/** Check if a straight path between v1 and v2 is valid. * If both \a n1 and \a n2 are supplied it is assumed that the line goes from the center of \a n1 to the center of \a n2 and a more optimized graph linecast may be done. */ protected bool ValidateLine(GraphNode n1, GraphNode n2, Vector3 v1, Vector3 v2) { if (useRaycasting) { // Use raycasting to check if a straight path between v1 and v2 is valid if (use2DPhysics) { if (thickRaycast && thickRaycastRadius > 0 && Physics2D.CircleCast(v1 + raycastOffset, thickRaycastRadius, v2 - v1, (v2 - v1).magnitude, mask)) { return(false); } if (Physics2D.Linecast(v1 + raycastOffset, v2 + raycastOffset, mask)) { return(false); } } else { // Perform a thick raycast (if enabled) if (thickRaycast && thickRaycastRadius > 0 && Physics.SphereCast(new Ray(v1 + raycastOffset, v2 - v1), thickRaycastRadius, (v2 - v1).magnitude, mask)) { return(false); } // Perform a normal raycast // This is done even if a thick raycast is also done because thick raycasts do not report collisions for // colliders that overlapped the (imaginary) sphere at the origin of the thick raycast. // If this raycast was not done then some obstacles could be missed. if (Physics.Linecast(v1 + raycastOffset, v2 + raycastOffset, mask)) { return(false); } } } if (useGraphRaycasting) { #if !AstarFree && !ASTAR_NO_GRID_GRAPH bool betweenNodeCenters = n1 != null && n2 != null; #endif if (n1 == null) { n1 = PathFindHelper.GetNearest(v1).node; } if (n2 == null) { n2 = PathFindHelper.GetNearest(v2).node; } if (n1 != null && n2 != null) { // Use graph raycasting to check if a straight path between v1 and v2 is valid NavGraph graph = UnityHelper.GetGraph(n1); NavGraph graph2 = UnityHelper.GetGraph(n2); if (graph != graph2) { return(false); } var rayGraph = graph as IRaycastableGraph; if (rayGraph != null) { return(!rayGraph.Linecast(v1, v2, n1)); } } } return(true); }
/** Called when a requested path has been calculated. * A path is first requested by #UpdatePath, it is then calculated, probably in the same or the next frame. * Finally it is returned to the seeker which forwards it to this function. */ protected override void OnPathComplete(Path newPath) { ABPath p = newPath as ABPath; if (p == null) { throw new System.Exception("This function only handles ABPaths, do not use special path types"); } waitingForPathCalculation = false; // Increase the reference count on the new path. // This is used for object pooling to reduce allocations. p.Claim(this); // Path couldn't be calculated of some reason. // More info in p.errorLog (debug string) if (p.error) { p.Release(this); return; } // Release the previous path. if (path != null) { path.Release(this); } // Replace the old path path = p; // Make sure the path contains at least 2 points if (path.vectorPath.Count == 1) { path.vectorPath.Add(path.vectorPath[0]); } interpolator.SetPath(path.vectorPath); var graph = UnityHelper.GetGraph(path.path[0]) as ITransformedGraph; movementPlane = graph != null ? graph.transform : (rotationIn2D ? new GraphTransform(Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-90, 270, 90), Vector3.one)) : GraphTransform.identityTransform); // Reset some variables reachedEndOfPath = false; // Simulate movement from the point where the path was requested // to where we are right now. This reduces the risk that the agent // gets confused because the first point in the path is far away // from the current position (possibly behind it which could cause // the agent to turn around, and that looks pretty bad). interpolator.MoveToLocallyClosestPoint((GetFeetPosition() + p.originalStartPoint.ToUnityV3()) * 0.5f); interpolator.MoveToLocallyClosestPoint(GetFeetPosition()); // Update which point we are moving towards. // Note that we need to do this here because otherwise the remainingDistance field might be incorrect for 1 frame. // (due to interpolator.remainingDistance being incorrect). interpolator.MoveToCircleIntersection2D(position, pickNextWaypointDist, movementPlane); var distanceToEnd = remainingDistance; if (distanceToEnd <= endReachedDistance) { reachedEndOfPath = true; OnTargetReached(); } }