/// <summary> /// Connect Off-Mesh links between polygons from two different tiles. /// </summary> /// <param name="tile">Current Tile</param> /// <param name="target">Target Tile</param> /// <param name="side">Polygon edge</param> public void ConnectExtOffMeshLinks(ref MeshTile tile, ref MeshTile target, BoundarySide side) { if (tile == null) { return; } //Connect off-mesh links, specifically links which land from target tile to this tile BoundarySide oppositeSide = side.GetOpposite(); //Iterate through all the off-mesh connections of target tile for (int i = 0; i < target.Header.OffMeshConCount; i++) { OffMeshConnection targetCon = target.OffMeshConnections[i]; if (targetCon.Side != oppositeSide) { continue; } Poly targetPoly = target.Polys[targetCon.Poly]; //Skip off-mesh connections which start location could not be connected at all if (!IsLinkAllocated(targetPoly.FirstLink)) { continue; } Vector3 extents = new Vector3(targetCon.Radius, target.Header.WalkableClimb, targetCon.Radius); //Find polygon to connect to Vector3 p = targetCon.Pos1; Vector3 nearestPt = new Vector3(); PolyId reference = FindNearestPolyInTile(tile, p, extents, ref nearestPt); if (reference == PolyId.Null) { continue; } //Further checks if ((nearestPt.X - p.X) * (nearestPt.X - p.X) + (nearestPt.Z - p.Z) * (nearestPt.Z - p.Z) > (targetCon.Radius * targetCon.Radius)) { continue; } //Make sure the location is on the current mesh target.Verts[targetPoly.Verts[1]] = nearestPt; //Link off-mesh connection to target poly int idx = AllocLink(target); if (IsLinkAllocated(idx)) { target.Links[idx].Reference = reference; target.Links[idx].Edge = i; target.Links[idx].Side = oppositeSide; target.Links[idx].BMin = target.Links[idx].BMax = 0; //add to linked list target.Links[idx].Next = target.Polys[i].FirstLink; target.Polys[i].FirstLink = idx; } //link target poly to off-mesh connection if ((targetCon.Flags & OffMeshConnectionFlags.Bidirectional) != 0) { int tidx = AllocLink(tile); if (IsLinkAllocated(tidx)) { int landPolyIdx = reference.DecodePolyIndex(polyBits); PolyId id; id = GetPolyRefBase(target); PolyId.SetPolyIndex(ref id, targetCon.Poly, out id); tile.Links[tidx].Reference = id; tile.Links[tidx].Edge = 0xff; tile.Links[tidx].Side = side; tile.Links[tidx].BMin = tile.Links[tidx].BMax = 0; //add to linked list tile.Links[tidx].Next = tile.Polys[landPolyIdx].FirstLink; tile.Polys[landPolyIdx].FirstLink = tidx; } } } }
/// <summary> /// Connect Off-Mesh links between polygons from two different tiles. /// </summary> /// <param name="tile">Current Tile</param> /// <param name="target">Target Tile</param> /// <param name="side">Polygon edge</param> public void ConnectExtOffMeshLinks(ref MeshTile tile, ref MeshTile target, BoundarySide side) { if (tile == null) return; //Connect off-mesh links, specifically links which land from target tile to this tile BoundarySide oppositeSide = side.GetOpposite(); //Iterate through all the off-mesh connections of target tile for (int i = 0; i < target.Header.OffMeshConCount; i++) { OffMeshConnection targetCon = target.OffMeshConnections[i]; if (targetCon.Side != oppositeSide) continue; Poly targetPoly = target.Polys[targetCon.Poly]; //Skip off-mesh connections which start location could not be connected at all if (!IsLinkAllocated(targetPoly.FirstLink)) continue; Vector3 extents = new Vector3(targetCon.Radius, target.Header.WalkableClimb, targetCon.Radius); //Find polygon to connect to Vector3 p = targetCon.Pos1; Vector3 nearestPt = new Vector3(); int reference = FindNearestPolyInTile(tile, p, extents, ref nearestPt); if (reference == 0) continue; //Further checks if ((nearestPt.X - p.X) * (nearestPt.X - p.X) + (nearestPt.Z - p.Z) * (nearestPt.Z - p.Z) > (targetCon.Radius * targetCon.Radius)) continue; //Make sure the location is on the current mesh target.Verts[targetPoly.Verts[1]] = nearestPt; //Link off-mesh connection to target poly int idx = AllocLink(target); if (IsLinkAllocated(idx)) { target.Links[idx].Reference = reference; target.Links[idx].Edge = i; target.Links[idx].Side = oppositeSide; target.Links[idx].BMin = target.Links[idx].BMax = 0; //add to linked list target.Links[idx].Next = target.Polys[i].FirstLink; target.Polys[i].FirstLink = idx; } //link target poly to off-mesh connection if ((targetCon.Flags & OffMeshConnectionFlags.Bidirectional) != 0) { int tidx = AllocLink(tile); if (IsLinkAllocated(tidx)) { int landPolyIdx = DecodePolyIdPoly(reference); tile.Links[tidx].Reference = GetReference(GetPolyRefBase(target), targetCon.Poly); tile.Links[tidx].Edge = 0xff; tile.Links[tidx].Side = side; tile.Links[tidx].BMin = tile.Links[tidx].BMax = 0; //add to linked list tile.Links[tidx].Next = tile.Polys[landPolyIdx].FirstLink; tile.Polys[landPolyIdx].FirstLink = tidx; } } } }
/// <summary> /// Connect polygons from two different tiles. /// </summary> /// <param name="tile">Current Tile</param> /// <param name="target">Target Tile</param> /// <param name="side">Polygon edge</param> public void ConnectExtLinks(ref MeshTile tile, ref MeshTile target, BoundarySide side) { if (tile == null) { return; } //Connect border links for (int i = 0; i < tile.Header.PolyCount; i++) { int numPolyVerts = tile.Polys[i].VertCount; for (int j = 0; j < numPolyVerts; j++) { //Skip non-portal edges if ((tile.Polys[i].Neis[j] & Link.External) == 0) { continue; } BoundarySide dir = (BoundarySide)(tile.Polys[i].Neis[j] & 0xff); if (side != BoundarySide.Internal && dir != side) { continue; } //Create new links Vector3 va = tile.Verts[tile.Polys[i].Verts[j]]; Vector3 vb = tile.Verts[tile.Polys[i].Verts[(j + 1) % numPolyVerts]]; List <PolyId> nei = new List <PolyId>(4); List <float> neia = new List <float>(4 * 2); FindConnectingPolys(va, vb, target, dir.GetOpposite(), nei, neia); //Iterate through neighbors for (int k = 0; k < nei.Count; k++) { //Allocate a new link if possible int idx = AllocLink(tile); if (IsLinkAllocated(idx)) { tile.Links[idx].Reference = nei[k]; tile.Links[idx].Edge = j; tile.Links[idx].Side = dir; tile.Links[idx].Next = tile.Polys[i].FirstLink; tile.Polys[i].FirstLink = idx; //Compress portal limits to a value if (dir == BoundarySide.PlusX || dir == BoundarySide.MinusX) { float tmin = (neia[k * 2 + 0] - va.Z) / (vb.Z - va.Z); float tmax = (neia[k * 2 + 1] - va.Z) / (vb.Z - va.Z); if (tmin > tmax) { float temp = tmin; tmin = tmax; tmax = temp; } tile.Links[idx].BMin = (int)(MathHelper.Clamp(tmin, 0.0f, 1.0f) * 255.0f); tile.Links[idx].BMax = (int)(MathHelper.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } else if (dir == BoundarySide.PlusZ || dir == BoundarySide.MinusZ) { float tmin = (neia[k * 2 + 0] - va.X) / (vb.X - va.X); float tmax = (neia[k * 2 + 1] - va.X) / (vb.X - va.X); if (tmin > tmax) { float temp = tmin; tmin = tmax; tmax = temp; } tile.Links[idx].BMin = (int)(MathHelper.Clamp(tmin, 0.0f, 1.0f) * 255.0f); tile.Links[idx].BMax = (int)(MathHelper.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } } } } } }
/// <summary> /// Build a tile and link all the polygons togther, both internally and externally. /// Make sure to link off-mesh connections as well. /// </summary> /// <param name="data">Navigation Mesh data</param> /// <param name="lastRef">Last polygon reference</param> /// <param name="result">Last tile reference</param> public void AddTile(NavMeshBuilder data, PolyId lastRef, out PolyId result) { result = PolyId.Null; //make sure data is in right format PathfindingCommon.NavMeshInfo header = data.Header; //make sure location is free if (GetTileAt(header.X, header.Y, header.Layer) != null) { return; } //allocate a tile MeshTile tile = null; if (lastRef == PolyId.Null) { if (nextFree != null) { tile = nextFree; nextFree = tile.Next; tile.Next = null; } } else { //try to relocate tile to specific index with the same salt int tileIndex = lastRef.DecodeTileIndex(polyBits, tileBits); if (tileIndex >= maxTiles) { return; } //try to find specific tile id from free list MeshTile target = tiles[tileIndex]; MeshTile prev = null; tile = nextFree; while (tile != null && tile != target) { prev = tile; tile = tile.Next; } //couldn't find correct location if (tile != target) { return; } //remove from freelist if (prev == null) { nextFree = tile.Next; } else { prev.Next = tile.Next; } //restore salt tile.Salt = lastRef.DecodeSalt(polyBits, tileBits, saltBits); } //make sure we could allocate a tile if (tile == null) { return; } //insert tile into position LookUp Table (lut) int h = ComputeTileHash(header.X, header.Y, tileLookupTableMask); tile.Next = posLookup[h]; posLookup[h] = tile; if (header.BvNodeCount == 0) { tile.BVTree = null; } //patch header tile.Verts = data.NavVerts; tile.Polys = data.NavPolys; tile.DetailMeshes = data.NavDMeshes; tile.DetailVerts = data.NavDVerts; tile.DetailTris = data.NavDTris; tile.BVTree = data.NavBvTree; tile.OffMeshConnections = data.OffMeshCons; //build links freelist tile.LinksFreeList = 0; tile.Links = new Link[header.MaxLinkCount]; for (int i = 0; i < header.MaxLinkCount; i++) { tile.Links[i] = new Link(); } tile.Links[header.MaxLinkCount - 1].Next = Link.Null; for (int i = 0; i < header.MaxLinkCount - 1; i++) { tile.Links[i].Next = i + 1; } //init tile tile.Header = header; tile.Data = data; ConnectIntLinks(ref tile); BaseOffMeshLinks(ref tile); //create connections with neighbor tiles MeshTile[] neis = new MeshTile[32]; int nneis; //connect with layers in current tile nneis = GetTilesAt(header.X, header.Y, neis); for (int j = 0; j < nneis; j++) { if (neis[j] != tile) { ConnectExtLinks(ref tile, ref neis[j], BoundarySide.Internal); ConnectExtLinks(ref neis[j], ref tile, BoundarySide.Internal); } ConnectExtOffMeshLinks(ref tile, ref neis[j], BoundarySide.Internal); ConnectExtOffMeshLinks(ref neis[j], ref tile, BoundarySide.Internal); } //connect with neighbour tiles for (int i = 0; i < 8; i++) { BoundarySide b = (BoundarySide)i; BoundarySide bo = b.GetOpposite(); nneis = GetNeighbourTilesAt(header.X, header.Y, b, neis); for (int j = 0; j < nneis; j++) { ConnectExtLinks(ref tile, ref neis[j], b); ConnectExtLinks(ref neis[j], ref tile, bo); ConnectExtOffMeshLinks(ref tile, ref neis[j], b); ConnectExtOffMeshLinks(ref neis[j], ref tile, bo); } } result = GetTileRef(tile); }
/// <summary> /// Connect Off-Mesh links between polygons from two different tiles. /// </summary> /// <param name="target">Target Tile</param> /// <param name="side">Polygon edge</param> public void ConnectExtOffMeshLinks(NavTile target, BoundarySide side) { //Connect off-mesh links, specifically links which land from target tile to this tile BoundarySide oppositeSide = side.GetOpposite(); //Iterate through all the off-mesh connections of target tile for (int i = 0; i < target.OffMeshConnectionCount; i++) { OffMeshConnection targetCon = target.OffMeshConnections[i]; if (targetCon.Side != oppositeSide) { continue; } NavPoly targetPoly = target.Polys[targetCon.Poly]; //Skip off-mesh connections which start location could not be connected at all if (targetPoly.Links.Count == 0) { continue; } Vector3 extents = new Vector3(targetCon.Radius, target.WalkableClimb, targetCon.Radius); //Find polygon to connect to Vector3 p = targetCon.Pos1; Vector3 nearestPt = new Vector3(); NavPolyId reference = FindNearestPoly(p, extents, ref nearestPt); if (reference == NavPolyId.Null) { continue; } //Further checks if ((nearestPt.X - p.X) * (nearestPt.X - p.X) + (nearestPt.Z - p.Z) * (nearestPt.Z - p.Z) > (targetCon.Radius * targetCon.Radius)) { continue; } //Make sure the location is on the current mesh target.Verts[targetPoly.Verts[1]] = nearestPt; //Link off-mesh connection to target poly Link link = new Link(); link.Reference = reference; link.Edge = i; link.Side = oppositeSide; target.Polys[i].Links.Add(link); //link target poly to off-mesh connection if ((targetCon.Flags & OffMeshConnectionFlags.Bidirectional) != 0) { int landPolyIdx = idManager.DecodePolyIndex(ref reference); NavPolyId id; id = target.baseRef; idManager.SetPolyIndex(ref id, targetCon.Poly, out id); Link bidiLink = new Link(); bidiLink.Reference = id; bidiLink.Edge = 0xff; bidiLink.Side = side; Polys[landPolyIdx].Links.Add(bidiLink); } } }
/// <summary> /// Connect polygons from two different tiles. /// </summary> /// <param name="target">Target Tile</param> /// <param name="side">Polygon edge</param> public void ConnectExtLinks(NavTile target, BoundarySide side) { //Connect border links for (int i = 0; i < PolyCount; i++) { int numPolyVerts = Polys[i].VertCount; for (int j = 0; j < numPolyVerts; j++) { //Skip non-portal edges if ((Polys[i].Neis[j] & Link.External) == 0) { continue; } BoundarySide dir = (BoundarySide)(Polys[i].Neis[j] & 0xff); if (side != BoundarySide.Internal && dir != side) { continue; } //Create new links Vector3 va = Verts[Polys[i].Verts[j]]; Vector3 vb = Verts[Polys[i].Verts[(j + 1) % numPolyVerts]]; List <NavPolyId> nei = new List <NavPolyId>(4); List <float> neia = new List <float>(4 * 2); target.FindConnectingPolys(va, vb, dir.GetOpposite(), nei, neia); //Iterate through neighbors for (int k = 0; k < nei.Count; k++) { Link link = new Link(); link.Reference = nei[k]; link.Edge = j; link.Side = dir; Polys[i].Links.Add(link); //Compress portal limits to a value if (dir == BoundarySide.PlusX || dir == BoundarySide.MinusX) { float tmin = (neia[k * 2 + 0] - va.Z) / (vb.Z - va.Z); float tmax = (neia[k * 2 + 1] - va.Z) / (vb.Z - va.Z); if (tmin > tmax) { float temp = tmin; tmin = tmax; tmax = temp; } link.BMin = (int)(MathHelper.Clamp(tmin, 0.0f, 1.0f) * 255.0f); link.BMax = (int)(MathHelper.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } else if (dir == BoundarySide.PlusZ || dir == BoundarySide.MinusZ) { float tmin = (neia[k * 2 + 0] - va.X) / (vb.X - va.X); float tmax = (neia[k * 2 + 1] - va.X) / (vb.X - va.X); if (tmin > tmax) { float temp = tmin; tmin = tmax; tmax = temp; } link.BMin = (int)(MathHelper.Clamp(tmin, 0.0f, 1.0f) * 255.0f); link.BMax = (int)(MathHelper.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } } } } }
/// <summary> /// Build a tile and link all the polygons togther, both internally and externally. /// Make sure to link off-mesh connections as well. /// </summary> /// <param name="data">Navigation Mesh data</param> /// <param name="lastRef">Last polygon reference</param> /// <param name="result">Last tile reference</param> public PolyId AddTile(NavMeshBuilder data) { //make sure data is in right format PathfindingCommon.NavMeshInfo header = data.Header; //make sure location is free if (GetTileAt(header.X, header.Y, header.Layer) != null) { return(PolyId.Null); } PolyId newTileId = GetNextTileRef(); MeshTile tile = new MeshTile(new Vector2i(header.X, header.Y), header.Layer, idManager, newTileId); tile.Salt = idManager.DecodeSalt(ref newTileId); if (header.BvNodeCount == 0) { tile.BVTree = null; } //patch header tile.Verts = data.NavVerts; tile.Polys = data.NavPolys; tile.PolyCount = header.PolyCount; tile.DetailMeshes = data.NavDMeshes; tile.DetailVerts = data.NavDVerts; tile.DetailTris = data.NavDTris; tile.BVTree = data.NavBvTree; tile.OffMeshConnections = data.OffMeshCons; tile.OffMeshConnectionCount = header.OffMeshConCount; tile.BvQuantFactor = header.BvQuantFactor; tile.BvNodeCount = header.BvNodeCount; tile.Bounds = header.Bounds; tile.WalkableClimb = header.WalkableClimb; //create connections within tile tile.ConnectIntLinks(); tile.BaseOffMeshLinks(); //create connections with neighbor tiles //connect with layers in current tile foreach (MeshTile layerTile in GetTilesAt(header.X, header.Y)) { if (layerTile != tile) { tile.ConnectExtLinks(layerTile, BoundarySide.Internal); layerTile.ConnectExtLinks(tile, BoundarySide.Internal); } tile.ConnectExtOffMeshLinks(layerTile, BoundarySide.Internal); layerTile.ConnectExtOffMeshLinks(tile, BoundarySide.Internal); } //connect with neighbor tiles for (int i = 0; i < 8; i++) { BoundarySide b = (BoundarySide)i; BoundarySide bo = b.GetOpposite(); foreach (MeshTile neighborTile in GetNeighborTilesAt(header.X, header.Y, b)) { tile.ConnectExtLinks(neighborTile, b); neighborTile.ConnectExtLinks(tile, bo); tile.ConnectExtOffMeshLinks(neighborTile, b); neighborTile.ConnectExtOffMeshLinks(tile, bo); } } AddTileAt(tile, GetNextTileRef()); return(newTileId); }