コード例 #1
0
ファイル: Program.cs プロジェクト: steffan88/Bevelle
 /// <summary>
 /// The main entry point for the application.
 /// </summary>
 static void Main(string[] args)
 {
     using (Pathfinding game = new Pathfinding())
     {
         game.Run();
     }
 }
コード例 #2
0
ファイル: AstarData.cs プロジェクト: TimEckhoff/GGJ13_Chill
        /** Deserializes common info additively
         * Common info is what is shared between the editor serialization and the runtime serializer.
         * This is mostly everything except the graph inspectors which serialize some extra data in the editor
         */
        public void DeserializeGraphsPartAdditive(Pathfinding.Serialization.AstarSerializer sr)
        {
            if (graphs == null) graphs = new NavGraph[0];
            if (userConnections == null) userConnections = new UserConnection[0];

            List<NavGraph> gr = new List<NavGraph>(graphs);
            gr.AddRange (sr.DeserializeGraphs ());
            graphs = gr.ToArray();

            List<UserConnection> conns = new List<UserConnection>(userConnections);
            conns.AddRange (sr.DeserializeUserConnections());
            userConnections = conns.ToArray ();
            sr.DeserializeNodes();
            sr.DeserializeExtraInfo();
            sr.PostDeserialization();

            for (int i=0;i<graphs.Length;i++) {
                for (int j=i+1;j<graphs.Length;j++) {
                    if (graphs[i].guid == graphs[j].guid) {
                        Debug.LogWarning ("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
                        graphs[i].guid = Pathfinding.Util.Guid.NewGuid ();
                        break;
                    }
                }
            }
        }
コード例 #3
0
ファイル: AstarData.cs プロジェクト: GeorgiKabadzhov/Gamez
		/** Deserializes common info.
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void DeserializeGraphsPart (Pathfinding.Serialization.AstarSerializer sr) {
			ClearGraphs ();
			graphs = sr.DeserializeGraphs ();
			if ( graphs != null ) for ( int i = 0; i<graphs.Length;i++ ) if ( graphs[i] != null ) graphs[i].graphIndex = (uint)i;
			
			userConnections = sr.DeserializeUserConnections();
			//sr.DeserializeNodes();
			sr.DeserializeExtraInfo();

			//Assign correct graph indices.
			for (int i=0;i<graphs.Length;i++) {
				if (graphs[i] == null) continue;
				graphs[i].GetNodes (delegate (GraphNode node) {
					node.GraphIndex = (uint)i;
					return true;
				});
			}

			sr.PostDeserialization();
		}
コード例 #4
0
ファイル: TileNode.cs プロジェクト: substans/Pathfinding
 public float DistanceTo(Pathfinding.IPoint pPoint)
 {
     if (pPoint is TileNode) {
         TileNode otherNode = pPoint as TileNode;
         return this.worldPosition.DistanceTo(otherNode.worldPosition);
     }
     else {
         throw new NotImplementedException();
     }
 }
コード例 #5
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		/** Deserializes common info.
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void DeserializeGraphsPart (Pathfinding.Serialization.AstarSerializer sr) {
			ClearGraphs ();
			graphs = sr.DeserializeGraphs ();
			if ( graphs != null ) for ( int i = 0; i<graphs.Length;i++ ) if ( graphs[i] != null ) graphs[i].graphIndex = (uint)i;
			
			userConnections = sr.DeserializeUserConnections();
			//sr.DeserializeNodes();
			sr.DeserializeExtraInfo();
			sr.PostDeserialization();
		}
コード例 #6
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		/** Main serializer function.
		 * Serializes all graphs to a byte array
		  * A similar function exists in the AstarEditor.cs script to save additional info */
		public byte[] SerializeGraphs (Pathfinding.Serialization.SerializeSettings settings, out uint checksum) {
			
			AstarPath.active.BlockUntilPathQueueBlocked();
			
			Pathfinding.Serialization.AstarSerializer sr = new Pathfinding.Serialization.AstarSerializer(this, settings);
			sr.OpenSerialize();
			SerializeGraphsPart (sr);
			byte[] bytes = sr.CloseSerialize();
			checksum = sr.GetChecksum ();
	#if ASTARDEBUG
			Debug.Log ("Got a whole bunch of data, "+bytes.Length+" bytes");
	#endif
			return bytes;
		}
コード例 #7
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		public void SaveCacheData (Pathfinding.Serialization.SerializeSettings settings) {
			data_cachedStartup = SerializeGraphs (settings);
			cacheStartup = true;
		}
コード例 #8
0
ファイル: AstarData.cs プロジェクト: rmkeezer/fpsgame
        /** Deserializes common info additively
         * Common info is what is shared between the editor serialization and the runtime serializer.
         * This is mostly everything except the graph inspectors which serialize some extra data in the editor
         */
        public void DeserializeGraphsPartAdditive(Pathfinding.Serialize.AstarSerializer sr)
        {
            if (graphs == null) graphs = new NavGraph[0];
            if (userConnections == null) userConnections = new UserConnection[0];

            List<NavGraph> gr = new List<NavGraph>(graphs);
            gr.AddRange (sr.DeserializeGraphs ());
            graphs = gr.ToArray();

            List<UserConnection> conns = new List<UserConnection>(userConnections);
            conns.AddRange (sr.DeserializeUserConnections());
            userConnections = conns.ToArray ();
            sr.DeserializeNodes();
            sr.DeserializeExtraInfo();
            sr.PostDeserialization();
        }
コード例 #9
0
		/** Deserializes common info.
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void DeserializeGraphsPart (Pathfinding.Serialization.AstarSerializer sr) {
			ClearGraphs ();
			graphs = sr.DeserializeGraphs ();

			sr.DeserializeExtraInfo();

			//Assign correct graph indices.
			for (int i=0;i<graphs.Length;i++) {
				if (graphs[i] == null) continue;
				graphs[i].GetNodes (node => {
					node.GraphIndex = (uint)i;
					return true;
				});
			}

			sr.PostDeserialization();
		}
コード例 #10
0
		/** Main serializer function.
		 * Serializes all graphs to a byte array
		  * A similar function exists in the AstarPathEditor.cs script to save additional info */
		public byte[] SerializeGraphs (Pathfinding.Serialization.SerializeSettings settings, out uint checksum) {
			
			AstarPath.active.BlockUntilPathQueueBlocked();
			
			var sr = new Pathfinding.Serialization.AstarSerializer(this, settings);
			sr.OpenSerialize();
			SerializeGraphsPart (sr);
			byte[] bytes = sr.CloseSerialize();
			checksum = sr.GetChecksum ();
			return bytes;
		}
コード例 #11
0
ファイル: RVONavmesh.cs プロジェクト: Alx666/ProjectPhoenix
		/** Adds obstacles for a graph */
		public void AddGraphObstacles (Pathfinding.RVO.Simulator sim, NavGraph graph) {
			if (obstacles.Count > 0 && lastSim != null && lastSim != sim) {
				Debug.LogError("Simulator has changed but some old obstacles are still added for the previous simulator. Deleting previous obstacles.");
				RemoveObstacles();
			}

			//Remember which simulator these obstacles were added to
			lastSim = sim;

			var ng = graph as INavmesh;

			if (ng == null) return;

			//Assume less than 20 vertices per node (actually assumes 3, but I will change that some day)
			var uses = new int[20];

			ng.GetNodes(delegate(GraphNode _node) {
				var node = _node as TriangleMeshNode;

				uses[0] = uses[1] = uses[2] = 0;

				if (node != null) {
				    //Find out which edges are shared with other nodes
					for (int j = 0; j < node.connections.Length; j++) {
						var other = node.connections[j] as TriangleMeshNode;

				        // Not necessarily a TriangleMeshNode
						if (other != null) {
							int a = node.SharedEdge(other);
							if (a != -1) uses[a] = 1;
						}
					}

				    //Loop through all edges on the node
					for (int j = 0; j < 3; j++) {
				        //The edge is not shared with any other node
				        //I.e it is an exterior edge on the mesh
						if (uses[j] == 0) {
				            //The two vertices of the edge
							var v1 = (Vector3)node.GetVertex(j);
							var v2 = (Vector3)node.GetVertex((j+1) % node.GetVertexCount());

				            //I think node vertices always should be clockwise, but it's good to be certain
				            /*if (!Polygon.IsClockwise (v1,v2,(Vector3)node.GetVertex((j+2) % node.GetVertexCount()))) {
				             *  Vector3 tmp = v2;
				             *  v2 = v1;
				             *  v1 = tmp;
				             * }*/

		#if ASTARDEBUG
							Debug.DrawLine(v1, v2, Color.red);
							Debug.DrawRay(v1, Vector3.up*wallHeight, Color.red);
		#endif

				            //Find out the height of the wall/obstacle we are about to add
							float height = System.Math.Abs(v1.y-v2.y);
							height = System.Math.Max(height, 5);

				            //Add the edge as a line obstacle
							obstacles.Add(sim.AddObstacle(v1, v2, wallHeight));
						}
					}
				}

				return true;
			});
		}
コード例 #12
0
        void DrawIsometricField(GridGraph graph)
        {
            var isometricGUIContent = new GUIContent ("Isometric Angle", "For an isometric 2D game, you can use this parameter to scale the graph correctly.\nIt can also be used to create a hexagon grid.");
            var isometricOptions = new [] {new GUIContent ("None (0°)"), new GUIContent ("Isometric (≈54.74°)"), new GUIContent("Custom")};
            var isometricValues = new [] {0f, standardIsometric};
            var isometricOption = 2;

            for (int i = 0; i < isometricValues.Length; i++) {
                if (Mathf.Approximately (graph.isometricAngle, isometricValues[i])) {
                    isometricOption = i;
                }
            }

            var prevIsometricOption = isometricOption;
            isometricOption = EditorGUILayout.IntPopup (isometricGUIContent, isometricOption, isometricOptions, new [] {0, 1, 2});
            if (prevIsometricOption != isometricOption) {
                // Change to something that will not match the predefined values above
                graph.isometricAngle = 45;
            }

            if (isometricOption < 2) {
                graph.isometricAngle = isometricValues[isometricOption];
            } else {
                // Custom
                graph.isometricAngle = EditorGUILayout.FloatField (isometricGUIContent, graph.isometricAngle);
            }
        }
コード例 #13
0
ファイル: AstarData.cs プロジェクト: Alx666/ProjectPhoenix
		/** Serializes common info to the serializer.
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void SerializeGraphsPart (Pathfinding.Serialization.AstarSerializer sr) {
			sr.SerializeGraphs(graphs);
			sr.SerializeExtraInfo();
		}
コード例 #14
0
ファイル: RVOAgent.cs プロジェクト: Gapti/ClashOfClanRIP
		internal void CalculateVelocity ( Pathfinding.RVO.Simulator.WorkerContext context ) {

			if ( locked ) {
				newVelocity = Vector2.zero;
				return;
			}

			if ( context.vos.Length < neighbours.Count ) {
				context.vos = new VO[Mathf.Max(context.vos.Length*2, neighbours.Count)];
			}

			Vector2 position2D = new Vector2(position.x,position.z);

			var vos = context.vos;
			var voCount = 0;

			Vector2 optimalVelocity = new Vector2(velocity.x, velocity.z);

			float inverseAgentTimeHorizon = 1.0f/agentTimeHorizon;

			for ( int o = 0; o < neighbours.Count; o++ ) {

				Agent other = neighbours[o];

				if ( other == this ) continue;

				float maxY = System.Math.Min (position.y+height,other.position.y+other.height);
				float minY = System.Math.Max (position.y,other.position.y);
				
				//The agents cannot collide since they
				//are on different y-levels
				if (maxY - minY < 0) {
					continue;
				}

				Vector2 otherOptimalVelocity = new Vector2(other.Velocity.x, other.velocity.z);


				float totalRadius = radius + other.radius;

				// Describes a circle on the border of the VO
				//float boundingRadius = totalRadius * inverseAgentTimeHorizon;
				Vector2 voBoundingOrigin = new Vector2(other.position.x,other.position.z) - position2D;

				//float boundingDist = voBoundingOrigin.magnitude;

				Vector2 relativeVelocity = optimalVelocity - otherOptimalVelocity;

				{
					//voBoundingOrigin *= inverseAgentTimeHorizon;
					//boundingDist *= inverseAgentTimeHorizon;
					
					// Common case, no collision
					
					vos[voCount] = new VO( voBoundingOrigin, (optimalVelocity + otherOptimalVelocity)*0.5f, totalRadius, relativeVelocity, inverseAgentTimeHorizon);
					voCount++;
				}

	#if OLD
				//Debug.Log (boundingDist + " " + total
				if ( boundingDist < totalRadius ) {
					// Collision

					// We want the collision to end this frame, so ignore the inverseAgentTimeHorizon and
					// instead use the frame's delta time instead. The closest point will not always be 
					// on the circle, but the velocity will have to be really
					// high for it not to be, so just assume the velocity is low
					// (if not, the agents will jump through each other)

					voBoundingOrigin *= (1.0f/simulator.DeltaTime);
					boundingDist *= (1.0f/simulator.DeltaTime);

					Vector2 d = relativeVelocity - voBoundingOrigin;
					float dm = d.magnitude;

					// Normalize
					d /= dm;

					float resMagn = (totalRadius*(1.0f/simulator.DeltaTime) - dm);
					maxRelVelMagn = System.Math.Max ( resMagn, maxRelVelMagn );

					Vector2 closestOnCircleDelta = d*resMagn;//d*(boundingDist-dm);
					Vector2 closestOnCircleVector = d;

					halfPlanes.Add ( new HalfPlane ( closestOnCircleDelta*0.5f + optimalVelocity, closestOnCircleVector ) );
					if (debug) halfPlanes[halfPlanes.Count-1].Draw ( Color.blue );
				} else {
					voBoundingOrigin *= inverseAgentTimeHorizon;
					boundingDist *= inverseAgentTimeHorizon;

					// Common case, no collision

					VO vo = new VO( voBoundingOrigin + (optimalVelocity + otherOptimalVelocity)*0.5f, voBoundingOrigin.normalized, totalRadius*inverseAgentTimeHorizon);

					maxRelVelMagn = System.Math.Max ( maxRelVelMagn, relativeVelocity.magnitude );
					// Optimized: float factor = Vector3.Dot ( optimalVelocity, voBoundingOrigin ) < (boundingDist^2);

					if (debug) DrawVO ( voBoundingOrigin, boundingRadius, Vector2.zero);

					if ( debug ) {
						//Debug.DrawLine ( To3D(position), To3D ( relativeVelocity ), Color.blue );
						DrawCross ( relativeVelocity, Color.white, 0.5f);

					}

					//DrawCross ( voBoundingOrigin );

					float alpha = Mathf.Atan2 ( -voBoundingOrigin.y, -voBoundingOrigin.x );

					float delta = Mathf.Abs(Mathf.Acos (boundingRadius/(voBoundingOrigin).magnitude));

					float actualDot = Vector2.Dot ( -voBoundingOrigin.normalized, (relativeVelocity-voBoundingOrigin).normalized );
					float dot = Mathf.Abs ( Mathf.Acos ( Mathf.Clamp01(actualDot) ) );

					bool closestIsCircle = dot < delta;
					/*DrawCircle ( circleCenter, radius, alpha-delta, alpha+delta, Color.black );
					Vector2 p1 = circleCenter + new Vector2 ( Mathf.Cos (alpha-delta), Mathf.Sin (alpha-delta) ) * boundingRadius;
					Vector2 p2 = circleCenter + new Vector2 ( Mathf.Cos (alpha+delta), Mathf.Sin (alpha+delta) ) * boundingRadius;*/

					if ( debug ) Debug.Log (" <= 1 && " + dot + " < " + delta + " ( " +actualDot + ")");
					if ( closestIsCircle ) {
						// The cutoff circle is the closest 
						// part of the VO
						// Find the closest point on the VO

						Vector2 closestOnCircleVector = (relativeVelocity - voBoundingOrigin);
						float magn = closestOnCircleVector.magnitude;
						closestOnCircleVector = closestOnCircleVector/magn;//(closestOnCircleVector/magn)*boundingRadius*(1-(magn/boundingRadius));
						Vector2 closestOnCircle = closestOnCircleVector*boundingRadius + voBoundingOrigin;

						//if ( magn > boundingRadius ) closestOnCircleVector = -closestOnCircleVector;
						if ( debug ) DrawCross ( closestOnCircle, 1);
						halfPlanes.Add ( new HalfPlane ( (closestOnCircle - relativeVelocity)*0.5f + optimalVelocity, closestOnCircleVector.normalized ) );
						if (debug) halfPlanes[halfPlanes.Count-1].Draw ( closestIsCircle ? Color.blue : Color.red );

					} else {
						// One of the legs of the VO is the closest part
						// find the closest point on the VO

						bool left = Polygon.Left ( Vector2.zero, voBoundingOrigin, relativeVelocity );
						float gamma = alpha + (left ? delta : -delta);

						// Point on circle
						Vector2 line = new Vector2 ( Mathf.Cos (gamma), Mathf.Sin (gamma) ) * boundingRadius;
						// Vector tangent to circle which is the correct line tangent
						Vector2 dir = new Vector2(line.y,-line.x).normalized;

						// Point in space
						line += voBoundingOrigin;

						Vector2 onLine = line + dir * Vector2.Dot ( dir, relativeVelocity - line);
						if (debug) {
							DrawCross ( onLine, Color.red, 1 );
							Debug.DrawRay ( To3D(line), To3D(dir*10), Color.red );
							Debug.Log (line + " " + dir + " " + gamma + " " + relativeVelocity);
						}

						if ( !left ) dir = -dir;

						halfPlanes.Add ( new HalfPlane ( (onLine - relativeVelocity)*0.5f + optimalVelocity, (line-voBoundingOrigin).normalized ) );
						if (debug) halfPlanes[halfPlanes.Count-1].Draw ( Color.blue );
					}
				}
	#endif
			}

			if ( this.DebugDraw ) {
				/*for ( int x = 0; x < simulator.tex.width; x++ ) {
					for ( int y = 0; y < simulator.tex.height; y++ ) {
						Vector2 p = new Vector2 (x*simulator.textureSize / simulator.tex.width, y*simulator.textureSize / simulator.tex.height);

						Vector2 dir = Vector2.zero;
						float weight = 0;
						for ( int i = 0; i < voCount; i++ ) {
							float w = 0;
							dir += vos[i].Sample (p-position, out w);
							if ( w > weight ) weight = w;
						}
						Vector2 d2 = (desiredVelocity - (p-position));
						dir += d2*DesiredVelocityScale;

						if ( d2.magnitude * DesiredVelocityWeight > weight ) weight = d2.magnitude * DesiredVelocityWeight;

						if ( weight > 0 ) dir /= weight;

						Vector2 d3 = simulator.SampleDensity (p+position);
						Debug.DrawRay ( To3D(p), To3D(d3*1f), Color.blue );
						simulator.Plot (p, Rainbow(weight*simulator.colorScale));
					}
				}*/
			}

			//if ( debug ) {
			float best = float.PositiveInfinity;
			Vector2 result = Vector2.zero;

			float cutoff = new Vector2(velocity.x,velocity.z).magnitude*simulator.qualityCutoff;

			//for ( int i = 0; i < 10; i++ ) {
			{
				result = Trace ( vos, voCount, new Vector2(desiredVelocity.x, desiredVelocity.z), cutoff, out best );
			}

			// Can be uncommented for higher quality local avoidance
			/*for ( int i = 0; i < 3; i++ ) {
				Vector2 p = desiredVelocity + new Vector2(Mathf.Cos(Mathf.PI*2*(i/3.0f)), Mathf.Sin(Mathf.PI*2*(i/3.0f)));
				float score;
				Vector2 res = Trace ( vos, voCount, p, velocity.magnitude*simulator.qualityCutoff, out score );
				
				if ( score < best ) {
					//if ( score < best*0.9f ) Debug.Log ("Better " + score + " < " + best);
					result = res;
					best = score;
				}
			}*/

			{
				Vector2 p = Vector2.zero;
				float score;
				Vector2 res = Trace ( vos, voCount, p, cutoff, out score );
				
				if ( score < best ) {
					//if ( score < best*0.9f ) Debug.Log ("Better " + score + " < " + best);
					result = res;
					best = score;
				}
			}
			//}
				

			if (DebugDraw) DrawCross (result+position2D);


			newVelocity = To3D(Vector2.ClampMagnitude (result, maxSpeed));
		}
コード例 #15
0
ファイル: TileNode.cs プロジェクト: eriksvedang/Pathfinding
 public virtual float DistanceTo(Pathfinding.IPoint pPoint)
 {
     if (pPoint is TileNode) {
         TileNode otherNode = pPoint as TileNode;
         return localPoint.EuclidianDistanceTo(otherNode.localPoint);
     }
     else {
         throw new NotImplementedException();
     }
 }
コード例 #16
0
ファイル: AstarData.cs プロジェクト: rmkeezer/fpsgame
 /** Deserializes common info.
  * Common info is what is shared between the editor serialization and the runtime serializer.
  * This is mostly everything except the graph inspectors which serialize some extra data in the editor
  */
 public void DeserializeGraphsPart(Pathfinding.Serialize.AstarSerializer sr)
 {
     graphs = sr.DeserializeGraphs ();
     userConnections = sr.DeserializeUserConnections();
     sr.DeserializeNodes();
     sr.DeserializeExtraInfo();
     sr.PostDeserialization();
 }
コード例 #17
0
		/** Deserializes common info additively
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void DeserializeGraphsPartAdditive (Pathfinding.Serialization.AstarSerializer sr) {
			if (graphs == null) graphs = new NavGraph[0];
			
			var gr = new List<NavGraph>(graphs);

			// Set an offset so that the deserializer will load
			// the graphs with the correct graph indexes
			sr.SetGraphIndexOffset (gr.Count);

			gr.AddRange (sr.DeserializeGraphs ());
			graphs = gr.ToArray();
			
			//Assign correct graph indices. Issue #21
			for (int i=0;i<graphs.Length;i++) {
				if (graphs[i] == null) continue;
				graphs[i].GetNodes (node => {
					node.GraphIndex = (uint)i;
					return true;
				});
			}
			
			sr.DeserializeExtraInfo();
			sr.PostDeserialization();
			
			for (int i=0;i<graphs.Length;i++) {
				for (int j=i+1;j<graphs.Length;j++) {
					if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid) {
						Debug.LogWarning ("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
						graphs[i].guid = Pathfinding.Util.Guid.NewGuid ();
						break;
					}
				}
			}
		}
コード例 #18
0
ファイル: AstarData.cs プロジェクト: rmkeezer/fpsgame
 /** Main serializer function.
  * Serializes all graphs to a byte array
   * A similar function exists in the AstarEditor.cs script to save additional info */
 public byte[] SerializeGraphs(Pathfinding.Serialize.SerializeSettings settings, out uint checksum)
 {
     Pathfinding.Serialize.AstarSerializer sr = new Pathfinding.Serialize.AstarSerializer(this, settings);
     sr.OpenSerialize();
     SerializeGraphsPart (sr);
     byte[] bytes = sr.CloseSerialize();
     checksum = sr.GetChecksum ();
     return bytes;
 }
コード例 #19
0
ファイル: NavmeshCut.cs プロジェクト: Gapti/ClashOfClanRIP
		public Vector3 IntPointToV3 (Pathfinding.ClipperLib.IntPoint p) {
			Int3 ip = new Int3((int)p.X,0,(int)p.Y);
			return (Vector3)ip;
		}
コード例 #20
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		/** Main serializer function. */
		public byte[] SerializeGraphs (Pathfinding.Serialization.SerializeSettings settings) {
			uint checksum;
			return SerializeGraphs (settings, out checksum);
		}
コード例 #21
0
ファイル: RVOAgent.cs プロジェクト: westernknight/RVO
        internal void CalculateVelocity(Pathfinding.RVO.Simulator.WorkerContext context)
        {

            if (locked)
            {
                newVelocity = Vector2.zero;
                return;
            }

            if (context.vos.Length < neighbours.Count + simulator.obstacles.Count)
            {
                context.vos = new VO[Mathf.Max(context.vos.Length * 2, neighbours.Count + simulator.obstacles.Count)];
            }

            Vector2 position2D = new Vector2(position.x, position.z);

            var vos = context.vos;
            var voCount = 0;

            Vector2 optimalVelocity = new Vector2(velocity.x, velocity.z);

            float inverseAgentTimeHorizon = 1.0f / agentTimeHorizon;

            float wallThickness = simulator.WallThickness;

            float wallWeight = simulator.algorithm == Simulator.SamplingAlgorithm.GradientDecent ? 1 : WallWeight;

            for (int i = 0; i < simulator.obstacles.Count; i++)
            {
                var obstacle = simulator.obstacles[i];
                var vertex = obstacle;
                do
                {

                    if (vertex.ignore || position.y > vertex.position.y + vertex.height || position.y + height < vertex.position.y || (vertex.layer & collidesWith) == 0)
                    {
                        vertex = vertex.next;
                        Debug.Log("continue");
                        continue;
                    }

                    float cross = VO.Det(new Vector2(vertex.position.x, vertex.position.z), vertex.dir, position2D);// vertex.dir.x * ( vertex.position.z - position.z ) - vertex.dir.y * ( vertex.position.x - position.x );

                    // Signed distance from the line (not segment), lines are infinite
                    // Usually divided by vertex.dir.magnitude, but that is known to be 1
                    float signedDist = cross;

                    float dotFactor = Vector2.Dot(vertex.dir, position2D - new Vector2(vertex.position.x, vertex.position.z));

                    // It is closest to the segment
                    // if the dotFactor is <= 0 or >= length of the segment
                    // WallThickness*0.1 is added as a margin to avoid false positives when moving along the edges of square obstacles
                    bool closestIsEndpoints = dotFactor <= wallThickness * 0.05f || dotFactor >= (new Vector2(vertex.position.x, vertex.position.z) - new Vector2(vertex.next.position.x, vertex.next.position.z)).magnitude - wallThickness * 0.05f;

                    if (Mathf.Abs(signedDist) < neighbourDist)
                    {
                        if (signedDist <= 0 && !closestIsEndpoints && signedDist > -wallThickness)
                        {
                            // Inside the wall on the "wrong" side
                            vos[voCount] = new VO(position2D, new Vector2(vertex.position.x, vertex.position.z) - position2D, vertex.dir, wallWeight * 2);
                            voCount++;
                        }
                        else if (signedDist > 0)
                        {
                            //Debug.DrawLine (position, (vertex.position+vertex.next.position)*0.5f, Color.yellow);
                            Vector2 p1 = new Vector2(vertex.position.x, vertex.position.z) - position2D;
                            Vector2 p2 = new Vector2(vertex.next.position.x, vertex.next.position.z) - position2D;
                            Vector2 tang1 = (p1).normalized;
                            Vector2 tang2 = (p2).normalized;
                            vos[voCount] = new VO(position2D, p1, p2, tang1, tang2, wallWeight);
                            voCount++;

                        }
                    }
                    vertex = vertex.next;
                } while (vertex != obstacle);
            }

            for (int o = 0; o < neighbours.Count; o++)
            {

                Agent other = neighbours[o];

                if (other == this) continue;

                float maxY = System.Math.Min(position.y + height, other.position.y + other.height);
                float minY = System.Math.Max(position.y, other.position.y);

                //The agents cannot collide since they
                //are on different y-levels
                if (maxY - minY < 0)
                {
                    continue;
                }

                Vector2 otherOptimalVelocity = new Vector2(other.Velocity.x, other.velocity.z);


                float totalRadius = radius + other.radius;

                // Describes a circle on the border of the VO
                //float boundingRadius = totalRadius * inverseAgentTimeHorizon;
                Vector2 voBoundingOrigin = new Vector2(other.position.x, other.position.z) - position2D;

                //float boundingDist = voBoundingOrigin.magnitude;

                Vector2 relativeVelocity = optimalVelocity - otherOptimalVelocity;

                {
                    //voBoundingOrigin *= inverseAgentTimeHorizon;
                    //boundingDist *= inverseAgentTimeHorizon;

                    // Common case, no collision

                    Vector2 voCenter;
                    if (other.locked)
                    {
                        voCenter = otherOptimalVelocity;
                    }
                    else
                    {
                        voCenter = (optimalVelocity + otherOptimalVelocity) * 0.5f;
                    }

                    vos[voCount] = new VO(voBoundingOrigin, voCenter, totalRadius, relativeVelocity, inverseAgentTimeHorizon, 1);
                    voCount++;
                    if (DebugDraw) DrawVO(position2D + voBoundingOrigin * inverseAgentTimeHorizon + voCenter, totalRadius * inverseAgentTimeHorizon, position2D + voCenter);
                }


            }


            Vector2 result = Vector2.zero;

            if (simulator.algorithm == Simulator.SamplingAlgorithm.GradientDecent)
            {
                if (this.DebugDraw)
                {
                    const int PlotWidth = 40;
                    const float WorldPlotWidth = 15;

                    for (int x = 0; x < PlotWidth; x++)
                    {
                        for (int y = 0; y < PlotWidth; y++)
                        {
                            Vector2 p = new Vector2(x * WorldPlotWidth / PlotWidth, y * WorldPlotWidth / PlotWidth);

                            Vector2 dir = Vector2.zero;
                            float weight = 0;
                            for (int i = 0; i < voCount; i++)
                            {
                                float w = 0;
                                dir += vos[i].Sample(p - position2D, out w);
                                if (w > weight) weight = w;
                            }
                            Vector2 d2 = (new Vector2(desiredVelocity.x, desiredVelocity.z) - (p - position2D));
                            dir += d2 * DesiredVelocityScale;

                            if (d2.magnitude * DesiredVelocityWeight > weight) weight = d2.magnitude * DesiredVelocityWeight;

                            if (weight > 0) dir /= weight;

                            //Vector2 d3 = simulator.SampleDensity (p+position2D);
                            Debug.DrawRay(To3D(p), To3D(d2 * 0.00f), Color.blue);
                            //simulator.Plot (p, Rainbow(weight*simulator.colorScale));

                            float sc = 0;
                            Vector2 p0 = p - Vector2.one * WorldPlotWidth * 0.5f;
                            Vector2 p1 = Trace(vos, voCount, p0, 0.01f, out sc);
                            if ((p0 - p1).sqrMagnitude < Sqr(WorldPlotWidth / PlotWidth) * 2.6f)
                            {
                                Debug.DrawRay(To3D(p1 + position2D), Vector3.up * 1, Color.red);
                            }
                        }
                    }
                }

                //if ( debug ) {
                float best = float.PositiveInfinity;

                float cutoff = new Vector2(velocity.x, velocity.z).magnitude * simulator.qualityCutoff;

                //for ( int i = 0; i < 10; i++ ) {
                {
                    result = Trace(vos, voCount, new Vector2(desiredVelocity.x, desiredVelocity.z), cutoff, out best);
                    if (DebugDraw) DrawCross(result + position2D, Color.yellow, 0.5f);
                }

                // Can be uncommented for higher quality local avoidance
                /*for ( int i = 0; i < 3; i++ ) {
                    Vector2 p = desiredVelocity + new Vector2(Mathf.Cos(Mathf.PI*2*(i/3.0f)), Mathf.Sin(Mathf.PI*2*(i/3.0f)));
                    float score;
                    Vector2 res = Trace ( vos, voCount, p, velocity.magnitude*simulator.qualityCutoff, out score );
					
                    if ( score < best ) {
                        //if ( score < best*0.9f ) Debug.Log ("Better " + score + " < " + best);
                        result = res;
                        best = score;
                    }
                }*/

                {
                    Vector2 p = this.Velocity;
                    float score;
                    Vector2 res = Trace(vos, voCount, p, cutoff, out score);

                    if (score < best)
                    {
                        //if ( score < best*0.9f ) Debug.Log ("Better " + score + " < " + best);
                        result = res;
                        best = score;
                    }
                    if (DebugDraw) DrawCross(res + position2D, Color.magenta, 0.5f);
                }
            }
            else
            {
                // Adaptive sampling

                Vector2[] samplePos = context.samplePos;
                float[] sampleSize = context.sampleSize;
                int samplePosCount = 0;


                Vector2 desired2D = new Vector2(desiredVelocity.x, desiredVelocity.z);
                float sampleScale = Mathf.Max(radius, Mathf.Max(desired2D.magnitude, Velocity.magnitude));
                samplePos[samplePosCount] = desired2D;
                sampleSize[samplePosCount] = sampleScale * 0.3f;
                samplePosCount++;

                const float GridScale = 0.3f;

                // Initial 9 samples
                samplePos[samplePosCount] = optimalVelocity;
                sampleSize[samplePosCount] = sampleScale * GridScale;
                samplePosCount++;

                {
                    Vector2 fw = optimalVelocity * 0.5f;
                    Vector2 rw = new Vector2(fw.y, -fw.x);

                    const int Steps = 8;
                    for (int i = 0; i < Steps; i++)
                    {
                        samplePos[samplePosCount] = rw * Mathf.Sin(i * Mathf.PI * 2 / Steps) + fw * (1 + Mathf.Cos(i * Mathf.PI * 2 / Steps));
                        sampleSize[samplePosCount] = (1.0f - (Mathf.Abs(i - Steps * 0.5f) / Steps)) * sampleScale * 0.5f;
                        samplePosCount++;
                    }

                    const float InnerScale = 0.6f;
                    fw *= InnerScale;
                    rw *= InnerScale;

                    const int Steps2 = 6;
                    for (int i = 0; i < Steps2; i++)
                    {
                        samplePos[samplePosCount] = rw * Mathf.Cos((i + 0.5f) * Mathf.PI * 2 / Steps2) + fw * ((1.0f / InnerScale) + Mathf.Sin((i + 0.5f) * Mathf.PI * 2 / Steps2));
                        sampleSize[samplePosCount] = sampleScale * 0.3f;
                        samplePosCount++;
                    }

                    const float TargetScale = 0.2f;

                    const int Steps3 = 6;
                    for (int i = 0; i < Steps3; i++)
                    {
                        samplePos[samplePosCount] = optimalVelocity + new Vector2(sampleScale * TargetScale * Mathf.Cos((i + 0.5f) * Mathf.PI * 2 / Steps3), sampleScale * TargetScale * Mathf.Sin((i + 0.5f) * Mathf.PI * 2 / Steps3));
                        sampleSize[samplePosCount] = sampleScale * TargetScale * 2;
                        samplePosCount++;
                    }
                }

                samplePos[samplePosCount] = optimalVelocity * 0.5f;
                sampleSize[samplePosCount] = sampleScale * 0.4f;
                samplePosCount++;

                const int KeepCount = Simulator.WorkerContext.KeepCount;
                Vector2[] bestPos = context.bestPos;
                float[] bestSizes = context.bestSizes;
                float[] bestScores = context.bestScores;

                for (int i = 0; i < KeepCount; i++)
                {
                    bestScores[i] = float.PositiveInfinity;
                }
                bestScores[KeepCount] = float.NegativeInfinity;

                Vector2 bestEver = optimalVelocity;
                float bestEverScore = float.PositiveInfinity;

                for (int sub = 0; sub < 3; sub++)
                {

                    for (int i = 0; i < samplePosCount; i++)
                    {

                        float score = 0;
                        for (int vo = 0; vo < voCount; vo++)
                        {
                            score = System.Math.Max(score, vos[vo].ScalarSample(samplePos[i]));
                        }
                        // Note that velocity is a vector and speed is a scalar, not the same thing
                        float bonusForDesiredVelocity = (samplePos[i] - desired2D).magnitude;

                        // This didn't work out as well as I though
                        // Code left here because I might reenable it later
                        //float bonusForDesiredSpeed = Mathf.Abs (samplePos[i].magnitude - desired2D.magnitude);

                        float biasedScore = score + bonusForDesiredVelocity * DesiredVelocityWeight;// + bonusForDesiredSpeed*0;
                        score += bonusForDesiredVelocity * 0.001f;

                        if (DebugDraw)
                        {
                            DrawCross(position2D + samplePos[i], Rainbow(Mathf.Log(score + 1) * 5), sampleSize[i] * 0.5f);
                        }

                        if (biasedScore < bestScores[0])
                        {
                            for (int j = 0; j < KeepCount; j++)
                            {
                                if (biasedScore >= bestScores[j + 1])
                                {
                                    bestScores[j] = biasedScore;
                                    bestSizes[j] = sampleSize[i];
                                    bestPos[j] = samplePos[i];
                                    break;
                                }
                            }
                        }

                        if (score < bestEverScore)
                        {
                            bestEver = samplePos[i];
                            bestEverScore = score;

                            if (score == 0)
                            {
                                sub = 100;
                                break;
                            }
                        }
                    }

                    samplePosCount = 0;

                    for (int i = 0; i < KeepCount; i++)
                    {
                        Vector2 p = bestPos[i];
                        float s = bestSizes[i];
                        bestScores[i] = float.PositiveInfinity;

                        const float Half = 0.6f;

                        float offset = s * Half * 0.5f;

                        samplePos[samplePosCount + 0] = (p + new Vector2(+offset, +offset));
                        samplePos[samplePosCount + 1] = (p + new Vector2(-offset, +offset));
                        samplePos[samplePosCount + 2] = (p + new Vector2(-offset, -offset));
                        samplePos[samplePosCount + 3] = (p + new Vector2(+offset, -offset));

                        s *= s * Half;
                        sampleSize[samplePosCount + 0] = (s);
                        sampleSize[samplePosCount + 1] = (s);
                        sampleSize[samplePosCount + 2] = (s);
                        sampleSize[samplePosCount + 3] = (s);
                        samplePosCount += 4;
                    }
                }

                result = bestEver;
            }


            if (DebugDraw) DrawCross(result + position2D);


            newVelocity = To3D(Vector2.ClampMagnitude(result, maxSpeed));
            if (newVelocity != Vector3.zero)
            {
                float angle = Vector3.Angle(DesiredVelocity, newVelocity);
                //:限制新速度方向
                //如果计算出来的新速度是与设计速度的夹角大于angleMax
                //则新速度旋转到最大夹角
                float angleMax = 45;
                if (angle > angleMax)
                {
                    Vector2 firstObject = new Vector2(DesiredVelocity.x, DesiredVelocity.z);
                    Vector2 secondObject = new Vector2(newVelocity.x, newVelocity.z);
                    float det = firstObject.x * secondObject.y - firstObject.y * secondObject.x;
                    if (det > 0)//param2 is unclockwise
                    {
                        Vector2 verticalObject = secondObject.Rotate(-(angle - angleMax));
                        newVelocity.x = verticalObject.x;
                        newVelocity.z = verticalObject.y;

                        if (newVelocity.magnitude < minSpeed)
                        {
                            newVelocity = newVelocity.normalized * minSpeed;
                        }
                    }
                    else if (det < 0)
                    {
                        Vector2 verticalObject = secondObject.Rotate((angle - angleMax));
                        newVelocity.x = verticalObject.x;
                        newVelocity.z = verticalObject.y;
                        if (newVelocity.magnitude < minSpeed)
                        {
                            newVelocity = newVelocity.normalized * minSpeed;
                        }
                    }
                    else
                    {
                        newVelocity = Vector3.zero;
                    }
                }
                if (printVelocity)
                {
                    Debug.Log("vel " + velocity + "newVelocity " + newVelocity);
                }
            }



        }
コード例 #22
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		/** Serializes common info to the serializer.
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void SerializeGraphsPart (Pathfinding.Serialization.AstarSerializer sr) {
			sr.SerializeGraphs(graphs);
			sr.SerializeUserConnections (userConnections);
			sr.SerializeNodes();
			sr.SerializeExtraInfo();
		}
コード例 #23
0
ファイル: AstarData.cs プロジェクト: Anaryu/aetherion
 /** Main serializer function.
  * Serializes all graphs to a byte array
   * A similar function exists in the AstarEditor.cs script to save additional info */
 public byte[] SerializeGraphs(Pathfinding.Serialize.SerializeSettings settings, out uint checksum)
 {
     Pathfinding.Serialize.AstarSerializer sr = new Pathfinding.Serialize.AstarSerializer(this, settings);
     sr.OpenSerialize();
     SerializeGraphsPart (sr);
     byte[] bytes = sr.CloseSerialize();
     checksum = sr.GetChecksum ();
     #if DEBUG
     Debug.Log ("Got a whole bunch of data, "+bytes.Length+" bytes");
     #endif
     return bytes;
 }
コード例 #24
0
ファイル: AstarData.cs プロジェクト: henryj41043/TheUnseen
		/** Deserializes common info additively
		 * Common info is what is shared between the editor serialization and the runtime serializer.
		 * This is mostly everything except the graph inspectors which serialize some extra data in the editor
		 */
		public void DeserializeGraphsPartAdditive (Pathfinding.Serialization.AstarSerializer sr) {
			if (graphs == null) graphs = new NavGraph[0];
			if (userConnections == null) userConnections = new UserConnection[0];
			
			List<NavGraph> gr = new List<NavGraph>(graphs);
			gr.AddRange (sr.DeserializeGraphs ());
			graphs = gr.ToArray();
			if ( graphs != null ) for ( int i = 0; i<graphs.Length;i++ ) if ( graphs[i] != null ) graphs[i].graphIndex = (uint)i;
			
			List<UserConnection> conns = new List<UserConnection>(userConnections);
			conns.AddRange (sr.DeserializeUserConnections());
			userConnections = conns.ToArray ();
			sr.DeserializeNodes();
			
			//Assign correct graph indices. Issue #21
			for (int i=0;i<graphs.Length;i++) {
				if (graphs[i] == null) continue;
				graphs[i].GetNodes (delegate (GraphNode node) {
					//GraphNode[] nodes = graphs[i].nodes;
					node.GraphIndex = (uint)i;
					return true;
				});
			}
			
			sr.DeserializeExtraInfo();
			sr.PostDeserialization();
			
			for (int i=0;i<graphs.Length;i++) {
				for (int j=i+1;j<graphs.Length;j++) {
					if (graphs[i] != null && graphs[j] != null && graphs[i].guid == graphs[j].guid) {
						Debug.LogWarning ("Guid Conflict when importing graphs additively. Imported graph will get a new Guid.\nThis message is (relatively) harmless.");
						graphs[i].guid = Pathfinding.Util.Guid.NewGuid ();
						break;
					}
				}
			}
		}
コード例 #25
0
ファイル: EditorGUIx.cs プロジェクト: GeorgiKabadzhov/Gamez
		public static void SetTagField (GUIContent label, ref Pathfinding.TagMask value) {
			
			GUILayout.BeginHorizontal ();

			EditorGUIUtility.LookLikeControls();
			EditorGUILayout.PrefixLabel (label,EditorStyles.layerMaskField);
			
			string text = "";
			if (value.tagsChange == 0) text = "Nothing";
			else if (value.tagsChange == ~0) text = "Everything";
			else {
				text = System.Convert.ToString (value.tagsChange,2);
			}
			
			string[] tagNames = AstarPath.FindTagNames ();
			
			if (GUILayout.Button (text,EditorStyles.layerMaskField,GUILayout.ExpandWidth (true))) {

				GenericMenu menu = new GenericMenu ();
				
				menu.AddItem (new GUIContent ("Everything"),value.tagsChange == ~0, value.SetValues, new Pathfinding.TagMask (~0,value.tagsSet));
				menu.AddItem (new GUIContent ("Nothing"),value.tagsChange == 0, value.SetValues, new Pathfinding.TagMask (0,value.tagsSet));
				
				for (int i=0;i<tagNames.Length;i++) {
					bool on = (value.tagsChange >> i & 0x1) != 0;
					Pathfinding.TagMask result = new Pathfinding.TagMask (on ? value.tagsChange & ~(1 << i) : value.tagsChange | 1<<i,value.tagsSet);
					menu.AddItem (new GUIContent (tagNames[i]),on,value.SetValues, result);
				}
				
				menu.AddItem (new GUIContent ("Edit Tags..."),false,AstarPathEditor.EditTags);
				menu.ShowAsContext ();
				
				Event.current.Use ();
			}
	
	#if UNITY_LE_4_3
			EditorGUIUtility.LookLikeInspector();
	#endif
			GUILayout.EndHorizontal ();
			
		}
コード例 #26
0
ファイル: EditorGUIx.cs プロジェクト: GeorgiKabadzhov/Gamez
		public static void TagsMaskField (GUIContent changeLabel, GUIContent setLabel,ref Pathfinding.TagMask value) {
			
			GUILayout.BeginHorizontal ();

			EditorGUIUtility.LookLikeControls();
			EditorGUILayout.PrefixLabel (changeLabel,EditorStyles.layerMaskField);
			
			string text = "";
			if (value.tagsChange == 0) text = "Nothing";
			else if (value.tagsChange == ~0) text = "Everything";
			else {
				text = System.Convert.ToString (value.tagsChange,2);
			}
			
			if (GUILayout.Button (text,EditorStyles.layerMaskField,GUILayout.ExpandWidth (true))) {

				GenericMenu menu = new GenericMenu ();
				
				menu.AddItem (new GUIContent ("Everything"),value.tagsChange == ~0, value.SetValues, new Pathfinding.TagMask (~0,value.tagsSet));
				menu.AddItem (new GUIContent ("Nothing"),value.tagsChange == 0, value.SetValues, new Pathfinding.TagMask (0,value.tagsSet));
				
				for (int i=0;i<32;i++) {
					bool on = (value.tagsChange >> i & 0x1) != 0;
					Pathfinding.TagMask result = new Pathfinding.TagMask (on ? value.tagsChange & ~(1 << i) : value.tagsChange | 1<<i,value.tagsSet);
					menu.AddItem (new GUIContent (""+i),on,value.SetValues, result);
				}
				
				menu.ShowAsContext ();
				
				Event.current.Use ();
			}
	
	#if UNITY_LE_4_3
			EditorGUIUtility.LookLikeInspector();
	#endif
			GUILayout.EndHorizontal ();

			GUILayout.BeginHorizontal ();

			EditorGUIUtility.LookLikeControls();
			EditorGUILayout.PrefixLabel (setLabel,EditorStyles.layerMaskField);
			
			text = "";
			if (value.tagsSet == 0) text = "Nothing";
			else if (value.tagsSet == ~0) text = "Everything";
			else {
				text = System.Convert.ToString (value.tagsSet,2);
			}
			
			if (GUILayout.Button (text,EditorStyles.layerMaskField,GUILayout.ExpandWidth (true))) {
				

				GenericMenu menu = new GenericMenu ();
				
				if (value.tagsChange != 0)	menu.AddItem (new GUIContent ("Everything"),value.tagsSet == ~0, value.SetValues, new Pathfinding.TagMask (value.tagsChange,~0));
				else				menu.AddDisabledItem (new GUIContent ("Everything"));
				
				menu.AddItem (new GUIContent ("Nothing"),value.tagsSet == 0, value.SetValues, new Pathfinding.TagMask (value.tagsChange,0));
				
				for (int i=0;i<32;i++) {
					bool enabled = (value.tagsChange >> i & 0x1) != 0;
					bool on = (value.tagsSet >> i & 0x1) != 0;
					
					Pathfinding.TagMask result = new Pathfinding.TagMask (value.tagsChange, on ? value.tagsSet & ~(1 << i) : value.tagsSet | 1<<i);
					
					if (enabled)	menu.AddItem (new GUIContent (""+i),on,value.SetValues, result);
					else	menu.AddDisabledItem (new GUIContent (""+i));
				}
				
				menu.ShowAsContext ();
				
				Event.current.Use ();
			}
			
	#if UNITY_LE_4_3
			EditorGUIUtility.LookLikeInspector();
	#endif
			GUILayout.EndHorizontal ();
		}
コード例 #27
0
        protected override void Initialize()
        {
            this.keyboard = new KeyboardManager();

            this.grid = new Grid(ROW, COLUMN);
            matrizNodes = new Node[ROW, COLUMN];
            General.ROW = ROW;
            General.COLUMN = COLUMN;
            this.lRaffle = new List<Node>();
            this.lPathfinding = new List<Node>();

            this.pathfinding = new General();

            base.Initialize();
        }