Пример #1
0
    public static void OutputVertices()
    {
        NavmeshTile tile = navmesh.GetTile(0);

        float[] headerVerts            = new float[tile.GetHeader().vertCount * 3];
        org.critterai.Vector3[] buffer = new org.critterai.Vector3[tile.GetHeader().vertCount * 3];
        tile.GetVerts(buffer);

        string filename = "Vertices.txt";

        if (File.Exists(filename))
        {
            File.Delete(filename);
        }
        File.AppendAllText(filename, "Left List is Raw (vertcount = " + vertCount +
                           "), Right List is From Header (vertcount = " + tile.GetHeader().vertCount + ") (you might see data loss, as converted in/out of grid space.) \n\n");

        for (int i = 0; i < vertCount; i++)
        {
            File.AppendAllText(filename, "Vertex " + i + ": x: " + vertices[i].x + " y: " + vertices[i].y + " z: " + vertices[i].z + "\t\t|");
            File.AppendAllText(filename, "Vertex " + i + ": x: " + buffer[3 * i + 0].x + " y: " + headerVerts[3 * i + 1] + " z: " + headerVerts[3 * i + 2] + "\n");
        }
    }
Пример #2
0
    private void SetConfigFromTargetIntern(Navmesh navmesh)
    {
        NavmeshBuildInfo targetConfig = BuildTarget.BuildInfo;
        NMGenParams      currConfig   = mConfig.GetConfig();

        // Note: Must ensure exact match with original configuration.
        // So this process is using the fields and trusting the
        // original configuration to have valid values.

        currConfig.tileSize       = targetConfig.tileSize;
        currConfig.walkableHeight = targetConfig.walkableHeight;
        currConfig.walkableRadius = targetConfig.walkableRadius;
        currConfig.walkableStep   = targetConfig.walkableStep;
        currConfig.xzCellSize     = targetConfig.xzCellSize;
        currConfig.yCellSize      = targetConfig.yCellSize;
        currConfig.borderSize     = targetConfig.borderSize;

        mBoundsMin = navmesh.GetConfig().origin;

        int maxTiles = navmesh.GetMaxTiles();

        // Make sure the maximum bounds fits the target mesh.
        // Note: Will not shrink the existing max bounds.
        for (int i = 0; i < maxTiles; i++)
        {
            NavmeshTile tile = navmesh.GetTile(i);

            if (tile == null)
            {
                continue;
            }

            NavmeshTileHeader tileHeader = tile.GetHeader();

            if (tileHeader.polyCount == 0)
            {
                continue;
            }

            mBoundsMax = Vector3.Max(mBoundsMax, tileHeader.boundsMax);
        }

        mConfig.SetConfig(currConfig);

        mIsDirty = true;
    }
Пример #3
0
        /// <summary>
        /// Gets the centroids for the polygons that are part of the tile.
        /// </summary>
        private static int GetCentroids(NavmeshTile tile
                                        , uint[] polyRefs
                                        , int polyCount
                                        , UnityEngine.Vector3[] centroids)
        {
            NavmeshTileHeader header = tile.GetHeader();

            if (header.polyCount < 1)
            {
                return(0);
            }

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);
            UnityEngine.Vector3[] vverts = VectorHelper.ToUnityVector3Array(ref verts);


            int resultCount = 0;

            for (int i = 0; i < header.polyCount; i++)
            {
                uint polyRef = polyBase | ( uint )i;

                int iResult = IsInList(polyRef, polyRefs, polyCount);

                if (iResult == -1)
                {
                    continue;
                }

                resultCount++;

                NavmeshPoly poly = polys[i];

                centroids[iResult] = GetCentroid(vverts, poly.indices, poly.vertCount);
            }

            return(resultCount);
        }
Пример #4
0
        /// <summary>
        /// Draws a debug visualization of an individual navmesh tile.
        /// </summary>
        /// <remarks>
        /// <para>
        /// The tile will be checked to see if it is in use before it is drawn.  So there is no
        /// need for caller to do so.
        /// </para>
        /// </remarks>
        private static void Draw(NavmeshTile tile
                                 , NavmeshQuery query, uint[] markPolys, int markPolyCount
                                 , int colorId)
        {
            NavmeshTileHeader header = tile.GetHeader();

            // Keep this check.  Less trouble for clients.
            if (header.polyCount < 1)
            {
                return;
            }

            DebugDraw.SimpleMaterial.SetPass(0);

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            NavmeshDetailMesh[] meshes =
                new NavmeshDetailMesh[header.detailMeshCount];
            tile.GetDetailMeshes(meshes);

            byte[] detailTris = new byte[header.detailTriCount * 4];
            tile.GetDetailTris(detailTris);

            Vector3[] detailVerts = new Vector3[header.detailVertCount];
            tile.GetDetailVerts(detailVerts);

            GL.Begin(GL.TRIANGLES);
            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type == NavmeshPolyType.OffMeshConnection)
                {
                    continue;
                }

                NavmeshDetailMesh mesh = meshes[i];

                Color color = GetStandardColor(polyBase | (uint)i
                                               , poly.Area, colorId
                                               , query, markPolys, markPolyCount);

                GL.Color(color);

                for (int j = 0; j < mesh.triCount; j++)
                {
                    int pTri = (int)(mesh.triBase + j) * 4;

                    for (int k = 0; k < 3; k++)
                    {
                        // Note: iVert and pVert refer to different
                        // arrays.
                        int iVert = detailTris[pTri + k];
                        if (iVert < poly.vertCount)
                        {
                            // Get the vertex from the main vertices.
                            int pVert = poly.indices[iVert];
                            GL.Vertex(verts[pVert]);
                        }
                        else
                        {
                            // Get the vertex from the detail vertices.
                            int pVert = (int)
                                        (mesh.vertBase + iVert - poly.vertCount);
                            GL.Vertex(detailVerts[pVert]);
                        }
                    }
                }
            }
            GL.End();

            NavmeshLink[] links = new NavmeshLink[header.maxLinkCount];
            tile.GetLinks(links);

            GL.Begin(GL.LINES);

            DrawPolyBoundaries(header
                               , polys
                               , verts
                               , meshes
                               , detailTris
                               , detailVerts
                               , links
                               , new Color(0, 0.2f, 0.25f, 0.13f)
                               , true);

            DrawPolyBoundaries(header
                               , polys
                               , verts
                               , meshes
                               , detailTris
                               , detailVerts
                               , links
                               , new Color(0.65f, 0.2f, 0, 0.9f)
                               , false);

            if (header.connCount == 0)
            {
                GL.End();
                return;
            }

            NavmeshConnection[] conns = new NavmeshConnection[header.connCount];
            tile.GetConnections(conns);

            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type != NavmeshPolyType.OffMeshConnection)
                {
                    continue;
                }

                Color color = GetStandardColor(polyBase | (uint)i
                                               , poly.Area, colorId
                                               , query, markPolys, markPolyCount);

                // Note: Alpha of less than one doesn't look good because connections tend to
                // overlay a lot of geometry, resulting is off color transitions.
                color.a = 1;

                GL.Color(color);

                NavmeshConnection conn = conns[i - header.connBase];

                Vector3 va = verts[poly.indices[0]];
                Vector3 vb = verts[poly.indices[1]];

                // Check to see if start and end end-points have links.
                bool startSet = false;
                bool endSet   = false;
                for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next)
                {
                    if (links[k].edge == 0)
                    {
                        startSet = true;
                    }
                    if (links[k].edge == 1)
                    {
                        endSet = true;
                    }
                }

                // For linked endpoints: Draw a line between on-mesh location and endpoint,
                // and draw circle at the endpoint.
                // For un-linked endpoints: Draw a small red x-marker.

                if (startSet)
                {
                    GL.Vertex(va);
                    GL.Vertex(conn.endpoints[0]);
                    DebugDraw.AppendCircle(conn.endpoints[0], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f);
                    GL.Color(color);
                }

                if (endSet)
                {
                    GL.Vertex(vb);
                    GL.Vertex(conn.endpoints[1]);
                    DebugDraw.AppendCircle(conn.endpoints[1], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f);
                    GL.Color(color);
                }

                DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1]
                                    , 0.25f
                                    , conn.IsBiDirectional ? 0.6f : 0
                                    , 0.6f);
            }

            GL.End();
        }
Пример #5
0
    internal bool CanLoadFromTarget(BuildContext context, bool fullCheck)
    {
        INavmeshData target = BuildTarget;

        if (target == null || !target.HasNavmesh)
        {
            if (context != null)
            {
                context.LogError("Build target does not have an existing navigation mesh.", this);
            }
            return(false);
        }

        NavmeshBuildInfo targetConfig = target.BuildInfo;

        // Note: The tile size is checked since the original builder
        // may have supported a tile size not supported by the the standard build.
        if (targetConfig == null ||
            targetConfig.tileSize >= 0 && targetConfig.tileSize < MinAllowedTileSize)
        {
            if (context != null)
            {
                context.LogError("Unavailable or unsupported build target configuration.", this);
            }
            return(false);
        }

        if (!fullCheck)
        {
            return(true);
        }

        Navmesh nm = target.GetNavmesh();

        if (nm == null)
        {
            if (context != null)
            {
                context.LogError(
                    "Build target does not have an existing navigation mesh. (It lied.)", this);
            }
            return(false);
        }

        NavmeshParams nmConfig = nm.GetConfig();

        if (nmConfig.maxTiles < 2)
        {
            if (context != null)
            {
                context.LogError("Target navigation mesh is not tiled.", this);
            }
            return(false);
        }

        int tileCount = 0;

        for (int i = 0; i < nmConfig.maxTiles; i++)
        {
            NavmeshTile tile = nm.GetTile(i);

            if (tile == null)
            {
                continue;
            }

            NavmeshTileHeader header = tile.GetHeader();

            if (header.polyCount == 0)
            {
                continue;
            }

            tileCount++;

            if (header.layer > 0)
            {
                if (context != null)
                {
                    context.LogError(
                        "Target navigation mesh contains layered tiles. (Not supported.)", this);
                }
                return(false);
            }
        }

        if (tileCount < 2)
        {
            if (context != null)
            {
                context.LogError(
                    "Target navigation mesh is either not tiled or has no tiles loaded.", this);
            }
            return(false);
        }

        return(true);
    }
Пример #6
0
        /// <summary>
        /// Gets the centroids for the polygons that are part of the tile.
        /// </summary>
        private static int GetCentroids(NavmeshTile tile
            , uint[] polyRefs
            , int polyCount
            , Vector3[] centroids)
        {
            NavmeshTileHeader header = tile.GetHeader();

            if (header.polyCount < 1)
                return 0;

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);

            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            int resultCount = 0;

            for (int i = 0; i < header.polyCount; i++)
            {
                uint polyRef = polyBase | (uint)i;

                int iResult = IsInList(polyRef, polyRefs, polyCount);

                if (iResult == -1)
                    continue;

                resultCount++;

                NavmeshPoly poly = polys[i];

                centroids[iResult] = GetCentroid(verts, poly.indices, poly.vertCount);
            }

            return resultCount;
        }
Пример #7
0
        /// <summary>
        /// Draws a debug visualization of an individual navmesh tile.
        /// </summary>
        /// <remarks>
        /// <para>
        /// The tile will be checked to see if it is in use before it is drawn.  So there is no 
        /// need for caller to do so.
        /// </para>
        /// </remarks>
        private static void Draw(NavmeshTile tile
            , NavmeshQuery query, uint[] markPolys, int markPolyCount
            , int colorId)
        {
            NavmeshTileHeader header = tile.GetHeader();

            // Keep this check.  Less trouble for clients.
            if (header.polyCount < 1)
                return;

            DebugDraw.SimpleMaterial.SetPass(0);

            uint polyBase = tile.GetBasePolyRef();

            NavmeshPoly[] polys = new NavmeshPoly[header.polyCount];
            tile.GetPolys(polys);
             
            Vector3[] verts = new Vector3[header.vertCount];
            tile.GetVerts(verts);

            NavmeshDetailMesh[] meshes = 
                new NavmeshDetailMesh[header.detailMeshCount];
            tile.GetDetailMeshes(meshes);

            byte[] detailTris = new byte[header.detailTriCount * 4];
            tile.GetDetailTris(detailTris);

            Vector3[] detailVerts = new Vector3[header.detailVertCount];
            tile.GetDetailVerts(detailVerts);

            GL.Begin(GL.TRIANGLES);
            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type == NavmeshPolyType.OffMeshConnection)
                    continue;

                NavmeshDetailMesh mesh = meshes[i];

                Color color = GetStandardColor(polyBase | (uint)i
                    , poly.Area, colorId
                    , query, markPolys, markPolyCount);

                GL.Color(color);

                for (int j = 0; j < mesh.triCount; j++)
                {
                    int pTri = (int)(mesh.triBase + j) * 4;

                    for (int k = 0; k < 3; k++)
                    {
                        // Note: iVert and pVert refer to different
                        // arrays.
                        int iVert = detailTris[pTri + k];
                        if (iVert < poly.vertCount)
                        {
                            // Get the vertex from the main vertices.
                            int pVert = poly.indices[iVert];
                            GL.Vertex(verts[pVert]);
                        }
                        else
                        {
                            // Get the vertex from the detail vertices.
                            int pVert = (int)
                                (mesh.vertBase + iVert - poly.vertCount);
                            GL.Vertex(detailVerts[pVert]);
                        }
                    }
                }
            }
            GL.End();

            NavmeshLink[] links = new NavmeshLink[header.maxLinkCount];
            tile.GetLinks(links);

            GL.Begin(GL.LINES);

            DrawPolyBoundaries(header
                , polys
                , verts
                , meshes
                , detailTris
                , detailVerts
                , links
                , new Color(0, 0.2f, 0.25f, 0.13f)
                , true);

            DrawPolyBoundaries(header
                , polys
                , verts
                , meshes
                , detailTris
                , detailVerts
                , links
                , new Color(0.65f, 0.2f, 0, 0.9f)
                , false);

            if (header.connCount == 0)
            {
                GL.End();
                return;
            }

            NavmeshConnection[] conns = new NavmeshConnection[header.connCount];
            tile.GetConnections(conns);

            for (int i = 0; i < header.polyCount; i++)
            {
                NavmeshPoly poly = polys[i];

                if (poly.Type != NavmeshPolyType.OffMeshConnection)
                    continue;

                Color color = GetStandardColor(polyBase | (uint)i
                    , poly.Area, colorId
                    , query, markPolys, markPolyCount);

                // Note: Alpha of less than one doesn't look good because connections tend to
                // overlay a lot of geometry, resulting is off color transitions.
                color.a = 1;

                GL.Color(color);

                NavmeshConnection conn = conns[i - header.connBase];

			    Vector3 va = verts[poly.indices[0]];
			    Vector3 vb = verts[poly.indices[1]];

			    // Check to see if start and end end-points have links.
			    bool startSet = false;
			    bool endSet = false;
			    for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next)
			    {
				    if (links[k].edge == 0)
					    startSet = true;
				    if (links[k].edge == 1)
					    endSet = true;
			    }
    			
                // For linked endpoints: Draw a line between on-mesh location and endpoint, 
                // and draw circle at the endpoint.
                // For un-linked endpoints: Draw a small red x-marker.

                if (startSet)
                {
                    GL.Vertex(va);
                    GL.Vertex(conn.endpoints[0]);
                    DebugDraw.AppendCircle(conn.endpoints[0], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f);
                    GL.Color(color);
                }

                if (endSet)
                {
                    GL.Vertex(vb);
                    GL.Vertex(conn.endpoints[1]);
                    DebugDraw.AppendCircle(conn.endpoints[1], conn.radius);
                }
                else
                {
                    GL.Color(Color.red);
                    DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f);
                    GL.Color(color);
                }

                DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1]
                    , 0.25f
                    , conn.IsBiDirectional ? 0.6f : 0
                    , 0.6f);
            }

            GL.End();
        }