示例#1
0
    public void BuildTile(int x, int y)
    {
        RecastVertex bmin     = Geometry.MinBounds;
        RecastVertex bmax     = Geometry.MaxBounds;
        float        tcs      = Config.TileSize * Config.CellSize;
        RecastVertex tileBMin = new RecastVertex();
        RecastVertex tileBMax = new RecastVertex();

        tileBMin.X = bmin.X + x * tcs;
        tileBMin.Y = bmin.Y;
        tileBMin.Z = bmin.Z + y * tcs;

        tileBMax.X = bmin.X + (x + 1) * tcs;
        tileBMax.Y = bmax.Y;
        tileBMax.Z = bmin.Z + (y + 1) * tcs;

        var builder = BuildTileMesh(x, y, tileBMin, tileBMax);

        // remove/add new tile?
        if (builder != null)
        {
            Detour.NavMeshBuilder outBuilder;
            // nav mesh remove tile
            NavMesh.RemoveTile(NavMesh.GetTileRefAt(x, y, 0), out outBuilder);
            // nav mesh add tile
            long result = 0;
            NavMesh.AddTile(builder, NavMesh.TileFreeData, 0, ref result);
        }
    }
示例#2
0
    /// <summary>
    /// Builds a single polygon from the nav mesh
    /// </summary>
    /// <param name="navmesh">the entire navmesh which contains all polygon data</param>
    /// <param name="refId">id of the polygon that is to be drawn</param>
    /// <param name="color">Color to make the polygon</param>
    /// <param name="verts">List of Verts to add to</param>
    /// <param name="colors">List of colors for specific polygons</param>
    /// <param name="uvs">List of UVs for the polygons</param>
    /// <param name="tris">List of Triangles for the polygons</param>
    private void BuildNavMeshPoly(Detour.NavMesh navmesh, long refId, Color color, List <Vector3> verts, List <Color> colors, List <Vector2> uvs, List <int> tris)
    {
        MeshTile tile = null;
        Poly     poly = null;

        if ((navmesh.GetTileAndPolyByRef(refId, ref tile, ref poly) & Status.Failure) != 0)
        {
            return;
        }

        long ip = 0;

        for (int i = 0; i < tile.Polys.Length; i++)
        {
            if (poly == tile.Polys[i])
            {
                ip = i;
            }
        }
        if (poly.Type == Detour.NavMeshBuilder.PolyTypeOffMeshConnection)
        {
            // do nothing for now
        }
        else
        {
            PolyDetail pd = tile.DetailMeshes[ip];
            for (int i = 0; i < pd.TriCount; i++)
            {
                int t = ((int)pd.TriBase + i) * 4;
                for (int j = 0; j < 3; j++)
                {
                    if (tile.DetailTris[t + j] < poly.VertCount)
                    {
                        verts.Add(new Vector3(tile.Verts[poly.Verts[tile.DetailTris[t + j]] * 3 + 0], tile.Verts[poly.Verts[tile.DetailTris[t + j]] * 3 + 1], tile.Verts[poly.Verts[tile.DetailTris[t + j]] * 3 + 2]));
                    }
                    else
                    {
                        verts.Add(
                            new Vector3(tile.DetailVerts[(pd.VertBase + tile.DetailTris[t + j] - poly.VertCount) * 3 + 0],
                                        tile.DetailVerts[(pd.VertBase + tile.DetailTris[t + j] - poly.VertCount) * 3 + 1],
                                        tile.DetailVerts[(pd.VertBase + tile.DetailTris[t + j] - poly.VertCount) * 3 + 2]));
                    }
                    uvs.Add(new Vector2());
                    colors.Add(color);
                    tris.Add(tris.Count);
                }
            }
        }
    }
示例#3
0
    /// <summary>
    /// Builds the initial query, normally called by awake
    /// Can be callen manually with a different nav mesh.
    /// </summary>
    /// <param name="navMesh"></param>
    public void InitializeQuery(Detour.NavMesh navMesh)
    {
        _navMeshQuery = new NavMeshQuery();
        _navMeshQuery.Init(navMesh, 2048);
        filter = new QueryFilter();

        // These values need to me modifiable in the editor later using RecastArea
        filter.IncludeFlags = 15;
        filter.ExcludeFlags = 0;
        filter.SetAreaCost(1, 1.0f);
        filter.SetAreaCost(2, 10.0f);
        filter.SetAreaCost(3, 1.0f);
        filter.SetAreaCost(4, 1.0f);
        filter.SetAreaCost(5, 2);
        filter.SetAreaCost(6, 1.5f);
    }
示例#4
0
    public void RebuildTiles()
    {
        Progress   = 0;
        IsBuilding = true;
        RecastVertex bmin     = Geometry.MinBounds;
        RecastVertex bmax     = Geometry.MaxBounds;
        RecastVertex tileBMin = new RecastVertex();
        RecastVertex tileBMax = new RecastVertex();
        float        tcs      = Config.TileSize * Config.CellSize;

        Total = TileWidth * TileHeight;
        for (int y = 0; y < TileHeight; y++)
        {
            for (int x = 0; x < TileWidth; x++)
            {
                Progress   = y * TileWidth + x;
                tileBMin.X = bmin.X + x * tcs;
                tileBMin.Y = bmin.Y;
                tileBMin.Z = bmin.Z + y * tcs;

                tileBMax.X = bmin.X + (x + 1) * tcs;
                tileBMax.Y = bmax.Y;
                tileBMax.Z = bmin.Z + (y + 1) * tcs;

                EditorUtility.DisplayProgressBar("Generating...", "Generating Tile " + Progress + " of " + Total, Progress / (float)Total);
                var builder = BuildTileMesh(x, y, tileBMin, tileBMax);

                // remove/add new tile?
                if (builder != null)
                {
                    Detour.NavMeshBuilder outBuilder;
                    // nav mesh remove tile
                    NavMesh.RemoveTile(NavMesh.GetTileRefAt(x, y, 0), out outBuilder);
                    // nav mesh add tile
                    long result = 0;
                    NavMesh.AddTile(builder, NavMesh.TileFreeData, 0, ref result);
                }
            }
        }

        EditorUtility.ClearProgressBar();
        IsBuilding = false;
        BuildGeometry();
    }
示例#5
0
    public void BuildTile(int x, int y, RecastVertex tileBMin, RecastVertex tileBMax)
    {
        var builder = BuildTileMesh(x, y, tileBMin, tileBMax);

        // remove/add new tile?
        if (builder != null)
        {
            lock (this)
            {
                Detour.NavMeshBuilder outBuilder;
                // nav mesh remove tile
                NavMesh.RemoveTile(NavMesh.GetTileRefAt(x, y, 0), out outBuilder);
                // nav mesh add tile
                long result = 0;
                NavMesh.AddTile(builder, NavMesh.TileFreeData, 0, ref result);
            }
        }
        Progress++;
    }
示例#6
0
        public bool Init(string filePath)
        {
            FileStream f = null;

            try
            {
                f = File.OpenRead(filePath);
            }
            catch (System.Exception ex)
            {
                Log.Log.Common.Print(ex.ToString());
                Log.Log.Common.Print(ex.StackTrace.ToString());
                return(false);
            }
            BsonReader     reader     = new BsonReader(f);
            JsonSerializer serializer = new JsonSerializer();

            Detour.NavMesh nav = serializer.Deserialize <NavMeshSerializer>(reader).Reconstitute();
            Status         ret = mNavMeshQuery.Init(nav, 2048);

            return(ret == Status.Success);
        }
示例#7
0
 /// <summary>
 /// Builds the NavMesh geometry into a Unity3d Mesh to display for debug
 /// </summary>
 public void BuildNavMeshGeometry()
 {
     if (NavMesh != null)
     {
         NavMeshTriangles = new List <int>();
         NavMeshVerts     = new List <Vector3>();
         NavMeshUVs       = new List <Vector2>();
         NavMeshColors    = new List <Color>();
         for (int i = 0; i < NavMesh.GetMaxTiles(); i++)
         {
             MeshTile tile = NavMesh.GetTile(i);
             if (tile.Header == null)
             {
                 continue;
             }
             long baseId = NavMesh.GetPolyRefBase(tile);
             for (int j = 0; j < tile.Header.PolyCount; j++)
             {
                 BuildNavMeshPoly(baseId | (uint)j, duRGBA(0, 0, 64, 128), NavMeshVerts, NavMeshColors, NavMeshUVs, NavMeshTriangles);
             }
         }
     }
 }
示例#8
0
 public void RemoveTile(int x, int y)
 {
     Detour.NavMeshBuilder outBuilder;
     // nav mesh remove tile
     NavMesh.RemoveTile(NavMesh.GetTileRefAt(x, y, 0), out outBuilder);
 }