コード例 #1
0
        public Grid(int row, int column)
        {
            this.random = new Random();

            this.Row = row;
            this.Column = column;
            matrizNodes = new Node[this.Row,this.Column];
            Nodes = new Node[this.Row * this.Column];

            for (var i = 0; i < this.Row; i++)
            {
                for (var j = 0; j < this.Column; j++)
                {
                    Nodes[i * this.Column + j] = new Node(i, j);
                }
            }
            for (int x = 0; x < matrizNodes.GetLength(0); x++)
            {
                for (int y = 0; y < matrizNodes.GetLength(1); y++)
                {
                    var index = x * matrizNodes.GetLength(1) + y;
                    matrizNodes[x, y] = Nodes[index];
                }
            }
        }
コード例 #2
0
ファイル: Base.cs プロジェクト: pravusjif/PravusUnityTests
		/// <summary>
		/// Creates a number of nodes with the correct type for the graph.
		/// </summary>
		/// <remarks>Called by graph generators and when deserializing a graph with nodes.
		/// Override this function if you do not use the default <see cref="Node"/> class.</remarks>
		/// <param name="number">
		/// A <see cref="System.Int32"/>
		/// </param>
		/// <returns>
		/// A <see cref="Node[]"/>
		/// </returns>
		public virtual Node[] CreateNodes (int number) {
			Node[] tmp = new Node[number];
			for (int i=0;i<number;i++) {
				tmp[i] = new Node ();
			}
			return tmp;
		}
コード例 #3
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ファイル: Base.cs プロジェクト: JustSAT/Tower-Defence
		/** Creates a number of nodes with the correct type for the graph.
		This should not set the #nodes array, only return the nodes.
		Called by graph generators and when deserializing a graph with nodes.
		Override this function if you do not use the default Pathfinding.Node class.
		*/
		public virtual Node[] CreateNodes (int number) {
			Node[] tmp = new Node[number];
			for (int i=0;i<number;i++) {
				tmp[i] = new Node ();
				tmp[i].penalty = initialPenalty;
			}
			return tmp;
		}
コード例 #4
0
        /// <summary>
        /// This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. (remember, not in the editor)
        /// Use this for any initialization code which can't be placed in Scan
        /// </summary>
        //public override void Awake() {
        //    base.Awake();
        //}


        // IMPROVE not really necessary. I just override this NavGraph method to add the debug line at the bottom. Otherwise its identical
        public override NNInfo GetNearest(Vector3 position, NNConstraint constraint, Node hint) {

            if (nodes == null) {
                return new NNInfo();
            }

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

            float minDist = float.PositiveInfinity;
            Node minNode = null;

            float minConstDist = float.PositiveInfinity;
            Node minConstNode = null;

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

                Node node = nodes[i];
                float dist = (position - (Vector3)node.position).sqrMagnitude;

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

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

            NNInfo nnInfo = new NNInfo(minNode);

            nnInfo.constrainedNode = minConstNode;

            if (minConstNode != null) {
                nnInfo.constClampedPosition = (Vector3)minConstNode.position;
            }
            else if (minNode != null) {
                nnInfo.constrainedNode = minNode;
                nnInfo.constClampedPosition = (Vector3)minNode.position;
            }

            #region Debugging

            if (nnInfo.constrainedNode == null) {
                float closestDistance;
                Node closestNode = __FindClosestNode(position, out closestDistance);
                D.Warn("Can't find node close enough to {0}. ClosestNode is {1} away.", position, closestDistance);
            }
            else {
                D.Log("Closest Node is at {0}, {1} from {2}.", (Vector3)nnInfo.constrainedNode.position, Mathf.Sqrt(minDist), position);
            }

            //D.Log("GetNearest() constraint.Suitable = {0}.", constraint.Suitable(nnInfo.node));
            #endregion

            return nnInfo;
        }
コード例 #5
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		/** Updates graphs and checks if all nodes are still reachable from each other.
		 * Graphs are updated, then a check is made to see if the nodes are still reachable from each other.
		 * If they are not, the graphs are reverted to before the update and \a false is returned.\n
		 * This is slower than a normal graph update.
		 * All queued graph updates and thread safe callbacks will be flushed during this function.
		 * 
		 * \note This might return true for small areas even if there is no possible path if AstarPath.minAreaSize is greater than zero (0).
		 * So when using this, it is recommended to set AstarPath.minAreaSize to 0 (A* Inspector -> Settings -> Pathfinding)
		 * 
		 * \param guo The GraphUpdateObject to update the graphs with
		 * \param node1 Node which should have a valid path to \a node2. All nodes should be walkable or \a false will be returned.
		 * \param node2 Node which should have a valid path to \a node1. All nodes should be walkable or \a false will be returned.
		 * \param alwaysRevert If true, reverts the graphs to the old state even if no blocking ocurred
		 */
		public static bool UpdateGraphsNoBlock (GraphUpdateObject guo, Node node1, Node node2, bool alwaysRevert = false) {
			List<Node> buffer = ListPool<Node>.Claim ();
			buffer.Add (node1);
			buffer.Add (node2);
			
			bool worked = UpdateGraphsNoBlock (guo,buffer, alwaysRevert);
			ListPool<Node>.Release (buffer);
			return worked;
		}
コード例 #6
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        public void DrawPath(Node goal,ref Grid grid,ref Tree[] _trees)
        {
            Point startingPoint = StateToPoint(nodeState.ORIGIN);

            int pointX = startingPoint.X;
            int pointY = startingPoint.Y;

            path.Add(origin);

            if (pointX == -1 && pointY == -1)
            {
                return;
            }

            while (true)
            {

                Point lowestPoint = Point.Zero;
                int lowest = 10000;

                foreach (Point movePoint in CheckStep(pointX, pointY))
                {
                    int count = _squares[movePoint.X, movePoint.Y].distanceSteps;
                    if (count < lowest)
                    {
                        lowest = count;
                        lowestPoint.X = movePoint.X;
                        lowestPoint.Y = movePoint.Y;
                    }
                }
                if (lowest != 10000)
                {
                    _squares[lowestPoint.X, lowestPoint.Y].hasPath = true;
                    _squares[lowestPoint.X, lowestPoint.Y].ChangeTexture(ImageLibrary.getInstance().getImage("Clear"));
                    path.Add(_squares[lowestPoint.X, lowestPoint.Y]);
                    pointX = lowestPoint.X;
                    pointY = lowestPoint.Y;
                }
                else
                {
                    Search(origin, goal, ref grid, this.game, ref _trees, ref this.path);
                    return;
                }

                if (_squares[pointX, pointY].state == nodeState.GOAL)
                {
                    _squares[pointX, pointY].ChangeTexture(ImageLibrary.getInstance().getImage("Origin"));
                    origin.ChangeTexture(ImageLibrary.getInstance().getImage("Origin"));
                    path.Add(_squares[pointX, pointY]);
                    CreateTrees(ref _trees);
                    break;
                }
            }
        }
コード例 #7
0
        //TODO can be optimized by having a "Taken" flag in a Node class
        private bool IsTaken(Node node)
        {
            foreach (var group in _groups.Values)
            {
                if (group.CurrentNode == node.GridPosition)
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #8
0
ファイル: BoolAStar.cs プロジェクト: MaxPlay/GameEngine
        protected void CreateMap(ref bool[,] boolArray)
        {
            this.dimension = new Point(boolArray.GetLength(0), boolArray.GetLength(1));

            map = new Node[dimension.X, dimension.Y];

            for (int x = 0; x < this.dimension.X; x++)
                for (int y = 0; y < this.dimension.Y; y++)
                {
                    map[x, y] = new Node(new Point(x, y), boolArray[x, y], this.start, this.end, this.distanceType);
                }
        }
コード例 #9
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        public Node(int i, int j, int x = 0, int y = 0, int w = 50, int h = 50, Node father = null)
        {
            I = i;
            J = j;

            W = w;
            H = h;

            X = W + I * W + I;
            Y = H + J * H + J;

            Father = father;
        }
コード例 #10
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        public Character(Game game, Vector3 scale, Vector3 rotation, Vector3 position, Texture2D texture, Camera camera, Node target)
        {
            this.scale = scale;
            this.target = target;
            this.camera = camera;
            this.world = Matrix.CreateScale(scale) * Matrix.CreateFromYawPitchRoll(rotation.Y, rotation.X, rotation.Z) * Matrix.CreateTranslation(position);
            this.position = position;
            this.rotation = rotation;
            this.texture = texture;

            Vector3[] _verts = new Vector3[]
            {
                new Vector3(-1, 0, -1),
                new Vector3(-1, 0, 1),
                new Vector3(1, 0, -1),
                new Vector3(1,0,1)

            };

            int[] triangles = new int[]
            {
                0,1,2,
                2,1,3
            };

            Vector2[] uv = new Vector2[]
            {
                new Vector2(0, 0),
                new Vector2(0, 1),
                new Vector2(1, 0),

                new Vector2(1,0),
                new Vector2(0, 1),
                new Vector2(1, 1)
            };

            int[] trianglesuv = new int[]
            {
                0,1,2,
                3,4,5
            };

            ConvertMesh myMesh = new ConvertMesh();
            verts = myMesh.returnTriangle(_verts, triangles, uv, trianglesuv);

            vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionTexture), verts.Length, BufferUsage.None);
            vertexBuffer.SetData<VertexPositionTexture>(verts);

            effect = new BasicEffect(game.GraphicsDevice);
        }
コード例 #11
0
ファイル: Grid.cs プロジェクト: xCosmix/Random_Project
        public static int GetDistance(Node from, Node to)
        {
            int distX = Mathf.Abs(from.gridPos.x - to.gridPos.x);
            int distY = Mathf.Abs(from.gridPos.y - to.gridPos.y);

            if (distX > distY)
            {
                return 14 * distY + 10 * (distX - distY);
            }
            else
            {
                return 14 * distX + 10 * (distY - distX);
            }
        }
コード例 #12
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        /** Increases the capacity of the nodes array to hold more layers.
          * After this function has been called and new nodes have been set up, the AstarPath.DataUpdate function must be called.
          */
        public void AddLayers(int count)
        {
            int newLayerCount = layerCount + count;

            if (newLayerCount > LevelGridNode.MaxLayerCount) {
                Debug.LogError ("Too many layers, a maximum of LevelGridNode.MaxLayerCount are allowed (required "+newLayerCount+")");
                return;
            }

            Node[] tmp = nodes;
            nodes = new Node[width*depth*newLayerCount];
            for (int i=0;i<tmp.Length;i++) nodes[i] = tmp[i];
            layerCount = newLayerCount;
        }
コード例 #13
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        public void Raffle(ref List<Node> list, Node origem, Node destino)
        {
            list.Clear();
            for (int i = 0; i < matrizNodes.GetLength(0); i++)
            {
                for (int j = 0; j < matrizNodes.GetLength(1); j++)
                {
                    matrizNodes[i, j].EstadoNode = EstadoNode.nenhum;
                    matrizNodes[i, j].IsPath = false;
                    matrizNodes[i, j].DistanciaPassos = 10000;

                }
            }
            for (int i = 0; i < matrizNodes.GetLength(0); i++)
            {
                for (int j = 0; j < matrizNodes.GetLength(1); j++)
                {

                    matrizNodes[i, j].EstadoNode = EstadoNode.nenhum;

                    if (matrizNodes[i,j] == origem)
                    {
                        matrizNodes[i, j].EstadoNode = EstadoNode.origem;
                    }
                    else if (matrizNodes[i, j] == destino)
                    {
                        matrizNodes[i, j].EstadoNode = EstadoNode.alvo;
                    }
                }
            }
            for (var i = 0; i < matrizNodes.GetLength(0); i++)
            {
                for (var j = 0; j < matrizNodes.GetLength(1); j++)
                {
                    if (this.random.Next(100) < 30)
                    {
                        var index = j * this.Column + i;
                        if (this.matrizNodes[i,j].EstadoNode != EstadoNode.origem &&
                           this.matrizNodes[i, j].EstadoNode != EstadoNode.alvo)
                        {
                            this.matrizNodes[i, j].EstadoNode = EstadoNode.parede;
                            list.Add(this.matrizNodes[i, j]);
                        }
                    }
                }
            }
        }
コード例 #14
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        private bool Intersects(Group group, Node node)
        {
            //Heuristic approach to get the time stamp
            var minDistance = Utils.GetMinimumDistance(group.CurrentNode, node.GridPosition);
            var maxDistance = Utils.GetMaximumDistance(group.CurrentNode, node.GridPosition);

            foreach (var otherGroup in _groups.Values)
            {
                if (group == otherGroup)
                {
                    continue;
                }

                //The group is stationary
                if ((otherGroup.Path == null || otherGroup.Path.IsEmpty) && otherGroup.IsAt(node))
                {
                    return(true);
                }

                /*
                 * //The group contains it on it's path
                 * if (otherGroup.Path != null)
                 * {
                 *  for (var i = minDistance - 1; i < maxDistance; i++)
                 *  {
                 *      if (otherGroup.Path.GetNodeAtTime(i) == node)
                 *      {
                 *          return true;
                 *      }
                 *  }
                 * }*/

                var intersects = false;

                if (otherGroup.Path != null)
                {
                    intersects = _checkWholePath ? otherGroup.Path.Contains(node) : otherGroup.Path.GetTheLastExpectedPosition().Node == node;
                }

                if (intersects)
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #15
0
        public Path GetPathInDirection(Node fromNode, Node toNode, Group group, bool[][] visitedMap, GridRestriction gridRestriction = null)
        {
            Path path  = null;
            var  queue = new Queue <Node>();

            queue.Enqueue(toNode);

            while (queue.Any())
            {
                //If path found stop search
                if (path != null)
                {
                    break;
                }

                var node = queue.Dequeue();

                //If already visited the node skip to the next one
                if (visitedMap[node.GridPosition.x][node.GridPosition.y])
                {
                    continue;
                }


                if (node.IsPlayerWalkable && !Intersects(group, node))
                {
                    var potentialPath = Pathfinder.FindPath(fromNode.GridPosition, node.GridPosition,
                                                            GameManager.Instance.GridMap, true);

                    if (potentialPath != null && (gridRestriction == null || gridRestriction.IsValid(node)))
                    {
                        path = new Path(potentialPath);
                    }
                }

                visitedMap[node.GridPosition.x][node.GridPosition.y] = true;

                var neighbours = node.GetWalkableNeighbours();

                foreach (var neighbour in neighbours)
                {
                    queue.Enqueue(neighbour);
                }
            }

            return(path);
        }
コード例 #16
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        private bool OtherGroupIsOnWayTo(Node node, Group thisGroup)
        {
            foreach (var group in _groups.Values)
            {
                if (group == thisGroup)
                {
                    continue;
                }

                if (!group.IsAt(node) && group.Path != null && group.Path.Contains(node))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #17
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        public void PathfindForOrigin(Node alvo, ref Grid grid)
        {
            Point pontoInicial = ProcurarNode(alvo.EstadoNode);
            int alvoX = pontoInicial.X;
            int alvoY = pontoInicial.Y;
            if (alvoX == -1 || alvoY == -1)
            {
                return;
            }

            matrizNodes[alvoX, alvoY].DistanciaPassos = 0;

            while (true)
            {
                bool verificando = false;

                foreach (Point pontoAtual in TodosNodes())
                {
                    int x = pontoAtual.X;
                    int y = pontoAtual.Y;

                    if (CampoAberto(x,y))
                    {
                        int andandoAqui = matrizNodes[x, y].DistanciaPassos;

                        foreach (Point pontoDeLocomocao in ValidarMovimentos(x, y))
                        {
                            int nX = pontoDeLocomocao.X;
                            int nY = pontoDeLocomocao.Y;
                            int novoAndar = andandoAqui + 1;

                            if (matrizNodes[nX, nY].DistanciaPassos > novoAndar)
                            {
                                matrizNodes[nX, nY].DistanciaPassos = novoAndar;
                                verificando = true;
                            }
                        }
                    }
                }
                if (!verificando)
                {
                    break;
                }
            }
        }
コード例 #18
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        public Grid(Game game,Camera mainCamera,int Rows, int Columns)
        {
            this.Rows = Rows;
            this.Columns = Columns;

            nodes = new Node[Rows, Columns];

            for (int x = 0; x < Columns; x++)
            {
                for (int y = 0; y < Rows; y++)
                {
                    float positionX = 1 * x;
                    float positionY = 1 * y;
                    nodes[x, y] = new Node(game, new Vector3(1.25f, 0, 1.25f), new Vector3(0, 0, 0), new Vector3(positionX*2.5f, 0, positionY*2.5f),ImageLibrary.getInstance().getImage("Floor"), mainCamera);
                    nodes[x, y].x = x;
                    nodes[x, y].y = y;
                }
            }
        }
コード例 #19
0
ファイル: Grid.cs プロジェクト: xCosmix/Random_Project
        public static void Create(float nodeRadius, Vector2 worldSize, Vector2 center, LayerMask unwalkableMask)
        {
            Grid.nodeSize = nodeRadius * 2;
            int gridSizeX = Mathf.RoundToInt(worldSize.x / nodeSize);
            int gridSizeY = Mathf.RoundToInt(worldSize.y / nodeSize);
            gridSize = new Coords(gridSizeX, gridSizeY);
            grid = new Node[gridSize.x, gridSize.y];

            Vector2 bottomLeft = center - (Vector2.right * (worldSize.x / 2)) - (Vector2.up * (worldSize.y / 2));

            for (int x = 0; x < gridSize.x; x++)
            {
                for (int y = 0; y < gridSize.y; y++)
                {
                    Vector2 worldPoint = bottomLeft + Vector2.right * (x * nodeSize + nodeRadius) + Vector2.up * (y * nodeSize + nodeRadius);
                    bool walkable = !(Physics2D.OverlapCircle(worldPoint, nodeRadius, unwalkableMask));
                    grid[x, y] = new Node(walkable, worldPoint, x, y);
                }
            }
        }
コード例 #20
0
ファイル: AstarData.cs プロジェクト: arcoelho01/astrochimps
        /** Returns the graph which contains the specified node. The graph must be in the #graphs array.
         * \returns Returns the graph which contains the node. Null if the graph wasn't found */
        public static NavGraph GetGraph(Node node)
        {
            if (node == null) {
                return null;
            }

            AstarPath script = AstarPath.active;

            if (script == null) return null;

            AstarData data = script.astarData;

            if (data == null) return null;

            if (data.graphs == null) return null;

            int graphIndex = node.graphIndex;

            if (graphIndex < 0 || graphIndex >= data.graphs.Length) {
                return null;
            }

            return data.graphs[graphIndex];
        }
コード例 #21
0
ファイル: AstarSerialize.cs プロジェクト: rmkeezer/fpsgame
 //One node uses approximately 4*3 + 4 + 4 + (connections ? 1 + (4+4)*numConnections) ? 20 + 1 + 8*numConnections ? 21 + 8*3 ? 45 bytes serialized
 /** Serializes one node to the stream.
  * \astarpro */
 private void SerializeNode(Node node, BinaryWriter stream)
 {
     throw new NotSupportedException ("This function has been deprecated");
 }
コード例 #22
0
		public void DeSerializeNodes (Node[] nodes, AstarSerializer serializer) {
			//NavMeshGraph.DeSerializeMeshNodes (this as INavmesh, nodes, serializer);
		}
コード例 #23
0
ファイル: AstarSerialize.cs プロジェクト: rmkeezer/fpsgame
        /** Deserializes one node from the stream into the specified graphs and to the specified graph index.
          * \astarpro */
        private void DeSerializeNode(Node node, NavGraph[] graphs, int graphIndex, BinaryReader stream)
        {
            //NavGraph graph = graphs[graphIndex];

            if (mask == SMask.SaveNodePositions) {
                node.position = new Int3(
                    stream.ReadInt32 (), //X
                    stream.ReadInt32 (), //Y
                    stream.ReadInt32 ()	 //Z
                );
            }

            if (mask != SMask.RunLengthEncoding) {
                node.penalty = (uint)stream.ReadInt32 ();
                node.flags = stream.ReadInt32 ();
            }

            if (mask == SMask.SaveNodeConnections) {

                if (tmpConnections == null) {
                    tmpConnections = new List<Node> ();
                    tmpConnectionCosts = new List<int> ();
                } else {
                    tmpConnections.Clear ();
                    tmpConnectionCosts.Clear ();
                }

                int numConn = (int)stream.ReadByte ();

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

                    int nodeIndex = stream.ReadInt32 ();

                    //Graph index as in, which graph
                    int nodeGraphIndex = (nodeIndex >> 26) & 0x3F;

                    nodeIndex &= 0x3FFFFFF;

                    int cost = stream.ReadInt32 ();

                    bool containsLink = false;

                    if (nodeGraphIndex != graphIndex) {
                        containsLink = stream.ReadBoolean ();
                    }

                    if (graphRefGuids[graphIndex] != -1) {
                        Node other = active.astarData.GetNode (graphRefGuids[nodeGraphIndex],nodeIndex, graphs);

                        //Shouldn't really have to check for this, but just in case of corrupt serialization data
                        if (other != null) {
                            tmpConnections.Add (other);

                            if (mask == SMask.SaveNodeConnectionCosts) {
                                tmpConnectionCosts.Add (cost);
                            }

                            if (containsLink) {
                                other.AddConnection (node,cost);
                            }
                        }
                    }
                }

                node.connections = tmpConnections.ToArray ();

                if (mask == SMask.SaveNodeConnectionCosts) {
                    node.connectionCosts = tmpConnectionCosts.ToArray ();
                } else {
                    node.connectionCosts = new int[node.connections.Length];
                }
            }
        }
コード例 #24
0
 public new void AddPortal(Node n1, Node n2, List<Vector3> left, List<Vector3> right)
 {
     //Not implemented
 }
コード例 #25
0
		/** Returns if the connection between \a a and \a b is valid.
		 * Checks for obstructions using raycasts (if enabled) and checks for height differences.\n
		 * As a bonus, it outputs the distance between the nodes too if the connection is valid */
		public bool IsValidConnection (Node a, Node b, out float dist) {
			dist = 0;
			
			if (!a.walkable || !b.walkable) return false;
			
			Vector3 dir = (Vector3)(a.position-b.position);
			
			if (
				(!Mathf.Approximately (limits.x,0) && Mathf.Abs (dir.x) > limits.x) ||
				(!Mathf.Approximately (limits.y,0) && Mathf.Abs (dir.y) > limits.y) ||
				(!Mathf.Approximately (limits.z,0) && Mathf.Abs (dir.z) > limits.z))
			{
				return false;
			}
			
			dist = dir.magnitude;
			if (maxDistance == 0 || dist < maxDistance) {
				
				if (raycast) {
					
					Ray ray = new Ray ((Vector3)a.position,(Vector3)(b.position-a.position));
					Ray invertRay = new Ray ((Vector3)b.position,(Vector3)(a.position-b.position));
					
					if (thickRaycast) {
						if (!Physics.SphereCast (ray,thickRaycastRadius,dist,mask) && !Physics.SphereCast (invertRay,thickRaycastRadius,dist,mask)) {
							return true;
						}
					} else {
						if (!Physics.Raycast (ray,dist,mask) && !Physics.Raycast (invertRay,dist,mask)) {
							return true;
						}
					}
				} else {
					return true;
				}
			}
			return false;
		}
コード例 #26
0
 /** Returns if \a _b is visible from \a _a on the graph.
  * \param [in] _a Point to linecast from
  * \param [in] _b Point to linecast to
  * \param [out] hit Contains info on what was hit, see GraphHitInfo
  * \param [in] hint If you have some idea of what the start node might be (the one close to \a _a), pass it to hint since it can enable faster lookups
  * This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
  * \astarpro */
 public new bool Linecast(Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
 {
     return SnappedLinecast (_a,_b,hint,out hit);
 }
コード例 #27
0
ファイル: GridGenerator.cs プロジェクト: sonygod/ESPUnity
        /** Calculates the grid connections for a single node */
        public virtual void CalculateConnections(Node[] nodes, int x, int z, GridNode node)
        {
            //Reset all connections
            node.flags = node.flags & -256;

            //All connections are disabled if the node is not walkable
            if (!node.walkable) {
                return;
            }

            int index = node.GetIndex ();

            if (corners == null) {
                corners = new int[4];
            } else {
                for (int i = 0;i<4;i++) {
                    corners[i] = 0;
                }
            }

            for (int i=0, j = 3; i<4; j = i, i++) {

                int nx = x + neighbourXOffsets[i];
                int nz = z + neighbourZOffsets[i];

                if (nx < 0 || nz < 0 || nx >= width || nz >= depth) {
                    continue;
                }

                GridNode other = nodes[index+neighbourOffsets[i]] as GridNode;

                if (IsValidConnection (node, other)) {
                    node.SetConnectionRaw (i,1);

                    corners[i]++;
                    corners[j]++;
                }
            }

            if (neighbours == NumNeighbours.Eight) {
                if (cutCorners) {
                    for (int i=0; i<4; i++) {

                        if (corners[i] >= 1) {
                            int nx = x + neighbourXOffsets[i+4];
                            int nz = z + neighbourZOffsets[i+4];

                            if (nx < 0 || nz < 0 || nx >= width || nz >= depth) {
                                continue;
                            }

                            GridNode other = nodes[index+neighbourOffsets[i+4]] as GridNode;

                            if (IsValidConnection (node,other)) {
                                node.SetConnectionRaw (i+4,1);
                            }
                        }
                    }
                } else {
                    for (int i=0; i<4; i++) {

                        //We don't need to check if it is out of bounds because if both of the other neighbours are inside the bounds this one must be too
                        if (corners[i] == 2) {
                            GridNode other = nodes[index+neighbourOffsets[i+4]] as GridNode;

                            if (IsValidConnection (node,other)) {
                                node.SetConnectionRaw (i+4,1);
                            }
                        }
                    }
                }
            }
        }
コード例 #28
0
        public override NNInfo GetNearest(Vector3 position, NNConstraint constraint, Node hint = null)
        {
            if (nodes == null || depth*width*layerCount != nodes.Length) {
                //Debug.LogError ("NavGraph hasn't been generated yet");
                return new NNInfo ();
            }

            position = inverseMatrix.MultiplyPoint3x4 (position);

            int x = Mathf.Clamp (Mathf.RoundToInt (position.x-0.5F)  , 0, width-1);
            int z = Mathf.Clamp (Mathf.RoundToInt (position.z-0.5F)  , 0, depth-1);

            int index = width*z+x;
            float minDist = float.PositiveInfinity;
            Node minNode = null;
            for (int i=0;i<layerCount;i++) {
                Node node = nodes[index + width*depth*i];
                if (node != null) {
                    float dist =  ((Vector3)node.position - position).sqrMagnitude;
                    if (dist < minDist) {
                        minDist = dist;
                        minNode = node;
                    }
                }
            }

            return new NNInfo(minNode);
        }
コード例 #29
0
 /** Returns if \a _b is visible from \a _a on the graph.
  * \param [in] _a Point to linecast from
  * \param [in] _b Point to linecast to
  * \param [in] hint If you have some idea of what the start node might be (the one close to \a _a), pass it to hint since it can enable faster lookups
  * This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
  * \astarpro */
 public new bool Linecast(Vector3 _a, Vector3 _b, Node hint)
 {
     GraphHitInfo hit;
     return Linecast (_a,_b,hint, out hit);
 }
コード例 #30
0
        //public void CalculateConnections (Node[] nodes, LinkedLevelCell[] linkedCells, Node node, int x, int z, int nodeIndex) {
        public void CalculateConnections(Node[] nodes, Node node, int x, int z, int layerIndex)
        {
            if (node == null) return;

            LevelGridNode lgn = (LevelGridNode)node;
            lgn.ResetAllGridConnections ();

            if (!node.walkable) {
                return;
            }

            float height = 0;
            if (layerIndex == layerCount-1 || nodes[lgn.GetIndex () + width*depth*(layerIndex+1)] == null) {
                height = float.PositiveInfinity;
            } else {
                height = System.Math.Abs (lgn.position.y - nodes[lgn.GetIndex()+width*depth*(layerIndex+1)].position.y)*Int3.PrecisionFactor;
            }

            for (int dir=0;dir<4;dir++) {

                int nx = x + neighbourXOffsets[dir];
                int nz = z + neighbourZOffsets[dir];

                //Check for out-of-bounds
                if (nx < 0 || nz < 0 || nx >= width || nz >= depth) {
                    continue;
                }

                //Calculate new index
                int nIndex = nz*width+nx;
                int conn = LevelGridNode.NoConnection;

                for (int i=0;i<layerCount;i++) {
                    Node other = nodes[nIndex + width*depth*i];
                    if (other != null && other.walkable) {

                        float otherHeight = 0;

                        //Is there a node above this one
                        if (i == layerCount-1 || nodes[nIndex+width*depth*(i+1)] == null) {
                            otherHeight = float.PositiveInfinity;
                        } else {
                            otherHeight = System.Math.Abs (other.position.y - nodes[nIndex+width*depth*(i+1)].position.y)*Int3.PrecisionFactor;
                        }

                        float bottom = Mathf.Max (other.position.y*Int3.PrecisionFactor,lgn.position.y*Int3.PrecisionFactor);
                        float top = Mathf.Min (other.position.y*Int3.PrecisionFactor+otherHeight,lgn.position.y*Int3.PrecisionFactor+height);

                        float dist = top-bottom;

                        if (dist >= characterHeight && Mathf.Abs (other.position.y-lgn.position.y)*Int3.PrecisionFactor <= maxClimb) {

                            //Debug.DrawLine (lgn.position,other.position,new Color (0,1,0,0.5F));
                            conn = i;
                        }
                    }
                }

                lgn.SetConnectionValue (dir,conn);

                /*LinkedLevelCell llc = linkedCells[nIndex];
                //LinkedLevelNode lln = llc.first;

                int conn = 0xF;
                //float minDist = Mathf.Infinity;

                for (int i=0;i<llc.count;i++) {
                    LevelGridNode other = (LevelGridNode)nodes[llc.index+i];

                    if (!other.walkable) {
                        continue;
                    }

                    float bottom = Mathf.Max (other.position.y*Int3.PrecisionFactor,lgn.position.y*Int3.PrecisionFactor);
                    float top = Mathf.Min (other.position.y*Int3.PrecisionFactor+other.height,lgn.position.y*Int3.PrecisionFactor+lgn.height);

                    float dist = top-bottom;

                    //if (z == 3) {
                    //	Debug.DrawRay (lgn.position,Vector3.up*(dist >= characterHeight ? 2 : 0)*0.9F,Color.yellow);
                    //}

                    //Debug.DrawLine ((Vector3)lgn.position+Vector3.up,(Vector3)other.position+Vector3.up,new Color (1,0,0,0.5F));

                    //if (Mathf.Abs (other.position.y-lgn.position.y)*Int3.PrecisionFactor > maxClimb) {
                    //	Debug.DrawLine (lgn.position,other.position,new Color (1,0,0,0.5F));
                    //}

                    if (dist >= characterHeight && Mathf.Abs (other.position.y-lgn.position.y)*Int3.PrecisionFactor <= maxClimb) {

                        if (i >= 0xF) {
                            Debug.LogError ("Too many layers");
                            continue;
                        }

                        //Debug.DrawLine (lgn.position,other.position,new Color (0,1,0,0.5F));
                        conn = i;
                    }
                }

                lgn.SetConnection (dir,conn);
                */
                //Debug.Log ("Yey");
                //Debug.DrawLine (node.position,minNode.position,Color.yellow);
            }
        }
コード例 #31
0
        /** Returns if \a _b is visible from \a _a on the graph.
         * This function is different from the other Linecast functions since it 1) snaps the start and end positions directly to the graph
         * and it uses Bresenham's line drawing algorithm as opposed to the others which use sampling at fixed intervals.
         * If you only care about if one \b node can see another \b node, then this function is great, but if you need more precision than one node,
         * use the normal linecast functions
         * \param [in] _a Point to linecast from
         * \param [in] _b Point to linecast to
         * \param [out] hit Contains info on what was hit, see GraphHitInfo
         * \param [in] hint (deprecated) If you have some idea of what the start node might be (the one close to \a _a), pass it to hint since it can enable faster lookups.
         *
         * This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
         * \astarpro */
        public new bool SnappedLinecast(Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
        {
            hit = new GraphHitInfo ();

            //System.DateTime startTime = System.DateTime.UtcNow;

            LevelGridNode n1 = GetNearest (_a,NNConstraint.None).node as LevelGridNode;
            LevelGridNode n2 = GetNearest (_b,NNConstraint.None).node as LevelGridNode;

            if (n1 == null || n2 == null) {
                hit.node = null;
                hit.point = _a;
                return true;
            }

            _a = inverseMatrix.MultiplyPoint3x4 ((Vector3)n1.position);
            _a.x -= 0.5F;
            _a.z -= 0.5F;

            _b = inverseMatrix.MultiplyPoint3x4 ((Vector3)n2.position);
            _b.x -= 0.5F;
            _b.z -= 0.5F;

            Int3 a = new Int3 (Mathf.RoundToInt (_a.x),Mathf.RoundToInt (_a.y),Mathf.RoundToInt (_a.z));
            Int3 b = new Int3 (Mathf.RoundToInt (_b.x),Mathf.RoundToInt (_b.y),Mathf.RoundToInt (_b.z));

            hit.origin = (Vector3)a;

            //Debug.DrawLine (matrix.MultiplyPoint3x4 (a*100),matrix.MultiplyPoint3x4 (b*100),Color.yellow);

            if (!n1.walkable) {//nodes[a.z*width+a.x].walkable) {
                hit.node = n1;//nodes[a.z*width+a.x];
                hit.point = matrix.MultiplyPoint3x4 (new Vector3 (a.x+0.5F,0,a.z+0.5F));
                hit.point.y = ((Vector3)hit.node.position).y;
                return true;
            }

            int dx = Mathf.Abs (a.x-b.x);
            int dz = Mathf.Abs (a.z-b.z);

            LevelGridNode currentNode = n1;

            while (true) {

                if (currentNode == n2) { //a.x == b.x && a.z == b.z) {

                    //System.DateTime endTime2 = System.DateTime.UtcNow;
                    //float theTime2 = (endTime2-startTime).Ticks*0.0001F;

                    //Debug.Log ("Grid Linecast : Time "+theTime2.ToString ("0.00"));

                    return false;
                }

                //The nodes are at the same position in the graph when seen from above
                if (currentNode.GetIndex() == n2.GetIndex()) {
                    hit.node = currentNode;
                    hit.point = (Vector3)currentNode.position;
                    return true;
                }

                dx = System.Math.Abs(a.x-b.x);
                dz = System.Math.Abs(a.z-b.z);

                int dir = 0;

                if (dx >= dz) {
                    dir = b.x>a.x ? 1 : 3;
                } else if (dz > dx) {
                    dir = b.z>a.z  ? 2 : 0;
                }

                if (CheckConnection (currentNode,dir)) {
                    LevelGridNode other = nodes[currentNode.GetIndex()+neighbourOffsets[dir] + width*depth*currentNode.GetConnectionValue(dir)] as LevelGridNode;

                    if (!other.walkable) {
                        hit.node = other;
                        hit.point = (Vector3)other.position;
                        return true;
                    }

                    //Debug.DrawLine (matrix.MultiplyPoint3x4 (a*100),matrix.MultiplyPoint3x4 (newPos*100));
                    a = (Int3)inverseMatrix.MultiplyPoint3x4 ((Vector3)other.position);
                    currentNode = other;
                } else {

                    hit.node = currentNode;
                    hit.point = (Vector3)currentNode.position;//matrix.MultiplyPoint3x4 (new Vector3 (a.x+0.5F,0,a.z+0.5F));
                    return true;
                }

                /*int e2 = err*2;

                Int3 newPos = a;

                if (e2 > -dz) {
                    err = err-dz;
                    dir = sx;
                    newPos.x += sx;
                }

                if (e2 < dx) {
                    err = err+dx;
                    dir += width*sz;
                    newPos.z += sz;
                }

                if (dir == 0) {
                    Debug.LogError ("Offset is zero, this should not happen");
                    return false;
                }

                for (int i=0;i<neighbourOffsets.Length;i++) {
                    if (neighbourOffsets[i] == dir) {
                        if (CheckConnection (nodes[a.z*width+a.x] as LevelGridNode,i)) {
                            if (!nodes[newPos.z*width+newPos.x].walkable) {
                                hit.node = nodes[a.z*width+a.x];
                                hit.point = matrix.MultiplyPoint3x4 (new Vector3 (a.x+0.5F,0,a.z+0.5F));
                                hit.point.y = ((Vector3)hit.node.position).y;
                                return true;
                            }

                            //Debug.DrawLine (matrix.MultiplyPoint3x4 (a*100),matrix.MultiplyPoint3x4 (newPos*100));
                            a = newPos;
                            break;
                        } else {

                            hit.node = nodes[a.z*width+a.x];
                            hit.point = matrix.MultiplyPoint3x4 (new Vector3 (a.x+0.5F,0,a.z+0.5F));
                            hit.point.y = ((Vector3)hit.node.position).y;
                            return true;
                        }
                    }
                }*/
            }

            //Debug.DrawLine (_a,_b,Color.green);
            //hit.success = true;
        }
コード例 #32
0
ファイル: GridGenerator.cs プロジェクト: sonygod/ESPUnity
        /** Returns if \a _b is visible from \a _a on the graph.
         * \param [in] _a Point to linecast from
         * \param [in] _b Point to linecast to
         * \param [out] hit Contains info on what was hit, see GraphHitInfo
         * \param [in] hint If you have some idea of what the start node might be (the one close to \a _a), pass it to hint since it can enable faster lookups
         * This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
         * \astarpro */
        public bool Linecast(Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
        {
            hit = new GraphHitInfo ();

            //
            //Node n2 = GetNearest (_b,NNConstraint.None);

            _a = inverseMatrix.MultiplyPoint3x4 (_a);
            _a.x -= 0.5F;
            _a.z -= 0.5F;

            _b = inverseMatrix.MultiplyPoint3x4 (_b);
            _b.x -= 0.5F;
            _b.z -= 0.5F;

            //Grid coordinates
            //Int3 a = new Int3 (Mathf.RoundToInt (_a.x),Mathf.RoundToInt (_a.y),Mathf.RoundToInt (_a.z));
            //Int3 b = new Int3 (Mathf.RoundToInt (_b.x),Mathf.RoundToInt (_b.y),Mathf.RoundToInt (_b.z));

            //Clamping is needed
            if (_a.x < -0.5F || _a.z < -0.5F || _a.x >= width-0.5F || _a.z >= depth-0.5F ||
                _b.x < -0.5F || _b.z < -0.5F || _b.x >= width-0.5F || _b.z >= depth-0.5F) {

                //Bounding points of the grid
                Vector3 p1 = new Vector3 (-0.5F     ,0,      -0.5F);
                Vector3 p2 = new Vector3 (-0.5F     ,0,	depth-0.5F);
                Vector3 p3 = new Vector3 (width-0.5F,0,	depth-0.5F);
                Vector3 p4 = new Vector3 (width-0.5F,0,		 -0.5F);

                int intersectCount = 0;

                bool intersect = false;
                Vector3 intersection = Polygon.SegmentIntersectionPoint (p1,p2,_a,_b, out intersect);

                if (intersect) {
                    //Debug.Log ("Intersection with p1 and p2 "+_a+" "+_b+" - Intersection: "+intersection);
                    intersectCount++;
                    if (!Polygon.Left (p1,p2,_a)) {
                        _a = intersection;
                    } else {
                        _b = intersection;
                    }
                }
                intersection = Polygon.SegmentIntersectionPoint (p2,p3,_a,_b, out intersect);

                if (intersect) {
                    //Debug.Log ("Intersection with p2 and p3 "+_a+" "+_b+" - Intersection: "+intersection);
                    intersectCount++;
                    if (!Polygon.Left (p2,p3,_a)) {
                        _a = intersection;
                    } else {
                        _b = intersection;
                    }
                }
                intersection = Polygon.SegmentIntersectionPoint (p3,p4,_a,_b, out intersect);

                if (intersect) {
                    //Debug.Log ("Intersection with p3 and p4 "+_a+" "+_b+" - Intersection: "+intersection);
                    intersectCount++;
                    if (!Polygon.Left (p3,p4,_a)) {
                        _a = intersection;
                    } else {
                        _b = intersection;
                    }
                }
                intersection = Polygon.SegmentIntersectionPoint (p4,p1,_a,_b, out intersect);

                if (intersect) {
                    //Debug.Log ("Intersection with p4 and p1 "+_a+" "+_b+" - Intersection: "+intersection);
                    intersectCount++;
                    if (!Polygon.Left (p4,p1,_a)) {
                        _a = intersection;
                    } else {
                        _b = intersection;
                    }
                }

                if (intersectCount == 0) {
                    //The line does not intersect with the grid
                    return false;
                }
            }

            Vector3 dir = _b-_a;
            float magn = dir.magnitude;

            if (magn == 0) {
                //Zero length line
                return false;
            }

            float sampleLength = 0.2F;

            float newMagn = nodeSize * sampleLength;
            newMagn -= nodeSize * 0.02F;

            dir = (dir / magn) * newMagn;

            //Floor to int, number of samples on the line
            int its = (int)(magn / newMagn);

            //Debug.Log ("Num Its: "+its+" "+dir);

            Vector3 originOffset = _a + dir * nodeSize * 0.01F;

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

                Vector3 p = originOffset + dir * i;

                int x = Mathf.RoundToInt (p.x);
                int z = Mathf.RoundToInt (p.z);

                x = x < 0 ? 0 : (x >= width ? width-1 : x);
                z = z < 0 ? 0 : (z >= depth ? depth-1 : z);

                /*if (x < 0 || z < 0 || x >= width || z >= depth) {
                    Debug.LogError ("Point Out Of Bounds "+"("+x+", "+z+") "+p+" in iteration "+i+" of "+its+" With a direction magn "+dir.magnitude+"\nA: "+_a+"\nB: "+_b);
                    throw new System.IndexOutOfRangeException ("The point "+x+","+z+ " is outside the bounds of the grid");
                    break;
                }*/

                Node node = nodes[z*width+x];

                if (!node.walkable) {
                    if (i > 0) {
                        hit.point = matrix.MultiplyPoint3x4 (originOffset + dir * (i-1)+new Vector3 (0.5F,0,0.5F));
                    } else {
                        hit.point = matrix.MultiplyPoint3x4 (_a+new Vector3 (0.5F,0,0.5F));
                    }
                    hit.success = false;
                    hit.origin = matrix.MultiplyPoint3x4 (_a+new Vector3 (0.5F,0,0.5F));
                    hit.node = node;
                    return true;
                }

                if (i > its-1) {
                    if (Mathf.Abs (p.x-_b.x) <= 0.50001F || Mathf.Abs (p.z - _b.z) <= 0.50001F) {
                        return false;
                    }
                }

            }

            return false;
        }
コード例 #33
0
ファイル: GridGenerator.cs プロジェクト: sonygod/ESPUnity
        //public void GenerateBounds () {
        //bounds.center = offset+new Vector3 (0,height*0.5F,0);
        //bounds.size = new Vector3 (width*scale,height,depth*scale);
        //}
        /** \todo Set clamped position for Grid Graph */
        public override NNInfo GetNearest(Vector3 position, NNConstraint constraint, Node hint)
        {
            if (nodes == null || depth*width != nodes.Length) {
                //Debug.LogError ("NavGraph hasn't been generated yet");
                return new NNInfo ();
            }

            position = inverseMatrix.MultiplyPoint3x4 (position);

            float xf = position.x-0.5F;
            float zf = position.z-0.5f;
            int x = Mathf.Clamp (Mathf.RoundToInt (xf)  , 0, width-1);
            int z = Mathf.Clamp (Mathf.RoundToInt (zf)  , 0, depth-1);

            NNInfo nn = new NNInfo(nodes[z*width+x]);
            //Set clamped position
            //nn.clampedPosition = new Vector3(Mathf.Clamp (xf,x-0.5f,x+0.5f),position.y,Mathf.Clamp (zf,z-0.5f,z+0.5f));
            //nn.clampedPosition = matrix.MultiplyPoint3x4 (nn.clampedPosition);

            return nn;
        }
コード例 #34
0
ファイル: GridGenerator.cs プロジェクト: sonygod/ESPUnity
        public void DeSerializeNodes(Node[] nodes, AstarSerializer serializer)
        {
            /*for (int i=0;i<nodes.Length;i++) {
                GridNode node = nodes[i] as GridNode;

                if (node == null) {
                    Debug.LogError ("DeSerialization Error : Couldn't cast the node to the appropriate type - GridGenerator");
                    return;
                }*/

            GenerateMatrix ();

            SetUpOffsetsAndCosts ();

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

            nodes = new GridNode[nodes.Length];

            int gridIndex = GridNode.SetGridGraph (this);

            int numberSize = (int)serializer.readerStream.ReadByte ();

            for (int z = 0; z < depth; z ++) {
                for (int x = 0; x < width; x++) {

                    GridNode node = nodes[z*width+x] as GridNode;

                    nodes[z*width+x] = node;

                    if (node == null) {
                        Debug.LogError ("DeSerialization Error : Couldn't cast the node to the appropriate type - GridGenerator");
                        return;
                    }

                    node.SetIndex  (z*width+x);
                    node.SetGridIndex (gridIndex);

                    float yPos = 0;

                    //if (serializer.mask == AstarSerializer.SMask.SaveNodePositions) {
                        //Needs to multiply with precision factor because the position will be scaled by Int3.Precision later (Vector3 --> Int3 conversion)
                    if (numberSize == 0) {
                        yPos = serializer.readerStream.ReadInt16 ();
                    } else {
                        yPos = serializer.readerStream.ReadInt32 ();
                    }
                    //}

                    node.position = (Int3)matrix.MultiplyPoint3x4 (new Vector3 (x+0.5F,yPos,z+0.5F));
                }
            }
        }