コード例 #1
0
		static bool InRange( SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float r, float h )
		{
			float dx = v2.X - v1.X;
			float dy = v2.Y - v1.Y;
			float dz = v2.Z - v1.Z;
			return ( dx * dx + dz * dz ) < ( r * r ) && Math.Abs( dy ) < h;
		}
コード例 #2
0
		static bool GetSteerTarget( NavMeshQuery navMeshQuery, SharpNav.Geometry.Vector3 startPos, SharpNav.Geometry.Vector3 endPos, float minTargetDist, SharpNav.Pathfinding.Path path, ref SharpNav.Geometry.Vector3 steerPos, ref StraightPathFlags steerPosFlag, ref NavPolyId steerPosRef )
		{
			StraightPath steerPath = new StraightPath();
			navMeshQuery.FindStraightPath( startPos, endPos, path, steerPath, 0 );
			int nsteerPath = steerPath.Count;
			if( nsteerPath == 0 )
				return false;

			//find vertex far enough to steer to
			int ns = 0;
			while( ns < nsteerPath )
			{
				if( ( steerPath[ ns ].Flags & StraightPathFlags.OffMeshConnection ) != 0 ||
					!InRange( steerPath[ ns ].Point.Position, startPos, minTargetDist, 1000.0f ) )
					break;

				ns++;
			}

			//failed to find good point to steer to
			if( ns >= nsteerPath )
				return false;

			steerPos = steerPath[ ns ].Point.Position;
			steerPos.Y = startPos.Y;
			steerPosFlag = steerPath[ ns ].Flags;
			if( steerPosFlag == StraightPathFlags.None && ns == ( nsteerPath - 1 ) )
				steerPosFlag = StraightPathFlags.End; // otherwise seeks path infinitely!!!
			steerPosRef = steerPath[ ns ].Point.Polygon;

			return true;
		}
コード例 #3
0
    private void GenerateCrowd()
    {
        if (!hasGenerated || navMeshQuery == null)
        {
            return;
        }

        System.Random rand = new System.Random();
        crowd = new Crowd(MAX_AGENTS, 0.6f, ref tiledNavMesh);

        SVector3 c = new SVector3(10, 0, 0);
        SVector3 e = new SVector3(5, 5, 5);

        AgentParams ap = new AgentParams();

        ap.Radius                = 0.6f;
        ap.Height                = 2.0f;
        ap.MaxAcceleration       = 8.0f;
        ap.MaxSpeed              = 3.5f;
        ap.CollisionQueryRange   = ap.Radius * 12.0f;
        ap.PathOptimizationRange = ap.Radius * 30.0f;
        ap.UpdateFlags           = new UpdateFlags();

        //initialize starting positions for each active agent
        for (int i = 0; i < numActiveAgents; i++)
        {
            //Get the polygon that the starting point is in
            NavPoint startPt;
            navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

            //Pick a new random point that is within a certain radius of the current point
            NavPoint newPt;
            navMeshQuery.FindRandomPointAroundCircle(ref startPt, 1000, out newPt);

            c = newPt.Position;

            //Save this random point as the starting position
            trails[i].Trail    = new SVector3[AGENT_MAX_TRAIL];
            trails[i].Trail[0] = newPt.Position;
            trails[i].HTrail   = 0;

            //add this agent to the crowd
            int idx = crowd.AddAgent(newPt.Position, ap);


            var targetPt = navMeshQuery.FindNearestPoly(new SVector3()
            {
                X = 0, Y = 0, Z = 0
            }, new SVector3 {
                X = 1, Y = 1, Z = 1
            });

            //Give this agent a target point
            //NavPoint targetPt;
            //navMeshQuery.FindRandomPointAroundCircle(ref newPt, 1000, out targetPt);

            crowd.GetAgent(idx).RequestMoveTarget(targetPt.Polygon, targetPt.Position);
            trails[i].Trail[AGENT_MAX_TRAIL - 1] = targetPt.Position;
        }
    }
コード例 #4
0
        public void FindCorners(SVector3 pos, SVector3 target, StraightPath corners, NavMeshQuery navquery)
        {
            const float MinTargetDist = 0.01f;

            navquery.FindStraightPath(pos, target, path, corners, 0);

            //prune points in the beginning of the path which are too close
            while (corners.Count > 0)
            {
                if (((corners[0].Flags & StraightPathFlags.OffMeshConnection) != 0) ||
                    Vector3Extensions.Distance2D(corners[0].Point.Position, pos) > MinTargetDist)
                {
                    break;
                }

                corners.RemoveAt(0);
            }

            //prune points after an off-mesh connection
            for (int i = 0; i < corners.Count; i++)
            {
                if ((corners[i].Flags & StraightPathFlags.OffMeshConnection) != 0)
                {
                    corners.RemoveRange(i + 1, corners.Count - i);
                    break;
                }
            }
        }
コード例 #5
0
        public static NavMesh GetNavMesh()
        {
            var startPoint = new SharpNav.Geometry.Vector3(0f, -4.72f, 0f);
            //prepare the geometry from your mesh data
            var tris = TriangleEnumerable.FromIndexedVector3(
                new SharpNav.Geometry.Vector3[]
            {
                new SharpNav.Geometry.Vector3(-100, 0, -100) + startPoint,
                new SharpNav.Geometry.Vector3(0, 0, 200) + startPoint,
                new SharpNav.Geometry.Vector3(100, 0, -100) + startPoint,
                //new SharpNav.Geometry.Vector3(10, 0, -10) + startPoint
            },
                new int[]
            {
                0,
                1,
                2,
                //0,
                //2,
                //3
            },
                0, 1, 0, 1);

            //use the default generation settings
            var settings = NavMeshGenerationSettings.Default;

            settings.AgentHeight  = 1.75f;
            settings.AgentRadius  = 0.4f;
            settings.VertsPerPoly = 3;

            //generate the mesh
            var navMesh = NavMesh.Generate(tris, NavMeshGenerationSettings.Default);

            return(navMesh);
        }
コード例 #6
0
        private bool InRange(SVector3 v1, SVector3 v2, float r, float h)
        {
            float dx = v2.X - v1.X;
            float dy = v2.Y - v1.Y;
            float dz = v2.Z - v1.Z;

            return((dx * dx + dz * dz) < (r * r) && Math.Abs(dy) < h);
        }
コード例 #7
0
    static void GenerateNavMesh(string fileName)
    {
        NavMeshConfigurationFile file = new NavMeshConfigurationFile();

        file.GenerationSettings.AgentRadius = 0.31f;
        file.ExportPath = fileName + ".snj";
        NavMeshConfigurationFile.MeshSettings loadMesh = new NavMeshConfigurationFile.MeshSettings()
        {
            Path = fileName + ".obj", Position = new float[3], Scale = 1.0f
        };
        file.InputMeshes.Add(loadMesh);

        List <string>   meshes = new List <string>();
        List <ObjModel> models = new List <ObjModel>();

        foreach (var mesh in file.InputMeshes)
        {
            //Log.("Path:  " + mesh.Path, 2);
            //Log.Debug("Scale: " + mesh.Scale, 2);
            //Log.Debug("Position: " + mesh.Position.ToString(), 2);
            meshes.Add(mesh.Path);

            SharpNav.Geometry.Vector3 position = new SharpNav.Geometry.Vector3(mesh.Position[0], mesh.Position[1], mesh.Position[2]);

            if (File.Exists(mesh.Path))
            {
                ObjModel obj   = new ObjModel(mesh.Path);
                float    scale = mesh.Scale;
                //TODO SCALE THE OBJ FILE
                models.Add(obj);
            }
            else
            {
                //Log.Error("Mesh file does not exist.");
                return;
            }
        }

        var tris = Enumerable.Empty <SharpNav.Geometry.Triangle3>();

        foreach (var model in models)
        {
            tris = tris.Concat(model.GetTriangles());
        }

        TiledNavMesh navmesh = NavMesh.Generate(tris, file.GenerationSettings);

        new NavMeshJsonSerializer().Serialize(file.ExportPath, navmesh);
    }
コード例 #8
0
        public override void AddNavTriangles(List <Triangle3> triangles)
        {
            if (dungeon == null)
            {
                Debug.LogWarning("LayoutFloorTriangleProvider: Dungeon is not assigned");
                return;
            }

            var model = dungeon.ActiveModel as GridDungeonModel;

            if (model == null)
            {
                Debug.LogWarning("LayoutFloorTriangleProvider: Dungeon model is invalid. Rebuild the dungeon");
                return;
            }

            var config = model.Config;
            var verts  = new SVector3[4];

            for (int i = 0; i < verts.Length; i++)
            {
                verts[i] = new SVector3();
            }

            foreach (var cell in model.Cells)
            {
                //if (cell.CellType == CellType.Unknown) continue;

                var bounds   = cell.Bounds;
                var location = MathUtils.GridToWorld(config.GridCellSize, bounds.Location);
                var size     = MathUtils.GridToWorld(config.GridCellSize, bounds.Size);

                verts[0].Set(location.x, location.y, location.z);
                verts[1].Set(location.x + size.x, location.y, location.z);
                verts[2].Set(location.x + size.x, location.y, location.z + size.z);
                verts[3].Set(location.x, location.y, location.z + size.z);

                triangles.Add(new Triangle3(
                                  verts[0],
                                  verts[1],
                                  verts[2]));

                triangles.Add(new Triangle3(
                                  verts[2],
                                  verts[3],
                                  verts[0]));
            }
        }
コード例 #9
0
        private bool GetSteerTarget(NavMeshQuery navMeshQuery, SVector3 startPos, SVector3 endPos, float minTargetDist, PolyId[] path, int pathSize,
                                    ref SVector3 steerPos, ref int steerPosFlag, ref PolyId steerPosRef)
        {
            int MAX_STEER_POINTS = 3;

            SVector3[] steerPath      = new SVector3[MAX_STEER_POINTS];
            int[]      steerPathFlags = new int[MAX_STEER_POINTS];
            PolyId[]   steerPathPolys = new PolyId[MAX_STEER_POINTS];
            int        nsteerPath     = 0;

            navMeshQuery.FindStraightPath(startPos, endPos, path, pathSize,
                                          steerPath, steerPathFlags, steerPathPolys, ref nsteerPath, MAX_STEER_POINTS, 0);

            if (nsteerPath == 0)
            {
                return(false);
            }

            //find vertex far enough to steer to
            int ns = 0;

            while (ns < nsteerPath)
            {
                if ((steerPathFlags[ns] & PathfindingCommon.STRAIGHTPATH_OFFMESH_CONNECTION) != 0 ||
                    !InRange(steerPath[ns], startPos, minTargetDist, 1000.0f))
                {
                    break;
                }

                ns++;
            }

            //failed to find good point to steer to
            if (ns >= nsteerPath)
            {
                return(false);
            }

            steerPos     = steerPath[ns];
            steerPos.Y   = startPos.Y;
            steerPosFlag = steerPathFlags[ns];
            steerPosRef  = steerPathPolys[ns];

            return(true);
        }
コード例 #10
0
        private void DrawPathfinding()
        {
            if (path == null)
            {
                return;
            }

            GL.PushMatrix();

            Color4 color = Color4.Cyan;

            GL.Begin(PrimitiveType.Triangles);
            for (int i = 0; i < path.Count; i++)
            {
                if (i == 0)
                {
                    color = Color4.Cyan;
                }
                else if (i == path.Count - 1)
                {
                    color = Color4.PaleVioletRed;
                }
                else
                {
                    color = Color4.LightYellow;
                }
                GL.Color4(color);

                PolyId   polyRef = path[i];
                MeshTile tile;
                Poly     poly;
                tiledNavMesh.TryGetTileAndPolyByRefUnsafe(polyRef, out tile, out poly);

                for (int j = 2; j < poly.VertCount; j++)
                {
                    int vertIndex0 = poly.Verts[0];
                    int vertIndex1 = poly.Verts[j - 1];
                    int vertIndex2 = poly.Verts[j];

                    var v = tile.Verts[vertIndex0];
                    GL.Vertex3(v.X, v.Y, v.Z);

                    v = tile.Verts[vertIndex1];
                    GL.Vertex3(v.X, v.Y, v.Z);

                    v = tile.Verts[vertIndex2];
                    GL.Vertex3(v.X, v.Y, v.Z);
                }
            }
            GL.End();

            GL.DepthMask(false);

            //neighbor edges
            GL.LineWidth(1.5f);
            GL.Begin(PrimitiveType.Lines);
            for (int i = 0; i < path.Count; i++)
            {
                if (i == 0)
                {
                    color = Color4.Blue;
                }
                else if (i == path.Count - 1)
                {
                    color = Color4.Red;
                }
                else
                {
                    color = Color4.Yellow;
                }
                GL.Color4(color);

                PolyId   polyRef = path[i];
                MeshTile tile;
                Poly     poly;
                tiledNavMesh.TryGetTileAndPolyByRefUnsafe(polyRef, out tile, out poly);

                for (int j = 0; j < poly.VertCount; j++)
                {
                    int vertIndex0 = poly.Verts[j];
                    int vertIndex1 = poly.Verts[(j + 1) % poly.VertCount];

                    var v = tile.Verts[vertIndex0];
                    GL.Vertex3(v.X, v.Y, v.Z);

                    v = tile.Verts[vertIndex1];
                    GL.Vertex3(v.X, v.Y, v.Z);
                }
            }
            GL.End();

            //steering path
            GL.Color4(Color4.Black);
            GL.Begin(PrimitiveType.Lines);
            for (int i = 0; i < smoothPath.Count - 1; i++)
            {
                SVector3 v0 = smoothPath[i];
                GL.Vertex3(v0.X, v0.Y, v0.Z);

                SVector3 v1 = smoothPath[i + 1];
                GL.Vertex3(v1.X, v1.Y, v1.Z);
            }
            GL.End();

            GL.DepthMask(true);

            GL.PopMatrix();
        }
コード例 #11
0
        private void DrawCrowd()
        {
            if (crowd == null)
            {
                return;
            }

            GL.PushMatrix();

            //The black line represents the actual path that the agent takes

            /*GL.Color4(Color4.Black);
             * GL.Begin(PrimitiveType.Lines);
             * for (int i = 0; i < numActiveAgents; i++)
             * {
             *      for (int j = 0; j < numIterations - 1; j++)
             *      {
             *              SVector3 v0 = trails[i].Trail[j];
             *              GL.Vertex3(v0.X, v0.Y, v0.Z);
             *
             *              SVector3 v1 = trails[i].Trail[j + 1];
             *              GL.Vertex3(v1.X, v1.Y, v1.Z);
             *      }
             * }
             * GL.End();
             *
             * //The yellow line represents the ideal path from the start to the target
             * GL.Color4(Color4.Yellow);
             * GL.LineWidth(1.5f);
             * GL.Begin(PrimitiveType.Lines);
             * for (int i = 0; i < numActiveAgents; i++)
             * {
             *      SVector3 v0 = trails[i].Trail[0];
             *      GL.Vertex3(v0.X, v0.Y, v0.Z);
             *
             *      SVector3 v1 = trails[i].Trail[AGENT_MAX_TRAIL - 1];
             *      GL.Vertex3(v1.X, v1.Y, v1.Z);
             * }
             * GL.End();
             *
             * //The cyan point represents the agent's starting location
             * GL.PointSize(100.0f);
             * GL.Color4(Color4.Cyan);
             * GL.Begin(PrimitiveType.Points);
             * for (int i = 0; i < numActiveAgents; i++)
             * {
             *      SVector3 v0 = trails[i].Trail[0];
             *      GL.Vertex3(v0.X, v0.Y, v0.Z);
             * }
             * GL.End();
             *
             * //The red point represent's the agent's target location
             * GL.Color4(Color4.PaleVioletRed);
             * GL.Begin(PrimitiveType.Points);
             * for (int i = 0; i < numActiveAgents; i++)
             * {
             *      SVector3 v0 = trails[i].Trail[AGENT_MAX_TRAIL - 1];
             *      GL.Vertex3(v0.X, v0.Y, v0.Z);
             * }
             * GL.End();*/
            //GL.DepthMask(true);

            GL.Color4(Color4.PaleVioletRed);
            GL.PointSize(10);
            GL.Begin(PrimitiveType.Points);
            GL.Color4(Color4.Blue);
            for (int i = 0; i < numActiveAgents; i++)
            {
                SVector3 p = crowd.GetAgent(i).TargetPosition;

                GL.Vertex3(p.X, p.Y, p.Z);
            }
            GL.End();

            if (agentCylinder != null)
            {
                for (int i = 0; i < numActiveAgents; i++)
                {
                    SVector3 p = crowd.GetAgent(i).Position;
                    agentCylinder.Draw(new Vector3(p.X, p.Y, p.Z));
                }
            }

            GL.PopMatrix();
        }
コード例 #12
0
        private bool GetSteerTarget(NavMeshQuery navMeshQuery, SVector3 startPos, SVector3 endPos, float minTargetDist, int[] path, int pathSize,
			ref SVector3 steerPos, ref int steerPosFlag, ref int steerPosRef)
        {
            int MAX_STEER_POINTS = 3;
            SVector3[] steerPath = new SVector3[MAX_STEER_POINTS];
            int[] steerPathFlags = new int[MAX_STEER_POINTS];
            int[] steerPathPolys = new int[MAX_STEER_POINTS];
            int nsteerPath = 0;
            navMeshQuery.FindStraightPath(startPos, endPos, path, pathSize,
                steerPath, steerPathFlags, steerPathPolys, ref nsteerPath, MAX_STEER_POINTS, 0);

            if (nsteerPath == 0)
                return false;

            //find vertex far enough to steer to
            int ns = 0;
            while (ns < nsteerPath)
            {
                if ((steerPathFlags[ns] & PathfindingCommon.STRAIGHTPATH_OFFMESH_CONNECTION) != 0 ||
                    !InRange(steerPath[ns], startPos, minTargetDist, 1000.0f))
                    break;

                ns++;
            }

            //failed to find good point to steer to
            if (ns >= nsteerPath)
                return false;

            steerPos = steerPath[ns];
            steerPos.Y = startPos.Y;
            steerPosFlag = steerPathFlags[ns];
            steerPosRef = steerPathPolys[ns];

            return true;
        }
コード例 #13
0
		public bool BuildNavMesh( out string error )
		{
			DestroyNavMesh();

			if( !EnabledInHierarchy )
			{
				error = "Is not enabled.";
				return false;
			}

			//get geometry data
			var collector = GetAllGeometriesForNavigationMesh();
			Vector3[] vertices = collector.resultVertices;
			int[] indices = collector.resultIndices;
			int vertexCount = collector.resultVertexCount;
			int indexCount = collector.resultIndexCount;

			if( vertexCount == 0 )
			{
				error = "No vertices were gathered from collision objects.";
				return false;
			}

			//get settings
			var settings = new NavMeshGenerationSettings();
			settings.CellSize = (float)CellSize;
			settings.CellHeight = (float)CellHeight;
			settings.MaxClimb = (float)AgentMaxClimb;
			settings.AgentHeight = (float)AgentHeight;
			settings.AgentRadius = (float)AgentRadius;
			settings.MinRegionSize = MinRegionSize;
			settings.MergedRegionSize = MergedRegionSize;
			settings.MaxEdgeLength = MaxEdgeLength;
			settings.MaxEdgeError = (float)MaxEdgeError;
			settings.VertsPerPoly = MaxVerticesPerPolygon;
			settings.SampleDistance = DetailSampleDistance;
			settings.MaxSampleError = DetailMaxSampleError;
			settings.BuildBoundingVolumeTree = true;

			TiledNavMesh newTiledNavMesh;

			try
			{
				//level.SetBoundingBoxOffset(new SVector3(settings.CellSize * 0.5f, settings.CellHeight * 0.5f, settings.CellSize * 0.5f));

				var bounds = Bounds.Cleared;
				bounds.Add( vertices );
				var heightfield = new Heightfield( ToSharpNav( bounds ), settings );

				var vertices2 = new SharpNav.Geometry.Vector3[ indexCount ];
				for( int index = 0; index < indexCount; index++ )
					vertices2[ index ] = ToSharpNav( vertices[ indices[ index ] ] );

				//Area[] areas = AreaGenerator.From( vertices2, Area.Default )
				//	.MarkBelowSlope( (float)AgentMaxSlope.Value.InRadians(), Area.Null )
				//	.ToArray();
				//Area[] areas = AreaGenerator.From(triEnumerable, Area.Default)
				//	.MarkAboveHeight(areaSettings.MaxLevelHeight, Area.Null)
				//	.MarkBelowHeight(areaSettings.MinLevelHeight, Area.Null)
				//	.MarkBelowSlope(areaSettings.MaxTriSlope, Area.Null)
				//	.ToArray();
				//heightfield.RasterizeTrianglesWithAreas( vertices2, areas );
				heightfield.RasterizeTriangles( vertices2, Area.Default );

				heightfield.FilterLedgeSpans( settings.VoxelAgentHeight, settings.VoxelMaxClimb );
				heightfield.FilterLowHangingWalkableObstacles( settings.VoxelMaxClimb );
				heightfield.FilterWalkableLowHeightSpans( settings.VoxelAgentHeight );

				var compactHeightfield = new CompactHeightfield( heightfield, settings );
				compactHeightfield.Erode( settings.VoxelAgentRadius );
				compactHeightfield.BuildDistanceField();
				compactHeightfield.BuildRegions( 0, settings.MinRegionSize, settings.MergedRegionSize );

				//!!!!
				System.Random r = new System.Random();
				var regionColors = new ColorByte[ compactHeightfield.MaxRegions ];
				regionColors[ 0 ] = new ColorByte( 0, 0, 0 );
				for( int i = 1; i < regionColors.Length; i++ )
					regionColors[ i ] = new ColorByte( (byte)r.Next( 0, 255 ), (byte)r.Next( 0, 255 ), (byte)r.Next( 0, 255 ), (byte)255 );

				var contourSet = compactHeightfield.BuildContourSet( settings );
				var polyMesh = new PolyMesh( contourSet, settings );
				var polyMeshDetail = new PolyMeshDetail( polyMesh, compactHeightfield, settings );

				var buildData = new NavMeshBuilder( polyMesh, polyMeshDetail, new OffMeshConnection[ 0 ], settings );
				newTiledNavMesh = new TiledNavMesh( buildData );

				//!!!!
				////Pathfinding with multiple units
				//GenerateCrowd();
			}
			catch( Exception e )
			{
				DestroyNavMesh();
				error = e.Message;
				return false;
			}

			int dataLength;
			byte[] data;

			using( var memoryStream = new MemoryStream() )
			{
				var serializer = new NavMeshBinarySerializer();
				serializer.Serialize( memoryStream, newTiledNavMesh );

				dataLength = (int)memoryStream.Length;
				data = memoryStream.GetBuffer();
			}

			//generate nav mesh data
			var writer = new ArrayDataWriter();
			writer.Write( navMeshDataVersion );
			writer.Write( dataLength );
			writer.Write( data, 0, dataLength );

			//set NavMeshData and init
			var newNavMeshData = new byte[ writer.BitLength / 8 ];
			Buffer.BlockCopy( writer.Data, 0, newNavMeshData, 0, newNavMeshData.Length );
			NavMeshData = newNavMeshData;

			error = "";
			return true;
		}
コード例 #14
0
ファイル: ExampleWindow.cs プロジェクト: Robmaister/SharpNav
        private void GeneratePathfinding()
        {
            if (!hasGenerated)
                return;

            Random rand = new Random();
            NavQueryFilter filter = new NavQueryFilter();

            buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);

            tiledNavMesh = new TiledNavMesh(buildData);
            navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);

            //Find random start and end points on the poly mesh
            /*int startRef;
            navMeshQuery.FindRandomPoint(out startRef, out startPos);*/

            SVector3 c = new SVector3(10, 0, 0);
            SVector3 e = new SVector3(5, 5, 5);
            navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

            navMeshQuery.FindRandomPointAroundCircle(ref startPt, 1000, out endPt);

            //calculate the overall path, which contains an array of polygon references
            int MAX_POLYS = 256;
            path = new Path();
            navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);

            //find a smooth path over the mesh surface
            int npolys = path.Count;
            SVector3 iterPos = new SVector3();
            SVector3 targetPos = new SVector3();
            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            smoothPath = new List<SVector3>(2048);
            smoothPath.Add(iterPos);

            float STEP_SIZE = 0.5f;
            float SLOP = 0.01f;
            while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            {
                //find location to steer towards
                SVector3 steerPos = new SVector3();
                StraightPathFlags steerPosFlag = 0;
                NavPolyId steerPosRef = NavPolyId.Null;

                if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
                    break;

                bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
                bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

                //find movement delta
                SVector3 delta = steerPos - iterPos;
                float len = (float)Math.Sqrt(SVector3.Dot(delta, delta));

                //if steer target is at end of path or off-mesh link
                //don't move past location
                if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
                    len = 1;
                else
                    len = STEP_SIZE / len;

                SVector3 moveTgt = new SVector3();
                VMad(ref moveTgt, iterPos, delta, len);

                //move
                SVector3 result = new SVector3();
                List<NavPolyId> visited = new List<NavPolyId>(16);
                NavPoint startPoint = new NavPoint(path[0], iterPos);
                navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
                path.FixupCorridor(visited);
                npolys = path.Count;
                float h = 0;
                navMeshQuery.GetPolyHeight(path[0], result, ref h);
                result.Y = h;
                iterPos = result;

                //handle end of path when close enough
                if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
                {
                    //reached end of path
                    iterPos = targetPos;
                    if (smoothPath.Count < smoothPath.Capacity)
                    {
                        smoothPath.Add(iterPos);
                    }
                    break;
                }

                //store results
                if (smoothPath.Count < smoothPath.Capacity)
                {
                    smoothPath.Add(iterPos);
                }
            }
        }
コード例 #15
0
 /// <summary>
 /// Scaled vector addition
 /// </summary>
 /// <param name="dest">Result</param>
 /// <param name="v1">Vector 1</param>
 /// <param name="v2">Vector 2</param>
 /// <param name="s">Scalar</param>
 private void VMad(ref SVector3 dest, SVector3 v1, SVector3 v2, float s)
 {
     dest.X = v1.X + v2.X * s;
     dest.Y = v1.Y + v2.Y * s;
     dest.Z = v1.Z + v2.Z * s;
 }
コード例 #16
0
ファイル: ExampleWindow.cs プロジェクト: Robmaister/SharpNav
 private bool InRange(SVector3 v1, SVector3 v2, float r, float h)
 {
     float dx = v2.X - v1.X;
     float dy = v2.Y - v1.Y;
     float dz = v2.Z - v1.Z;
     return (dx * dx + dz * dz) < (r * r) && Math.Abs(dy) < h;
 }
コード例 #17
0
		public void FindPath( FindPathContext context )
		{
			if( tiledNavMesh != null )
			{
				if( navMeshQuery == null )
					navMeshQuery = new NavMeshQuery( tiledNavMesh, PathfindingMaxNodes );

				try
				{
					var extents = ToSharpNav( context.PolygonPickExtents, true );
					var startPt = navMeshQuery.FindNearestPoly( ToSharpNav( context.Start ), extents );
					var endPt = navMeshQuery.FindNearestPoly( ToSharpNav( context.End ), extents );

					var filter = new NavQueryFilter();

					var path = new SharpNav.Pathfinding.Path();
					var found = navMeshQuery.FindPath( ref startPt, ref endPt, filter, path );

					Vector3[] pathResult = null;
					if( found )
					{
						//find a smooth path over the mesh surface
						int npolys = path.Count;
						SharpNav.Geometry.Vector3 iterPos = new SharpNav.Geometry.Vector3();
						SharpNav.Geometry.Vector3 targetPos = new SharpNav.Geometry.Vector3();
						navMeshQuery.ClosestPointOnPoly( startPt.Polygon, startPt.Position, ref iterPos );
						navMeshQuery.ClosestPointOnPoly( path[ npolys - 1 ], endPt.Position, ref targetPos );

						var smoothPath = new List<SharpNav.Geometry.Vector3>( context.MaxSmoothPath );
						smoothPath.Add( iterPos );

						//for( int n = 0; n < path.Count; n++ )
						//{
						//	Vector3 closest = Vector3.Zero;
						//	if( navMeshQuery.ClosestPointOnPoly( path[ n ], startPt.Position, ref closest ) )
						//		smoothPath.Add( closest );
						//}

						float stepSize = (float)context.StepSize;
						float slop = (float)context.Slop;

						while( npolys > 0 && smoothPath.Count < smoothPath.Capacity )
						{
							//find location to steer towards
							SharpNav.Geometry.Vector3 steerPos = new SharpNav.Geometry.Vector3();
							StraightPathFlags steerPosFlag = 0;
							NavPolyId steerPosRef = NavPolyId.Null;

							if( !GetSteerTarget( navMeshQuery, iterPos, targetPos, slop, path, ref steerPos, ref steerPosFlag, ref steerPosRef ) )
								break;

							bool endOfPath = ( steerPosFlag & StraightPathFlags.End ) != 0 ? true : false;
							bool offMeshConnection = ( steerPosFlag & StraightPathFlags.OffMeshConnection ) != 0 ? true : false;

							//find movement delta
							SharpNav.Geometry.Vector3 delta = steerPos - iterPos;
							float len = (float)Math.Sqrt( SharpNav.Geometry.Vector3.Dot( delta, delta ) );

							//if steer target is at end of path or off-mesh link
							//don't move past location
							if( ( endOfPath || offMeshConnection ) && len < stepSize )
								len = 1;
							else
								len = stepSize / len;

							SharpNav.Geometry.Vector3 moveTgt = new SharpNav.Geometry.Vector3();
							VMad( ref moveTgt, iterPos, delta, len );

							//move
							SharpNav.Geometry.Vector3 result = new SharpNav.Geometry.Vector3();
							List<NavPolyId> visited = new List<NavPolyId>( 16 );
							NavPoint startPoint = new NavPoint( path[ 0 ], iterPos );
							navMeshQuery.MoveAlongSurface( ref startPoint, ref moveTgt, out result, visited );
							path.FixupCorridor( visited );
							npolys = path.Count;
							float h = 0;
							navMeshQuery.GetPolyHeight( path[ 0 ], result, ref h );
							result.Y = h;
							iterPos = result;

							//handle end of path when close enough
							if( endOfPath && InRange( iterPos, steerPos, slop, 1.0f ) )
							{
								//reached end of path
								iterPos = targetPos;
								if( smoothPath.Count < smoothPath.Capacity )
									smoothPath.Add( iterPos );
								break;
							}

							//store results
							if( smoothPath.Count < smoothPath.Capacity )
								smoothPath.Add( iterPos );
						}

						pathResult = new Vector3[ smoothPath.Count ];
						for( int n = 0; n < pathResult.Length; n++ )
							pathResult[ n ] = ToEngine( smoothPath[ n ] );

						//if( pathCount > 0 )
						//{
						//	path = new Vec3[ pathCount ];
						//	//!!!!double support
						//	for( int n = 0; n < pathCount; n++ )
						//		path[ n ] = ToEngineVec3( pathPointer[ n ] );
						//}
						//else
						//	path = new Vec3[] { context.Start };
					}

					context.Path = pathResult;
				}
				catch( Exception e )
				{
					context.Error = e.Message;
				}
			}
			else
				context.Error = "No NavMesh";

			context.Finished = true;
		}
コード例 #18
0
        //只找Corner
        public StraightPath Pathfinding(SVector3 startVector, SVector3 endVector)
        {
            Random         rand   = new Random();
            NavQueryFilter filter = new NavQueryFilter();
            //buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);
            //tiledNavMesh = new TiledNavMesh(buildData);
            //navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);
            SVector3 extents = new SVector3(5, 5, 5);

            navMeshQuery.FindNearestPoly(ref startVector, ref extents, out startPt);
            navMeshQuery.FindNearestPoly(ref endVector, ref extents, out endPt);

            path = new SharpNav.Pathfinding.Path();
            navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);

            ////find a smooth path over the mesh surface
            //int npolys = path.Count;
            //SVector3 iterPos = new SVector3();
            //SVector3 targetPos = new SVector3();
            //navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            //navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            //smoothPath = new List<SVector3>(2048);
            //smoothPath.Add(iterPos);

            //float STEP_SIZE = 1f;
            //float SLOP = 0.01f;
            //while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            //{
            //    //find location to steer towards
            //    SVector3 steerPos = new SVector3();
            //    StraightPathFlags steerPosFlag = 0;
            //    NavPolyId steerPosRef = NavPolyId.Null;

            //    if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
            //        break;

            //    bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
            //    bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

            //    //find movement delta
            //    SVector3 delta = steerPos - iterPos;
            //    float len = (float)Math.Sqrt(SVector3.Dot(delta, delta));

            //    //if steer target is at end of path or off-mesh link

            //    //don't move past location
            //    if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
            //        len = 1;
            //    else
            //        len = STEP_SIZE / len;

            //    SVector3 moveTgt = new SVector3();
            //    VMad(ref moveTgt, iterPos, delta, len);

            //    //move
            //    SVector3 result = new SVector3();
            //    List<NavPolyId> visited = new List<NavPolyId>(16);
            //    NavPoint startPoint = new NavPoint(path[0], iterPos);
            //    navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
            //    path.FixupCorridor(visited);
            //    npolys = path.Count;
            //    float h = 0;
            //    navMeshQuery.GetPolyHeight(path[0], result, ref h);
            //    result.Y = h;
            //    iterPos = result;

            //    //handle end of path when close enough
            //    if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
            //    {
            //        //reached end of path
            //        iterPos = targetPos;
            //        if (smoothPath.Count < smoothPath.Capacity)
            //        {
            //            smoothPath.Add(iterPos);
            //        }
            //        break;
            //    }

            //    //store results
            //    if (smoothPath.Count < smoothPath.Capacity)
            //    {
            //        smoothPath.Add(iterPos);
            //    }
            //}
            StraightPath corners = new StraightPath();

            FindCorners(startVector, endVector, corners, navMeshQuery);
            return(corners);
            //return smoothPath;
        }
コード例 #19
0
        //为了使接口适应而附加的
        public List <Vector2> SmothPathfinding(Vector2 start, Vector2 target)
        {
            Random         rand        = new Random();
            SVector3       startVector = new SVector3(start.x_, 0, start.y_);
            SVector3       endVector   = new SVector3(target.x_, 0, target.y_);
            NavQueryFilter filter      = new NavQueryFilter();
            //buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);
            //tiledNavMesh = new TiledNavMesh(buildData);
            //navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);
            SVector3 extents = new SVector3(5, 5, 5);

            navMeshQuery.FindNearestPoly(ref startVector, ref extents, out startPt);
            navMeshQuery.FindNearestPoly(ref endVector, ref extents, out endPt);

            path = new SharpNav.Pathfinding.Path();
            navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);

            //find a smooth path over the mesh surface
            int      npolys    = path.Count;
            SVector3 iterPos   = new SVector3();
            SVector3 targetPos = new SVector3();

            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            smoothPath = new List <SVector3>(2048);
            smoothPath.Add(iterPos);

            float STEP_SIZE = 2f;
            float SLOP      = 0.1f;

            while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            {
                //find location to steer towards
                SVector3          steerPos     = new SVector3();
                StraightPathFlags steerPosFlag = 0;
                NavPolyId         steerPosRef  = NavPolyId.Null;

                if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
                {
                    break;
                }

                bool endOfPath         = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
                bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

                //find movement delta
                SVector3 delta = steerPos - iterPos;
                float    len   = (float)Math.Sqrt(SVector3.Dot(delta, delta));

                //if steer target is at end of path or off-mesh link

                //don't move past location
                if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
                {
                    len = 1;
                }
                else
                {
                    len = STEP_SIZE / len;
                }

                SVector3 moveTgt = new SVector3();
                VMad(ref moveTgt, iterPos, delta, len);

                //move
                SVector3         result     = new SVector3();
                List <NavPolyId> visited    = new List <NavPolyId>(16);
                NavPoint         startPoint = new NavPoint(path[0], iterPos);
                navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
                path.FixupCorridor(visited);
                npolys = path.Count;
                float h = 0;
                navMeshQuery.GetPolyHeight(path[0], result, ref h);
                result.Y = h;
                iterPos  = result;

                //handle end of path when close enough
                if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
                {
                    //reached end of path
                    iterPos = targetPos;
                    if (smoothPath.Count < smoothPath.Capacity)
                    {
                        smoothPath.Add(iterPos);
                    }
                    break;
                }

                //store results
                if (smoothPath.Count < smoothPath.Capacity)
                {
                    smoothPath.Add(iterPos);
                }
            }
            List <Vector2> _path = new List <Vector2>();

            for (int i = 0; i < smoothPath.Count; i++)
            {
                _path.Add(new Vector2(smoothPath[i].X, smoothPath[i].Z));
            }
            return(_path);
        }
コード例 #20
0
        public void GeneratePathfinding()
        {
            /*  生成路径寻找
             *  1. 根据polymesh
             *
             */
            Random         rand   = new Random();
            NavQueryFilter filter = new NavQueryFilter();

            //1.
            buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);

            tiledNavMesh = new TiledNavMesh(buildData);

            OutMesh();


            navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);


            //Find random start and end points on the poly mesh

            /*int startRef;
             *          navMeshQuery.FindRandomPoint(out startRef, out startPos);*/

            SVector3 c = new SVector3(21.4f, 0, -122f);
            SVector3 e = new SVector3(5, 5, 5);

            navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

            //navMeshQuery.FindRandomPointAroundCircle(ref startPt, 1000, out endPt);
            //endPt = new NavPoint(new NavPolyId(20), new SVector3(-10, -2, 10));

            c = new SVector3(150.7f, 0, -59f);
            e = new SVector3(5, 5, 5);
            navMeshQuery.FindNearestPoly(ref c, ref e, out endPt);

            //calculate the overall path, which contains an array of polygon references
            int MAX_POLYS = 256;

            path = new SharpNav.Pathfinding.Path();
            navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);

            //find a smooth path over the mesh surface
            int      npolys    = path.Count;
            SVector3 iterPos   = new SVector3();
            SVector3 targetPos = new SVector3();

            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            //smoothPath = new List<SVector3>(2048);
            //smoothPath.Add(iterPos);

            //float STEP_SIZE = 5f;
            //float SLOP = 0.01f;
            //while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            //{
            //    //find location to steer towards
            //    SVector3 steerPos = new SVector3();
            //    StraightPathFlags steerPosFlag = 0;
            //    NavPolyId steerPosRef = NavPolyId.Null;

            //    if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
            //        break;

            //    bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
            //    bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

            //    //find movement delta
            //    SVector3 delta = steerPos - iterPos;
            //    float len = (float)Math.Sqrt(SVector3.Dot(delta, delta));

            //    //if steer target is at end of path or off-mesh link

            //    //don't move past location
            //    if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
            //        len = 1;
            //    else
            //        len = STEP_SIZE / len;

            //    SVector3 moveTgt = new SVector3();
            //    VMad(ref moveTgt, iterPos, delta, len);

            //    //move
            //    SVector3 result = new SVector3();
            //    List<NavPolyId> visited = new List<NavPolyId>(16);
            //    NavPoint startPoint = new NavPoint(path[0], iterPos);
            //    navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
            //    path.FixupCorridor(visited);
            //    npolys = path.Count;
            //    float h = 0;
            //    navMeshQuery.GetPolyHeight(path[0], result, ref h);
            //    result.Y = h;
            //    iterPos = result;

            //    //handle end of path when close enough
            //    if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
            //    {
            //        //reached end of path
            //        iterPos = targetPos;
            //        if (smoothPath.Count < smoothPath.Capacity)
            //        {
            //            smoothPath.Add(iterPos);
            //        }
            //        break;
            //    }

            //    //store results
            //    if (smoothPath.Count < smoothPath.Capacity)
            //    {
            //        smoothPath.Add(iterPos);
            //    }
            //}

            StraightPath corners = new StraightPath();

            FindCorners(startPt.Position, endPt.Position, corners, navMeshQuery);
        }
コード例 #21
0
        private void GeneratePathfinding()
        {
            if (!hasGenerated)
            {
                return;
            }

            NavQueryFilter filter = new NavQueryFilter();

            buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);

            tiledNavMesh = new TiledNavMesh(buildData);

            for (int i = 0; i < tiledNavMesh.Tiles.Count; ++i)
            {
                for (int j = 0; j < tiledNavMesh.Tiles[i].Verts.Length; ++j)
                {
                    //if (j < tiledNavMesh.Tiles[i].Verts.Length - 1)
                    //    Debug.DrawLine(ExportNavMeshToObj.ToUnityVector(tiledNavMesh.Tiles[i].Verts[j]), ExportNavMeshToObj.ToUnityVector(tiledNavMesh.Tiles[i].Verts[j + 1]), Color.blue, 99);
                }
            }

            navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);

            //Find random start and end points on the poly mesh

            /*int startRef;
             * navMeshQuery.FindRandomPoint(out startRef, out startPos);*/

            //SVector3 c = new SVector3(10, 0, 0);
            //SVector3 e = new SVector3(5, 5, 5);
            //navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

            //navMeshQuery.FindRandomPointAroundCircle(ref startPt, 1000, out endPt);

            startPt = navMeshQuery.FindRandomPoint();
            endPt   = navMeshQuery.FindRandomPoint();

            //calculate the overall path, which contains an array of polygon references
            int MAX_POLYS = 256;

            path = new Path();
            navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);

            //find a smooth path over the mesh surface
            int      npolys    = path.Count;
            SVector3 iterPos   = new SVector3();
            SVector3 targetPos = new SVector3();

            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            smoothPath = new List <SVector3>(2048);
            smoothPath.Add(iterPos);

            float STEP_SIZE = 0.5f;
            float SLOP      = 0.01f;

            while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            {
                //find location to steer towards
                SVector3          steerPos     = new SVector3();
                StraightPathFlags steerPosFlag = 0;
                NavPolyId         steerPosRef  = NavPolyId.Null;

                if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
                {
                    break;
                }

                bool endOfPath         = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
                bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

                //find movement delta
                SVector3 delta = steerPos - iterPos;
                float    len   = (float)Math.Sqrt(SVector3.Dot(delta, delta));

                //if steer target is at end of path or off-mesh link
                //don't move past location
                if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
                {
                    len = 1;
                }
                else
                {
                    len = STEP_SIZE / len;
                }

                SVector3 moveTgt = new SVector3();
                VMad(ref moveTgt, iterPos, delta, len);

                //move
                SVector3         result     = new SVector3();
                List <NavPolyId> visited    = new List <NavPolyId>(16);
                NavPoint         startPoint = new NavPoint(path[0], iterPos);
                navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
                path.FixupCorridor(visited);
                npolys = path.Count;
                float h = 0;
                navMeshQuery.GetPolyHeight(path[0], result, ref h);
                result.Y = h;
                iterPos  = result;

                //handle end of path when close enough
                if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
                {
                    //reached end of path
                    iterPos = targetPos;
                    if (smoothPath.Count < smoothPath.Capacity)
                    {
                        smoothPath.Add(iterPos);
                    }
                    break;
                }

                //store results
                if (smoothPath.Count < smoothPath.Capacity)
                {
                    smoothPath.Add(iterPos);
                }
            }

            for (int i = 0; i < smoothPath.Count; i++)
            {
                //if (i < smoothPath.Count - 1)
                //    Debug.DrawLine(ExportNavMeshToObj.ToUnityVector(smoothPath[i]), ExportNavMeshToObj.ToUnityVector(smoothPath[i + 1]), Color.red, 99);
            }
        }
コード例 #22
0
        public void DrawCrowd()
        {
            if (Program._agents.Count == 0)
            {
                return;
            }

            GL.PushMatrix();

            //The black line represents the actual path that the agent takes

            /*GL.Color4(Color4.Black);
             *          GL.Begin(BeginMode.Lines);
             *          for (int i = 0; i < numActiveAgents; i++)
             *          {
             *                  for (int j = 0; j < numIterations - 1; j++)
             *                  {
             *                          SVector3 v0 = trails[i].Trail[j];
             *                          GL.Vertex3(v0.X, v0.Y, v0.Z);
             *
             *                          SVector3 v1 = trails[i].Trail[j + 1];
             *                          GL.Vertex3(v1.X, v1.Y, v1.Z);
             *                  }
             *          }
             *          GL.End();
             *
             *          //The yellow line represents the ideal path from the start to the target
             *          GL.Color4(Color4.Yellow);
             *          GL.LineWidth(1.5f);
             *          GL.Begin(BeginMode.Lines);
             *          for (int i = 0; i < numActiveAgents; i++)
             *          {
             *                  SVector3 v0 = trails[i].Trail[0];
             *                  GL.Vertex3(v0.X, v0.Y, v0.Z);
             *
             *                  SVector3 v1 = trails[i].Trail[AGENT_MAX_TRAIL - 1];
             *                  GL.Vertex3(v1.X, v1.Y, v1.Z);
             *          }
             *          GL.End();
             *
             *          //The cyan point represents the agent's starting location
             *          GL.PointSize(100.0f);
             *          GL.Color4(Color4.Cyan);
             *          GL.Begin(BeginMode.Points);
             *          for (int i = 0; i < numActiveAgents; i++)
             *          {
             *                  SVector3 v0 = trails[i].Trail[0];
             *                  GL.Vertex3(v0.X, v0.Y, v0.Z);
             *          }
             *          GL.End();
             *
             *          //The red point represent's the agent's target location
             *          GL.Color4(Color4.PaleVioletRed);
             *          GL.Begin(BeginMode.Points);
             *          for (int i = 0; i < numActiveAgents; i++)
             *          {
             *                  SVector3 v0 = trails[i].Trail[AGENT_MAX_TRAIL - 1];
             *                  GL.Vertex3(v0.X, v0.Y, v0.Z);
             *          }
             *          GL.End();*/
            //GL.DepthMask(true);

            GL.Color4(Color4.PaleVioletRed);
            GL.PointSize(10);

            GL.LineWidth(0.8f);

            //for (int i = 0; i < Program._agents.Count; i++)
            //{
            //    GL.Begin(BeginMode.Lines);
            //    GL.Color4(Color4.Green);
            //    //GL.Color4(new Color4((float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()),0.5f));
            //    for (int j = 0; j < Program._agents[i].navPoints.Count - 1; j++)
            //    {
            //        SharpNav.Geometry.Vector3 p = new SharpNav.Geometry.Vector3(Program._agents[i].navPoints[j].x_, 1f, Program._agents[i].navPoints[j].y_);
            //        GL.Vertex3(p.X, p.Y, p.Z);
            //    }
            //    GL.End();
            //}



            for (int i = 0; i < Program._agents.Count; i++)
            {
                //song 画导航点
                //GL.Begin(BeginMode.Points);
                //GL.Color4(Color4.Green);
                ////GL.Color4(new Color4((float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()),0.5f));
                //for (int j = 0; j < Program._agents[i].navPoints.Count - 1; j++)
                //{
                //    SharpNav.Geometry.Vector3 p = new SharpNav.Geometry.Vector3(Program._agents[i].navPoints[j].x_, 1f, Program._agents[i].navPoints[j].y_);
                //    GL.Vertex3(p.X, p.Y, p.Z);
                //}
                //GL.End();

                ////画导航线 song
                //GL.Begin(BeginMode.Lines);
                //GL.Color4(Color4.Green);
                ////GL.Color4(new Color4((float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()), (float)(Simulate.MathHelper.random.NextDouble()),0.5f));
                //for (int j = 1; j < Program._agents[i].navPoints.Count - 1; j++)
                //{
                //    SharpNav.Geometry.Vector3 p = new SharpNav.Geometry.Vector3(Program._agents[i].navPoints[j].x_, 1f, Program._agents[i].navPoints[j].y_);
                //    GL.Vertex3(p.X, p.Y, p.Z);
                //    p = new SharpNav.Geometry.Vector3(Program._agents[i].navPoints[j - 1].x_, 1f, Program._agents[i].navPoints[j - 1].y_);
                //    GL.Vertex3(p.X, p.Y, p.Z);
                //}
                //GL.End();

                //画当前目标线
                //try
                //{
                //    GL.Begin(BeginMode.Lines);
                //    GL.Color4(Program._agents[i].color);
                //    if (Program._agents[i].navPoints.Count > 1)
                //    {

                //        SharpNav.Geometry.Vector3 p = new SharpNav.Geometry.Vector3(Program._agents[i].positionNow.x_, 1.01f, Program._agents[i].positionNow.y_);
                //        GL.Vertex3(p.X, p.Y, p.Z);
                //        p = new SharpNav.Geometry.Vector3(Program._agents[i].navPoints[0].x_, 1.01f, Program._agents[i].navPoints[0].y_);
                //        GL.Vertex3(p.X, p.Y, p.Z);
                //    }
                //    GL.End();
                //}
                //catch
                //{

                //}
            }



            GL.Color4(Color4.Green);
            if (agentCylinder != null)
            {
                for (int i = 0; i < Program._agents.Count; i++)
                {
                    try
                    {
                        SharpNav.Geometry.Vector3 p = new SharpNav.Geometry.Vector3(Program._agents[i].positionNow.x_, 0, Program._agents[i].positionNow.y_);
                        agentCylinder.Draw(new OpenTK.Vector3(p.X, p.Y, p.Z), Program._agents[i].color);
//#if outfile
//                        FileHelper.Write(Program._agents[i].positionNow.x_ + " " + Program._agents[i].positionNow.y_ + " ");
//#endif
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine("多线程对_agents.count访问出错 - 绘制");
                        Console.WriteLine(e);
                    }
                }
//#if outfile
//                FileHelper.NewLine();
//#endif

                //#if outfile
                //            //输出agent信息文件
                //            for (int i = 0; i < Program._agents.Count; i++)
                //            {
                //                //FileHelper.Write(_agents[i].positionNow.x_ + " " + _agents[i].positionNow.y_ + " " + _agents[i].navPoints.Count + " ");
                //                FileHelper.Write(Program._agents[i].positionNow.x_ + " " + Program._agents[i].positionNow.y_ + " ");
                //            }
                //            FileHelper.NewLine();
                //#endif
            }

            GL.PopMatrix();
        }
コード例 #23
0
		static void VMad( ref SharpNav.Geometry.Vector3 dest, SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float s )
		{
			dest.X = v1.X + v2.X * s;
			dest.Y = v1.Y + v2.Y * s;
			dest.Z = v1.Z + v2.Z * s;
		}
コード例 #24
0
 UnityEngine.Vector3 ConvertVector3(SharpNav.Geometry.Vector3 vector3)
 {
     return(new UnityEngine.Vector3(vector3.X, vector3.Y, vector3.Z));
 }
コード例 #25
0
ファイル: ExampleWindow.cs プロジェクト: Robmaister/SharpNav
        private void GenerateCrowd()
        {
            if (!hasGenerated || navMeshQuery == null)
                return;

            Random rand = new Random();
            crowd = new Crowd(MAX_AGENTS, 0.6f, ref tiledNavMesh);

            SVector3 c = new SVector3(10, 0, 0);
            SVector3 e = new SVector3(5, 5, 5);

            AgentParams ap = new AgentParams();
            ap.Radius = 0.6f;
            ap.Height = 2.0f;
            ap.MaxAcceleration = 8.0f;
            ap.MaxSpeed = 3.5f;
            ap.CollisionQueryRange = ap.Radius * 12.0f;
            ap.PathOptimizationRange = ap.Radius * 30.0f;
            ap.UpdateFlags = new UpdateFlags();

            //initialize starting positions for each active agent
            for (int i = 0; i < numActiveAgents; i++)
            {
                //Get the polygon that the starting point is in
                NavPoint startPt;
                navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

                //Pick a new random point that is within a certain radius of the current point
                NavPoint newPt;
                navMeshQuery.FindRandomPointAroundCircle(ref startPt, 1000, out newPt);

                c = newPt.Position;

                //Save this random point as the starting position
                trails[i].Trail = new SVector3[AGENT_MAX_TRAIL];
                trails[i].Trail[0] = newPt.Position;
                trails[i].HTrail = 0;

                //add this agent to the crowd
                int idx = crowd.AddAgent(newPt.Position, ap);

                //Give this agent a target point
                NavPoint targetPt;
                navMeshQuery.FindRandomPointAroundCircle(ref newPt, 1000, out targetPt);

                crowd.GetAgent(idx).RequestMoveTarget(targetPt.Polygon, targetPt.Position);
                trails[i].Trail[AGENT_MAX_TRAIL - 1] = targetPt.Position;
            }
        }
コード例 #26
0
        private void GeneratePathfinding()
        {
            if (!hasGenerated)
            {
                return;
            }

            Random rand = new Random();

            buildData = new NavMeshBuilder(polyMesh, polyMeshDetail, new SharpNav.Pathfinding.OffMeshConnection[0], settings);

            tiledNavMesh = new TiledNavMesh(buildData);
            navMeshQuery = new NavMeshQuery(tiledNavMesh, 2048);

            //Find random start and end points on the poly mesh

            /*int startRef;
             * navMeshQuery.FindRandomPoint(out startRef, out startPos);*/

            SVector3 c = new SVector3(10, 0, 0);
            SVector3 e = new SVector3(5, 5, 5);

            navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);

            navMeshQuery.FindRandomPointAroundCircle(startPt, 1000, out endPt);

            //calculate the overall path, which contains an array of polygon references
            int MAX_POLYS = 256;

            path = new List <PolyId>(MAX_POLYS);
            navMeshQuery.FindPath(ref startPt, ref endPt, path);

            //find a smooth path over the mesh surface
            int npolys = path.Count;

            PolyId[] polys     = path.ToArray();
            SVector3 iterPos   = new SVector3();
            SVector3 targetPos = new SVector3();

            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(polys[npolys - 1], endPt.Position, ref targetPos);

            smoothPath = new List <SVector3>(2048);
            smoothPath.Add(iterPos);

            float STEP_SIZE = 0.5f;
            float SLOP      = 0.01f;

            while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            {
                //find location to steer towards
                SVector3 steerPos     = new SVector3();
                int      steerPosFlag = 0;
                PolyId   steerPosRef  = PolyId.Null;

                if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, polys, npolys, ref steerPos, ref steerPosFlag, ref steerPosRef))
                {
                    break;
                }

                bool endOfPath         = (steerPosFlag & PathfindingCommon.STRAIGHTPATH_END) != 0 ? true : false;
                bool offMeshConnection = (steerPosFlag & PathfindingCommon.STRAIGHTPATH_OFFMESH_CONNECTION) != 0 ? true : false;

                //find movement delta
                SVector3 delta = steerPos - iterPos;
                float    len   = (float)Math.Sqrt(SVector3.Dot(delta, delta));

                //if steer target is at end of path or off-mesh link
                //don't move past location
                if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
                {
                    len = 1;
                }
                else
                {
                    len = STEP_SIZE / len;
                }

                SVector3 moveTgt = new SVector3();
                VMad(ref moveTgt, iterPos, delta, len);

                //move
                SVector3      result  = new SVector3();
                List <PolyId> visited = new List <PolyId>(16);
                navMeshQuery.MoveAlongSurface(new NavPoint(polys[0], iterPos), moveTgt, ref result, visited);
                npolys = FixupCorridor(polys, npolys, MAX_POLYS, visited);
                float h = 0;
                navMeshQuery.GetPolyHeight(polys[0], result, ref h);
                result.Y = h;
                iterPos  = result;

                //handle end of path when close enough
                if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
                {
                    //reached end of path
                    iterPos = targetPos;
                    if (smoothPath.Count < smoothPath.Capacity)
                    {
                        smoothPath.Add(iterPos);
                    }
                    break;
                }

                //store results
                if (smoothPath.Count < smoothPath.Capacity)
                {
                    smoothPath.Add(iterPos);
                }
            }
        }
コード例 #27
0
ファイル: ExampleWindow.cs プロジェクト: Robmaister/SharpNav
        private bool GetSteerTarget(NavMeshQuery navMeshQuery, SVector3 startPos, SVector3 endPos, float minTargetDist, SharpNav.Pathfinding.Path path,
			ref SVector3 steerPos, ref StraightPathFlags steerPosFlag, ref NavPolyId steerPosRef)
        {
            StraightPath steerPath = new StraightPath();
            navMeshQuery.FindStraightPath(startPos, endPos, path, steerPath, 0);
            int nsteerPath = steerPath.Count;
            if (nsteerPath == 0)
                return false;

            //find vertex far enough to steer to
            int ns = 0;
            while (ns < nsteerPath)
            {
                if ((steerPath[ns].Flags & StraightPathFlags.OffMeshConnection) != 0 ||
                    !InRange(steerPath[ns].Point.Position, startPos, minTargetDist, 1000.0f))
                    break;

                ns++;
            }

            //failed to find good point to steer to
            if (ns >= nsteerPath)
                return false;

            steerPos = steerPath[ns].Point.Position;
            steerPos.Y = startPos.Y;
            steerPosFlag = steerPath[ns].Flags;
            if (steerPosFlag == StraightPathFlags.None && ns == (nsteerPath - 1))
                steerPosFlag = StraightPathFlags.End; // otherwise seeks path infinitely!!!
            steerPosRef = steerPath[ns].Point.Polygon;

            return true;
        }
コード例 #28
0
		static Vector3F ToEngine( SharpNav.Geometry.Vector3 v )
		{
			return new Vector3F( v.X, -v.Z, v.Y );
		}
コード例 #29
0
ファイル: ExampleWindow.cs プロジェクト: Robmaister/SharpNav
 /// <summary>
 /// Scaled vector addition
 /// </summary>
 /// <param name="dest">Result</param>
 /// <param name="v1">Vector 1</param>
 /// <param name="v2">Vector 2</param>
 /// <param name="s">Scalar</param>
 private void VMad(ref SVector3 dest, SVector3 v1, SVector3 v2, float s)
 {
     dest.X = v1.X + v2.X * s;
     dest.Y = v1.Y + v2.Y * s;
     dest.Z = v1.Z + v2.Z * s;
 }
コード例 #30
0
        public Microsoft.Xna.Framework.Vector2[] GetPath(Microsoft.Xna.Framework.Vector2 start, Microsoft.Xna.Framework.Vector2 end)
        {
            NavPoint startPt = navMeshQuery.FindNearestPoly(new SVector3(-start.X, 0, start.Y), new SharpNav.Geometry.Vector3(2f, 2f, 2f));
            NavPoint endPt   = navMeshQuery.FindNearestPoly(new SVector3(-end.X, 0, end.Y), new SharpNav.Geometry.Vector3(2f, 2f, 2f));
            Path     path    = new Path();

            navMeshQuery.FindPath(ref startPt, ref endPt, new NavQueryFilter(), path);

            List <SVector3> smoothPath;

            //find a smooth path over the mesh surface
            int      npolys    = path.Count;
            SVector3 iterPos   = new SVector3();
            SVector3 targetPos = new SVector3();

            navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
            navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);

            smoothPath = new List <SVector3>(2048);
            smoothPath.Add(iterPos);

            float STEP_SIZE = 0.5f;
            float SLOP      = 0.01f;

            while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
            {
                //find location to steer towards
                SVector3          steerPos     = new SVector3();
                StraightPathFlags steerPosFlag = 0;
                NavPolyId         steerPosRef  = NavPolyId.Null;

                if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
                {
                    break;
                }

                bool endOfPath         = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
                bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;

                //find movement delta
                SVector3 delta = steerPos - iterPos;
                float    len   = (float)Math.Sqrt(SVector3.Dot(delta, delta));

                //if steer target is at end of path or off-mesh link
                //don't move past location
                if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
                {
                    len = 1;
                }
                else
                {
                    len = STEP_SIZE / len;
                }

                SVector3 moveTgt = new SVector3();
                VMad(ref moveTgt, iterPos, delta, len);

                //move
                SVector3         result     = new SVector3();
                List <NavPolyId> visited    = new List <NavPolyId>(16);
                NavPoint         startPoint = new NavPoint(path[0], iterPos);
                navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
                path.FixupCorridor(visited);
                npolys = path.Count;
                float h = 0;
                navMeshQuery.GetPolyHeight(path[0], result, ref h);
                result.Y = h;
                iterPos  = result;

                //handle end of path when close enough
                if (endOfPath && InRange(iterPos, steerPos, SLOP, 1.0f))
                {
                    //reached end of path
                    iterPos = targetPos;
                    if (smoothPath.Count < smoothPath.Capacity)
                    {
                        smoothPath.Add(iterPos);
                    }
                    break;
                }

                //store results
                if (smoothPath.Count < smoothPath.Capacity)
                {
                    smoothPath.Add(iterPos);
                }
            }

            return(smoothPath.Select(x => new Microsoft.Xna.Framework.Vector2(-x.X, x.Z)).ToArray());
        }