示例#1
0
文件: QEUtil.cs 项目: zwong91/Titan
        /// <summary>
        /// Provides a standard way detecting where the current
        /// <see cref="hitPosition"/> is on the navigation mesh.
        /// </summary>
        public static SearchResult HandleStandardPolySearch(NavGroup helper
                                                            , out Vector3 geomPoint
                                                            , out NavmeshPoint navPoint
                                                            , out string message)
        {
            if (!hasHit)
            {
                message   = "Outside source geometry.";
                navPoint  = new NavmeshPoint();
                geomPoint = Vector3.zero;
                return(SearchResult.Failed);
            }

            geomPoint = hitPosition;

            NavStatus status =
                helper.query.GetNearestPoint(geomPoint, helper.extents, helper.filter, out navPoint);

            message = "GetNearestPoint: " + status.ToString();

            if (NavUtil.Failed(status))
            {
                return(SearchResult.HitGeometry);
            }

            if (navPoint.polyRef == 0)
            {
                message = "Too far from navmesh: GetNearestPoint: " + status.ToString();
                return(SearchResult.HitGeometry);
            }

            return(SearchResult.HitNavmesh);
        }
示例#2
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        /// <summary>
        /// Builds a straight path and gets the point farthest along the path that does not exceed
        /// the specified maximum number of polygons.
        /// </summary>
        /// <remarks>
        /// <para>Limits:</para>
        /// <ul>
        /// <li>The path must exist and both the start and goal points must be within the path.</li>
        /// <li>
        /// The goal's polygon reference must be in or after the start points polygon reference.
        /// </li>
        /// </ul>
        /// <para>
        /// <b>Special Case:</b>The result will exceed <paramref name="maxLength"/> if the
        /// first straight path point is greater than <paramref name="maxLength"/> from the start
        /// point.
        /// </para>
        /// </remarks>
        /// <param name="start">The start point within the current path.</param>
        /// <param name="goal">The end point located in or after the start point polygon.</param>
        /// <param name="maxLength">
        /// The maximum allowed number of polygons between the start and target. [Limit: >= 1]
        /// </param>
        /// <param name="target">The resulting target point.</param>
        /// <returns>The straight path index of the target point, or -1 on error.</returns>
        public int GetLocalTarget(NavmeshPoint start, NavmeshPoint goal, int maxLength
                                  , NavmeshQuery query
                                  , out NavmeshPoint target)
        {
            if (NavUtil.Failed(BuildStraightPath(start, goal, query)))
            {
                target = new NavmeshPoint();
                return(-1);
            }

            int targetIndex = straightCount;  // Will be decremented.
            int iStart      = FindPolyRef(0, start.polyRef);

            // Start at the end of the straight path and search back toward
            // the start until the number of polygons is less than
            // maxLength.
            uint targetRef = 0;

            do
            {
                targetIndex--;

                targetRef = (straightPath[targetIndex] == 0 ?
                             goal.polyRef : straightPath[targetIndex]);
            }while (FindPolyRefReverse(iStart, targetRef) - iStart + 1
                    > maxLength &&
                    targetIndex > 0);

            target = new NavmeshPoint(targetRef, straightPoints[targetIndex]);

            return(targetIndex);
        }
示例#3
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        public static bool GetNavmeshPoint(Vector3 source, Vector3 extends, out NavmeshPoint point, NavmeshQueryFilter filter = null)
        {
            point = new NavmeshPoint();
            if (m_Map == null)
            {
                return(false);
            }
            var query = m_Map.Query;

            if (query == null)
            {
                return(false);
            }
            if (filter == null)
            {
                filter = m_Map.DefaultQueryFilter;
            }
            var status = query.GetNearestPoint(source, extends, filter, out point);

            if (NavUtil.Failed(status))
            {
                return(false);
            }
            return(true);
        }
示例#4
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        /*
         * public float GetPathDistance(Vector3 start, Vector3 end)
         * {
         *  List<Vector3> path = GeneratePath(start, end).;
         *  float distance = 0;
         *
         *  for (int i = 0; i < path.Count - 1; i++)
         *  {
         *      distance += path[i].DistanceFrom(path[i + 1]);
         *  }
         *
         *  return distance;
         * }
         */

        private oVector3[] StraightenPath(oVector3 start, oVector3 end, uint[] path, int pathCount)
        {
            oVector3[] straightPath = new oVector3[200];
            int        count        = 0;

            if (NavUtil.Failed(_query.GetStraightPath(start, end, path, 0, pathCount, straightPath, null, null, out count)))
            {
                throw new Exception("Failed to straighten path.");
            }
            return(straightPath.Take(count).ToArray());
        }
示例#5
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        public Pathfinder(Navmesh navMesh)
        {
            _navMesh = navMesh;
            _filter  = new NavmeshQueryFilter();

            if (NavUtil.Failed(NavmeshQuery.Create(_navMesh, 1000, out _query)))
            {
                throw new Exception("NavQuery failed");
            }

            _pathCorridor = new PathCorridor(1000, 1000, _query, _filter);
        }
示例#6
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        public PathBuffer _FindPath(Vector3 start, Vector3 end, Vector3 extends, NavmeshQueryFilter filter = null)
        {
            var query = this.Query;

            if (query == null)
            {
                return(null);
            }
            if (filter == null)
            {
                filter = this.DefaultQueryFilter;
            }
            NavmeshPoint startPoint;
            var          status = query.GetNearestPoint(start, extends, filter, out startPoint);

            if (NavUtil.Failed(status))
            {
                return(null);
            }
            NavmeshPoint endPoint;

            status = query.GetNearestPoint(end, extends, filter, out endPoint);
            if (NavUtil.Failed(status))
            {
                return(null);
            }

            PathBuffer pathBuf = GetPathBuffer();

            if (pathBuf == null || pathBuf.Buffer == null)
            {
                return(null);
            }
            try
            {
                int dataCount;
                status = query.FindPath(ref startPoint, ref endPoint, extends, filter, pathBuf.Buffer, out dataCount);
                if (NavUtil.Failed(status))
                {
                    return(null);
                }

                pathBuf.SetDataCount(dataCount);

                return(pathBuf);
            } catch
            {
                StorePathBuffer(pathBuf);
            }
            return(null);
        }
示例#7
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    /// <summary>
    /// Creates a new <see cref="Navmesh"/> object from the mesh data
    /// </summary>
    /// <returns>A new <see cref="Navmesh"/> object. Or null if the mesh is not available.</returns>
    public Navmesh GetNavmesh()
    {
        if (!HasNavmesh)
        {
            return(null);
        }

        Navmesh result;

        if (NavUtil.Failed(Navmesh.Create(mDataPack, out result)))
        {
            return(null);
        }

        return(result);
    }
示例#8
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        public List <Waypoint> GenerateWaypointsBetweenTwoPoints(Navmesh navmesh, Vector3 startPos, Vector3 endPos)
        {
            List <Waypoint> waypoints = new List <Waypoint>();

            NavmeshQuery query;
            var          status = NavmeshQuery.Create(navmesh, 1024, out query);

            if (!NavUtil.Failed(status))
            {
                org.critterai.Vector3 navStartPointVect;
                org.critterai.Vector3 navEndPointVect;
                var navStartPointStatus = query.GetNearestPoint(1, new org.critterai.Vector3(startPos.x, startPos.y, startPos.z), out navStartPointVect);
                var navEndPointStatus   = query.GetNearestPoint(1, new org.critterai.Vector3(startPos.x, startPos.y, startPos.z), out navEndPointVect);
                if (navStartPointStatus == NavStatus.Sucess && navEndPointStatus == NavStatus.Sucess)
                {
                    NavmeshPoint navStartPoint = new NavmeshPoint(1, new org.critterai.Vector3(startPos.x, startPos.y, startPos.z));
                    NavmeshPoint navEndPoint   = new NavmeshPoint(1, new org.critterai.Vector3(endPos.x, endPos.y, endPos.z));

                    uint[] path = new uint[1024];
                    int    pathCount;
                    status = query.FindPath(navStartPoint, navEndPoint, new NavmeshQueryFilter(), path, out pathCount);
                    if (!NavUtil.Failed(status))
                    {
                        const int MaxStraightPath = 4;
                        int       wpCount;
                        org.critterai.Vector3[] wpPoints = new org.critterai.Vector3[MaxStraightPath];
                        uint[] wpPath = new uint[MaxStraightPath];

                        WaypointFlag[] wpFlags = new WaypointFlag[MaxStraightPath];
                        status = query.GetStraightPath(navStartPoint.point, navEndPoint.point
                                                       , path, 0, pathCount, wpPoints, wpFlags, wpPath
                                                       , out wpCount);
                        if (!NavUtil.Failed(status) && wpCount > 0)
                        {
                            foreach (var wp in wpPoints)
                            {
                                Mogre.Vector3 wayPointPos = new Vector3(wp.x, wp.y, wp.z);
                                waypoints.Add(new Waypoint(wayPointPos, new Vector3()));
                            }
                        }
                    }
                }
            }

            return(waypoints);
        }
示例#9
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        public List <Vector3> GeneratePath(Vector3 start, Vector3 end)
        {
            List <Vector3> finalPath = new List <Vector3>();

            if (NavUtil.Failed(GetNavMeshPoint(start, new oVector3(0.5f, 2, 0.5f), out NavmeshPoint origin)) || origin.point == new oVector3())
            {
                throw new PointNotOnNavMeshException(start);
            }

            if (NavUtil.Failed(GetNavMeshPoint(end, new oVector3(0.5f, 2, 0.5f), out NavmeshPoint destination)) || destination.point == new oVector3())
            {
                throw new PointNotOnNavMeshException(end);
            }

            uint[] path = new uint[500];
            int    pathCount;

            if (origin.polyRef == destination.polyRef)
            {
                path[0]   = origin.polyRef;
                pathCount = 1;
            }
            else
            {
                NavStatus status = _query.FindPath(origin, destination, _filter, path, out pathCount);

                if (NavUtil.Failed(status) || pathCount == 0)
                {
                    Chat.WriteLine("FindPath failed?");
                    throw new Exception("FindPath failed: " + status);
                }
                else if (destination.polyRef != path[pathCount - 1])
                {
                    //Chat.WriteLine("Unable to generate full path? " + status);
                    //throw new Exception("Unable to generate full path: " + status);
                }
            }

            oVector3[] straightPath = StraightenPath(start.ToCAIVector3(), end.ToCAIVector3(), path, pathCount);

            finalPath.AddRange(straightPath.Select(node => new Vector3(node.x, node.y, node.z)));

            return(finalPath);
        }
示例#10
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        public PathCorridor GeneratePathCorridor(Vector3 start, Vector3 end)
        {
            if (NavUtil.Failed(GetNavMeshPoint(start, new oVector3(0.3f, 2, 0.3f), out NavmeshPoint origin)) || origin.point == new oVector3())
            {
                return(null);
            }

            if (NavUtil.Failed(GetNavMeshPoint(end, new oVector3(0.3f, 2, 0.3f), out NavmeshPoint destination)) || destination.point == new oVector3())
            {
                return(null);
            }

            uint[] path = new uint[250];
            int    pathCount;

            if (origin.polyRef == destination.polyRef)
            {
                pathCount = 1;
                path[0]   = origin.polyRef;
            }
            else
            {
                NavStatus status = _query.FindPath(origin, destination, _filter, path, out pathCount);

                if (NavUtil.Failed(status) || pathCount == 0)
                {
                    // Handle pathfinding failure.
                    throw new Exception("path failed: " + status);
                }
                else if (destination.polyRef != path[pathCount - 1])
                {
                    //Chat.WriteLine("Unable to generate full path: " + status);
                    //throw new Exception("Unable to generate full path: " + status);
                    //return null;
                }
            }

            _pathCorridor.SetCorridor(end.ToCAIVector3(), path, pathCount);
            _pathCorridor.Move(start.ToCAIVector3(), end.ToCAIVector3());

            return(_pathCorridor);
        }
示例#11
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文件: TestNav.cs 项目: tsuixl/act
    private SearchResult NearestPoint(
        NavGroup helper
        , ref Vector3 geomPoint
        , out NavmeshPoint navPoint
        )
    {
        NavStatus status = helper.query.GetNearestPoint(hitPosition, helper.extents, helper.filter, out navPoint);

        if (NavUtil.Failed(status))
        {
            return(SearchResult.HitGeometry);
        }

        if (navPoint.polyRef == 0)
        {
            return(SearchResult.HitGeometry);
        }

        return(SearchResult.HitNavmesh);
    }
示例#12
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        //创作一个新的直接路径,并且沿路获取点
        public int GetLocalTarget(NavmeshPoint start, NavmeshPoint goal, int maxLength, NavmeshQuery query, out NavmeshPoint target)
        {
            if (NavUtil.Failed(BuildStraightPath(start, goal, query)))
            {
                target = new NavmeshPoint();
                return(-1);
            }

            int targetIndex = straightCount;
            int iStart      = FindPolyRef(0, start.polyRef);

            uint targetRef = 0;

            do
            {
                targetIndex--;
                targetRef = (straightPath[targetIndex] == 0 ? goal.polyRef : straightPath[targetIndex]);
            }while (FindPolyRefReverse(iStart, targetRef) - iStart + 1 > maxLength && targetIndex > 0);
            target = new NavmeshPoint(targetRef, straightPoints[targetIndex]);

            return(targetIndex);
        }
示例#13
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        protected bool _GetGroudPt(Vector3 source, Vector3 extends, out Vector3 result, NavmeshQueryFilter filter = null)
        {
            result = source;
            var query = this.Query;

            if (query == null)
            {
                return(false);
            }
            NavmeshPoint navPoint;

            if (filter == null)
            {
                filter = this.DefaultQueryFilter;
            }
            var status = query.GetNearestPoint(source, extends, filter, out navPoint);

            if (NavUtil.Failed(status))
            {
                return(false);
            }
            result = navPoint.point;
            return(true);
        }
示例#14
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    private void AddWanderAgent(Vector3 position)
    {
        if (mNav.crowd.AgentCount == mNav.crowd.MaxAgents)
        {
            return;
        }

        // Snap position to the navigation mesh.

        NavmeshPoint navpos;
        NavStatus    status =
            mNav.query.GetNearestPoint(position, mNav.extents, mNav.filter, out navpos);

        if (NavUtil.Failed(status) || navpos.polyRef == 0)
        {
            return;
        }

        position = navpos.point;

        // Create the base agent.

        int selector = mNav.crowd.AgentCount % 3;

        GameObject ao;
        byte       ag;

        switch (selector)
        {
        case 0:
            ao = (GameObject)Instantiate(agentA);
            ag = agentGroupA;
            break;

        case 1:
            ao = (GameObject)Instantiate(agentB);
            ag = agentGroupB;
            break;

        default:
            ao = (GameObject)Instantiate(agentC);
            ag = agentGroupC;
            break;
        }

        ao.name = agentNames[mNav.crowd.AgentCount % agentNames.Length];

        // Position the agent.

        Transform trans = ao.transform;

        trans.position = position;

        position.y = 0;
        Vector3 campos = mCam.gameObject.transform.position;

        campos.y       = 0;
        trans.rotation = Quaternion.LookRotation(campos - position);

        // Add/Initialize the agent component.

        CrowdDemoAgent agent = ao.GetComponent <CrowdDemoAgent>();

        if (agent == null)
        {
            agent = ao.AddComponent <CrowdDemoAgent>();
        }

        agent.agentGroup = ag;
    }
示例#15
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        public void Update()
        {
            mHasPosition = false;
            mHasHeight   = false;

            if (Input.GetKeyDown(StdButtons.SelectA))
            {
                Vector3             trash;
                NavmeshPoint        target;
                QEUtil.SearchResult result =
                    QEUtil.HandleStandardPolySearch(mHelper, out trash, out target, out mMessage);

                mHasPosition = (result & QEUtil.SearchResult.HitGeometry) != 0;
                if ((result & QEUtil.SearchResult.HitNavmesh) == 0)
                {
                    // Could not find polygon.
                    mPolyRef[0] = 0;
                }
                else if (target.polyRef == mPolyRef[0])
                {
                    // Toggle off the selection.
                    mPolyRef[0] = 0;
                }
                else
                {
                    // New good selection.
                    mPolyRef[0] = target.polyRef;
                }
            }

            if (mPolyRef[0] == 0)
            {
                mMessage = "No polygon selected.";
                return;
            }

            RaycastHit hit;

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            if (!Physics.Raycast(ray, out hit, 100))
            {
                mMessage = "Outside source geometry.";
                return;
            }

            mPosition.point = hit.point;
            mHasPosition    = true;

            NavStatus status = mHelper.query.GetPolyHeight(
                new NavmeshPoint(mPolyRef[0], mPosition.point)
                , out mHeight);

            mMessage = "GetPolyHeight: " + status.ToString();

            if (NavUtil.Failed(status))
            {
                return;
            }

            mHasHeight = true;
        }
示例#16
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        public NavManager CreateManager()
        {
            CheckCrowdAvoidanceSet();

            if (!(mNavmeshData && NavmeshData.HasNavmesh))
            {
                Debug.LogError("Aborted initialization. Navigation mesh not available.");
                return(null);
            }

            //Debug.Log("NavmeshData-------"+ NavmeshData);
            Navmesh navmesh = NavmeshData.GetNavmesh();

            if (navmesh == null)
            {
                NavStatus theStatus = Navmesh.Create(navMeshData, out navmesh);

                Debug.Log("Navmesh.Create ---->" + theStatus + "---->" + (int)(theStatus & NavStatus.Sucess));
                if (NavUtil.Failed(theStatus))
                {
                    Debug.LogError("NavUtil.Failed(Navmesh.Create(navMeshData, out navmesh) Fail!");
                }
                Debug.Log("--------------------\n" + navMeshData + "---" + navMeshData.Length + "\n-----------------\nNavmesh-------" + navmesh);
            }
            if (navmesh == null)
            {
                Debug.LogError(" navmesh is null");
                return(null);
            }
            NavmeshQuery query;
            NavStatus    status = NavmeshQuery.Create(navmesh, mMaxQueryNodes, out query);

            if ((status & NavStatus.Sucess) == 0)
            {
                Debug.LogError(" Aborted initialization. Failed query creation: " + status.ToString());
                return(null);
            }

            CrowdManager crowd = CrowdManager.Create(mMaxCrowdAgents, mMaxAgentRadius, navmesh);

            if (crowd == null)
            {
                Debug.LogError("Aborted initialization. Failed crowd creation.");
                return(null);
            }

            for (int i = 0; i < CrowdManager.MaxAvoidanceParams; i++)
            {
                crowd.SetAvoidanceConfig(i, CrowdAvoidanceConfig[i]);
            }
            NavGroup mGroup = new NavGroup(navmesh, query, crowd, crowd.QueryFilter, mExtents, false);

            int count = AgentGroupSettingManager.GetGroupCount();
            Dictionary <byte, NavAgentGroups> mAgentGroups = new Dictionary <byte, NavAgentGroups>(count);

            for (int i = 0; i < count; i++)
            {
                byte           groupId;
                NavAgentGroups group = AgentGroupSettingManager.CreateAgentGroup(i, mMaxPath, mMaxStraightPath, out groupId);
                group.angleAt         = mAngleAt;
                group.heightTolerance = mHeightTolerance;
                group.turnThreshold   = mTurnThreshold;

                mAgentGroups.Add(groupId, group);
            }
            return(NavManager.Create(mMaxAgents, mGroup, mAgentGroups));
        }