int minZ = 0xFFFFFFF;*/

            for (int i = 0; i < vertices.Length; i++)
            {
                vertices[i] = (Int3)graph.matrix.MultiplyPoint(vectorVertices[i]);

                /*maxX = Mathfx.Max (vertices[i].x, maxX);
                *  maxZ = Mathfx.Max (vertices[i].z, maxZ);
                *  minX = Mathfx.Min (vertices[i].x, minX);
                *  minZ = Mathfx.Min (vertices[i].z, minZ);*/
            }

            //maxX = maxX-minX;
            //maxZ = maxZ-minZ;

            Dictionary <Int3, int> hashedVerts = new Dictionary <Int3, int> ();

            int[] newVertices = new int[vertices.Length];

            for (int i = 0; i < vertices.Length - 1; i++)
            {
                //int hash = Mathfx.ComputeVertexHash (vertices[i].x,vertices[i].y,vertices[i].z);

                //(vertices[i].x-minX)+(vertices[i].z-minX)*maxX+vertices[i].y*maxX*maxZ;
                //if (sortedVertices[i] != sortedVertices[i+1]) {
                if (!hashedVerts.ContainsKey(vertices[i]))
                {
                    newVertices[c] = i;
                    hashedVerts.Add(vertices[i], c);
                    c++;
                }                // else {
                //Debug.Log ("Hash Duplicate "+hash+" "+vertices[i].ToString ());
                //}
            }

            newVertices[c] = vertices.Length - 1;

            //int hash2 = (newVertices[c].x-minX)+(newVertices[c].z-minX)*maxX+newVertices[c].y*maxX*maxZ;
            //int hash2 = Mathfx.ComputeVertexHash (newVertices[c].x,newVertices[c].y,newVertices[c].z);
            if (!hashedVerts.ContainsKey(vertices[newVertices[c]]))
            {
                hashedVerts.Add(vertices[newVertices[c]], c);
                c++;
            }

            for (int x = 0; x < triangles.Length; x++)
            {
                Int3 vertex = vertices[triangles[x]];

                //int hash3 = (vertex.x-minX)+(vertex.z-minX)*maxX+vertex.y*maxX*maxZ;
                //int hash3 = Mathfx.ComputeVertexHash (vertex.x,vertex.y,vertex.z);
                //for (int y=0;y<newVertices.Length;y++) {
                triangles[x] = hashedVerts[vertex];
            }

            /*for (int i=0;i<triangles.Length;i += 3) {
             *
             *      Vector3 offset = Vector3.forward*i*0.01F;
             *      Debug.DrawLine (newVertices[triangles[i]]+offset,newVertices[triangles[i+1]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+1]]+offset,newVertices[triangles[i+2]]+offset,Color.blue);
             *      Debug.DrawLine (newVertices[triangles[i+2]]+offset,newVertices[triangles[i]]+offset,Color.blue);
             * }*/

            //Debug.Log ("NavMesh - Old vertice count "+vertices.Length+", new vertice count "+c+" "+maxX+" "+maxZ+" "+maxX*maxZ);

            Int3[] totalIntVertices = vertices;
            vertices         = new Int3[c];
            originalVertices = new Vector3[c];
            for (int i = 0; i < c; i++)
            {
                vertices[i]         = totalIntVertices[newVertices[i]];    //(Int3)graph.matrix.MultiplyPoint (vectorVertices[i]);
                originalVertices[i] = (Vector3)vertices[i];                //vectorVertices[newVertices[i]];
            }

            Node[] nodes = graph.CreateNodes(triangles.Length / 3);           //new Node[triangles.Length/3];
            graph.nodes = nodes;
            for (int i = 0; i < nodes.Length; i++)
            {
                MeshNode node = (MeshNode)nodes[i];                //new MeshNode ();
                node.walkable = true;

                node.position = (vertices[triangles[i * 3]] + vertices[triangles[i * 3 + 1]] + vertices[triangles[i * 3 + 2]]) / 3F;

                node.v1 = triangles[i * 3];
                node.v2 = triangles[i * 3 + 1];
                node.v3 = triangles[i * 3 + 2];

                if (!Polygon.IsClockwise(vertices[node.v1], vertices[node.v2], vertices[node.v3]))
                {
                    //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.red);
                    //Debug.DrawLine (vertices[node.v2],vertices[node.v3],Color.red);
                    //Debug.DrawLine (vertices[node.v3],vertices[node.v1],Color.red);

                    int tmp = node.v1;
                    node.v1 = node.v3;
                    node.v3 = tmp;
                }

                if (Polygon.IsColinear(vertices[node.v1], vertices[node.v2], vertices[node.v3]))
                {
                    Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v3], Color.red);
                    Debug.DrawLine((Vector3)vertices[node.v3], (Vector3)vertices[node.v1], Color.red);
                }

                nodes[i] = node;
            }

            List <Node> connections     = new List <Node> ();
            List <int>  connectionCosts = new List <int> ();

            int identicalError = 0;

            for (int i = 0; i < triangles.Length; i += 3)
            {
                connections.Clear();
                connectionCosts.Clear();

                //Int3 indices = new Int3(triangles[i],triangles[i+1],triangles[i+2]);

                Node node = nodes[i / 3];

                for (int x = 0; x < triangles.Length; x += 3)
                {
                    if (x == i)
                    {
                        continue;
                    }

                    int count = 0;
                    if (triangles[x] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i])
                    {
                        count++;
                    }
                    if (triangles[x] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i + 1])
                    {
                        count++;
                    }
                    if (triangles[x] == triangles[i + 2])
                    {
                        count++;
                    }
                    if (triangles[x + 1] == triangles[i + 2])
                    {
                        count++;
                    }
                    if (triangles[x + 2] == triangles[i + 2])
                    {
                        count++;
                    }

                    if (count >= 3)
                    {
                        identicalError++;
                        Debug.DrawLine((Vector3)vertices[triangles[x]], (Vector3)vertices[triangles[x + 1]], Color.red);
                        Debug.DrawLine((Vector3)vertices[triangles[x]], (Vector3)vertices[triangles[x + 2]], Color.red);
                        Debug.DrawLine((Vector3)vertices[triangles[x + 2]], (Vector3)vertices[triangles[x + 1]], Color.red);
                    }

                    if (count == 2)
                    {
                        Node other = nodes[x / 3];
                        connections.Add(other);
                        connectionCosts.Add(Mathf.RoundToInt((node.position - other.position).costMagnitude));
                    }
                }

                node.connections     = connections.ToArray();
                node.connectionCosts = connectionCosts.ToArray();
            }

            if (identicalError > 0)
            {
                Debug.LogError("One or more triangles are identical to other triangles, this is not a good thing to have in a navmesh\nIncreasing the scale of the mesh might help\nNumber of triangles with error: " + identicalError + "\n");
            }
            RebuildBBTree(graph);

            //Debug.Log ("Graph Generation - NavMesh - Time to compute graph "+((Time.realtimeSinceStartup-startTime)*1000F).ToString ("0")+"ms");
        }
コード例 #32
0
		/** Inserts a mesh node in the tree */
		public void Insert (MeshNode node) {
			int boxi = GetBox (node);

			// Was set to root
			if (boxi == 0) {
				return;
			}

			BBTreeBox box = arr[boxi];

			//int depth = 0;

			int c = 0;
			while (true) {

				BBTreeBox cb = arr[c];

				cb.rect = ExpandToContain (cb.rect,box.rect);
				if (cb.node != null) {
					//Is Leaf
					cb.left = boxi;

					int box2 = GetBox (cb.node);
					//BBTreeBox box2 = new BBTreeBox (this,c.node);

					//Console.WriteLine ("Inserted "+box.node+", rect "+box.rect.ToString ());
					cb.right = box2;


					cb.node = null;
					//cb.depth++;

					//c.rect = c.rect.
					arr[c] = cb;
					//Debug.Log (depth);
					return;
				} else {
					//depth++;
					//cb.depth++;
					arr[c] = cb;

					int e1 = ExpansionRequired (arr[cb.left].rect,box.rect);// * arr[cb.left].depth;
					int e2 =  ExpansionRequired (arr[cb.right].rect,box.rect);// * arr[cb.left].depth;

					//Choose the rect requiring the least expansion to contain box.rect
					if (e1 < e2) {
						c = cb.left;
					} else if (e2 < e1) {
						c = cb.right;
					} else {
						//Equal, Choose the one with the smallest area
						c = RectArea (arr[cb.left].rect) < RectArea (arr[cb.right].rect) ? cb.left : cb.right;
					}
				}
			}
		}
コード例 #33
0
        // Token: 0x06000041 RID: 65 RVA: 0x00004F38 File Offset: 0x00003338
        public Vector3 Update(Vector3 position, List <Vector3> buffer, int numCorners, out bool lastCorner, out bool requiresRepath)
        {
            lastCorner     = false;
            requiresRepath = false;
            Int3 @int = (Int3)position;

            if (this.nodes[this.currentNode].Destroyed)
            {
                requiresRepath = true;
                lastCorner     = false;
                buffer.Add(position);
                return(position);
            }
            if (this.nodes[this.currentNode].ContainsPoint(@int))
            {
                if (this.tmpCounter >= 10)
                {
                    this.tmpCounter = 0;
                    int i     = 0;
                    int count = this.nodes.Count;
                    while (i < count)
                    {
                        if (this.nodes[i].Destroyed)
                        {
                            requiresRepath = true;
                            break;
                        }
                        i++;
                    }
                }
                else
                {
                    this.tmpCounter++;
                }
            }
            else
            {
                bool flag = false;
                int  num  = this.currentNode + 1;
                int  num2 = Math.Min(this.currentNode + 3, this.nodes.Count);
                while (num < num2 && !flag)
                {
                    if (this.nodes[num].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }
                    if (this.nodes[num].ContainsPoint(@int))
                    {
                        this.currentNode = num;
                        flag             = true;
                    }
                    num++;
                }
                int num3 = this.currentNode - 1;
                int num4 = Math.Max(this.currentNode - 3, 0);
                while (num3 > num4 && !flag)
                {
                    if (this.nodes[num3].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }
                    if (this.nodes[num3].ContainsPoint(@int))
                    {
                        this.currentNode = num3;
                        flag             = true;
                    }
                    num3--;
                }
                int     num5   = 0;
                float   num6   = float.PositiveInfinity;
                Vector3 vector = Vector3.zero;
                int     num7   = 0;
                int     count2 = this.nodes.Count;
                while (num7 < count2 && !flag)
                {
                    if (this.nodes[num7].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }
                    if (this.nodes[num7].ContainsPoint(@int))
                    {
                        this.currentNode = num7;
                        flag             = true;
                        vector           = position;
                    }
                    else
                    {
                        Vector3 vector2      = this.nodes[num7].ClosestPointOnNodeXZ(position);
                        float   sqrMagnitude = (vector2 - position).sqrMagnitude;
                        if (sqrMagnitude < num6)
                        {
                            num6   = sqrMagnitude;
                            num5   = num7;
                            vector = vector2;
                        }
                    }
                    num7++;
                }
                this.tmpCounter = 0;
                int j      = 0;
                int count3 = this.nodes.Count;
                while (j < count3)
                {
                    if (this.nodes[j].Destroyed)
                    {
                        requiresRepath = true;
                        break;
                    }
                    j++;
                }
                if (!flag)
                {
                    vector.y = position.y;
                    MeshNode          containingPoint = null;
                    int               containingIndex = this.nodes.Count - 1;
                    Int3              i3Copy          = @int;
                    GraphNodeDelegate del             = delegate(GraphNode node)
                    {
                        if ((containingIndex <= 0 || node != this.nodes[containingIndex - 1]) && (containingIndex >= this.nodes.Count - 1 || node != this.nodes[containingIndex + 1]))
                        {
                            MeshNode meshNode2 = node as MeshNode;
                            if (meshNode2 != null && meshNode2.ContainsPoint(i3Copy))
                            {
                                containingPoint = meshNode2;
                            }
                        }
                    };
                    while (containingIndex >= 0 && containingPoint == null)
                    {
                        MeshNode meshNode = this.nodes[containingIndex];
                        meshNode.GetConnections(del);
                        containingIndex--;
                    }
                    if (containingPoint != null)
                    {
                        containingIndex++;
                        this.exactStart = position;
                        this.UpdateFunnelCorridor(containingIndex, containingPoint as TriangleMeshNode);
                        this.currentNode = 0;
                    }
                    else
                    {
                        position         = vector;
                        this.currentNode = num5;
                    }
                }
            }
            this.currentPosition = position;
            if (!this.FindNextCorners(position, this.currentNode, buffer, numCorners, out lastCorner))
            {
                Debug.LogError("Oh oh");
                buffer.Add(position);
                return(position);
            }
            return(position);
        }
コード例 #34
0
			public BBTreeBox (IntRect rect) {
				node = null;
				this.rect = rect;
				left = right = -1;
			}
コード例 #35
0
        public Vector3 Update(Vector3 position, List <Vector3> buffer, int numCorners, out bool lastCorner, out bool requiresRepath)
        {
            lastCorner     = false;
            requiresRepath = false;
            Int3 i3Pos = (Int3)position;

            if (nodes[currentNode].Destroyed)
            {
                requiresRepath = true;
                lastCorner     = false;
                buffer.Add(position);
                return(position);
            }

            if (nodes[currentNode].ContainsPoint(i3Pos))
            {
                // Only check for destroyed nodes every 10 frames
                if (tmpCounter >= 10)
                {
                    tmpCounter = 0;
                    for (int i = 0, t = nodes.Count; i < t; i++)
                    {
                        if (nodes[i].Destroyed)
                        {
                            requiresRepath = true;
                            break;
                        }
                    }
                }
                else
                {
                    tmpCounter++;
                }
            }
            else
            {
                bool found = false;
                for (int i = currentNode + 1, t = System.Math.Min(currentNode + 3, nodes.Count); i < t && !found; i++)
                {
                    if (nodes[i].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }

                    if (nodes[i].ContainsPoint(i3Pos))
                    {
                        currentNode = i;
                        found       = true;
                    }
                }
                for (int i = currentNode - 1, t = System.Math.Max(currentNode - 3, 0); i > t && !found; i--)
                {
                    if (nodes[i].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }

                    if (nodes[i].ContainsPoint(i3Pos))
                    {
                        currentNode = i;
                        found       = true;
                    }
                }

                int     closest      = 0;
                float   closestDist  = float.PositiveInfinity;
                Vector3 closestPoint = Vector3.zero;

                for (int i = 0, t = nodes.Count; i < t && !found; i++)
                {
                    if (nodes[i].Destroyed)
                    {
                        requiresRepath = true;
                        lastCorner     = false;
                        buffer.Add(position);
                        return(position);
                    }

                    if (nodes[i].ContainsPoint(i3Pos))
                    {
                        currentNode  = i;
                        found        = true;
                        closestPoint = position;
                    }
                    else
                    {
                        Vector3 close = nodes[i].ClosestPointOnNodeXZ(position);
                        float   d     = (close - position).sqrMagnitude;
                        if (d < closestDist)
                        {
                            closestDist  = d;
                            closest      = i;
                            closestPoint = close;
                        }
                    }
                }

                tmpCounter = 0;
                for (int i = 0, t = nodes.Count; i < t; i++)
                {
                    if (nodes[i].Destroyed)
                    {
                        requiresRepath = true;
                        break;
                    }
                }

                if (!found)
                {
                    //Debug.DrawLine (position,closestPoint,Color.cyan);
                    //Debug.DrawRay (closestPoint,Vector3.up,Color.cyan);
                    //Debug.Break();
                    closestPoint.y = position.y;

                    MeshNode nd;
                    MeshNode containingPoint = null;
                    int      containingIndex = nodes.Count - 1;

                    // Need to make a copy here, the JIT will move this variable to the heap
                    // because it is used inside a delegate, if we didn't make a copy here
                    // we would /always/ allocate 24 bytes (sizeof(i3Pos)) on the heap every time
                    // this method was called
                    // now we only do it when this IF statement is executed
                    Int3 i3Copy           = i3Pos;
                    GraphNodeDelegate del = delegate(GraphNode node) {
                        if (!(containingIndex > 0 && node == nodes[containingIndex - 1]) && !(containingIndex < nodes.Count - 1 && node == nodes[containingIndex + 1]))
                        {
                            MeshNode mn = node as MeshNode;
                            if (mn != null && mn.ContainsPoint(i3Copy))
                            {
                                containingPoint = mn;
                            }
                        }
                    };

                    for (; containingIndex >= 0 && containingPoint == null; containingIndex--)
                    {
                        nd = nodes[containingIndex];
                        nd.GetConnections(del);
                    }

                    if (containingPoint != null)
                    {
                        // It will have been decremented once after containingPoint was null, revert that
                        containingIndex++;

                        // We have found a node containing the position, but it is outside the funnel
                        // Recalculate the funnel to include this node
                        exactStart = position;
                        UpdateFunnelCorridor(containingIndex, containingPoint as TriangleMeshNode);
                        currentNode = 0;
                        found       = true;
                    }
                    else
                    {
                        position = closestPoint;

                        found       = true;
                        currentNode = closest;
                    }
                }
            }

            currentPosition = position;

            //Debug.DrawLine ((Vector3)graph.vertices[nodes[currentNode].v1] + Vector3.up*0.1f,(Vector3)graph.vertices[nodes[currentNode].v2] + Vector3.up*0.1f,Color.red);
            //Debug.DrawLine ((Vector3)graph.vertices[nodes[currentNode].v2] + Vector3.up*0.1f,(Vector3)graph.vertices[nodes[currentNode].v3] + Vector3.up*0.1f,Color.red);
            //Debug.DrawLine ((Vector3)graph.vertices[nodes[currentNode].v3] + Vector3.up*0.1f,(Vector3)graph.vertices[nodes[currentNode].v1] + Vector3.up*0.1f,Color.red);


            if (!FindNextCorners(position, currentNode, buffer, numCorners, out lastCorner))
            {
                Debug.LogError("Oh oh");
                buffer.Add(position);
                return(position);
            }

            return(position);
            //Debug.Log("Nearest " + w1.Elapsed.TotalMilliseconds*1000);
            //Debug.Log("Funnel " + w2.Elapsed.TotalMilliseconds*1000);
        }
コード例 #36
0
        public void RecalculateCosts()
        {
            if (this.pivots == null)
            {
                this.RecalculatePivots();
            }
            if (this.mode == HeuristicOptimizationMode.None)
            {
                return;
            }
            this.pivotCount = 0;
            for (int i = 0; i < this.pivots.Length; i++)
            {
                if (this.pivots[i] != null && (this.pivots[i].Destroyed || !this.pivots[i].Walkable))
                {
                    throw new Exception("Invalid pivot nodes (destroyed or unwalkable)");
                }
            }
            if (this.mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                for (int j = 0; j < this.pivots.Length; j++)
                {
                    if (this.pivots[j] == null)
                    {
                        throw new Exception("Invalid pivot nodes (null)");
                    }
                }
            }
            Debug.Log("Recalculating costs...");
            this.pivotCount = this.pivots.Length;
            Action <int>   startCostCalculation = null;
            int            numComplete          = 0;
            OnPathDelegate onComplete           = delegate(Path path)
            {
                int numComplete = numComplete;
                numComplete++;
                if (numComplete == this.pivotCount)
                {
                    Debug.Log("Grid graph special case!");
                    this.ApplyGridGraphEndpointSpecialCase();
                }
            };

            startCostCalculation = delegate(int pivotIndex)
            {
                GraphNode pivot     = this.pivots[pivotIndex];
                FloodPath floodPath = null;
                floodPath = FloodPath.Construct(pivot, onComplete);
                floodPath.immediateCallback = delegate(Path _p)
                {
                    _p.Claim(this);
                    MeshNode meshNode   = pivot as MeshNode;
                    uint     costOffset = 0u;
                    if (meshNode != null && meshNode.connections != null)
                    {
                        for (int l = 0; l < meshNode.connections.Length; l++)
                        {
                            costOffset = Math.Max(costOffset, meshNode.connections[l].cost);
                        }
                    }
                    NavGraph[] graphs = AstarPath.active.graphs;
                    Action <GraphNode> < > 9__3;
                    for (int m = graphs.Length - 1; m >= 0; m--)
                    {
                        NavGraph           navGraph = graphs[m];
                        Action <GraphNode> action;
                        if ((action = < > 9__3) == null)
                        {
                            action = (< > 9__3 = delegate(GraphNode node)
                            {
                                int num6 = node.NodeIndex * this.pivotCount + pivotIndex;
                                this.EnsureCapacity(num6);
                                PathNode pathNode = ((IPathInternals)floodPath).PathHandler.GetPathNode(node);
                                if (costOffset > 0u)
                                {
                                    this.costs[num6] = ((pathNode.pathID == floodPath.pathID && pathNode.parent != null) ? Math.Max(pathNode.parent.G - costOffset, 0u) : 0u);
                                    return;
                                }
                                this.costs[num6] = ((pathNode.pathID == floodPath.pathID) ? pathNode.G : 0u);
                            });
                        }
                        navGraph.GetNodes(action);
                    }
                    if (this.mode == HeuristicOptimizationMode.RandomSpreadOut && pivotIndex < this.pivots.Length - 1)
                    {
                        if (this.pivots[pivotIndex + 1] == null)
                        {
                            int  num  = -1;
                            uint num2 = 0u;
                            int  num3 = this.maxNodeIndex / this.pivotCount;
                            for (int n = 1; n < num3; n++)
                            {
                                uint num4 = 1073741824u;
                                for (int num5 = 0; num5 <= pivotIndex; num5++)
                                {
                                    num4 = Math.Min(num4, this.costs[n * this.pivotCount + num5]);
                                }
                                GraphNode node2 = ((IPathInternals)floodPath).PathHandler.GetPathNode(n).node;
                                if ((num4 > num2 || num == -1) && node2 != null && !node2.Destroyed && node2.Walkable)
                                {
                                    num  = n;
                                    num2 = num4;
                                }
                            }
                            if (num == -1)
                            {
                                Debug.LogError("Failed generating random pivot points for heuristic optimizations");
                                return;
                            }
                            this.pivots[pivotIndex + 1] = ((IPathInternals)floodPath).PathHandler.GetPathNode(num).node;
                        }
                        startCostCalculation(pivotIndex + 1);
                    }
                    _p.Release(this, false);
                };
                AstarPath.StartPath(floodPath, true);
            };
            if (this.mode != HeuristicOptimizationMode.RandomSpreadOut)
            {
                for (int k = 0; k < this.pivots.Length; k++)
                {
                    startCostCalculation(k);
                }
            }
            else
            {
                startCostCalculation(0);
            }
            this.dirty = false;
        }
コード例 #37
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 public void RebuildFrom(MeshNode[] nodes)
 {
     this.Clear();
     if (nodes.Length == 0)
     {
         return;
     }
     if (nodes.Length == 1)
     {
         this.GetBox(nodes[0]);
         return;
     }
     this.EnsureCapacity(Mathf.CeilToInt((float)nodes.Length * 2.1f));
     MeshNode[] array = new MeshNode[nodes.Length];
     for (int i = 0; i < nodes.Length; i++)
     {
         array[i] = nodes[i];
     }
     this.RebuildFromInternal(array, 0, nodes.Length, false);
 }
コード例 #38
0
		static int SplitByX (MeshNode[] nodes, int from, int to, int divider) {
			int mx = to;
			for (int i = from; i < mx; i++) {
				if (nodes[i].position.x > divider) {
					// swap with mx
					mx--;
					var tmp = nodes[mx];
					nodes[mx] = nodes[i];
					nodes[i] = tmp;
					i--;
				}
			}
			return mx;
		}
コード例 #39
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 private static IntRect NodeBounds(MeshNode[] nodes, int from, int to)
 {
     if (to - from <= 0)
     {
         throw new ArgumentException();
     }
     Int3 vertex = nodes[from].GetVertex(0);
     Int2 @int = new Int2(vertex.x, vertex.z);
     Int2 int2 = @int;
     for (int i = from; i < to; i++)
     {
         MeshNode meshNode = nodes[i];
         for (int j = 1; j < meshNode.GetVertexCount(); j++)
         {
             Int3 vertex2 = meshNode.GetVertex(j);
             @int.x = Math.Min(@int.x, vertex2.x);
             @int.y = Math.Min(@int.y, vertex2.z);
             int2.x = Math.Max(int2.x, vertex2.x);
             int2.y = Math.Max(int2.y, vertex2.z);
         }
     }
     return new IntRect(@int.x, @int.y, int2.x, int2.y);
 }
コード例 #40
0
ファイル: BBTree.cs プロジェクト: Anaryu/aetherion
        public BBTreeBox(BBTree tree, MeshNode node)
        {
            this.node = node;
            Vector3 first = (Vector3)tree.graph.vertices[node[0]];
            Vector2 min = new Vector2(first.x,first.z);
            Vector2 max = min;

            for (int i=1;i<3;i++) {
                Vector3 p = (Vector3)tree.graph.vertices[node[i]];
                min.x = Mathf.Min (min.x,p.x);
                min.y = Mathf.Min (min.y,p.z);

                max.x = Mathf.Max (max.x,p.x);
                max.y = Mathf.Max (max.y,p.z);
            }

            rect = Rect.MinMaxRect (min.x,min.y,max.x,max.y);
        }
コード例 #41
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 private static bool NodeIntersectsCircle(MeshNode node, Vector3 p, float radius)
 {
     return float.IsPositiveInfinity(radius) || (p - node.ClosestPointOnNode(p)).sqrMagnitude < radius * radius;
 }
コード例 #42
0
		public void InternalOnPostScan () {

			if ( EndTransform == null || StartTransform == null ) return;

#if !ASTAR_NO_POINT_GRAPH
			if ( AstarPath.active.astarData.pointGraph == null ) {
				AstarPath.active.astarData.AddGraph ( new PointGraph () );
			}
#endif


			if ( startNode != null) {
				NodeLink2 tmp;
				if (reference.TryGetValue (startNode, out tmp) && tmp == this) reference.Remove (startNode);
			}
	
			if ( endNode != null) {
				NodeLink2 tmp;
				if (reference.TryGetValue (endNode, out tmp) && tmp == this) reference.Remove (endNode);
			}
	
#if !ASTAR_NO_POINT_GRAPH	
			//Get nearest nodes from the first point graph, assuming both start and end transforms are nodes
			startNode = AstarPath.active.astarData.pointGraph.AddNode ( (Int3)StartTransform.position );//AstarPath.active.astarData.pointGraph.GetNearest(StartTransform.position).node as PointNode;
			endNode = AstarPath.active.astarData.pointGraph.AddNode ( (Int3)EndTransform.position ); //AstarPath.active.astarData.pointGraph.GetNearest(EndTransform.position).node as PointNode;
#else
			throw new System.Exception ("Point graph is not included. Check your A* optimization settings.");
#endif

			connectedNode1 = null;
			connectedNode2 = null;
			
			if (startNode == null || endNode == null) {
				startNode = null;
				endNode = null;
				return;
			}
			
			postScanCalled = true;
			reference[startNode] = this;
			reference[endNode] = this;
			Apply( true );
		}
コード例 #43
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 private static int SplitByZ(MeshNode[] nodes, int from, int to, int divider)
 {
     int num = to;
     for (int i = from; i < num; i++)
     {
         if (nodes[i].position.z > divider)
         {
             num--;
             MeshNode meshNode = nodes[num];
             nodes[num] = nodes[i];
             nodes[i] = meshNode;
             i--;
         }
     }
     return num;
 }
コード例 #44
0
		/** Returns the closest point of the node */
		public static Vector3 ClosestPointOnNode (MeshNode node, Int3[] vertices, Vector3 pos) {
			return Polygon.ClosesPointOnTriangle (vertices[node[0]],vertices[node[1]],vertices[node[2]],pos);
		}
コード例 #45
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 private int GetBox(MeshNode node)
 {
     if (this.count >= this.arr.Length)
     {
         this.EnsureCapacity(this.count + 1);
     }
     this.arr[this.count] = new BBTree.BBTreeBox(node);
     this.count++;
     return this.count - 1;
 }
コード例 #46
0
ファイル: NodeLink2.cs プロジェクト: Marchys/fanalet
		public override void OnGraphsPostUpdate () {
			//if (connectedNode1 != null && connectedNode2 != null) {
			if (!AstarPath.active.isScanning) {
				
				if (connectedNode1 != null && connectedNode1.Destroyed) {
					connectedNode1 = null;
				}
				if (connectedNode2 != null && connectedNode2.Destroyed) {
					connectedNode2 = null;
				}
				
				if (!postScanCalled) {
					OnPostScan();
				} else {
					//OnPostScan will also call this method
					/** \todo Can mess up pathfinding, wrap in delegate */
					Apply( false );
				}
			}
		}
コード例 #47
0
ファイル: BBTree.cs プロジェクト: GameDiffs/TheForest
 private int RebuildFromInternal(MeshNode[] nodes, int from, int to, bool odd)
 {
     if (to - from <= 0)
     {
         throw new ArgumentException();
     }
     if (to - from == 1)
     {
         return this.GetBox(nodes[from]);
     }
     IntRect rect = BBTree.NodeBounds(nodes, from, to);
     int box = this.GetBox(rect);
     if (to - from == 2)
     {
         this.arr[box].left = this.GetBox(nodes[from]);
         this.arr[box].right = this.GetBox(nodes[from + 1]);
         return box;
     }
     int num;
     if (odd)
     {
         int divider = (rect.xmin + rect.xmax) / 2;
         num = BBTree.SplitByX(nodes, from, to, divider);
     }
     else
     {
         int divider2 = (rect.ymin + rect.ymax) / 2;
         num = BBTree.SplitByZ(nodes, from, to, divider2);
     }
     if (num == from || num == to)
     {
         if (!odd)
         {
             int divider3 = (rect.xmin + rect.xmax) / 2;
             num = BBTree.SplitByX(nodes, from, to, divider3);
         }
         else
         {
             int divider4 = (rect.ymin + rect.ymax) / 2;
             num = BBTree.SplitByZ(nodes, from, to, divider4);
         }
         if (num == from || num == to)
         {
             num = (from + to) / 2;
         }
     }
     this.arr[box].left = this.RebuildFromInternal(nodes, from, num, !odd);
     this.arr[box].right = this.RebuildFromInternal(nodes, num, to, !odd);
     return box;
 }
コード例 #48
0
ファイル: NodeLink2.cs プロジェクト: Marchys/fanalet
		public void InternalOnPostScan () {

			if ( EndTransform == null || StartTransform == null ) return;

			if ( AstarPath.active.astarData.pointGraph == null ) {
				AstarPath.active.astarData.AddGraph ( new PointGraph () );
			}


			if ( startNode != null) {
				NodeLink2 tmp;
				if (reference.TryGetValue (startNode, out tmp) && tmp == this) reference.Remove (startNode);
			}
	
			if ( endNode != null) {
				NodeLink2 tmp;
				if (reference.TryGetValue (endNode, out tmp) && tmp == this) reference.Remove (endNode);
			}
	
			//Get nearest nodes from the first point graph, assuming both start and end transforms are nodes
			startNode = AstarPath.active.astarData.pointGraph.AddNode ( (Int3)StartTransform.position );//AstarPath.active.astarData.pointGraph.GetNearest(StartTransform.position).node as PointNode;
			endNode = AstarPath.active.astarData.pointGraph.AddNode ( (Int3)EndTransform.position ); //AstarPath.active.astarData.pointGraph.GetNearest(EndTransform.position).node as PointNode;

			connectedNode1 = null;
			connectedNode2 = null;
			
			if (startNode == null || endNode == null) {
				startNode = null;
				endNode = null;
				return;
			}
			
			postScanCalled = true;
			reference[startNode] = this;
			reference[endNode] = this;
			Apply( true );
		}
コード例 #49
0
        public void Apply(bool forceNewCheck)
        {
            NNConstraint none = NNConstraint.None;

            none.distanceXZ = true;
            int graphIndex = (int)this.startNode.GraphIndex;

            none.graphMask = ~(((int)1) << graphIndex);
            bool   flag    = true;
            NNInfo nearest = AstarPath.active.GetNearest(this.StartTransform.position, none);

            flag &= (nearest.node == this.connectedNode1) && (nearest.node != null);
            this.connectedNode1 = nearest.node as MeshNode;
            this.clamped1       = nearest.position;
            if (this.connectedNode1 != null)
            {
                Debug.DrawRay((Vector3)this.connectedNode1.position, (Vector3)(Vector3.up * 5f), Color.red);
            }
            NNInfo info2 = AstarPath.active.GetNearest(this.EndTransform.position, none);

            flag &= (info2.node == this.connectedNode2) && (info2.node != null);
            this.connectedNode2 = info2.node as MeshNode;
            this.clamped2       = info2.position;
            if (this.connectedNode2 != null)
            {
                Debug.DrawRay((Vector3)this.connectedNode2.position, (Vector3)(Vector3.up * 5f), Color.cyan);
            }
            if ((this.connectedNode2 != null) && (this.connectedNode1 != null))
            {
                this.startNode.SetPosition((Int3)this.StartTransform.position);
                this.endNode.SetPosition((Int3)this.EndTransform.position);
                if (!flag || forceNewCheck)
                {
                    this.RemoveConnections(this.startNode);
                    this.RemoveConnections(this.endNode);
                    Int3 num12 = (Int3)(this.StartTransform.position - this.EndTransform.position);
                    uint cost  = (uint)Mathf.RoundToInt(num12.costMagnitude * this.costFactor);
                    this.startNode.AddConnection(this.endNode, cost);
                    this.endNode.AddConnection(this.startNode, cost);
                    Int3 rhs = this.connectedNode2.position - this.connectedNode1.position;
                    for (int i = 0; i < this.connectedNode1.GetVertexCount(); i++)
                    {
                        Int3 vertex  = this.connectedNode1.GetVertex(i);
                        Int3 lineEnd = this.connectedNode1.GetVertex((i + 1) % this.connectedNode1.GetVertexCount());
                        Int3 num13   = lineEnd - vertex;
                        if (Int3.DotLong(num13.Normal2D(), rhs) <= 0L)
                        {
                            for (int j = 0; j < this.connectedNode2.GetVertexCount(); j++)
                            {
                                Int3 point = this.connectedNode2.GetVertex(j);
                                Int3 num9  = this.connectedNode2.GetVertex((j + 1) % this.connectedNode2.GetVertexCount());
                                Int3 num14 = num9 - point;
                                if ((Int3.DotLong(num14.Normal2D(), rhs) >= 0L) && (Int3.Angle(num9 - point, lineEnd - vertex) > 2.9670598109563189))
                                {
                                    float num10 = 0f;
                                    float num11 = 1f;
                                    num11 = Math.Min(num11, VectorMath.ClosestPointOnLineFactor(vertex, lineEnd, point));
                                    num10 = Math.Max(num10, VectorMath.ClosestPointOnLineFactor(vertex, lineEnd, num9));
                                    if (num11 >= num10)
                                    {
                                        Vector3 vector  = ((Vector3)(((Vector3)(lineEnd - vertex)) * num10)) + ((Vector3)vertex);
                                        Vector3 vector2 = ((Vector3)(((Vector3)(lineEnd - vertex)) * num11)) + ((Vector3)vertex);
                                        this.startNode.portalA = vector;
                                        this.startNode.portalB = vector2;
                                        this.endNode.portalA   = vector2;
                                        this.endNode.portalB   = vector;
                                        Int3 num15 = (Int3)(this.clamped1 - this.StartTransform.position);
                                        this.connectedNode1.AddConnection(this.startNode, (uint)Mathf.RoundToInt(num15.costMagnitude * this.costFactor));
                                        Int3 num16 = (Int3)(this.clamped2 - this.EndTransform.position);
                                        this.connectedNode2.AddConnection(this.endNode, (uint)Mathf.RoundToInt(num16.costMagnitude * this.costFactor));
                                        Int3 num17 = (Int3)(this.clamped1 - this.StartTransform.position);
                                        this.startNode.AddConnection(this.connectedNode1, (uint)Mathf.RoundToInt(num17.costMagnitude * this.costFactor));
                                        Int3 num18 = (Int3)(this.clamped2 - this.EndTransform.position);
                                        this.endNode.AddConnection(this.connectedNode2, (uint)Mathf.RoundToInt(num18.costMagnitude * this.costFactor));
                                        return;
                                    }
                                    Debug.LogError(string.Concat(new object[] { "Wait wut!? ", num10, " ", num11, " ", vertex, " ", lineEnd, " ", point, " ", num9, "\nTODO, fix this error" }));
                                }
                            }
                        }
                    }
                }
            }
        }