示例#1
0
        /// <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);
        }
示例#2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="NavMeshBuilder" /> class.
        /// Add all the PolyMesh and PolyMeshDetail attributes to the Navigation Mesh.
        /// Then, add Off-Mesh connection support.
        /// </summary>
        /// <param name="polyMesh">The PolyMesh</param>
        /// <param name="polyMeshDetail">The PolyMeshDetail</param>
        /// <param name="offMeshCons">Offmesh connection data</param>
        /// <param name="settings">The settings used to build.</param>
        public NavMeshBuilder(PolyMesh polyMesh, PolyMeshDetail polyMeshDetail, OffMeshConnection[] offMeshCons, NavMeshGenerationSettings settings)
        {
            if (settings.VertsPerPoly > PathfindingCommon.VERTS_PER_POLYGON)
            {
                throw new InvalidOperationException("The number of vertices per polygon is above SharpNav's limit");
            }
            if (polyMesh.VertCount == 0)
            {
                throw new InvalidOperationException("The provided PolyMesh has no vertices.");
            }
            if (polyMesh.PolyCount == 0)
            {
                throw new InvalidOperationException("The provided PolyMesh has not polys.");
            }

            int nvp = settings.VertsPerPoly;

            //classify off-mesh connection points
            BoundarySide[] offMeshSides          = new BoundarySide[offMeshCons.Length * 2];
            int            storedOffMeshConCount = 0;
            int            offMeshConLinkCount   = 0;

            if (offMeshCons.Length > 0)
            {
                //find height bounds
                float hmin = float.MaxValue;
                float hmax = -float.MaxValue;

                if (polyMeshDetail != null)
                {
                    for (int i = 0; i < polyMeshDetail.VertCount; i++)
                    {
                        float h = polyMeshDetail.Verts[i].Y;
                        hmin = Math.Min(hmin, h);
                        hmax = Math.Max(hmax, h);
                    }
                }
                else
                {
                    for (int i = 0; i < polyMesh.VertCount; i++)
                    {
                        PolyVertex iv = polyMesh.Verts[i];
                        float      h  = polyMesh.Bounds.Min.Y + iv.Y * settings.CellHeight;
                        hmin = Math.Min(hmin, h);
                        hmax = Math.Max(hmax, h);
                    }
                }

                hmin -= settings.MaxClimb;
                hmax += settings.MaxClimb;
                BBox3 bounds = polyMesh.Bounds;
                bounds.Min.Y = hmin;
                bounds.Max.Y = hmax;

                for (int i = 0; i < offMeshCons.Length; i++)
                {
                    Vector3 p0 = offMeshCons[i].Pos0;
                    Vector3 p1 = offMeshCons[i].Pos1;

                    offMeshSides[i * 2 + 0] = BoundarySideExtensions.FromPoint(p0, bounds);
                    offMeshSides[i * 2 + 1] = BoundarySideExtensions.FromPoint(p1, bounds);

                    //off-mesh start position isn't touching mesh
                    if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                    {
                        if (p0.Y < bounds.Min.Y || p0.Y > bounds.Max.Y)
                        {
                            offMeshSides[i * 2 + 0] = 0;
                        }
                    }

                    //count number of links to allocate
                    if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                    {
                        offMeshConLinkCount++;
                    }
                    if (offMeshSides[i * 2 + 1] == BoundarySide.Internal)
                    {
                        offMeshConLinkCount++;
                    }

                    if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                    {
                        storedOffMeshConCount++;
                    }
                }
            }

            //off-mesh connections stored as polygons, adjust values
            int totPolyCount = polyMesh.PolyCount + storedOffMeshConCount;
            int totVertCount = polyMesh.VertCount + storedOffMeshConCount * 2;

            //find portal edges
            int edgeCount   = 0;
            int portalCount = 0;

            for (int i = 0; i < polyMesh.PolyCount; i++)
            {
                PolyMesh.Polygon p = polyMesh.Polys[i];
                for (int j = 0; j < nvp; j++)
                {
                    if (p.Vertices[j] == PolyMesh.NullId)
                    {
                        break;
                    }

                    edgeCount++;

                    if (PolyMesh.IsBoundaryEdge(p.NeighborEdges[j]))
                    {
                        int dir = p.NeighborEdges[j] % 16;
                        if (dir != 15)
                        {
                            portalCount++;
                        }
                    }
                }
            }

            int maxLinkCount = edgeCount + portalCount * 2 + offMeshConLinkCount * 2;

            //find unique detail vertices
            int uniqueDetailVertCount = 0;
            int detailTriCount        = 0;

            if (polyMeshDetail != null)
            {
                detailTriCount = polyMeshDetail.TrisCount;
                for (int i = 0; i < polyMesh.PolyCount; i++)
                {
                    int numDetailVerts = polyMeshDetail.Meshes[i].VertexCount;
                    int numPolyVerts   = polyMesh.Polys[i].VertexCount;
                    uniqueDetailVertCount += numDetailVerts - numPolyVerts;
                }
            }
            else
            {
                uniqueDetailVertCount = 0;
                detailTriCount        = 0;
                for (int i = 0; i < polyMesh.PolyCount; i++)
                {
                    int numPolyVerts = polyMesh.Polys[i].VertexCount;
                    uniqueDetailVertCount += numPolyVerts - 2;
                }
            }

            //allocate data
            header             = new PathfindingCommon.NavMeshInfo();
            navVerts           = new Vector3[totVertCount];
            navPolys           = new Poly[totPolyCount];
            navDMeshes         = new PolyMeshDetail.MeshData[polyMesh.PolyCount];
            navDVerts          = new Vector3[uniqueDetailVertCount];
            navDTris           = new PolyMeshDetail.TriangleData[detailTriCount];
            offMeshConnections = new OffMeshConnection[storedOffMeshConCount];

            //store header
            //HACK TiledNavMesh should figure out the X/Y/layer instead of the user maybe?
            header.X               = 0;
            header.Y               = 0;
            header.Layer           = 0;
            header.PolyCount       = totPolyCount;
            header.VertCount       = totVertCount;
            header.MaxLinkCount    = maxLinkCount;
            header.Bounds          = polyMesh.Bounds;
            header.DetailMeshCount = polyMesh.PolyCount;
            header.DetailVertCount = uniqueDetailVertCount;
            header.DetailTriCount  = detailTriCount;
            header.OffMeshBase     = polyMesh.PolyCount;
            header.WalkableHeight  = settings.AgentHeight;
            header.WalkableRadius  = settings.AgentRadius;
            header.WalkableClimb   = settings.MaxClimb;
            header.OffMeshConCount = storedOffMeshConCount;
            header.BvNodeCount     = settings.BuildBoundingVolumeTree ? polyMesh.PolyCount * 2 : 0;
            header.BvQuantFactor   = 1f / settings.CellSize;

            int offMeshVertsBase = polyMesh.VertCount;
            int offMeshPolyBase  = polyMesh.PolyCount;

            //store vertices
            for (int i = 0; i < polyMesh.VertCount; i++)
            {
                PolyVertex iv = polyMesh.Verts[i];
                navVerts[i].X = polyMesh.Bounds.Min.X + iv.X * settings.CellSize;
                navVerts[i].Y = polyMesh.Bounds.Min.Y + iv.Y * settings.CellHeight;
                navVerts[i].Z = polyMesh.Bounds.Min.Z + iv.Z * settings.CellSize;
            }

            //off-mesh link vertices
            int n = 0;

            for (int i = 0; i < offMeshCons.Length; i++)
            {
                //only store connections which start from this tile
                if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                {
                    navVerts[offMeshVertsBase + (n * 2 + 0)] = offMeshCons[i].Pos0;
                    navVerts[offMeshVertsBase + (n * 2 + 1)] = offMeshCons[i].Pos1;
                    n++;
                }
            }

            //store polygons
            for (int i = 0; i < polyMesh.PolyCount; i++)
            {
                navPolys[i]           = new Poly();
                navPolys[i].VertCount = 0;
                navPolys[i].Tag       = polyMesh.Polys[i].Tag;
                navPolys[i].Area      = polyMesh.Polys[i].Area;
                navPolys[i].PolyType  = PolygonType.Ground;
                navPolys[i].Verts     = new int[nvp];
                navPolys[i].Neis      = new int[nvp];
                for (int j = 0; j < nvp; j++)
                {
                    if (polyMesh.Polys[i].Vertices[j] == PolyMesh.NullId)
                    {
                        break;
                    }

                    navPolys[i].Verts[j] = polyMesh.Polys[i].Vertices[j];
                    if (PolyMesh.IsBoundaryEdge(polyMesh.Polys[i].NeighborEdges[j]))
                    {
                        //border or portal edge
                        int dir = polyMesh.Polys[i].NeighborEdges[j] % 16;
                        if (dir == 0xf)                         //border
                        {
                            navPolys[i].Neis[j] = 0;
                        }
                        else if (dir == 0)                         //portal x-
                        {
                            navPolys[i].Neis[j] = Link.External | 4;
                        }
                        else if (dir == 1)                         //portal z+
                        {
                            navPolys[i].Neis[j] = Link.External | 2;
                        }
                        else if (dir == 2)                         //portal x+
                        {
                            navPolys[i].Neis[j] = Link.External | 0;
                        }
                        else if (dir == 3)                         //portal z-
                        {
                            navPolys[i].Neis[j] = Link.External | 6;
                        }
                    }
                    else
                    {
                        //normal connection
                        navPolys[i].Neis[j] = polyMesh.Polys[i].NeighborEdges[j] + 1;
                    }

                    navPolys[i].VertCount++;
                }
            }

            //off-mesh connection vertices
            n = 0;
            for (int i = 0; i < offMeshCons.Length; i++)
            {
                //only store connections which start from this tile
                if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                {
                    navPolys[offMeshPolyBase + n].VertCount = 2;
                    navPolys[offMeshPolyBase + n].Verts     = new int[nvp];
                    navPolys[offMeshPolyBase + n].Verts[0]  = offMeshVertsBase + (n * 2 + 0);
                    navPolys[offMeshPolyBase + n].Verts[1]  = offMeshVertsBase + (n * 2 + 1);
                    navPolys[offMeshPolyBase + n].Tag       = offMeshCons[i].Flags;
                    navPolys[offMeshPolyBase + n].Area      = polyMesh.Polys[offMeshCons[i].Poly].Area;                //HACK is this correct?
                    navPolys[offMeshPolyBase + n].PolyType  = PolygonType.OffMeshConnection;
                    n++;
                }
            }

            //store detail meshes and vertices
            if (polyMeshDetail != null)
            {
                int            vbase             = 0;
                List <Vector3> storedDetailVerts = new List <Vector3>();
                for (int i = 0; i < polyMesh.PolyCount; i++)
                {
                    int vb             = polyMeshDetail.Meshes[i].VertexIndex;
                    int numDetailVerts = polyMeshDetail.Meshes[i].VertexCount;
                    int numPolyVerts   = navPolys[i].VertCount;
                    navDMeshes[i].VertexIndex   = vbase;
                    navDMeshes[i].VertexCount   = numDetailVerts - numPolyVerts;
                    navDMeshes[i].TriangleIndex = polyMeshDetail.Meshes[i].TriangleIndex;
                    navDMeshes[i].TriangleCount = polyMeshDetail.Meshes[i].TriangleCount;

                    //Copy detail vertices
                    //first 'nv' verts are equal to nav poly verts
                    //the rest are detail verts
                    for (int j = 0; j < navDMeshes[i].VertexCount; j++)
                    {
                        storedDetailVerts.Add(polyMeshDetail.Verts[vb + numPolyVerts + j]);
                    }

                    vbase += numDetailVerts - numPolyVerts;
                }

                navDVerts = storedDetailVerts.ToArray();

                //store triangles
                for (int j = 0; j < polyMeshDetail.TrisCount; j++)
                {
                    navDTris[j] = polyMeshDetail.Tris[j];
                }
            }
            else
            {
                //create dummy detail mesh by triangulating polys
                int tbase = 0;
                for (int i = 0; i < polyMesh.PolyCount; i++)
                {
                    int numPolyVerts = navPolys[i].VertCount;
                    navDMeshes[i].VertexIndex   = 0;
                    navDMeshes[i].VertexCount   = 0;
                    navDMeshes[i].TriangleIndex = tbase;
                    navDMeshes[i].TriangleCount = numPolyVerts - 2;

                    //triangulate polygon
                    for (int j = 2; j < numPolyVerts; j++)
                    {
                        navDTris[tbase].VertexHash0 = 0;
                        navDTris[tbase].VertexHash1 = j - 1;
                        navDTris[tbase].VertexHash2 = j;

                        //bit for each edge that belongs to the poly boundary
                        navDTris[tbase].Flags = 1 << 2;
                        if (j == 2)
                        {
                            navDTris[tbase].Flags |= 1 << 0;
                        }
                        if (j == numPolyVerts - 1)
                        {
                            navDTris[tbase].Flags |= 1 << 4;
                        }

                        tbase++;
                    }
                }
            }

            //store and create BV tree
            if (settings.BuildBoundingVolumeTree)
            {
                //build tree
                navBvTree = new BVTree(polyMesh.Verts, polyMesh.Polys, nvp, settings.CellSize, settings.CellHeight);
            }

            //store off-mesh connections
            n = 0;
            for (int i = 0; i < offMeshConnections.Length; i++)
            {
                //only store connections which start from this tile
                if (offMeshSides[i * 2 + 0] == BoundarySide.Internal)
                {
                    offMeshConnections[n].Poly = offMeshPolyBase + n;

                    //copy connection end points
                    offMeshConnections[n].Pos0 = offMeshCons[i].Pos0;
                    offMeshConnections[n].Pos1 = offMeshCons[i].Pos1;

                    offMeshConnections[n].Radius = offMeshCons[i].Radius;
                    offMeshConnections[n].Flags  = offMeshCons[i].Flags;
                    offMeshConnections[n].Side   = offMeshSides[i * 2 + 1];
                    offMeshConnections[n].Tag    = offMeshCons[i].Tag;

                    n++;
                }
            }
        }
示例#3
0
        /// <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);
        }