DrawAgentDiagram() public static method

public static DrawAgentDiagram ( Rect rect, float agentRadius, float agentHeight, float agentClimb, float agentSlope ) : void
rect UnityEngine.Rect
agentRadius float
agentHeight float
agentClimb float
agentSlope float
return void
        private void AgentSettings()
        {
            if (m_Agents == null)
            {
                InitAgents();
            }
            m_NavMeshProjectSettingsObject.Update();

            if (m_AgentsList.index < 0)
            {
                m_AgentsList.index = 0;
            }

            using (new GUILayout.VerticalScope(EditorStyles.defaultContentMargins))
            {
                m_AgentsList.DoLayoutList();
            }

            if (m_AgentsList.index >= 0 && m_AgentsList.index < m_Agents.arraySize)
            {
                SerializedProperty nameProp      = m_SettingNames.GetArrayElementAtIndex(m_AgentsList.index);
                SerializedProperty selectedAgent = m_Agents.GetArrayElementAtIndex(m_AgentsList.index);

                SerializedProperty radiusProp     = selectedAgent.FindPropertyRelative("agentRadius");
                SerializedProperty heightProp     = selectedAgent.FindPropertyRelative("agentHeight");
                SerializedProperty stepHeightProp = selectedAgent.FindPropertyRelative("agentClimb");
                SerializedProperty maxSlopeProp   = selectedAgent.FindPropertyRelative("agentSlope");

                const float kDiagramHeight   = 120.0f;
                Rect        agentDiagramRect = EditorGUILayout.GetControlRect(false, kDiagramHeight);
                NavMeshEditorHelpers.DrawAgentDiagram(agentDiagramRect, radiusProp.floatValue, heightProp.floatValue, stepHeightProp.floatValue, maxSlopeProp.floatValue);

                EditorGUILayout.PropertyField(nameProp, EditorGUIUtility.TempContent("Name"));
                EditorGUILayout.PropertyField(radiusProp, EditorGUIUtility.TempContent("Radius"));
                EditorGUILayout.PropertyField(heightProp, EditorGUIUtility.TempContent("Height"));
                EditorGUILayout.PropertyField(stepHeightProp, EditorGUIUtility.TempContent("Step Height"));

                const float kMaxSlopeAngle = 60.0f;
                EditorGUILayout.Slider(maxSlopeProp, 0.0f, kMaxSlopeAngle, EditorGUIUtility.TempContent("Max Slope"));
            }

            EditorGUILayout.Space();

            m_NavMeshProjectSettingsObject.ApplyModifiedProperties();
        }
示例#2
0
        private void SceneBakeSettings()
        {
            ComponentBasedWorkflowButton();

            if (m_SettingsObject == null || m_SettingsObject.targetObject == null)
            {
                InitSceneBakeSettings();
            }

            m_SettingsObject.Update();

            EditorGUILayout.LabelField(s_Styles.m_AgentSizeHeader, EditorStyles.boldLabel);

            // Draw image
            const float kDiagramHeight   = 120.0f;
            Rect        agentDiagramRect = EditorGUILayout.GetControlRect(false, kDiagramHeight);

            NavMeshEditorHelpers.DrawAgentDiagram(agentDiagramRect, m_AgentRadius.floatValue, m_AgentHeight.floatValue, m_AgentClimb.floatValue, m_AgentSlope.floatValue);

            //Agent Settings
            var radius = EditorGUILayout.FloatField(s_Styles.m_AgentRadiusContent, m_AgentRadius.floatValue);

            if (radius >= 0.001f && !Mathf.Approximately(radius - m_AgentRadius.floatValue, 0.0f))
            {
                m_AgentRadius.floatValue = radius;
                // Update cellsize based on radius unless cellsize is set manually.
                if (m_ManualCellSize.boolValue == false)
                {
                    m_CellSize.floatValue = (2.0f * m_AgentRadius.floatValue) / 6.0f;
                }
            }
            // If radius is really small warn the user about it and instruct common use case for small radius.
            if (m_AgentRadius.floatValue < 0.05f && m_ManualCellSize.boolValue == false)
            {
                EditorGUILayout.HelpBox("The agent radius you've set is really small, this can slow down the build.\nIf you intended to allow the agent to move close to the borders and walls, please adjust voxel size in advaced settings to ensure correct bake.", MessageType.Warning);
            }

            var height = EditorGUILayout.FloatField(s_Styles.m_AgentHeightContent, m_AgentHeight.floatValue);

            if (height >= 0.001f && !Mathf.Approximately(height - m_AgentHeight.floatValue, 0.0f))
            {
                m_AgentHeight.floatValue = height;
            }

            const float kMaxSlopeAngle = 60.0f;

            EditorGUILayout.Slider(m_AgentSlope, 0.0f, kMaxSlopeAngle, s_Styles.m_AgentSlopeContent);
            if (m_AgentSlope.floatValue > kMaxSlopeAngle)
            {
                EditorGUILayout.HelpBox("The maximum slope should be set to less than " + kMaxSlopeAngle + " degrees to prevent NavMesh build artifacts on slopes. ", MessageType.Warning);
            }

            //Step height
            var newClimb = EditorGUILayout.FloatField(s_Styles.m_AgentClimbContent, m_AgentClimb.floatValue);

            if (newClimb >= 0.0f && !Mathf.Approximately(m_AgentClimb.floatValue - newClimb, 0.0f))
            {
                m_AgentClimb.floatValue = newClimb;
            }

            if (m_AgentClimb.floatValue > m_AgentHeight.floatValue)
            {
                // Actual clamping happens in NavMeshBuilder.cpp ConfigureConfig()
                EditorGUILayout.HelpBox("Step height should be less than agent height.\nClamping step height to " + m_AgentHeight.floatValue + " internally when baking.", MessageType.Warning);
            }

            // Detect when agent slope and step height conflict.
            float cs = m_CellSize.floatValue;
            float ch = cs * 0.5f; // From NavMeshBuilder.cpp:ConfigureConfig()
            int   walkableClimbVx = (int)Mathf.Ceil(m_AgentClimb.floatValue / ch);

            // Recast treats voxels whose neighbours min/max height difference is more than step height.
            float slopeHeightPerVoxel = Mathf.Tan(m_AgentSlope.floatValue / 180.0f * Mathf.PI) * cs;
            int   slopeVx             = (int)Mathf.Ceil(slopeHeightPerVoxel * 2.0f / ch);

            if (slopeVx > walkableClimbVx)
            {
                // Recommend new values.
                float betterSlope      = (walkableClimbVx * ch) / (cs * 2.0f);
                float betterSlopeAngle = Mathf.Atan(betterSlope) / Mathf.PI * 180.0f;
                float betterStep       = (slopeVx - 1) * ch;
                EditorGUILayout.HelpBox("Step Height conflicts with Max Slope. This makes some slopes unwalkable.\nConsider decreasing Max Slope to < " + betterSlopeAngle.ToString("0.0") + " degrees.\nOr, increase Step Height to > " + betterStep.ToString("0.00") + ".", MessageType.Warning);
            }

            EditorGUILayout.Space();

            EditorGUILayout.LabelField(s_Styles.m_OffmeshHeader, EditorStyles.boldLabel);

            //Drop height
            var newDropHeight = EditorGUILayout.FloatField(s_Styles.m_AgentDropContent, m_LedgeDropHeight.floatValue);

            if (newDropHeight >= 0.0f && !Mathf.Approximately(newDropHeight - m_LedgeDropHeight.floatValue, 0.0f))
            {
                m_LedgeDropHeight.floatValue = newDropHeight;
            }

            //Jump distance
            var newJumpDistance = EditorGUILayout.FloatField(s_Styles.m_AgentJumpContent, m_MaxJumpAcrossDistance.floatValue);

            if (newJumpDistance >= 0.0f && !Mathf.Approximately(newJumpDistance - m_MaxJumpAcrossDistance.floatValue, 0.0f))
            {
                m_MaxJumpAcrossDistance.floatValue = newJumpDistance;
            }

            EditorGUILayout.Space();

            //Advanced Settings
            m_Advanced = GUILayout.Toggle(m_Advanced, s_Styles.m_AdvancedHeader, EditorStyles.foldout);

            if (m_Advanced)
            {
                EditorGUI.indentLevel++;

                // Cell size
                var manualCellSize = EditorGUILayout.Toggle(s_Styles.m_ManualCellSizeContent, m_ManualCellSize.boolValue);
                if (manualCellSize != m_ManualCellSize.boolValue)
                {
                    m_ManualCellSize.boolValue = manualCellSize;
                    // When unchecking the manual control, revert to automatic value.
                    if (!manualCellSize)
                    {
                        m_CellSize.floatValue = (2.0f * m_AgentRadius.floatValue) / 6.0f;
                    }
                }

                EditorGUI.indentLevel++;
                using (new EditorGUI.DisabledScope(!m_ManualCellSize.boolValue))
                {
                    var cellSize = EditorGUILayout.FloatField(s_Styles.m_CellSizeContent, m_CellSize.floatValue);
                    if (cellSize > 0.0f && !Mathf.Approximately(cellSize - m_CellSize.floatValue, 0.0f))
                    {
                        m_CellSize.floatValue = Math.Max(0.01f, cellSize);
                    }
                    if (cellSize < 0.01f)
                    {
                        EditorGUILayout.HelpBox("The voxel size should be larger than 0.01.", MessageType.Warning);
                    }

                    float voxelsPerRadius = m_CellSize.floatValue > 0 ? (m_AgentRadius.floatValue / m_CellSize.floatValue) : 0.0f;
                    EditorGUILayout.LabelField(" ", voxelsPerRadius.ToString("0.00") + " voxels per agent radius", EditorStyles.miniLabel);

                    if (m_ManualCellSize.boolValue)
                    {
                        // Make sure these calculations match the ones in NavMeshBuilder.cpp ConfigureConfig()
                        const float kCellSizeToHeightRatio = 0.5f;
                        float       cellheight             = m_CellSize.floatValue * kCellSizeToHeightRatio;
                        // Some places inside Recast store height as a byte, make sure the ratio between
                        // the agent height and cell height does not exceed this limit.
                        if ((int)Mathf.Floor(m_AgentHeight.floatValue / cellheight) > 250)
                        {
                            float goodValue = (m_AgentHeight.floatValue / 250.0f) / kCellSizeToHeightRatio;
                            EditorGUILayout.HelpBox("The number of voxels per agent height is too high. This will reduce the accuracy of the navmesh. Consider using voxel size of at least " + goodValue.ToString("0.000") + ".", MessageType.Warning);
                        }

                        if (voxelsPerRadius < 1.0f)
                        {
                            float goodValue = m_AgentRadius.floatValue / 2.0f;
                            EditorGUILayout.HelpBox("The number of voxels per agent radius is too small. The agent may not avoid walls and ledges properly. Consider using a voxel size less than " + goodValue.ToString("0.000") + " (2 voxels per agent radius).", MessageType.Warning);
                        }
                        else if (voxelsPerRadius > 8.0f)
                        {
                            float goodValue = m_AgentRadius.floatValue / 8.0f;
                            EditorGUILayout.HelpBox("The number of voxels per agent radius is too high. It can cause excessive build times. Consider using voxel size closer to " + goodValue.ToString("0.000") + " (8 voxels per radius).", MessageType.Warning);
                        }
                    }

                    if (m_ManualCellSize.boolValue)
                    {
                        EditorGUILayout.HelpBox("Voxel size controls how accurately the navigation mesh is generated from the level geometry. A good voxel size is 2-4 voxels per agent radius. Making voxel size smaller will increase build time.", MessageType.None);
                    }
                }
                EditorGUI.indentLevel--;

                EditorGUILayout.Space();

                // Min region area
                var minRegionArea = EditorGUILayout.FloatField(s_Styles.m_MinRegionAreaContent, m_MinRegionArea.floatValue);
                if (minRegionArea >= 0.0f && minRegionArea != m_MinRegionArea.floatValue)
                {
                    m_MinRegionArea.floatValue = minRegionArea;
                }

                EditorGUILayout.Space();

                //Height mesh
                var accurate = EditorGUILayout.Toggle(s_Styles.m_AgentPlacementContent, m_AccuratePlacement.boolValue);
                if (accurate != m_AccuratePlacement.boolValue)
                {
                    m_AccuratePlacement.boolValue = accurate;
                }

                EditorGUI.indentLevel--;
            }

            m_SettingsObject.ApplyModifiedProperties();
            BakeButtons();
        }
示例#3
0
        private void SceneBakeSettings()
        {
            if (this.m_SettingsObject == null || this.m_SettingsObject.targetObject == null)
            {
                this.InitSceneBakeSettings();
            }
            this.m_SettingsObject.Update();
            EditorGUILayout.LabelField(NavMeshEditorWindow.s_Styles.m_AgentSizeHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            Rect controlRect = EditorGUILayout.GetControlRect(false, 120f, new GUILayoutOption[0]);

            NavMeshEditorHelpers.DrawAgentDiagram(controlRect, this.m_AgentRadius.floatValue, this.m_AgentHeight.floatValue, this.m_AgentClimb.floatValue, this.m_AgentSlope.floatValue);
            float num = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_AgentRadiusContent, this.m_AgentRadius.floatValue, new GUILayoutOption[0]);

            if (num >= 0.001f && !Mathf.Approximately(num - this.m_AgentRadius.floatValue, 0f))
            {
                this.m_AgentRadius.floatValue = num;
                if (!this.m_ManualCellSize.boolValue)
                {
                    this.m_CellSize.floatValue = 2f * this.m_AgentRadius.floatValue / 6f;
                }
            }
            if (this.m_AgentRadius.floatValue < 0.05f && !this.m_ManualCellSize.boolValue)
            {
                EditorGUILayout.HelpBox("The agent radius you've set is really small, this can slow down the build.\nIf you intended to allow the agent to move close to the borders and walls, please adjust voxel size in advaced settings to ensure correct bake.", MessageType.Warning);
            }
            float num2 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_AgentHeightContent, this.m_AgentHeight.floatValue, new GUILayoutOption[0]);

            if (num2 >= 0.001f && !Mathf.Approximately(num2 - this.m_AgentHeight.floatValue, 0f))
            {
                this.m_AgentHeight.floatValue = num2;
            }
            EditorGUILayout.Slider(this.m_AgentSlope, 0f, 60f, NavMeshEditorWindow.s_Styles.m_AgentSlopeContent, new GUILayoutOption[0]);
            if (this.m_AgentSlope.floatValue > 60f)
            {
                EditorGUILayout.HelpBox("The maximum slope should be set to less than " + 60f + " degrees to prevent NavMesh build artifacts on slopes. ", MessageType.Warning);
            }
            float num3 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_AgentClimbContent, this.m_AgentClimb.floatValue, new GUILayoutOption[0]);

            if (num3 >= 0f && !Mathf.Approximately(this.m_AgentClimb.floatValue - num3, 0f))
            {
                this.m_AgentClimb.floatValue = num3;
            }
            if (this.m_AgentClimb.floatValue > this.m_AgentHeight.floatValue)
            {
                EditorGUILayout.HelpBox("Step height should be less than agent height.\nClamping step height to " + this.m_AgentHeight.floatValue + " internally when baking.", MessageType.Warning);
            }
            float floatValue = this.m_CellSize.floatValue;
            float num4       = floatValue * 0.5f;
            int   num5       = (int)Mathf.Ceil(this.m_AgentClimb.floatValue / num4);
            float num6       = Mathf.Tan(this.m_AgentSlope.floatValue / 180f * 3.14159274f) * floatValue;
            int   num7       = (int)Mathf.Ceil(num6 * 2f / num4);

            if (num7 > num5)
            {
                float f    = (float)num5 * num4 / (floatValue * 2f);
                float num8 = Mathf.Atan(f) / 3.14159274f * 180f;
                float num9 = (float)(num7 - 1) * num4;
                EditorGUILayout.HelpBox(string.Concat(new string[]
                {
                    "Step Height conflicts with Max Slope. This makes some slopes unwalkable.\nConsider decreasing Max Slope to < ",
                    num8.ToString("0.0"),
                    " degrees.\nOr, increase Step Height to > ",
                    num9.ToString("0.00"),
                    "."
                }), MessageType.Warning);
            }
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshEditorWindow.s_Styles.m_OffmeshHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            float num10 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_AgentDropContent, this.m_LedgeDropHeight.floatValue, new GUILayoutOption[0]);

            if (num10 >= 0f && !Mathf.Approximately(num10 - this.m_LedgeDropHeight.floatValue, 0f))
            {
                this.m_LedgeDropHeight.floatValue = num10;
            }
            float num11 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_AgentJumpContent, this.m_MaxJumpAcrossDistance.floatValue, new GUILayoutOption[0]);

            if (num11 >= 0f && !Mathf.Approximately(num11 - this.m_MaxJumpAcrossDistance.floatValue, 0f))
            {
                this.m_MaxJumpAcrossDistance.floatValue = num11;
            }
            EditorGUILayout.Space();
            this.m_Advanced = GUILayout.Toggle(this.m_Advanced, NavMeshEditorWindow.s_Styles.m_AdvancedHeader, EditorStyles.foldout, new GUILayoutOption[0]);
            if (this.m_Advanced)
            {
                EditorGUI.indentLevel++;
                bool flag = EditorGUILayout.Toggle(NavMeshEditorWindow.s_Styles.m_ManualCellSizeContent, this.m_ManualCellSize.boolValue, new GUILayoutOption[0]);
                if (flag != this.m_ManualCellSize.boolValue)
                {
                    this.m_ManualCellSize.boolValue = flag;
                    if (!flag)
                    {
                        this.m_CellSize.floatValue = 2f * this.m_AgentRadius.floatValue / 6f;
                    }
                }
                EditorGUI.indentLevel++;
                using (new EditorGUI.DisabledScope(!this.m_ManualCellSize.boolValue))
                {
                    float num12 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_CellSizeContent, this.m_CellSize.floatValue, new GUILayoutOption[0]);
                    if (num12 > 0f && !Mathf.Approximately(num12 - this.m_CellSize.floatValue, 0f))
                    {
                        this.m_CellSize.floatValue = Math.Max(0.01f, num12);
                    }
                    if (num12 < 0.01f)
                    {
                        EditorGUILayout.HelpBox("The voxel size should be larger than 0.01.", MessageType.Warning);
                    }
                    float num13 = (this.m_CellSize.floatValue <= 0f) ? 0f : (this.m_AgentRadius.floatValue / this.m_CellSize.floatValue);
                    EditorGUILayout.LabelField(" ", num13.ToString("0.00") + " voxels per agent radius", EditorStyles.miniLabel, new GUILayoutOption[0]);
                    if (this.m_ManualCellSize.boolValue)
                    {
                        float num14 = this.m_CellSize.floatValue * 0.5f;
                        if ((int)Mathf.Floor(this.m_AgentHeight.floatValue / num14) > 250)
                        {
                            EditorGUILayout.HelpBox("The number of voxels per agent height is too high. This will reduce the accuracy of the navmesh. Consider using voxel size of at least " + (this.m_AgentHeight.floatValue / 250f / 0.5f).ToString("0.000") + ".", MessageType.Warning);
                        }
                        if (num13 < 1f)
                        {
                            EditorGUILayout.HelpBox("The number of voxels per agent radius is too small. The agent may not avoid walls and ledges properly. Consider using voxel size of at least " + (this.m_AgentRadius.floatValue / 2f).ToString("0.000") + " (2 voxels per agent radius).", MessageType.Warning);
                        }
                        else if (num13 > 8f)
                        {
                            EditorGUILayout.HelpBox("The number of voxels per agent radius is too high. It can cause excessive build times. Consider using voxel size closer to " + (this.m_AgentRadius.floatValue / 8f).ToString("0.000") + " (8 voxels per radius).", MessageType.Warning);
                        }
                    }
                    if (this.m_ManualCellSize.boolValue)
                    {
                        EditorGUILayout.HelpBox("Voxel size controls how accurately the navigation mesh is generated from the level geometry. A good voxel size is 2-4 voxels per agent radius. Making voxel size smaller will increase build time.", MessageType.None);
                    }
                }
                EditorGUI.indentLevel--;
                EditorGUILayout.Space();
                float num15 = EditorGUILayout.FloatField(NavMeshEditorWindow.s_Styles.m_MinRegionAreaContent, this.m_MinRegionArea.floatValue, new GUILayoutOption[0]);
                if (num15 >= 0f && num15 != this.m_MinRegionArea.floatValue)
                {
                    this.m_MinRegionArea.floatValue = num15;
                }
                EditorGUILayout.Space();
                bool flag2 = EditorGUILayout.Toggle(NavMeshEditorWindow.s_Styles.m_AgentPlacementContent, this.m_AccuratePlacement.boolValue, new GUILayoutOption[0]);
                if (flag2 != this.m_AccuratePlacement.boolValue)
                {
                    this.m_AccuratePlacement.boolValue = flag2;
                }
                EditorGUI.indentLevel--;
            }
            this.m_SettingsObject.ApplyModifiedProperties();
        }