public bool ContainsPoint(TriangleMeshNode node, Vector3 pos) { if (VectorMath.IsClockwiseXZ((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], pos) && VectorMath.IsClockwiseXZ((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], pos) && VectorMath.IsClockwiseXZ((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], pos)) { return(true); } return(false); }
void CalculateMeshContour() { if (mesh == null) { return; } edges.Clear(); pointers.Clear(); Vector3[] verts = mesh.vertices; int[] tris = mesh.triangles; for (int i = 0; i < tris.Length; i += 3) { // Make sure it is clockwise if (VectorMath.IsClockwiseXZ(verts[tris[i + 0]], verts[tris[i + 1]], verts[tris[i + 2]])) { int tmp = tris[i + 0]; tris[i + 0] = tris[i + 2]; tris[i + 2] = tmp; } edges[new Int2(tris[i + 0], tris[i + 1])] = i; edges[new Int2(tris[i + 1], tris[i + 2])] = i; edges[new Int2(tris[i + 2], tris[i + 0])] = i; } // Construct a list of pointers along all edges for (int i = 0; i < tris.Length; i += 3) { for (int j = 0; j < 3; j++) { if (!edges.ContainsKey(new Int2(tris[i + ((j + 1) % 3)], tris[i + ((j + 0) % 3)]))) { pointers[tris[i + ((j + 0) % 3)]] = tris[i + ((j + 1) % 3)]; } } } var contourBuffer = new List <Vector3[]>(); List <Vector3> buffer = Pathfinding.Util.ListPool <Vector3> .Claim(); // Follow edge pointers to generate the contours for (int i = 0; i < verts.Length; i++) { if (pointers.ContainsKey(i)) { buffer.Clear(); int s = i; do { int tmp = pointers[s]; //This path has been taken before if (tmp == -1) { break; } pointers[s] = -1; buffer.Add(verts[s]); s = tmp; if (s == -1) { Debug.LogError("Invalid Mesh '" + mesh.name + " in " + gameObject.name); break; } } while (s != i); if (buffer.Count > 0) { contourBuffer.Add(buffer.ToArray()); } } } // Return lists to the pool Pathfinding.Util.ListPool <Vector3> .Release(buffer); contours = contourBuffer.ToArray(); }
public static bool IsClockwise(Vector3 a, Vector3 b, Vector3 c) { return(VectorMath.IsClockwiseXZ(a, b, c)); }
public static bool IsClockwise(Int3 a, Int3 b, Int3 c) { return(VectorMath.IsClockwiseXZ(a, b, c)); }
/** Calculate a funnel path from the \a left and \a right portal lists. * The result will be appended to \a funnelPath */ public static bool RunFunnel(List <Vector3> left, List <Vector3> right, List <Vector3> funnelPath) { if (left == null) { throw new System.ArgumentNullException("left"); } if (right == null) { throw new System.ArgumentNullException("right"); } if (funnelPath == null) { throw new System.ArgumentNullException("funnelPath"); } if (left.Count != right.Count) { throw new System.ArgumentException("left and right lists must have equal length"); } if (left.Count < 3) { return(false); } //Remove identical vertices while (left[1] == left[2] && right[1] == right[2]) { //System.Console.WriteLine ("Removing identical left and right"); left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } } Vector3 swPoint = left[2]; if (swPoint == left[1]) { swPoint = right[2]; } //Test while (VectorMath.IsColinearXZ(left[0], left[1], right[1]) || VectorMath.RightOrColinearXZ(left[1], right[1], swPoint) == VectorMath.RightOrColinearXZ(left[1], right[1], left[0])) { #if ASTARDEBUG Debug.DrawLine(left[1], right[1], new Color(0, 0, 0, 0.5F)); Debug.DrawLine(left[0], swPoint, new Color(0, 0, 0, 0.5F)); #endif left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } swPoint = left[2]; if (swPoint == left[1]) { swPoint = right[2]; } } //Switch left and right to really be on the "left" and "right" sides /** \todo The colinear check should not be needed */ if (!VectorMath.IsClockwiseXZ(left[0], left[1], right[1]) && !VectorMath.IsColinearXZ(left[0], left[1], right[1])) { //System.Console.WriteLine ("Wrong Side 2"); List <Vector3> tmp = left; left = right; right = tmp; } #if ASTARDEBUG for (int i = 0; i < left.Count - 1; i++) { Debug.DrawLine(left[i], left[i + 1], Color.red); Debug.DrawLine(right[i], right[i + 1], Color.magenta); Debug.DrawRay(right[i], Vector3.up, Color.magenta); } for (int i = 0; i < left.Count; i++) { //Debug.DrawLine (right[i],left[i], Color.cyan); } #endif funnelPath.Add(left[0]); Vector3 portalApex = left[0]; Vector3 portalLeft = left[1]; Vector3 portalRight = right[1]; int apexIndex = 0; int rightIndex = 1; int leftIndex = 1; for (int i = 2; i < left.Count; i++) { if (funnelPath.Count > 2000) { Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths."); break; } Vector3 pLeft = left[i]; Vector3 pRight = right[i]; /*Debug.DrawLine (portalApex,portalLeft,Color.red); * Debug.DrawLine (portalApex,portalRight,Color.yellow); * Debug.DrawLine (portalApex,left,Color.cyan); * Debug.DrawLine (portalApex,right,Color.cyan);*/ if (VectorMath.SignedTriangleAreaTimes2XZ(portalApex, portalRight, pRight) >= 0) { if (portalApex == portalRight || VectorMath.SignedTriangleAreaTimes2XZ(portalApex, portalLeft, pRight) <= 0) { portalRight = pRight; rightIndex = i; } else { funnelPath.Add(portalLeft); portalApex = portalLeft; apexIndex = leftIndex; portalLeft = portalApex; portalRight = portalApex; leftIndex = apexIndex; rightIndex = apexIndex; i = apexIndex; continue; } } if (VectorMath.SignedTriangleAreaTimes2XZ(portalApex, portalLeft, pLeft) <= 0) { if (portalApex == portalLeft || VectorMath.SignedTriangleAreaTimes2XZ(portalApex, portalRight, pLeft) >= 0) { portalLeft = pLeft; leftIndex = i; } else { funnelPath.Add(portalRight); portalApex = portalRight; apexIndex = rightIndex; portalLeft = portalApex; portalRight = portalApex; leftIndex = apexIndex; rightIndex = apexIndex; i = apexIndex; continue; } } } funnelPath.Add(left[left.Count - 1]); return(true); }
/** Generates a navmesh. Based on the supplied vertices and triangles */ void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices) { Profiler.BeginSample("Init"); if (vectorVertices.Length == 0 || triangles.Length == 0) { originalVertices = vectorVertices; vertices = new Int3[0]; nodes = new TriangleMeshNode[0]; return; } vertices = new Int3[vectorVertices.Length]; int c = 0; for (int i = 0; i < vertices.Length; i++) { vertices[i] = (Int3)matrix.MultiplyPoint3x4(vectorVertices[i]); } var hashedVerts = new Dictionary <Int3, int>(); var newVertices = new int[vertices.Length]; Profiler.EndSample(); Profiler.BeginSample("Hashing"); for (int i = 0; i < vertices.Length; i++) { if (!hashedVerts.ContainsKey(vertices[i])) { newVertices[c] = i; hashedVerts.Add(vertices[i], c); c++; } } for (int x = 0; x < triangles.Length; x++) { Int3 vertex = vertices[triangles[x]]; triangles[x] = hashedVerts[vertex]; } Int3[] totalIntVertices = vertices; vertices = new Int3[c]; originalVertices = new Vector3[c]; for (int i = 0; i < c; i++) { vertices[i] = totalIntVertices[newVertices[i]]; originalVertices[i] = vectorVertices[newVertices[i]]; } Profiler.EndSample(); Profiler.BeginSample("Constructing Nodes"); nodes = new TriangleMeshNode[triangles.Length / 3]; int graphIndex = active.astarData.GetGraphIndex(this); // Does not have to set this, it is set in ScanInternal //TriangleMeshNode.SetNavmeshHolder ((int)graphIndex,this); for (int i = 0; i < nodes.Length; i++) { nodes[i] = new TriangleMeshNode(active); TriangleMeshNode node = nodes[i]; //new MeshNode (); node.GraphIndex = (uint)graphIndex; node.Penalty = initialPenalty; node.Walkable = true; node.v0 = triangles[i * 3]; node.v1 = triangles[i * 3 + 1]; node.v2 = triangles[i * 3 + 2]; if (!VectorMath.IsClockwiseXZ(vertices[node.v0], vertices[node.v1], vertices[node.v2])) { //Debug.DrawLine (vertices[node.v0],vertices[node.v1],Color.red); //Debug.DrawLine (vertices[node.v1],vertices[node.v2],Color.red); //Debug.DrawLine (vertices[node.v2],vertices[node.v0],Color.red); int tmp = node.v0; node.v0 = node.v2; node.v2 = tmp; } if (VectorMath.IsColinearXZ(vertices[node.v0], vertices[node.v1], vertices[node.v2])) { Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red); Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red); Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red); } // Make sure position is correctly set node.UpdatePositionFromVertices(); } Profiler.EndSample(); var sides = new Dictionary <Int2, TriangleMeshNode>(); for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3) { sides[new Int2(triangles[i + 0], triangles[i + 1])] = nodes[j]; sides[new Int2(triangles[i + 1], triangles[i + 2])] = nodes[j]; sides[new Int2(triangles[i + 2], triangles[i + 0])] = nodes[j]; } Profiler.BeginSample("Connecting Nodes"); var connections = new List <MeshNode>(); var connectionCosts = new List <uint>(); for (int i = 0, j = 0; i < triangles.Length; j += 1, i += 3) { connections.Clear(); connectionCosts.Clear(); TriangleMeshNode node = nodes[j]; for (int q = 0; q < 3; q++) { TriangleMeshNode other; if (sides.TryGetValue(new Int2(triangles[i + ((q + 1) % 3)], triangles[i + q]), out other)) { connections.Add(other); connectionCosts.Add((uint)(node.position - other.position).costMagnitude); } } node.connections = connections.ToArray(); node.connectionCosts = connectionCosts.ToArray(); } Profiler.EndSample(); Profiler.BeginSample("Rebuilding BBTree"); RebuildBBTree(this); Profiler.EndSample(); #if ASTARDEBUG for (int i = 0; i < nodes.Length; i++) { TriangleMeshNode node = nodes[i] as TriangleMeshNode; float a1 = VectorMath.SignedTriangleAreaTimes2XZ((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], (Vector3)vertices[node.v2]); long a2 = VectorMath.SignedTriangleAreaTimes2XZ(vertices[node.v0], vertices[node.v1], vertices[node.v2]); if (a1 * a2 < 0) { Debug.LogError(a1 + " " + a2); } if (VectorMath.IsClockwiseXZ(vertices[node.v0], vertices[node.v1], vertices[node.v2])) { Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.green); Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.green); Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.green); } else { Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red); Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red); Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red); } } #endif }
private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices) { if ((vectorVertices.Length == 0) || (triangles.Length == 0)) { originalVertices = vectorVertices; vertices = new Int3[0]; this.nodes = new TriangleMeshNode[0]; } else { vertices = new Int3[vectorVertices.Length]; int index = 0; for (int i = 0; i < vertices.Length; i++) { vertices[i] = (Int3)this.matrix.MultiplyPoint3x4(vectorVertices[i]); } Dictionary <Int3, int> dictionary = new Dictionary <Int3, int>(); int[] numArray = new int[vertices.Length]; for (int j = 0; j < vertices.Length; j++) { if (!dictionary.ContainsKey(vertices[j])) { numArray[index] = j; dictionary.Add(vertices[j], index); index++; } } for (int k = 0; k < triangles.Length; k++) { Int3 num5 = vertices[triangles[k]]; triangles[k] = dictionary[num5]; } Int3[] numArray2 = vertices; vertices = new Int3[index]; originalVertices = new Vector3[index]; for (int m = 0; m < index; m++) { vertices[m] = numArray2[numArray[m]]; originalVertices[m] = vectorVertices[numArray[m]]; } this.nodes = new TriangleMeshNode[triangles.Length / 3]; int graphIndex = base.active.astarData.GetGraphIndex(this); for (int n = 0; n < this.nodes.Length; n++) { this.nodes[n] = new TriangleMeshNode(base.active); TriangleMeshNode node = this.nodes[n]; node.GraphIndex = (uint)graphIndex; node.Penalty = base.initialPenalty; node.Walkable = true; node.v0 = triangles[n * 3]; node.v1 = triangles[(n * 3) + 1]; node.v2 = triangles[(n * 3) + 2]; if (!VectorMath.IsClockwiseXZ(vertices[node.v0], vertices[node.v1], vertices[node.v2])) { int num9 = node.v0; node.v0 = node.v2; node.v2 = num9; } if (VectorMath.IsColinearXZ(vertices[node.v0], vertices[node.v1], vertices[node.v2])) { UnityEngine.Debug.DrawLine((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], Color.red); UnityEngine.Debug.DrawLine((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], Color.red); UnityEngine.Debug.DrawLine((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], Color.red); } node.UpdatePositionFromVertices(); } Dictionary <Int2, TriangleMeshNode> dictionary2 = new Dictionary <Int2, TriangleMeshNode>(); int num10 = 0; int num11 = 0; while (num10 < triangles.Length) { dictionary2[new Int2(triangles[num10], triangles[num10 + 1])] = this.nodes[num11]; dictionary2[new Int2(triangles[num10 + 1], triangles[num10 + 2])] = this.nodes[num11]; dictionary2[new Int2(triangles[num10 + 2], triangles[num10])] = this.nodes[num11]; num11++; num10 += 3; } List <MeshNode> list = new List <MeshNode>(); List <uint> list2 = new List <uint>(); int num12 = 0; int num13 = 0; while (num12 < triangles.Length) { list.Clear(); list2.Clear(); TriangleMeshNode node2 = this.nodes[num13]; for (int num14 = 0; num14 < 3; num14++) { TriangleMeshNode node3; if (dictionary2.TryGetValue(new Int2(triangles[num12 + ((num14 + 1) % 3)], triangles[num12 + num14]), out node3)) { list.Add(node3); Int3 num15 = node2.position - node3.position; list2.Add((uint)num15.costMagnitude); } } node2.connections = list.ToArray(); node2.connectionCosts = list2.ToArray(); num13++; num12 += 3; } RebuildBBTree(this); } }
private void CalculateMeshContour() { if (this.mesh == null) { return; } NavmeshCut.edges.Clear(); NavmeshCut.pointers.Clear(); Vector3[] vertices = this.mesh.vertices; int[] triangles = this.mesh.triangles; for (int i = 0; i < triangles.Length; i += 3) { if (VectorMath.IsClockwiseXZ(vertices[triangles[i]], vertices[triangles[i + 1]], vertices[triangles[i + 2]])) { int num = triangles[i]; triangles[i] = triangles[i + 2]; triangles[i + 2] = num; } NavmeshCut.edges[new Int2(triangles[i], triangles[i + 1])] = i; NavmeshCut.edges[new Int2(triangles[i + 1], triangles[i + 2])] = i; NavmeshCut.edges[new Int2(triangles[i + 2], triangles[i])] = i; } for (int j = 0; j < triangles.Length; j += 3) { for (int k = 0; k < 3; k++) { if (!NavmeshCut.edges.ContainsKey(new Int2(triangles[j + (k + 1) % 3], triangles[j + k % 3]))) { NavmeshCut.pointers[triangles[j + k % 3]] = triangles[j + (k + 1) % 3]; } } } List <Vector3[]> list = new List <Vector3[]>(); List <Vector3> list2 = ListPool <Vector3> .Claim(); for (int l = 0; l < vertices.Length; l++) { if (NavmeshCut.pointers.ContainsKey(l)) { list2.Clear(); int num2 = l; do { int num3 = NavmeshCut.pointers[num2]; if (num3 == -1) { break; } NavmeshCut.pointers[num2] = -1; list2.Add(vertices[num2]); num2 = num3; if (num2 == -1) { goto Block_9; } }while (num2 != l); IL_20C: if (list2.Count > 0) { list.Add(list2.ToArray()); goto IL_227; } goto IL_227; Block_9: Debug.LogError("Invalid Mesh '" + this.mesh.name + " in " + base.gameObject.name); goto IL_20C; } IL_227 :; } ListPool <Vector3> .Release(list2); this.contours = list.ToArray(); }
public bool RunFunnel(List <VInt3> left, List <VInt3> right, List <VInt3> funnelPath) { if (left == null) { throw new ArgumentNullException("left"); } if (right == null) { throw new ArgumentNullException("right"); } if (funnelPath == null) { throw new ArgumentNullException("funnelPath"); } if (left.Count != right.Count) { throw new ArgumentException("left and right lists must have equal length"); } if (left.Count <= 3) { return(false); } while ((left[1] == left[2]) && (right[1] == right[2])) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } } VInt3 c = left[2]; if (c == left[1]) { c = right[2]; } while (VectorMath.IsColinearXZ(left[0], left[1], right[1]) || (VectorMath.RightOrColinearXZ(left[1], right[1], c) == VectorMath.RightOrColinearXZ(left[1], right[1], left[0]))) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } c = left[2]; if (c == left[1]) { c = right[2]; } } if (!VectorMath.IsClockwiseXZ(left[0], left[1], right[1]) && !VectorMath.IsColinearXZ(left[0], left[1], right[1])) { List <VInt3> list = left; left = right; right = list; } funnelPath.Add(left[0]); VInt3 a = left[0]; VInt3 b = left[1]; VInt3 num4 = right[1]; int num5 = 0; int num6 = 1; int num7 = 1; for (int i = 2; i < left.Count; i++) { if (funnelPath.Count > 0x7d0) { Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths."); break; } VInt3 num9 = left[i]; VInt3 num10 = right[i]; if (VectorMath.SignedTriangleAreaTimes2XZ(a, num4, num10) >= 0L) { if ((a == num4) || (VectorMath.SignedTriangleAreaTimes2XZ(a, b, num10) <= 0L)) { num4 = num10; num6 = i; } else { funnelPath.Add(b); a = b; num5 = num7; b = a; num4 = a; num7 = num5; num6 = num5; i = num5; continue; } } if (VectorMath.SignedTriangleAreaTimes2XZ(a, b, num9) <= 0L) { if ((a == b) || (VectorMath.SignedTriangleAreaTimes2XZ(a, num4, num9) >= 0L)) { b = num9; num7 = i; } else { funnelPath.Add(num4); a = num4; num5 = num6; b = a; num4 = a; num7 = num5; num6 = num5; i = num5; } } } funnelPath.Add(left[left.Count - 1]); return(true); }
public bool ContainsPoint(TriangleMeshNode node, Vector3 pos) { return((VectorMath.IsClockwiseXZ((Vector3)this.vertices[node.v0], (Vector3)this.vertices[node.v1], pos) && VectorMath.IsClockwiseXZ((Vector3)this.vertices[node.v1], (Vector3)this.vertices[node.v2], pos)) && VectorMath.IsClockwiseXZ((Vector3)this.vertices[node.v2], (Vector3)this.vertices[node.v0], pos)); }
public static bool RunFunnel(List<Vector3> left, List<Vector3> right, List<Vector3> funnelPath) { if (left == null) { throw new ArgumentNullException("left"); } if (right == null) { throw new ArgumentNullException("right"); } if (funnelPath == null) { throw new ArgumentNullException("funnelPath"); } if (left.Count != right.Count) { throw new ArgumentException("left and right lists must have equal length"); } if (left.Count < 3) { return false; } while (left[1] == left[2] && right[1] == right[2]) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return false; } } Vector3 vector = left[2]; if (vector == left[1]) { vector = right[2]; } while (VectorMath.IsColinearXZ(left[0], left[1], right[1]) || VectorMath.RightOrColinearXZ(left[1], right[1], vector) == VectorMath.RightOrColinearXZ(left[1], right[1], left[0])) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return false; } vector = left[2]; if (vector == left[1]) { vector = right[2]; } } if (!VectorMath.IsClockwiseXZ(left[0], left[1], right[1]) && !VectorMath.IsColinearXZ(left[0], left[1], right[1])) { List<Vector3> list = left; left = right; right = list; } funnelPath.Add(left[0]); Vector3 vector2 = left[0]; Vector3 vector3 = left[1]; Vector3 vector4 = right[1]; int num = 1; int num2 = 1; int i = 2; while (i < left.Count) { if (funnelPath.Count > 2000) { Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths."); break; } Vector3 vector5 = left[i]; Vector3 vector6 = right[i]; if (VectorMath.SignedTriangleAreaTimes2XZ(vector2, vector4, vector6) < 0f) { goto IL_279; } if (vector2 == vector4 || VectorMath.SignedTriangleAreaTimes2XZ(vector2, vector3, vector6) <= 0f) { vector4 = vector6; num = i; goto IL_279; } funnelPath.Add(vector3); vector2 = vector3; int num3 = num2; vector3 = vector2; vector4 = vector2; num2 = num3; num = num3; i = num3; IL_2DD: i++; continue; IL_279: if (VectorMath.SignedTriangleAreaTimes2XZ(vector2, vector3, vector5) > 0f) { goto IL_2DD; } if (vector2 == vector3 || VectorMath.SignedTriangleAreaTimes2XZ(vector2, vector4, vector5) >= 0f) { vector3 = vector5; num2 = i; goto IL_2DD; } funnelPath.Add(vector4); vector2 = vector4; num3 = num; vector3 = vector2; vector4 = vector2; num2 = num3; num = num3; i = num3; goto IL_2DD; } funnelPath.Add(left[left.Count - 1]); return true; }
protected NavmeshTile CreateTile(int[] tris, Int3[] verts, int x, int z) { #if BNICKSON_UPDATED if (tris == null) { throw new System.ArgumentNullException("The mesh must be valid. tris is null."); } if (verts == null) { throw new System.ArgumentNullException("The mesh must be valid. verts is null."); } //Create a new navmesh tile and assign its settings var tile = new NavmeshTile(); tile.x = x; tile.z = z; tile.w = 1; tile.d = 1; tile.tris = tris; tile.verts = verts; tile.bbTree = new BBTree(); #endif if (tile.tris.Length % 3 != 0) { throw new System.ArgumentException("Indices array's length must be a multiple of 3 (mesh.tris)"); } if (tile.verts.Length >= VertexIndexMask) { throw new System.ArgumentException("Too many vertices per tile (more than " + VertexIndexMask + ")." + "\nTry enabling ASTAR_RECAST_LARGER_TILES under the 'Optimizations' tab in the A* Inspector"); } //Dictionary<Int3, int> firstVerts = new Dictionary<Int3, int> (); Dictionary <Int3, int> firstVerts = cachedInt3_int_dict; firstVerts.Clear(); var compressedPointers = new int[tile.verts.Length]; int count = 0; for (int i = 0; i < tile.verts.Length; i++) { try { firstVerts.Add(tile.verts[i], count); compressedPointers[i] = count; tile.verts[count] = tile.verts[i]; count++; } catch { //There are some cases, rare but still there, that vertices are identical compressedPointers[i] = firstVerts[tile.verts[i]]; } } for (int i = 0; i < tile.tris.Length; i++) { tile.tris[i] = compressedPointers[tile.tris[i]]; } var compressed = new Int3[count]; for (int i = 0; i < count; i++) { compressed[i] = tile.verts[i]; } tile.verts = compressed; var nodes = new TriangleMeshNode[tile.tris.Length / 3]; tile.nodes = nodes; //Here we are faking a new graph //The tile is not added to any graphs yet, but to get the position querys from the nodes //to work correctly (not throw exceptions because the tile is not calculated) we fake a new graph //and direct the position queries directly to the tile int graphIndex = AstarPath.active.astarData.graphs.Length; TriangleMeshNode.SetNavmeshHolder(graphIndex, tile); //This index will be ORed to the triangle indices int tileIndex = x + z * tileXCount; tileIndex <<= TileIndexOffset; //Create nodes and assign triangle indices for (int i = 0; i < nodes.Length; i++) { var node = new TriangleMeshNode(active); nodes[i] = node; node.GraphIndex = (uint)graphIndex; node.v0 = tile.tris[i * 3 + 0] | tileIndex; node.v1 = tile.tris[i * 3 + 1] | tileIndex; node.v2 = tile.tris[i * 3 + 2] | tileIndex; //Degenerate triangles might occur, but they will not cause any large troubles anymore //if (Polygon.IsColinear (node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) { // Debug.Log ("COLINEAR!!!!!!"); //} //Make sure the triangle is clockwise if (!VectorMath.IsClockwiseXZ(node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) { int tmp = node.v0; node.v0 = node.v2; node.v2 = tmp; } node.Walkable = true; node.Penalty = initialPenalty; node.UpdatePositionFromVertices(); tile.bbTree.Insert(node); } CreateNodeConnections(tile.nodes); //Remove the fake graph TriangleMeshNode.SetNavmeshHolder(graphIndex, null); return(tile); }
private void CalculateMeshContour() { if (this.mesh != null) { edges.Clear(); pointers.Clear(); Vector3[] vertices = this.mesh.vertices; int[] triangles = this.mesh.triangles; for (int i = 0; i < triangles.Length; i += 3) { if (VectorMath.IsClockwiseXZ(vertices[triangles[i]], vertices[triangles[i + 1]], vertices[triangles[i + 2]])) { int num2 = triangles[i]; triangles[i] = triangles[i + 2]; triangles[i + 2] = num2; } edges[new Int2(triangles[i], triangles[i + 1])] = i; edges[new Int2(triangles[i + 1], triangles[i + 2])] = i; edges[new Int2(triangles[i + 2], triangles[i])] = i; } for (int j = 0; j < triangles.Length; j += 3) { for (int m = 0; m < 3; m++) { if (!edges.ContainsKey(new Int2(triangles[j + ((m + 1) % 3)], triangles[j + (m % 3)]))) { pointers[triangles[j + (m % 3)]] = triangles[j + ((m + 1) % 3)]; } } } List <Vector3[]> list = new List <Vector3[]>(); List <Vector3> list2 = ListPool <Vector3> .Claim(); for (int k = 0; k < vertices.Length; k++) { if (!pointers.ContainsKey(k)) { continue; } list2.Clear(); int index = k; do { int num7 = pointers[index]; if (num7 == -1) { break; } pointers[index] = -1; list2.Add(vertices[index]); switch (num7) { case -1: Debug.LogError("Invalid Mesh '" + this.mesh.name + " in " + base.gameObject.name); break; } }while (index != k); if (list2.Count > 0) { list.Add(list2.ToArray()); } } ListPool <Vector3> .Release(list2); this.contours = list.ToArray(); } }
private void GenerateNodes(Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices) { if (vectorVertices.Length == 0 || triangles.Length == 0) { originalVertices = vectorVertices; vertices = new Int3[0]; this.nodes = new TriangleMeshNode[0]; return; } vertices = new Int3[vectorVertices.Length]; int num = 0; for (int i = 0; i < vertices.Length; i++) { vertices[i] = (Int3)this.matrix.MultiplyPoint3x4(vectorVertices[i]); } Dictionary <Int3, int> dictionary = new Dictionary <Int3, int>(); int[] array = new int[vertices.Length]; for (int j = 0; j < vertices.Length; j++) { if (!dictionary.ContainsKey(vertices[j])) { array[num] = j; dictionary.Add(vertices[j], num); num++; } } for (int k = 0; k < triangles.Length; k++) { Int3 key = vertices[triangles[k]]; triangles[k] = dictionary[key]; } Int3[] array2 = vertices; vertices = new Int3[num]; originalVertices = new Vector3[num]; for (int l = 0; l < num; l++) { vertices[l] = array2[array[l]]; originalVertices[l] = vectorVertices[array[l]]; } this.nodes = new TriangleMeshNode[triangles.Length / 3]; int graphIndex = this.active.astarData.GetGraphIndex(this); for (int m = 0; m < this.nodes.Length; m++) { this.nodes[m] = new TriangleMeshNode(this.active); TriangleMeshNode triangleMeshNode = this.nodes[m]; triangleMeshNode.GraphIndex = (uint)graphIndex; triangleMeshNode.Penalty = this.initialPenalty; triangleMeshNode.Walkable = true; triangleMeshNode.v0 = triangles[m * 3]; triangleMeshNode.v1 = triangles[m * 3 + 1]; triangleMeshNode.v2 = triangles[m * 3 + 2]; if (!VectorMath.IsClockwiseXZ(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2])) { int v = triangleMeshNode.v0; triangleMeshNode.v0 = triangleMeshNode.v2; triangleMeshNode.v2 = v; } if (VectorMath.IsColinearXZ(vertices[triangleMeshNode.v0], vertices[triangleMeshNode.v1], vertices[triangleMeshNode.v2])) { Debug.DrawLine((Vector3)vertices[triangleMeshNode.v0], (Vector3)vertices[triangleMeshNode.v1], Color.red); Debug.DrawLine((Vector3)vertices[triangleMeshNode.v1], (Vector3)vertices[triangleMeshNode.v2], Color.red); Debug.DrawLine((Vector3)vertices[triangleMeshNode.v2], (Vector3)vertices[triangleMeshNode.v0], Color.red); } triangleMeshNode.UpdatePositionFromVertices(); } Dictionary <Int2, TriangleMeshNode> dictionary2 = new Dictionary <Int2, TriangleMeshNode>(); int n = 0; int num2 = 0; while (n < triangles.Length) { dictionary2[new Int2(triangles[n], triangles[n + 1])] = this.nodes[num2]; dictionary2[new Int2(triangles[n + 1], triangles[n + 2])] = this.nodes[num2]; dictionary2[new Int2(triangles[n + 2], triangles[n])] = this.nodes[num2]; num2++; n += 3; } List <MeshNode> list = new List <MeshNode>(); List <uint> list2 = new List <uint>(); int num3 = 0; int num4 = 0; while (num3 < triangles.Length) { list.Clear(); list2.Clear(); TriangleMeshNode triangleMeshNode2 = this.nodes[num4]; for (int num5 = 0; num5 < 3; num5++) { TriangleMeshNode triangleMeshNode3; if (dictionary2.TryGetValue(new Int2(triangles[num3 + (num5 + 1) % 3], triangles[num3 + num5]), out triangleMeshNode3)) { list.Add(triangleMeshNode3); list2.Add((uint)(triangleMeshNode2.position - triangleMeshNode3.position).costMagnitude); } } triangleMeshNode2.connections = list.ToArray(); triangleMeshNode2.connectionCosts = list2.ToArray(); num4++; num3 += 3; } NavMeshGraph.RebuildBBTree(this); }
public static bool RunFunnel(List <Vector3> left, List <Vector3> right, List <Vector3> funnelPath) { if (left == null) { throw new ArgumentNullException("left"); } if (right == null) { throw new ArgumentNullException("right"); } if (funnelPath == null) { throw new ArgumentNullException("funnelPath"); } if (left.Count != right.Count) { throw new ArgumentException("left and right lists must have equal length"); } if (left.Count <= 3) { return(false); } while ((left[1] == left[2]) && (right[1] == right[2])) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } } Vector3 p = left[2]; if (p == left[1]) { p = right[2]; } while (VectorMath.IsColinearXZ(left[0], left[1], right[1]) || (VectorMath.RightOrColinearXZ(left[1], right[1], p) == VectorMath.RightOrColinearXZ(left[1], right[1], left[0]))) { left.RemoveAt(1); right.RemoveAt(1); if (left.Count <= 3) { return(false); } p = left[2]; if (p == left[1]) { p = right[2]; } } if (!VectorMath.IsClockwiseXZ(left[0], left[1], right[1]) && !VectorMath.IsColinearXZ(left[0], left[1], right[1])) { List <Vector3> list = left; left = right; right = list; } funnelPath.Add(left[0]); Vector3 a = left[0]; Vector3 b = left[1]; Vector3 vector4 = right[1]; int num = 0; int num2 = 1; int num3 = 1; for (int i = 2; i < left.Count; i++) { if (funnelPath.Count > 0x7d0) { Debug.LogWarning("Avoiding infinite loop. Remove this check if you have this long paths."); break; } Vector3 c = left[i]; Vector3 vector6 = right[i]; if (VectorMath.SignedTriangleAreaTimes2XZ(a, vector4, vector6) >= 0f) { if ((a == vector4) || (VectorMath.SignedTriangleAreaTimes2XZ(a, b, vector6) <= 0f)) { vector4 = vector6; num2 = i; } else { funnelPath.Add(b); a = b; num = num3; b = a; vector4 = a; num3 = num; num2 = num; i = num; continue; } } if (VectorMath.SignedTriangleAreaTimes2XZ(a, b, c) <= 0f) { if ((a == b) || (VectorMath.SignedTriangleAreaTimes2XZ(a, vector4, c) >= 0f)) { b = c; num3 = i; } else { funnelPath.Add(vector4); a = vector4; num = num2; b = a; vector4 = a; num3 = num; num2 = num; i = num; } } } funnelPath.Add(left[left.Count - 1]); return(true); }