示例#1
0
    public void StartRobot()
    {
        BuildPathMap();

        int vbsize = RecastMove.get_vb_size();

        float[] vb = new float[vbsize];
        RecastMove.get_vb(vb);
        Dbgrendermesh.Clear();
        for (int i = 0; i < vbsize;)
        {
#if UNITY_EDITOR
            Vector3    a        = new Vector3(vb[i], vb[i + 1], vb[i + 2]);
            GameObject tempQie  = AssetDatabase.LoadAssetAtPath("Assets/Models/obstacle_perfab/CubeOBBOX.prefab", typeof(GameObject)) as GameObject;
            GameObject tempQie2 = (GameObject)GameObject.Instantiate(tempQie);
            tempQie2.GetComponent <MeshRenderer>().enabled = true;
            tempQie2.GetComponent <BoxCollider>().enabled  = false;
            tempQie2.AddComponent <RobotMove>();
            tempQie2.GetComponent <RobotMove>().PathMap = PathMap;
            tempQie2.GetComponent <RobotMove>().max     = Dbgrendermesh.m_Mesh.bounds.max;
            tempQie2.GetComponent <RobotMove>().min     = Dbgrendermesh.m_Mesh.bounds.min;
            //tempQie2.AddComponent<>();
            tempQie2.transform.position = a;
            tempQie2.name = i.ToString();
            RobotList.Add(tempQie2);
            i += 3;
#endif
        }
    }
示例#2
0
    public void DebugViewUpdate()
    {
        if (m_CurrentDebugView != m_DebugView)
        {
            m_CurrentDebugView = m_DebugView;
            m_DbgRenderMesh.Clear();

            switch (m_CurrentDebugView)
            {
            case DebugView.PolyMesh:
                RcdtcsUnityUtils.ShowRecastNavmesh(m_DbgRenderMesh, m_System.m_pmesh, m_System.m_cfg);
                break;

            case DebugView.NavMesh:
                RcdtcsUnityUtils.ShowTilePolyDetails(m_DbgRenderMesh, m_System.m_navMesh, 0);
                break;

            case DebugView.DetailMesh:
                RcdtcsUnityUtils.ShowRecastDetailMesh(m_DbgRenderMesh, m_System.m_dmesh);
                break;

            case DebugView.None:
                m_DbgRenderMesh.Rebuild();
                break;

            case DebugView.ContourSet:
                RcdtcsUnityUtils.ShowContours(m_DbgRenderMesh, m_System.m_cset);
                break;

            case DebugView.RawContourSet:
                RcdtcsUnityUtils.ShowRawContours(m_DbgRenderMesh, m_System.m_cset);
                break;
            }
        }
    }
示例#3
0
    public static void ShowTilePolyDetails(DbgRenderMesh renderMesh, Detour.dtNavMesh navMesh, int tileId)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        if (navMesh == null)
        {
            renderMesh.Rebuild();
            return;
        }

        Detour.dtMeshTile tile = navMesh.getTile(tileId);

        if (tile == null)
        {
            Debug.LogError("RcdtcsUnityUtils.ShowTilePolyDetails : Tile " + tileId + " does not exist.");
            return;
        }

        int detailMeshCount = tile.detailMeshes.Length;

        for (int i = 0; i < detailMeshCount; ++i)
        {
            Detour.dtPolyDetail pd   = tile.detailMeshes[i];
            Detour.dtPoly       poly = tile.polys[i];

            Color col = Color.green;            //new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);

            for (int j = 0; j < pd.triCount; ++j)
            {
                int       tStart  = (int)(pd.triBase + j) * 4;
                int[]     vStarts = new int[3];
                float[][] vSrc    = new float[3][];
                for (int k = 0; k < 3; ++k)
                {
                    byte tk     = tile.detailTris[tStart + k];
                    byte vCount = poly.vertCount;
                    if (tk < vCount)
                    {
                        vStarts[k] = poly.verts[tk] * 3;
                        vSrc[k]    = tile.verts;
                    }
                    else
                    {
                        vStarts[k] = (int)(pd.vertBase + (tk - vCount)) * 3;
                        vSrc[k]    = tile.detailVerts;
                    }
                }
                Vector3 a = new Vector3(vSrc[0][vStarts[0] + 0], vSrc[0][vStarts[0] + 1], vSrc[0][vStarts[0] + 2]);
                Vector3 b = new Vector3(vSrc[1][vStarts[1] + 0], vSrc[1][vStarts[1] + 1], vSrc[1][vStarts[1] + 2]);
                Vector3 c = new Vector3(vSrc[2][vStarts[2] + 0], vSrc[2][vStarts[2] + 1], vSrc[2][vStarts[2] + 2]);

                col = VaryColor(col);
                renderMesh.AddTriangle(new DbgRenderTriangle(a, b, c, col));
            }
        }
        renderMesh.Rebuild();
    }
示例#4
0
    private void CreateDbgRenderMesh()
    {
        Shader   shader = Shader.Find("Diffuse");
        Material m      = new Material(shader);

        m_goDbg       = m_dbgRenderMesh.CreateGameObject("DbgRenderMesh", m);
        m_goDbg.layer = LayerMask.NameToLayer("Ground");
        m_dbgRenderMesh.Clear();
    }
示例#5
0
 private void RecomputePath()
 {
     if (m_EndPos != Vector3.zero && m_StartPos != Vector3.zero)
     {
         m_DbgPathRenderer.Clear();
         m_ComputedPathType = m_PathType;
         if (m_PathType == PathType.Smooth)
         {
             m_SmoothPath = RcdtcsUnityUtils.ComputeSmoothPath(m_System.m_navQuery, m_StartPos, m_EndPos);
             m_DbgPathRenderer.AddPath(m_SmoothPath.m_smoothPath, m_SmoothPath.m_nsmoothPath, 1.25f, Color.black, Color.white);
         }
         else if (m_PathType == PathType.Straight)
         {
             m_StraightPath = RcdtcsUnityUtils.ComputeStraightPath(m_System.m_navQuery, m_StartPos, m_EndPos);
             m_DbgPathRenderer.AddPath(m_StraightPath.m_straightPath, m_StraightPath.m_straightPathCount, 1.25f, Color.black, Color.white);
         }
         m_DbgPathRenderer.Rebuild();
     }
 }
示例#6
0
    public void ShowRecastNavmesh(DbgRenderMesh renderMesh)
    {
        renderMesh.Clear();
        int vbsize = RecastMove.get_vb_size();

        vbsize = RecastMove.get_tri_vert_count() * 3;
        float[] vb = new float[vbsize];
        //RecastMove.get_vb(vb);
        RecastMove.get_tri_vert_pos(vb);
        Dbgrendermesh.Clear();
        for (int i = 0; i < vbsize;)
        {
            Vector3 a = new Vector3(vb[i], vb[i + 1], vb[i + 2]);
            Vector3 b = new Vector3(vb[i + 3], vb[i + 4], vb[i + 5]);
            Vector3 c = new Vector3(vb[i + 6], vb[i + 7], vb[i + 8]);

            Dbgrendermesh.AddTriangle(new DbgRenderTriangle(a, b, c, _vcolor));
            i += 9;
        }


        renderMesh.Rebuild();
        renderMesh.ComputeBounds();
        _Bounds = new Bounds(renderMesh.m_BBCenter, renderMesh.m_Max - renderMesh.m_Min);

        int obsize = RecastMove.get_ob_count() * 3;

        float[] op = new float[obsize];
        RecastMove.get_ob_info(op);
        for (int i = 0; i != obsize;)
        {
            if (first)
            {
                break;
            }
            first = true;
            Vector3 pos = new Vector3(op[i++], op[i++], op[i++]);
            // radius 1.0f, height 2.0f
            GameObject tempQie  = AssetDatabase.LoadAssetAtPath("Assets/Models/obstacle_perfab/CubeOBBOX.prefab", typeof(GameObject)) as GameObject;
            GameObject tempQie2 = (GameObject)GameObject.Instantiate(tempQie);
            tempQie2.transform.position = pos;
        }
    }
示例#7
0
    public void ShowRecastNavmesh(DbgRenderMesh renderMesh)
    {
        renderMesh.Clear();
        int vbsize = RecastMove.get_vb_size();

        float[] vb = new float[vbsize];
        RecastMove.get_vb(vb);
        Dbgrendermesh.Clear();
        for (int i = 0; i < vbsize;)
        {
            Vector3 a = new Vector3(vb[i], vb[i + 1], vb[i + 2]);
            Vector3 b = new Vector3(vb[i + 3], vb[i + 4], vb[i + 5]);
            Vector3 c = new Vector3(vb[i + 6], vb[i + 7], vb[i + 8]);

            Dbgrendermesh.AddTriangle(new DbgRenderTriangle(a, b, c, _vcolor));
            i += 9;
        }
        renderMesh.Rebuild();
    }
示例#8
0
    public static void ShowRecastNavmesh(DbgRenderMesh renderMesh, PolyMeshAsset.PolyMeshData pmesh, Pathfinding.Config config)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        int npolys = pmesh.npolys;
        int nvp    = pmesh.nvp;

        int[]     tri   = new int[3];
        Vector3[] verts = new Vector3[3];
        for (int i = 0; i < npolys; ++i)
        {
            int   pIndex = i * nvp * 2;
            Color col    = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
            for (int j = 2; j < nvp; ++j)
            {
                if (pmesh.polys[pIndex + j] == RC_MESH_NULL_IDX)
                {
                    break;
                }
                tri[0] = pmesh.polys[pIndex];
                tri[1] = pmesh.polys[pIndex + j - 1];
                tri[2] = pmesh.polys[pIndex + j];

                for (int k = 0; k < 3; ++k)
                {
                    int vIndex = tri[k] * 3;
                    verts[k].x = config.bmin[0] + pmesh.verts[vIndex + 0] * pmesh.cs;
                    verts[k].y = config.bmin[1] + (pmesh.verts[vIndex + 1] + 1) * pmesh.ch + 0.1f;
                    verts[k].z = config.bmin[2] + pmesh.verts[vIndex + 2] * pmesh.cs;
                }
                col = VaryColor(col);
                renderMesh.AddTriangle(new DbgRenderTriangle(verts[0], verts[1], verts[2], col));
            }
        }
        renderMesh.Rebuild();
    }
示例#9
0
    public static void ShowRecastDetailMesh(DbgRenderMesh renderMesh, PolyMeshAsset.PolyMeshDetailData dmesh)
    {

        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        int nmeshes = dmesh.nmeshes;
        for (int i = 0; i < nmeshes; ++i)
        {

            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);

            uint bverts = dmesh.meshes[i * 4];
            uint btris = dmesh.meshes[i * 4 + 2];
            uint ntris = dmesh.meshes[i * 4 + 3]; ;
            uint trisStart = btris * 4;
            for (uint j = 0; j < ntris; ++j)
            {
                Vector3[] verts = new Vector3[3];
                for (int k = 0; k < 3; ++k)
                {
                    int vertStart = (int)(bverts + dmesh.tris[trisStart + j * 4 + k]) * 3;
                    verts[k].x = dmesh.verts[vertStart + 0];
                    verts[k].y = dmesh.verts[vertStart + 1];
                    verts[k].z = dmesh.verts[vertStart + 2];
                }
                col = VaryColor(col);
                renderMesh.AddTriangle(new DbgRenderTriangle(
                    verts[0]
                    , verts[1]
                    , verts[2]
                    , col));
            }
        }
        renderMesh.Rebuild();
    }
示例#10
0
    public static void ShowRecastDetailMesh(DbgRenderMesh renderMesh, PolyMeshAsset.PolyMeshDetailData dmesh)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        int nmeshes = dmesh.nmeshes;

        for (int i = 0; i < nmeshes; ++i)
        {
            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);

            uint bverts    = dmesh.meshes[i * 4];
            uint btris     = dmesh.meshes[i * 4 + 2];
            uint ntris     = dmesh.meshes[i * 4 + 3];;
            uint trisStart = btris * 4;
            for (uint j = 0; j < ntris; ++j)
            {
                Vector3[] verts = new Vector3[3];
                for (int k = 0; k < 3; ++k)
                {
                    int vertStart = (int)(bverts + dmesh.tris[trisStart + j * 4 + k]) * 3;
                    verts[k].x = dmesh.verts[vertStart + 0];
                    verts[k].y = dmesh.verts[vertStart + 1];
                    verts[k].z = dmesh.verts[vertStart + 2];
                }
                col = VaryColor(col);
                renderMesh.AddTriangle(new DbgRenderTriangle(
                                           verts[0]
                                           , verts[1]
                                           , verts[2]
                                           , col));
            }
        }
        renderMesh.Rebuild();
    }
示例#11
0
    public static void ShowRecastNavmesh(DbgRenderMesh renderMesh, PolyMeshAsset.PolyMeshData pmesh, Pathfinding.Config config)
    {

        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        int npolys = pmesh.npolys;
        int nvp = pmesh.nvp;
        int[] tri = new int[3];
        Vector3[] verts = new Vector3[3];
        for (int i = 0; i < npolys; ++i)
        {
            int pIndex = i * nvp * 2;
            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
            for (int j = 2; j < nvp; ++j)
            {
                if (pmesh.polys[pIndex + j] == RC_MESH_NULL_IDX)
                    break;
                tri[0] = pmesh.polys[pIndex];
                tri[1] = pmesh.polys[pIndex + j - 1];
                tri[2] = pmesh.polys[pIndex + j];

                for (int k = 0; k < 3; ++k)
                {
                    int vIndex = tri[k] * 3;
                    verts[k].x = config.bmin[0] + pmesh.verts[vIndex + 0] * pmesh.cs;
                    verts[k].y = config.bmin[1] + (pmesh.verts[vIndex + 1] + 1) * pmesh.ch + 0.1f;
                    verts[k].z = config.bmin[2] + pmesh.verts[vIndex + 2] * pmesh.cs;
                }
                col = VaryColor(col);
                renderMesh.AddTriangle(new DbgRenderTriangle(verts[0], verts[1], verts[2], col));
            }
        }
        renderMesh.Rebuild();
    }
示例#12
0
    public static void ShowContours(DbgRenderMesh renderMesh, Recast.rcContourSet cset)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        float[] orig = cset.bmin;
        float   cs   = cset.cs;
        float   ch   = cset.ch;

        for (int i = 0; i < cset.nconts; ++i)
        {
            Recast.rcContour c = cset.conts[i];
            if (c.nverts == 0)
            {
                continue;
            }

            Color col  = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
            Color bcol = VaryColor(col);

            for (int j = 0, k = c.nverts - 1; j < c.nverts; k = j++)
            {
                int   vaStart = k * 4;
                int   vbStart = j * 4;
                Color segCol  = ((c.verts[vaStart + 3] & Recast.RC_AREA_BORDER) != 0) ? bcol : col;

                Vector3 start = new Vector3(orig[0] + c.verts[vaStart + 0] * cs,
                                            orig[1] + (c.verts[vaStart + 1] + 1 + (i & 1)) * ch,
                                            orig[2] + c.verts[vaStart + 2] * cs);
                Vector3 end = new Vector3(orig[0] + c.verts[vbStart + 0] * cs,
                                          orig[1] + (c.verts[vbStart + 1] + 1 + (i & 1)) * ch,
                                          orig[2] + c.verts[vbStart + 2] * cs);

                renderMesh.AddVerticalQuad(start, end, 0.5f, segCol);
            }
        }

        /*
         *              dd->begin(DU_DRAW_POINTS, 3.0f);
         *
         *              for (int i = 0; i < cset.nconts; ++i)
         *              {
         *                      const rcContour& c = cset.conts[i];
         *                      unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
         *                      for (int j = 0; j < c.nverts; ++j)
         *                      {
         *                              const int* v = &c.verts[j*4];
         *                              float off = 0;
         *                              unsigned int colv = color;
         *                              if (v[3] & RC_BORDER_VERTEX)
         *                              {
         *                                      colv = duRGBA(255,255,255,a);
         *                                      off = ch*2;
         *                              }
         *
         *                              float fx = orig[0] + v[0]*cs;
         *                              float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
         *                              float fz = orig[2] + v[2]*cs;
         *                                  fx,fy,fz, colv);
         *                      }
         *              }
         */
        renderMesh.Rebuild();
    }
示例#13
0
    public static void ShowRawContours(DbgRenderMesh renderMesh, Recast.rcContourSet cset)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        float[] orig = cset.bmin;
        float   cs   = cset.cs;
        float   ch   = cset.ch;

        for (int i = 0; i < cset.nconts; ++i)
        {
            Recast.rcContour c = cset.conts[i];

            if (c.nrverts == 0)
            {
                continue;
            }

            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);

            int triStartIndex = renderMesh.GetTriangleCount();

            Vector3 start = new Vector3(orig[0] + c.rverts[0] * cs,
                                        orig[1] + (c.rverts[1] + 1 + (i & 1)) * ch,
                                        orig[2] + c.rverts[2] * cs);
            Vector3 a = Vector3.zero;
            Vector3 b = start;
            for (int j = 1; j < c.nrverts; ++j)
            {
                a = b;
                int vStart = j * 4;
                b = new Vector3(orig[0] + c.rverts[vStart + 0] * cs,
                                orig[1] + (c.rverts[vStart + 1] + 1 + (i & 1)) * ch,
                                orig[2] + c.rverts[vStart + 2] * cs);
                if (j > 0)
                {
                    renderMesh.AddVerticalQuad(a, b, 0.5f, col);
                }
            }
            // Loop last segment.
            renderMesh.AddVerticalQuad(b, start, 0.5f, col);

            int triEndIndex = renderMesh.GetTriangleCount();

            Vector3 labelPos = renderMesh.GetBoundingBoxTop(triStartIndex, triEndIndex);

            renderMesh.AddLabel(labelPos, "contour " + i + "\nReg: " + c.reg + "\nnrverts:" + c.nrverts + "\nnverts:" + c.nverts);
        }

        /*
         *              dd->end();
         *
         *              dd->begin(DU_DRAW_POINTS, 2.0f);
         *
         *              for (int i = 0; i < cset.nconts; ++i)
         *              {
         *                      const rcContour& c = cset.conts[i];
         *                      unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
         *
         *                      for (int j = 0; j < c.nrverts; ++j)
         *                      {
         *                              const int* v = &c.rverts[j*4];
         *                              float off = 0;
         *                              unsigned int colv = color;
         *                              if (v[3] & RC_BORDER_VERTEX)
         *                              {
         *                                      colv = duRGBA(255,255,255,a);
         *                                      off = ch*2;
         *                              }
         *
         *                              float fx = orig[0] + v[0]*cs;
         *                              float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
         *                              float fz = orig[2] + v[2]*cs;
         *                                  fx,fy,fz, colv);
         *                      }
         *              }
         *              dd->end();
         */
        renderMesh.Rebuild();
    }
示例#14
0
    public static void ShowContours(DbgRenderMesh renderMesh, Recast.rcContourSet cset)
    {
        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        float[] orig = cset.bmin;
        float cs = cset.cs;
        float ch = cset.ch;

        for (int i = 0; i < cset.nconts; ++i)
        {
            Recast.rcContour c = cset.conts[i];
            if (c.nverts == 0)
                continue;

            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
            Color bcol = VaryColor(col);

            for (int j = 0, k = c.nverts - 1; j < c.nverts; k = j++)
            {
                int vaStart = k * 4;
                int vbStart = j * 4;
                Color segCol = ((c.verts[vaStart + 3] & Recast.RC_AREA_BORDER) != 0) ? bcol : col;

                Vector3 start = new Vector3(orig[0] + c.verts[vaStart + 0] * cs,
                                            orig[1] + (c.verts[vaStart + 1] + 1 + (i & 1)) * ch,
                                            orig[2] + c.verts[vaStart + 2] * cs);
                Vector3 end = new Vector3(orig[0] + c.verts[vbStart + 0] * cs,
                                          orig[1] + (c.verts[vbStart + 1] + 1 + (i & 1)) * ch,
                                          orig[2] + c.verts[vbStart + 2] * cs);

                renderMesh.AddVerticalQuad(start, end, 0.5f, segCol);
            }
        }

        /*
			dd->begin(DU_DRAW_POINTS, 3.0f);
			
			for (int i = 0; i < cset.nconts; ++i)
			{
				const rcContour& c = cset.conts[i];
				unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
				for (int j = 0; j < c.nverts; ++j)
				{
					const int* v = &c.verts[j*4];
					float off = 0;
					unsigned int colv = color;
					if (v[3] & RC_BORDER_VERTEX)
					{
						colv = duRGBA(255,255,255,a);
						off = ch*2;
					}
					
					float fx = orig[0] + v[0]*cs;
					float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
					float fz = orig[2] + v[2]*cs;
					    fx,fy,fz, colv);
				}
			}
			*/
        renderMesh.Rebuild();
    }
示例#15
0
    public static void ShowRawContours(DbgRenderMesh renderMesh, Recast.rcContourSet cset)
    {


        renderMesh.Clear();

        UnityEngine.Random.seed = c_RandomSeed;

        float[] orig = cset.bmin;
        float cs = cset.cs;
        float ch = cset.ch;

        for (int i = 0; i < cset.nconts; ++i)
        {
            Recast.rcContour c = cset.conts[i];

            if (c.nrverts == 0)
            {
                continue;
            }

            Color col = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);

            int triStartIndex = renderMesh.GetTriangleCount();

            Vector3 start = new Vector3(orig[0] + c.rverts[0] * cs,
                                        orig[1] + (c.rverts[1] + 1 + (i & 1)) * ch,
                                        orig[2] + c.rverts[2] * cs);
            Vector3 a = Vector3.zero;
            Vector3 b = start;
            for (int j = 1; j < c.nrverts; ++j)
            {
                a = b;
                int vStart = j * 4;
                b = new Vector3(orig[0] + c.rverts[vStart + 0] * cs,
                                orig[1] + (c.rverts[vStart + 1] + 1 + (i & 1)) * ch,
                                orig[2] + c.rverts[vStart + 2] * cs);
                if (j > 0)
                {
                    renderMesh.AddVerticalQuad(a, b, 0.5f, col);
                }
            }
            // Loop last segment.
            renderMesh.AddVerticalQuad(b, start, 0.5f, col);

            int triEndIndex = renderMesh.GetTriangleCount();

            Vector3 labelPos = renderMesh.GetBoundingBoxTop(triStartIndex, triEndIndex);

            renderMesh.AddLabel(labelPos, "contour " + i + "\nReg: " + c.reg + "\nnrverts:" + c.nrverts + "\nnverts:" + c.nverts);
        }
        /*
			dd->end();
			
			dd->begin(DU_DRAW_POINTS, 2.0f);	
			
			for (int i = 0; i < cset.nconts; ++i)
			{
				const rcContour& c = cset.conts[i];
				unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
				
				for (int j = 0; j < c.nrverts; ++j)
				{
					const int* v = &c.rverts[j*4];
					float off = 0;
					unsigned int colv = color;
					if (v[3] & RC_BORDER_VERTEX)
					{
						colv = duRGBA(255,255,255,a);
						off = ch*2;
					}
					
					float fx = orig[0] + v[0]*cs;
					float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
					float fz = orig[2] + v[2]*cs;
					    fx,fy,fz, colv);
				}
			}
			dd->end();
			*/
        renderMesh.Rebuild();
    }
示例#16
0
        public void OnEnable()
        {
            _recastConfig = GameObject.FindObjectOfType <RecastConfig>();
            _tileCache    = new TileCache(navmeshData, _recastConfig);

            IntPtr h = createCrowd(MaxAgents, AgentMaxRadius, _tileCache.NavMeshHandle.Handle);

            _crowd = new HandleRef(this, h);

            ushort k       = 0;
            var    filters = _recastConfig.Filters.ToList();

            filters.Reverse();
            foreach (var filter in filters)
            {
                ushort include = 0;
                ushort exclude = 0;

                foreach (var incl in filter.Include)
                {
                    include |= _recastConfig.Areas[incl.Name];
                }

                foreach (var excl in filter.Exclude)
                {
                    exclude |= _recastConfig.Areas[excl.Name];
                }

                setFilter(_crowd.Handle, k, include, exclude);
                ++k;
            }

            randomSample = new float[3];
            positions    = new float[MaxAgents * 3];
            velocities   = new float[MaxAgents * 3];
            targetStates = new byte[MaxAgents];
            states       = new byte[MaxAgents];
            partial      = new bool[MaxAgents];

            Instance = this;

            if (RenderInGame)
            {
                mesh.Clear();

                switch (Mode)
                {
                case RenderMode.POLYS:
                    Assert.IsTrue(polymesh != null);

                    RecastDebug.ShowRecastNavmesh(mesh, polymesh.PolyMesh, polymesh.config);
                    break;

                case RenderMode.DETAIL_POLYS:
                    Assert.IsTrue(polymesh != null);

                    RecastDebug.ShowRecastDetailMesh(mesh, polymesh.PolyDetailMesh);
                    break;

                case RenderMode.TILE_POLYS:
                    for (int i = 0; i < navmeshData.header.numTiles; ++i)
                    {
                        RecastDebug.ShowTilePolyDetails(mesh, _tileCache.NavMeshHandle.Handle, i);
                    }
                    break;
                }

                //RecastDebug.RenderObstacles(_tileCache.TileCacheHandle.Handle);

                mesh.CreateGameObjects("RecastRenderer", material);
                mesh.Rebuild();
            }
        }