CapersProject/Packages/com.arongranberg.astar/Core/AstarPath.cs
2024-06-04 03:26:03 +09:00

2308 lines
88 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Pathfinding;
using Pathfinding.Drawing;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
using Pathfinding.Util;
using Pathfinding.Graphs.Navmesh;
using Pathfinding.Graphs.Util;
using Pathfinding.Jobs;
using Unity.Jobs;
#endif
#if NETFX_CORE
using Thread = Pathfinding.WindowsStore.Thread;
#else
using Thread = System.Threading.Thread;
#endif
[ExecuteInEditMode]
[AddComponentMenu("Pathfinding/AstarPath")]
/// <summary>
/// Core component for the A* Pathfinding System.
/// This class handles all of the pathfinding system, calculates all paths and stores the info.
/// This class is a singleton class, meaning there should only exist at most one active instance of it in the scene.
/// It might be a bit hard to use directly, usually interfacing with the pathfinding system is done through the <see cref="Pathfinding.Seeker"/> class.
/// </summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/astarpath.html")]
public class AstarPath : VersionedMonoBehaviour {
/// <summary>The version number for the A* Pathfinding Project</summary>
public static readonly System.Version Version = new System.Version(5, 1, 1);
/// <summary>Information about where the package was downloaded</summary>
public enum AstarDistribution { WebsiteDownload, AssetStore, PackageManager };
/// <summary>Used by the editor to guide the user to the correct place to download updates</summary>
public static readonly AstarDistribution Distribution = AstarDistribution.AssetStore;
/// <summary>
/// Which branch of the A* Pathfinding Project is this release.
/// Used when checking for updates so that
/// users of the development versions can get notifications of development
/// updates.
/// </summary>
public static readonly string Branch = "master";
/// <summary>Holds all graph data</summary>
[UnityEngine.Serialization.FormerlySerializedAs("astarData")]
public AstarData data;
/// <summary>
/// Returns the active AstarPath object in the scene.
/// Note: This is only set if the AstarPath object has been initialized (which happens in Awake).
/// </summary>
#if UNITY_4_6 || UNITY_4_3
public static new AstarPath active;
#else
public static AstarPath active;
#endif
/// <summary>Shortcut to Pathfinding.AstarData.graphs</summary>
public NavGraph[] graphs {
get {
return data.graphs;
}
}
#region InspectorDebug
/// <summary>
/// Visualize graphs in the scene view (editor only).
/// [Open online documentation to see images]
/// </summary>
public bool showNavGraphs = true;
/// <summary>
/// Toggle to show unwalkable nodes.
///
/// Note: Only relevant in the editor
///
/// See: <see cref="unwalkableNodeDebugSize"/>
/// </summary>
public bool showUnwalkableNodes = true;
/// <summary>
/// The mode to use for drawing nodes in the sceneview.
///
/// Note: Only relevant in the editor
///
/// See: Pathfinding.GraphDebugMode
/// </summary>
public GraphDebugMode debugMode;
/// <summary>
/// Low value to use for certain <see cref="debugMode"/> modes.
/// For example if <see cref="debugMode"/> is set to G, this value will determine when the node will be completely red.
///
/// Note: Only relevant in the editor
///
/// See: <see cref="debugRoof"/>
/// See: <see cref="debugMode"/>
/// </summary>
public float debugFloor = 0;
/// <summary>
/// High value to use for certain <see cref="debugMode"/> modes.
/// For example if <see cref="debugMode"/> is set to G, this value will determine when the node will be completely green.
///
/// For the penalty debug mode, the nodes will be colored green when they have a penalty less than <see cref="debugFloor"/> and red
/// when their penalty is greater or equal to this value and something between red and green otherwise.
///
/// Note: Only relevant in the editor
///
/// See: <see cref="debugFloor"/>
/// See: <see cref="debugMode"/>
/// </summary>
public float debugRoof = 20000;
/// <summary>
/// If set, the <see cref="debugFloor"/> and <see cref="debugRoof"/> values will not be automatically recalculated.
///
/// Note: Only relevant in the editor
/// </summary>
public bool manualDebugFloorRoof = false;
/// <summary>
/// If enabled, nodes will draw a line to their 'parent'.
/// This will show the search tree for the latest path.
///
/// Note: Only relevant in the editor
///
/// TODO: Add a showOnlyLastPath flag to indicate whether to draw every node or only the ones visited by the latest path.
/// </summary>
public bool showSearchTree = false;
/// <summary>
/// Size of the red cubes shown in place of unwalkable nodes.
///
/// Note: Only relevant in the editor. Does not apply to grid graphs.
/// See: <see cref="showUnwalkableNodes"/>
/// </summary>
public float unwalkableNodeDebugSize = 0.3F;
/// <summary>
/// The amount of debugging messages.
/// Use less debugging to improve performance (a bit) or just to get rid of the Console spamming.
/// Use more debugging (heavy) if you want more information about what the pathfinding scripts are doing.
/// The InGame option will display the latest path log using in-game GUI.
///
/// [Open online documentation to see images]
/// </summary>
public PathLog logPathResults = PathLog.Normal;
#endregion
#region InspectorSettings
/// <summary>
/// Maximum distance to search for nodes.
/// When searching for the nearest node to a point, this is the limit (in world units) for how far away it is allowed to be.
///
/// This is relevant if you try to request a path to a point that cannot be reached and it thus has to search for
/// the closest node to that point which can be reached (which might be far away). If it cannot find a node within this distance
/// then the path will fail.
///
/// [Open online documentation to see images]
///
/// See: Pathfinding.NNConstraint.constrainDistance
/// </summary>
public float maxNearestNodeDistance = 100;
/// <summary>
/// Max Nearest Node Distance Squared.
/// See: <see cref="maxNearestNodeDistance"/>
/// </summary>
public float maxNearestNodeDistanceSqr {
get { return maxNearestNodeDistance*maxNearestNodeDistance; }
}
/// <summary>
/// If true, all graphs will be scanned during Awake.
/// If you disable this, you will have to call <see cref="Scan"/> yourself to enable pathfinding.
/// Alternatively you could load a saved graph from a file.
///
/// If a startup cache has been generated (see save-load-graphs) (view in online documentation for working links), it always takes priority to load that instead of scanning the graphs.
///
/// This can be useful to enable if you want to scan your graphs asynchronously, or if you have a procedural world which has not been created yet
/// at the start of the game.
///
/// See: <see cref="Scan"/>
/// See: <see cref="ScanAsync"/>
/// </summary>
public bool scanOnStartup = true;
/// <summary>
/// Do a full GetNearest search for all graphs.
/// Additional searches will normally only be done on the graph which in the first fast search seemed to have the closest node.
/// With this setting on, additional searches will be done on all graphs since the first check is not always completely accurate.
/// More technically: GetNearestForce on all graphs will be called if true, otherwise only on the one graph which's GetNearest search returned the best node.
/// Usually faster when disabled, but higher quality searches when enabled.
/// Note: For the PointGraph this setting doesn't matter much as it has only one search mode.
/// </summary>
[System.Obsolete("This setting has been removed. It is now always true", true)]
public bool fullGetNearestSearch = false;
/// <summary>
/// Prioritize graphs.
/// Graphs will be prioritized based on their order in the inspector.
/// The first graph which has a node closer than <see cref="prioritizeGraphsLimit"/> will be chosen instead of searching all graphs.
///
/// Deprecated: This setting has been removed. It was always a bit of a hack. Use NNConstraint.graphMask if you want to choose which graphs are searched.
/// </summary>
[System.Obsolete("This setting has been removed. It was always a bit of a hack. Use NNConstraint.graphMask if you want to choose which graphs are searched.", true)]
public bool prioritizeGraphs = false;
/// <summary>
/// Distance limit for <see cref="prioritizeGraphs"/>.
/// See: <see cref="prioritizeGraphs"/>
///
/// Deprecated: This setting has been removed. It was always a bit of a hack. Use NNConstraint.graphMask if you want to choose which graphs are searched.
/// </summary>
[System.Obsolete("This setting has been removed. It was always a bit of a hack. Use NNConstraint.graphMask if you want to choose which graphs are searched.", true)]
public float prioritizeGraphsLimit = 1F;
/// <summary>
/// Reference to the color settings for this AstarPath object.
/// Color settings include for example which color the nodes should be in, in the sceneview.
/// </summary>
public AstarColor colorSettings;
/// <summary>
/// Stored tag names.
/// See: AstarPath.FindTagNames
/// See: AstarPath.GetTagNames
/// </summary>
[SerializeField]
protected string[] tagNames = null;
/// <summary>
/// The distance function to use as a heuristic.
/// The heuristic, often referred to as just 'H' is the estimated cost from a node to the target.
/// Different heuristics affect how the path picks which one to follow from multiple possible with the same length
/// See: <see cref="Pathfinding.Heuristic"/> for more details and descriptions of the different modes.
/// See: <a href="https://en.wikipedia.org/wiki/Admissible_heuristic">Wikipedia: Admissible heuristic</a>
/// See: <a href="https://en.wikipedia.org/wiki/A*_search_algorithm">Wikipedia: A* search algorithm</a>
/// See: <a href="https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm">Wikipedia: Dijkstra's Algorithm</a>
///
/// Warning: Reducing the heuristic scale below 1, or disabling the heuristic, can significantly increase the cpu cost for pathfinding, especially for large graphs.
/// </summary>
public Heuristic heuristic = Heuristic.Euclidean;
/// <summary>
/// The scale of the heuristic.
/// If a value lower than 1 is used, the pathfinder will search more nodes (slower).
/// If 0 is used, the pathfinding algorithm will be reduced to dijkstra's algorithm. This is equivalent to setting <see cref="heuristic"/> to None.
/// If a value larger than 1 is used the pathfinding will (usually) be faster because it expands fewer nodes, but the paths may no longer be the optimal (i.e the shortest possible paths).
///
/// Usually you should leave this to the default value of 1.
///
/// Warning: Reducing the heuristic scale below 1, or disabling the heuristic, can significantly increase the cpu cost for pathfinding, especially for large graphs.
///
/// See: https://en.wikipedia.org/wiki/Admissible_heuristic
/// See: https://en.wikipedia.org/wiki/A*_search_algorithm
/// See: https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm
/// </summary>
public float heuristicScale = 1F;
/// <summary>
/// Number of pathfinding threads to use.
/// Multithreading puts pathfinding in another thread, this is great for performance on 2+ core computers since the framerate will barely be affected by the pathfinding at all.
/// - None indicates that the pathfinding is run in the Unity thread as a coroutine
/// - Automatic will try to adjust the number of threads to the number of cores and memory on the computer.
/// Less than 512mb of memory or a single core computer will make it revert to using no multithreading.
///
/// It is recommended that you use one of the "Auto" settings that are available.
/// The reason is that even if your computer might be beefy and have 8 cores.
/// Other computers might only be quad core or dual core in which case they will not benefit from more than
/// 1 or 3 threads respectively (you usually want to leave one core for the unity thread).
/// If you use more threads than the number of cores on the computer it is mostly just wasting memory, it will not run any faster.
/// The extra memory usage is not trivially small. Each thread needs to keep a small amount of data for each node in all the graphs.
/// It is not the full graph data but it is proportional to the number of nodes.
/// The automatic settings will inspect the machine it is running on and use that to determine the number of threads so that no memory is wasted.
///
/// The exception is if you only have one (or maybe two characters) active at time. Then you should probably just go with one thread always since it is very unlikely
/// that you will need the extra throughput given by more threads. Keep in mind that more threads primarily increases throughput by calculating different paths on different
/// threads, it will not calculate individual paths any faster.
///
/// Note that if you are modifying the pathfinding core scripts or if you are directly modifying graph data without using any of the
/// safe wrappers (like <see cref="AddWorkItem)"/> multithreading can cause strange errors and pathfinding stopping to work if you are not careful.
/// For basic usage (not modding the pathfinding core) it should be safe.
///
/// Note: WebGL does not support threads at all (since javascript is single-threaded) so no threads will be used on that platform.
///
/// See: CalculateThreadCount
/// </summary>
public ThreadCount threadCount = ThreadCount.One;
/// <summary>
/// Max number of milliseconds to spend each frame for pathfinding.
/// At least 500 nodes will be searched each frame (if there are that many to search).
/// When using multithreading this value is irrelevant.
/// </summary>
public float maxFrameTime = 1F;
/// <summary>
/// Throttle graph updates and batch them to improve performance.
/// If toggled, graph updates will batched and executed less often (specified by <see cref="graphUpdateBatchingInterval)"/>.
///
/// This can have a positive impact on pathfinding throughput since the pathfinding threads do not need
/// to be stopped as often, and it reduces the overhead per graph update.
/// All graph updates are still applied however, they are just batched together so that more of them are
/// applied at the same time.
///
/// However do not use this if you want minimal latency between a graph update being requested
/// and it being applied.
///
/// This only applies to graph updates requested using the <see cref="UpdateGraphs"/> method. Not those requested
/// using <see cref="AddWorkItem"/>.
///
/// If you want to apply graph updates immediately at some point, you can call <see cref="FlushGraphUpdates"/>.
///
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public bool batchGraphUpdates = false;
/// <summary>
/// Minimum number of seconds between each batch of graph updates.
/// If <see cref="batchGraphUpdates"/> is true, this defines the minimum number of seconds between each batch of graph updates.
///
/// This can have a positive impact on pathfinding throughput since the pathfinding threads do not need
/// to be stopped as often, and it reduces the overhead per graph update.
/// All graph updates are still applied however, they are just batched together so that more of them are
/// applied at the same time.
///
/// Do not use this if you want minimal latency between a graph update being requested
/// and it being applied.
///
/// This only applies to graph updates requested using the <see cref="UpdateGraphs"/> method. Not those requested
/// using <see cref="AddWorkItem"/>.
///
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public float graphUpdateBatchingInterval = 0.2F;
#endregion
#region DebugVariables
#if ProfileAstar
/// <summary>
/// How many paths has been computed this run. From application start.
/// Debugging variable
/// </summary>
public static int PathsCompleted = 0;
public static System.Int64 TotalSearchedNodes = 0;
public static System.Int64 TotalSearchTime = 0;
#endif
/// <summary>
/// The time it took for the last call to Scan() to complete.
/// Used to prevent automatically rescanning the graphs too often (editor only)
/// </summary>
public float lastScanTime { get; private set; }
/// <summary>
/// The path to debug using gizmos.
/// This is the path handler used to calculate the last path.
/// It is used in the editor to draw debug information using gizmos.
/// </summary>
[System.NonSerialized]
public PathHandler debugPathData;
/// <summary>The path ID to debug using gizmos</summary>
[System.NonSerialized]
public ushort debugPathID;
/// <summary>
/// Debug string from the last completed path.
/// Will be updated if <see cref="logPathResults"/> == PathLog.InGame
/// </summary>
string inGameDebugPath;
#endregion
#region StatusVariables
/// <summary>
/// Backing field for <see cref="isScanning"/>.
/// Cannot use an auto-property because they cannot be marked with System.NonSerialized.
/// </summary>
[System.NonSerialized]
bool isScanningBacking;
/// <summary>
/// Set while any graphs are being scanned.
/// It will be true up until the FloodFill is done.
///
/// Note: Not to be confused with graph updates.
///
/// Used to better support Graph Update Objects called for example in OnPostScan
///
/// See: IsAnyGraphUpdateQueued
/// See: IsAnyGraphUpdateInProgress
/// </summary>
public bool isScanning { get { return isScanningBacking; } private set { isScanningBacking = value; } }
/// <summary>
/// Number of parallel pathfinders.
/// Returns the number of concurrent processes which can calculate paths at once.
/// When using multithreading, this will be the number of threads, if not using multithreading it is always 1 (since only 1 coroutine is used).
/// See: IsUsingMultithreading
/// </summary>
public int NumParallelThreads {
get {
return pathProcessor.NumThreads;
}
}
/// <summary>
/// Returns whether or not multithreading is used.
/// \exception System.Exception Is thrown when it could not be decided if multithreading was used or not.
/// This should not happen if pathfinding is set up correctly.
/// Note: This uses info about if threads are running right now, it does not use info from the settings on the A* object.
/// </summary>
public bool IsUsingMultithreading {
get {
return pathProcessor.IsUsingMultithreading;
}
}
/// <summary>
/// Returns if any graph updates are waiting to be applied.
/// Note: This is false while the updates are being performed.
/// Note: This does *not* includes other types of work items such as navmesh cutting or anything added by <see cref="AddWorkItem"/>.
/// </summary>
public bool IsAnyGraphUpdateQueued { get { return graphUpdates.IsAnyGraphUpdateQueued; } }
/// <summary>
/// Returns if any graph updates are being calculated right now.
/// Note: This does *not* includes other types of work items such as navmesh cutting or anything added by <see cref="AddWorkItem"/>.
///
/// See: IsAnyWorkItemInProgress
/// </summary>
public bool IsAnyGraphUpdateInProgress { get { return graphUpdates.IsAnyGraphUpdateInProgress; } }
/// <summary>
/// Returns if any work items are in progress right now.
/// Note: This includes pretty much all types of graph updates.
/// Such as normal graph updates, navmesh cutting and anything added by <see cref="AddWorkItem"/>.
/// </summary>
public bool IsAnyWorkItemInProgress { get { return workItems.workItemsInProgress; } }
/// <summary>
/// Returns if this code is currently being exectuted inside a work item.
/// Note: This includes pretty much all types of graph updates.
/// Such as normal graph updates, navmesh cutting and anything added by <see cref="AddWorkItem"/>.
///
/// In contrast to <see cref="IsAnyWorkItemInProgress"/> this is only true when work item code is being executed, it is not
/// true in-between the updates to a work item that takes several frames to complete.
/// </summary>
internal bool IsInsideWorkItem { get { return workItems.workItemsInProgressRightNow; } }
#endregion
#region Callbacks
/// <summary>
/// Called on Awake before anything else is done.
/// This is called at the start of the Awake call, right after <see cref="active"/> has been set, but this is the only thing that has been done.
/// Use this when you want to set up default settings for an AstarPath component created during runtime since some settings can only be changed in Awake
/// (such as multithreading related stuff)
/// <code>
/// // Create a new AstarPath object on Start and apply some default settings
/// public void Start () {
/// AstarPath.OnAwakeSettings += ApplySettings;
/// AstarPath astar = gameObject.AddComponent<AstarPath>();
/// }
///
/// public void ApplySettings () {
/// // Unregister from the delegate
/// AstarPath.OnAwakeSettings -= ApplySettings;
/// // For example threadCount should not be changed after the Awake call
/// // so here's the only place to set it if you create the component during runtime
/// AstarPath.active.threadCount = ThreadCount.One;
/// }
/// </code>
/// </summary>
public static System.Action OnAwakeSettings;
/// <summary>Called for each graph before they are scanned. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnGraphDelegate OnGraphPreScan;
/// <summary>Called for each graph after they have been scanned. All other graphs might not have been scanned yet. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnGraphDelegate OnGraphPostScan;
/// <summary>Called for each path before searching. Be careful when using multithreading since this will be called from a different thread.</summary>
public static OnPathDelegate OnPathPreSearch;
/// <summary>Called for each path after searching. Be careful when using multithreading since this will be called from a different thread.</summary>
public static OnPathDelegate OnPathPostSearch;
/// <summary>Called before starting the scanning. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnScanDelegate OnPreScan;
/// <summary>Called after scanning. This is called before applying links, flood-filling the graphs and other post processing. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnScanDelegate OnPostScan;
/// <summary>Called after scanning has completed fully. This is called as the last thing in the Scan function. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnScanDelegate OnLatePostScan;
/// <summary>Called when any graphs are updated. Register to for example recalculate the path whenever a graph changes. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.</summary>
public static OnScanDelegate OnGraphsUpdated;
/// <summary>
/// Called when pathID overflows 65536 and resets back to zero.
/// Note: This callback will be cleared every time it is called, so if you want to register to it repeatedly, register to it directly on receiving the callback as well.
/// </summary>
public static System.Action On65KOverflow;
/// <summary>
/// Called right after callbacks on paths have been called.
///
/// A path's callback function runs on the main thread when the path has been calculated.
/// This is done in batches for all paths that have finished their calculation since the last frame.
/// This event will trigger right after a batch of callbacks have been called.
///
/// If you do not want to use individual path callbacks, you can use this instead to poll all pending paths
/// and see which ones have completed. This is better than doing it in e.g. the Update loop, because
/// here you will have a guarantee that all calculated paths are still valid.
/// Immediately after this callback has finished, other things may invalidate calculated paths, like for example
/// graph updates.
///
/// This is used by the ECS integration to update all entities' pending paths, without having to store
/// a callback for each agent, and also to avoid the ECS synchronization overhead that having individual
/// callbacks would entail.
/// </summary>
public static System.Action OnPathsCalculated;
#endregion
#region MemoryStructures
/// <summary>Processes graph updates</summary>
readonly GraphUpdateProcessor graphUpdates;
/// <summary>Holds a hierarchical graph to speed up some queries like if there is a path between two nodes</summary>
internal readonly HierarchicalGraph hierarchicalGraph;
/// <summary>Holds all active off-mesh links</summary>
public readonly OffMeshLinks offMeshLinks;
/// <summary>
/// Handles navmesh cuts.
/// See: <see cref="Pathfinding.NavmeshCut"/>
/// </summary>
public NavmeshUpdates navmeshUpdates = new NavmeshUpdates();
/// <summary>Processes work items</summary>
readonly WorkItemProcessor workItems;
/// <summary>Holds all paths waiting to be calculated and calculates them</summary>
readonly PathProcessor pathProcessor;
/// <summary>Holds global node data that cannot be stored in individual graphs</summary>
internal GlobalNodeStorage nodeStorage;
/// <summary>
/// Global read-write lock for graph data.
///
/// Graph data is always consistent from the main-thread's perspective, but if you are using jobs to read from graph data, you may need this.
///
/// A write lock is held automatically...
/// - During graph updates. During async graph updates, the lock is only held once per frame while the graph update is actually running, not for the whole duration.
/// - During work items. Async work items work similarly to graph updates, the lock is only held once per frame while the work item is actually running.
/// - When <see cref="GraphModifier"/> events run.
/// - When graph related callbacks, such as <see cref="OnGraphsUpdated"/>, run.
/// - During the last step of a graph's scanning process. See <see cref="ScanningStage"/>.
///
/// To use e.g. AstarPath.active.GetNearest from an ECS job, you'll need to acquire a read lock first, and make sure the lock is only released when the job is finished.
///
/// <code>
/// var readLock = AstarPath.active.LockGraphDataForReading();
/// var handle = new MyJob {
/// // ...
/// }.Schedule(readLock.dependency);
/// readLock.UnlockAfter(handle);
/// </code>
///
/// See: <see cref="LockGraphDataForReading"/>
/// </summary>
RWLock graphDataLock = new RWLock();
bool graphUpdateRoutineRunning = false;
/// <summary>Makes sure QueueGraphUpdates will not queue multiple graph update orders</summary>
bool graphUpdatesWorkItemAdded = false;
/// <summary>
/// Time the last graph update was done.
/// Used to group together frequent graph updates to batches
/// </summary>
float lastGraphUpdate = -9999F;
/// <summary>Held if any work items are currently queued</summary>
PathProcessor.GraphUpdateLock workItemLock;
/// <summary>Holds all completed paths waiting to be returned to where they were requested</summary>
internal readonly PathReturnQueue pathReturnQueue;
/// <summary>
/// Holds settings for heuristic optimization.
/// See: heuristic-opt (view in online documentation for working links)
/// </summary>
public EuclideanEmbedding euclideanEmbedding = new EuclideanEmbedding();
#endregion
/// <summary>
/// Shows or hides graph inspectors.
/// Used internally by the editor
/// </summary>
public bool showGraphs = false;
/// <summary>
/// The next unused Path ID.
/// Incremented for every call to GetNextPathID
/// </summary>
private ushort nextFreePathID = 1;
private AstarPath () {
pathReturnQueue = new PathReturnQueue(this, () => {
if (OnPathsCalculated != null) OnPathsCalculated();
});
// Make sure that the pathProcessor and node storage is never null
nodeStorage = new GlobalNodeStorage(this);
hierarchicalGraph = new HierarchicalGraph(nodeStorage);
pathProcessor = new PathProcessor(this, pathReturnQueue, 1, false);
offMeshLinks = new OffMeshLinks(this);
workItems = new WorkItemProcessor(this);
graphUpdates = new GraphUpdateProcessor(this);
navmeshUpdates.astar = this;
data = new AstarData(this);
// Forward graphUpdates.OnGraphsUpdated to AstarPath.OnGraphsUpdated
workItems.OnGraphsUpdated += () => {
if (OnGraphsUpdated != null) {
try {
OnGraphsUpdated(this);
} catch (System.Exception e) {
Debug.LogException(e);
}
}
};
pathProcessor.OnPathPreSearch += path => {
var tmp = OnPathPreSearch;
if (tmp != null) tmp(path);
};
pathProcessor.OnPathPostSearch += path => {
LogPathResults(path);
var tmp = OnPathPostSearch;
if (tmp != null) tmp(path);
};
// Sent every time the path queue is unblocked
pathProcessor.OnQueueUnblocked += () => {
if (euclideanEmbedding.dirty) {
euclideanEmbedding.RecalculateCosts();
}
};
}
/// <summary>
/// Returns tag names.
/// Makes sure that the tag names array is not null and of length 32.
/// If it is null or not of length 32, it creates a new array and fills it with 0,1,2,3,4 etc...
/// See: AstarPath.FindTagNames
/// </summary>
public string[] GetTagNames () {
if (tagNames == null || tagNames.Length != 32) {
tagNames = new string[32];
for (int i = 0; i < tagNames.Length; i++) {
tagNames[i] = ""+i;
}
tagNames[0] = "Basic Ground";
}
return tagNames;
}
/// <summary>
/// Used outside of play mode to initialize the AstarPath object even if it has not been selected in the inspector yet.
/// This will set the <see cref="active"/> property and deserialize all graphs.
///
/// This is useful if you want to do changes to the graphs in the editor outside of play mode, but cannot be sure that the graphs have been deserialized yet.
/// In play mode this method does nothing.
/// </summary>
public static void FindAstarPath () {
if (Application.isPlaying) return;
if (active == null) active = UnityCompatibility.FindAnyObjectByType<AstarPath>();
if (active != null && (active.data.graphs == null || active.data.graphs.Length == 0)) active.data.DeserializeGraphs();
}
/// <summary>
/// Tries to find an AstarPath object and return tag names.
/// If an AstarPath object cannot be found, it returns an array of length 1 with an error message.
/// See: AstarPath.GetTagNames
/// </summary>
public static string[] FindTagNames () {
FindAstarPath();
return active != null? active.GetTagNames () : new string[1] { "There is no AstarPath component in the scene" };
}
/// <summary>Returns the next free path ID</summary>
internal ushort GetNextPathID () {
if (nextFreePathID == 0) {
nextFreePathID++;
if (On65KOverflow != null) {
System.Action tmp = On65KOverflow;
On65KOverflow = null;
tmp();
}
}
return nextFreePathID++;
}
void RecalculateDebugLimits () {
#if UNITY_EDITOR
debugFloor = float.PositiveInfinity;
debugRoof = float.NegativeInfinity;
bool ignoreSearchTree = !showSearchTree || debugPathData == null;
UnsafeSpan<GlobalNodeStorage.DebugPathNode> debugPathNodes;
if (debugPathData != null && debugPathData.threadID < active.nodeStorage.pathfindingThreadData.Length) debugPathNodes = active.nodeStorage.pathfindingThreadData[debugPathData.threadID].debugPathNodes;
else debugPathNodes = default;
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null && graphs[i].drawGizmos) {
graphs[i].GetNodes(node => {
if (node.Walkable && (ignoreSearchTree || Pathfinding.Util.GraphGizmoHelper.InSearchTree(node, debugPathNodes, debugPathID))) {
float value;
if (debugMode == GraphDebugMode.Penalty) {
value = node.Penalty;
} else if (debugPathNodes.Length > 0) {
var rnode = debugPathNodes[node.NodeIndex];
switch (debugMode) {
case GraphDebugMode.F:
value = rnode.g + rnode.h;
break;
case GraphDebugMode.G:
value = rnode.g;
break;
default:
case GraphDebugMode.H:
value = rnode.h;
break;
}
} else {
value = 0;
}
debugFloor = Mathf.Min(debugFloor, value);
debugRoof = Mathf.Max(debugRoof, value);
}
});
}
}
if (float.IsInfinity(debugFloor)) {
debugFloor = 0;
debugRoof = 1;
}
// Make sure they are not identical, that will cause the color interpolation to fail
if (debugRoof-debugFloor < 1) debugRoof += 1;
#else
debugFloor = 0;
debugRoof = 1;
#endif
}
RedrawScope redrawScope;
/// <summary>Calls OnDrawGizmos on graph generators</summary>
public override void DrawGizmos () {
if (active != this || graphs == null) {
return;
}
colorSettings.PushToStatic(this);
if (!redrawScope.isValid) redrawScope = DrawingManager.GetRedrawScope(gameObject);
if (!workItems.workItemsInProgress && !isScanning) {
// When updating graphs, graph info might not be valid,
// and we cannot render anything during those frames.
// Therefore we use a redraw scope which will continue drawing
// until we dispose it.
redrawScope.Rewind();
if (showNavGraphs && !manualDebugFloorRoof) {
RecalculateDebugLimits();
}
Profiler.BeginSample("Graph.OnDrawGizmos");
// Loop through all graphs and draw their gizmos
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null && graphs[i].drawGizmos)
graphs[i].OnDrawGizmos(DrawingManager.instance.gizmos, showNavGraphs, redrawScope);
}
Profiler.EndSample();
if (showNavGraphs) {
euclideanEmbedding.OnDrawGizmos();
if (debugMode == GraphDebugMode.HierarchicalNode) hierarchicalGraph.OnDrawGizmos(DrawingManager.instance.gizmos, redrawScope);
if (debugMode == GraphDebugMode.NavmeshBorderObstacles) hierarchicalGraph.navmeshEdges.OnDrawGizmos(DrawingManager.instance.gizmos, redrawScope);
}
}
}
#if !ASTAR_NO_GUI
/// <summary>
/// Draws the InGame debugging (if enabled)
/// See: <see cref="logPathResults"/> PathLog
/// </summary>
private void OnGUI () {
if (logPathResults == PathLog.InGame && inGameDebugPath != "") {
GUI.Label(new Rect(5, 5, 400, 600), inGameDebugPath);
}
}
#endif
/// <summary>
/// Prints path results to the log. What it prints can be controled using <see cref="logPathResults"/>.
/// See: <see cref="logPathResults"/>
/// See: PathLog
/// See: Pathfinding.Path.DebugString
/// </summary>
private void LogPathResults (Path path) {
if (logPathResults != PathLog.None && (path.error || logPathResults != PathLog.OnlyErrors)) {
string debug = (path as IPathInternals).DebugString(logPathResults);
if (logPathResults == PathLog.InGame) {
inGameDebugPath = debug;
} else if (path.error) {
Debug.LogWarning(debug);
} else {
Debug.Log(debug);
}
}
}
/// <summary>
/// Checks if any work items need to be executed
/// then runs pathfinding for a while (if not using multithreading because
/// then the calculation happens in other threads)
/// and then returns any calculated paths to the
/// scripts that requested them.
///
/// See: PerformBlockingActions
/// See: PathProcessor.TickNonMultithreaded
/// See: PathReturnQueue.ReturnPaths
/// </summary>
private void Update () {
// This class uses the [ExecuteInEditMode] attribute
// So Update is called even when not playing
// Don't do anything when not in play mode
if (!Application.isPlaying) return;
navmeshUpdates.Update();
// Execute blocking actions such as graph updates
// when not scanning
if (!isScanning) {
PerformBlockingActions();
}
// Calculates paths when not using multithreading
if (!pathProcessor.IsUsingMultithreading) pathProcessor.TickNonMultithreaded();
// Return calculated paths
pathReturnQueue.ReturnPaths(true);
}
private void PerformBlockingActions (bool force = false) {
if (workItemLock.Held && pathProcessor.queue.allReceiversBlocked) {
// Return all paths before starting blocking actions
// since these might change the graph and make returned paths invalid (at least the nodes)
pathReturnQueue.ReturnPaths(false);
Profiler.BeginSample("Work Items");
if (workItems.ProcessWorkItemsForUpdate(force)) {
// At this stage there are no more work items, resume pathfinding threads
workItemLock.Release();
}
Profiler.EndSample();
}
}
/// <summary>
/// Add a work item to be processed when pathfinding is paused.
/// Convenience method that is equivalent to
/// <code>
/// AddWorkItem(new AstarWorkItem(callback));
/// </code>
///
/// See: <see cref="AddWorkItem(AstarWorkItem)"/>
/// </summary>
public void AddWorkItem (System.Action callback) {
AddWorkItem(new AstarWorkItem(callback));
}
/// <summary>
/// Add a work item to be processed when pathfinding is paused.
/// Convenience method that is equivalent to
/// <code>
/// AddWorkItem(new AstarWorkItem(callback));
/// </code>
///
/// See: <see cref="AddWorkItem(AstarWorkItem)"/>
/// </summary>
public void AddWorkItem (System.Action<IWorkItemContext> callback) {
AddWorkItem(new AstarWorkItem(callback));
}
/// <summary>
/// Add a work item to be processed when pathfinding is paused.
///
/// The work item will be executed when it is safe to update nodes. This is defined as between the path searches.
/// When using more threads than one, calling this often might decrease pathfinding performance due to a lot of idling in the threads.
/// Not performance as in it will use much CPU power, but performance as in the number of paths per second will probably go down
/// (though your framerate might actually increase a tiny bit).
///
/// You should only call this function from the main unity thread (i.e normal game code).
///
/// <code>
/// AstarPath.active.AddWorkItem(new AstarWorkItem(() => {
/// // Safe to update graphs here
/// var node = AstarPath.active.GetNearest(transform.position).node;
/// node.Walkable = false;
/// }));
/// </code>
///
/// <code>
/// AstarPath.active.AddWorkItem(() => {
/// // Safe to update graphs here
/// var node = AstarPath.active.GetNearest(transform.position).node;
/// node.position = (Int3)transform.position;
/// });
/// </code>
///
/// See: <see cref="FlushWorkItems"/>
/// </summary>
public void AddWorkItem (AstarWorkItem item) {
workItems.AddWorkItem(item);
// Make sure pathfinding is stopped and work items are processed
if (!workItemLock.Held) {
workItemLock = PausePathfindingSoon();
}
#if UNITY_EDITOR
// If not playing, execute instantly
if (!Application.isPlaying) {
FlushWorkItems();
}
#endif
}
#region GraphUpdateMethods
/// <summary>
/// Will apply queued graph updates as soon as possible, regardless of <see cref="batchGraphUpdates"/>.
/// Calling this multiple times will not create multiple callbacks.
/// This function is useful if you are limiting graph updates, but you want a specific graph update to be applied as soon as possible regardless of the time limit.
/// Note that this does not block until the updates are done, it merely bypasses the <see cref="batchGraphUpdates"/> time limit.
///
/// See: <see cref="FlushGraphUpdates"/>
/// </summary>
public void QueueGraphUpdates () {
if (!graphUpdatesWorkItemAdded) {
graphUpdatesWorkItemAdded = true;
var workItem = graphUpdates.GetWorkItem();
// Add a new work item which first
// sets the graphUpdatesWorkItemAdded flag to false
// and then processes the graph updates
AddWorkItem(new AstarWorkItem(context => {
graphUpdatesWorkItemAdded = false;
lastGraphUpdate = Time.realtimeSinceStartup;
workItem.initWithContext(context);
}, workItem.updateWithContext));
}
}
/// <summary>
/// Waits a moment with updating graphs.
/// If batchGraphUpdates is set, we want to keep some space between them to let pathfinding threads running and then calculate all queued calls at once
/// </summary>
IEnumerator DelayedGraphUpdate () {
graphUpdateRoutineRunning = true;
yield return new WaitForSeconds(graphUpdateBatchingInterval-(Time.realtimeSinceStartup-lastGraphUpdate));
QueueGraphUpdates();
graphUpdateRoutineRunning = false;
}
/// <summary>
/// Update all graphs within bounds after delay seconds.
/// The graphs will be updated as soon as possible.
///
/// See: FlushGraphUpdates
/// See: batchGraphUpdates
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void UpdateGraphs (Bounds bounds, float delay) {
UpdateGraphs(new GraphUpdateObject(bounds), delay);
}
/// <summary>
/// Update all graphs using the GraphUpdateObject after delay seconds.
/// This can be used to, e.g make all nodes in a region unwalkable, or set them to a higher penalty.
///
/// See: FlushGraphUpdates
/// See: batchGraphUpdates
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void UpdateGraphs (GraphUpdateObject ob, float delay) {
StartCoroutine(UpdateGraphsInternal(ob, delay));
}
/// <summary>Update all graphs using the GraphUpdateObject after delay seconds</summary>
IEnumerator UpdateGraphsInternal (GraphUpdateObject ob, float delay) {
yield return new WaitForSeconds(delay);
UpdateGraphs(ob);
}
/// <summary>
/// Update all graphs within bounds.
/// The graphs will be updated as soon as possible.
///
/// This is equivalent to
/// <code>
/// UpdateGraphs(new GraphUpdateObject(bounds));
/// </code>
///
/// See: FlushGraphUpdates
/// See: batchGraphUpdates
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void UpdateGraphs (Bounds bounds) {
UpdateGraphs(new GraphUpdateObject(bounds));
}
/// <summary>
/// Update all graphs using the GraphUpdateObject.
/// This can be used to, e.g make all nodes in a region unwalkable, or set them to a higher penalty.
/// The graphs will be updated as soon as possible (with respect to <see cref="batchGraphUpdates)"/>
///
/// See: FlushGraphUpdates
/// See: batchGraphUpdates
/// See: graph-updates (view in online documentation for working links)
/// </summary>
public void UpdateGraphs (GraphUpdateObject ob) {
if (ob.internalStage != GraphUpdateObject.STAGE_CREATED) {
throw new System.Exception("You are trying to update graphs using the same graph update object twice. Please create a new GraphUpdateObject instead.");
}
ob.internalStage = GraphUpdateObject.STAGE_PENDING;
graphUpdates.AddToQueue(ob);
// If we should limit graph updates, start a coroutine which waits until we should update graphs
if (batchGraphUpdates && Time.realtimeSinceStartup-lastGraphUpdate < graphUpdateBatchingInterval) {
if (!graphUpdateRoutineRunning) {
StartCoroutine(DelayedGraphUpdate());
}
} else {
// Otherwise, graph updates should be carried out as soon as possible
QueueGraphUpdates();
}
}
/// <summary>
/// Forces graph updates to complete in a single frame.
/// This will force the pathfinding threads to finish calculating the path they are currently calculating (if any) and then pause.
/// When all threads have paused, graph updates will be performed.
/// Warning: Using this very often (many times per second) can reduce your fps due to a lot of threads waiting for one another.
/// But you probably wont have to worry about that.
///
/// Note: This is almost identical to <see cref="FlushWorkItems"/>, but added for more descriptive name.
/// This function will also override any time limit delays for graph updates.
/// This is because graph updates are implemented using work items.
/// So calling this function will also execute any other work items (if any are queued).
///
/// Will not do anything if there are no graph updates queued (not even execute other work items).
/// </summary>
public void FlushGraphUpdates () {
if (IsAnyGraphUpdateQueued || IsAnyGraphUpdateInProgress) {
QueueGraphUpdates();
FlushWorkItems();
}
}
#endregion
/// <summary>
/// Forces work items to complete in a single frame.
/// This will force all work items to run immidiately.
/// This will force the pathfinding threads to finish calculating the path they are currently calculating (if any) and then pause.
/// When all threads have paused, work items will be executed (which can be e.g graph updates).
///
/// Warning: Using this very often (many times per second) can reduce your fps due to a lot of threads waiting for one another.
/// But you probably wont have to worry about that
///
/// Note: This is almost (note almost) identical to <see cref="FlushGraphUpdates"/>, but added for more descriptive name.
///
/// Will not do anything if there are no queued work items waiting to run.
/// </summary>
public void FlushWorkItems () {
if (workItems.anyQueued || workItems.workItemsInProgress) {
var graphLock = PausePathfinding();
PerformBlockingActions(true);
graphLock.Release();
}
}
/// <summary>
/// Calculates number of threads to use.
/// If count is not Automatic, simply returns count casted to an int.
/// Returns: An int specifying how many threads to use, 0 means a coroutine should be used for pathfinding instead of a separate thread.
///
/// If count is set to Automatic it will return a value based on the number of processors and memory for the current system.
/// If memory is <= 512MB or logical cores are <= 1, it will return 0. If memory is <= 1024 it will clamp threads to max 2.
/// Otherwise it will return the number of logical cores clamped to 6.
///
/// When running on WebGL this method always returns 0
/// </summary>
public static int CalculateThreadCount (ThreadCount count) {
#if UNITY_WEBGL
return 0;
#else
if (count == ThreadCount.AutomaticLowLoad || count == ThreadCount.AutomaticHighLoad) {
#if ASTARDEBUG
Debug.Log(SystemInfo.systemMemorySize + " " + SystemInfo.processorCount + " " + SystemInfo.processorType);
#endif
int logicalCores = Mathf.Max(1, SystemInfo.processorCount);
int memory = SystemInfo.systemMemorySize;
if (memory <= 0) {
Debug.LogError("Machine reporting that is has <= 0 bytes of RAM. This is definitely not true, assuming 1 GiB");
memory = 1024;
}
if (logicalCores <= 1) return 0;
if (memory <= 512) return 0;
if (count == ThreadCount.AutomaticHighLoad) {
if (memory <= 1024) logicalCores = System.Math.Min(logicalCores, 2);
} else {
//Always run at at most processorCount-1 threads (one core reserved for unity thread).
// Many computers use hyperthreading, so dividing by two is used to remove the hyperthreading cores, pathfinding
// doesn't scale well past the number of physical cores anyway
logicalCores /= 2;
logicalCores = Mathf.Max(1, logicalCores);
if (memory <= 1024) logicalCores = System.Math.Min(logicalCores, 2);
logicalCores = System.Math.Min(logicalCores, 6);
}
return logicalCores;
} else {
int val = (int)count;
return val;
}
#endif
}
/// <summary>Initializes the <see cref="pathProcessor"/> field</summary>
void InitializePathProcessor () {
int numThreads = CalculateThreadCount(threadCount);
// Outside of play mode everything is synchronous, so no threads are used.
if (!Application.isPlaying) numThreads = 0;
int numProcessors = Mathf.Max(numThreads, 1);
bool multithreaded = numThreads > 0;
pathProcessor.StopThreads();
pathProcessor.SetThreadCount(numProcessors, multithreaded);
}
/// <summary>Does simple error checking</summary>
internal void VerifyIntegrity () {
if (data.graphs == null) {
data.graphs = new NavGraph[0];
data.UpdateShortcuts();
}
}
/// <summary>\cond internal</summary>
/// <summary>
/// Internal method to make sure <see cref="active"/> is set to this object and that <see cref="data"/> is not null.
/// Also calls OnEnable for the <see cref="colorSettings"/> and initializes data.userConnections if it wasn't initialized before
///
/// Warning: This is mostly for use internally by the system.
/// </summary>
public void ConfigureReferencesInternal () {
colorSettings = colorSettings ?? new AstarColor();
colorSettings.PushToStatic(this);
}
/// <summary>\endcond</summary>
/// <summary>
/// Initializes the AstarData class.
/// Searches for graph types, calls Awake on <see cref="data"/> and on all graphs
///
/// See: AstarData.FindGraphTypes
/// </summary>
void InitializeGraphs () {
data.FindGraphTypes();
data.OnEnable();
data.UpdateShortcuts();
}
void ShutdownPathfindingThreads () {
// Block until the pathfinding threads have
// completed their current path calculation
var graphLock = PausePathfinding();
navmeshUpdates.OnDisable();
euclideanEmbedding.dirty = false;
// Discard all queued graph updates. Graph updates that are already in progress will still be allowed to finish,
// as they may be allocating unmanaged data which we don't know how to safely deallocate.
graphUpdates.DiscardQueued();
// TODO: Add unit test that verifies that work items that are added will always complete
// Ensure work items complete before disabling this component.
// This is important because work items may allocate temporary unmanaged memory, so we cannot just forget about them.
FlushWorkItems();
if (logPathResults == PathLog.Heavy)
Debug.Log("Processing Possible Work Items");
// Try to join pathfinding threads
pathProcessor.StopThreads();
if (logPathResults == PathLog.Heavy)
Debug.Log("Returning Paths");
// Return all paths
pathReturnQueue.ReturnPaths(false);
graphLock.Release();
euclideanEmbedding.OnDisable();
}
bool hasScannedGraphAtStartup = false;
/// <summary>
/// Called after this component is enabled.
///
/// Unless the component has already been activated in Awake, this method should:
/// - Ensure the singleton holds (setting <see cref="active"/> to this).
/// - Make sure all subsystems that were disabled in OnDisable are again enabled.
/// - This includes starting pathfinding threads.
/// </summary>
void OnEnable () {
// If the component gets re-enabled during runtime.
// Note that the first time the component loads, then Awake will run first
// and will already have set the #active field.
// In the editor, OnDisable -> OnEnable will be called when an undo or redo event happens (both in and outside of play mode).
if (active != null) {
if (active != this && Application.isPlaying) {
if (this.enabled) {
Debug.LogWarning("Another A* component is already in the scene. More than one A* component cannot be active at the same time. Disabling this one.", this);
}
enabled = false;
}
return;
}
// Very important to set this. Ensures the singleton pattern holds
active = this;
// Disable GUILayout to gain some performance, it is not used in the OnGUI call
useGUILayout = false;
if (OnAwakeSettings != null) {
OnAwakeSettings();
}
hierarchicalGraph.OnEnable();
// To make sure all graph modifiers have been enabled before scan (to avoid script execution order issues)
GraphModifier.FindAllModifiers();
RelevantGraphSurface.FindAllGraphSurfaces();
ConfigureReferencesInternal();
// This will load the graph settings, or whole initialized graphs from the cache, if one has been supplied.
data.OnEnable();
// Flush work items, possibly added when loading the graph data
FlushWorkItems();
euclideanEmbedding.dirty = true;
InitializePathProcessor();
// This class uses the [ExecuteInEditMode] attribute
// So OnEnable is called even when not playing
// Don't scan the graphs unless we are in play mode
if (Application.isPlaying) {
navmeshUpdates.OnEnable();
// Scan the graphs if #scanOnStartup is enabled, and we have not loaded a graph cache already.
// We only do this the first time the AstarPath component is enabled.
if (scanOnStartup && !hasScannedGraphAtStartup && (!data.cacheStartup || data.file_cachedStartup == null)) {
hasScannedGraphAtStartup = true;
Scan();
}
}
}
/// <summary>
/// Cleans up graphs to avoid memory leaks.
///
/// This is called by Unity when:
/// - The component is explicitly disabled in play mode or editor mode.
/// - When the component is about to be destroyed
/// - Including when the game stops
/// - When an undo/redo event takes place (Unity will first disable the component and then enable it again).
///
/// During edit and play mode this method should:
/// - Destroy all node data (but not the graphs themselves)
/// - Dispose all unmanaged data
/// - Shutdown pathfinding threads if they are running (any pending path requests are left in the queue)
/// </summary>
void OnDisable () {
redrawScope.Dispose();
if (active == this) {
// Ensure there are no jobs running that might read or write graph data
graphDataLock.WriteSync().Unlock();
ShutdownPathfindingThreads();
// We need to call dispose data here because in the editor the OnDestroy
// method is not called but OnDisable is. It is vital that graph data
// is destroyed even in the editor (e.g. when going from edit mode to play mode)
// because a lot of data is stored as NativeArrays which need to be disposed.
// There is also another case where this is important. When the unity
// editor is configured to stop play mode after recompiling scripts
// it seems to not call OnDestroy (or at least not reliably across all versions of Unity).
// So we need to ensure we dispose of all the data during OnDisable.
data.DestroyAllNodes();
data.DisposeUnmanagedData();
hierarchicalGraph.OnDisable();
nodeStorage.OnDisable();
offMeshLinks.OnDisable();
active = null;
}
}
/// <summary>
/// Clears up variables and other stuff, destroys graphs.
/// Note that when destroying an AstarPath object, all static variables such as callbacks will be cleared.
/// </summary>
void OnDestroy () {
if (logPathResults == PathLog.Heavy)
Debug.Log("AstarPath Component Destroyed - Cleaning Up Pathfinding Data");
// active has already been set to null during OnDisable.
// We temporarily make this object the active one just during the destruction.
var prevActive = active;
active = this;
ShutdownPathfindingThreads();
pathProcessor.Dispose();
if (logPathResults == PathLog.Heavy)
Debug.Log("Destroying Graphs");
// Clean up graph data
// Data may be null if this object was never enabled because another A* instance existed.
if (data != null) data.OnDestroy();
active = prevActive;
if (logPathResults == PathLog.Heavy)
Debug.Log("Cleaning up variables");
// Clear variables up, static variables are good to clean up, otherwise the next scene might get weird data
if (active == this) {
// Clear all callbacks
OnAwakeSettings = null;
OnGraphPreScan = null;
OnGraphPostScan = null;
OnPathPreSearch = null;
OnPathPostSearch = null;
OnPreScan = null;
OnPostScan = null;
OnLatePostScan = null;
On65KOverflow = null;
OnGraphsUpdated = null;
active = null;
}
}
#region ScanMethods
/// <summary>
/// Allocate a bunch of nodes at once.
/// This is faster than allocating each individual node separately and it can be done in a separate thread by using jobs.
///
/// <code>
/// var nodes = new PointNode[128];
/// var job = AstarPath.active.AllocateNodes(nodes, 128, () => new PointNode(), 1);
///
/// job.Complete();
/// </code>
///
/// See: <see cref="InitializeNode"/>
/// </summary>
/// <param name="result">Node array to fill</param>
/// <param name="count">How many nodes to allocate</param>
/// <param name="createNode">Delegate which creates a node. () => new T(). Note that new T(AstarPath.active) should *not* be used as that will cause the node to be initialized twice.</param>
/// <param name="variantsPerNode">How many variants of the node to allocate. Should be the same as \reflink{GraphNode.PathNodeVariants} for this node type.</param>
public Unity.Jobs.JobHandle AllocateNodes<T>(T[] result, int count, System.Func<T> createNode, uint variantsPerNode) where T : GraphNode {
if (!pathProcessor.queue.allReceiversBlocked) {
throw new System.Exception("Trying to initialize a node when it is not safe to initialize any nodes. Must be done during a graph update. See http://arongranberg.com/astar/docs/graph-updates.html#direct");
}
return nodeStorage.AllocateNodesJob(result, count, createNode, variantsPerNode);
}
/// <summary>
/// Initializes temporary path data for a node.
///
/// Use like: InitializeNode(new PointNode())
///
/// See: <see cref="AstarPath.AllocateNodes"/>
/// </summary>
internal void InitializeNode (GraphNode node) {
if (!pathProcessor.queue.allReceiversBlocked) {
throw new System.Exception("Trying to initialize a node when it is not safe to initialize any nodes. Must be done during a graph update. See http://arongranberg.com/astar/docs/graph-updates.html#direct");
}
nodeStorage.InitializeNode(node);
}
internal void InitializeNodes (GraphNode[] nodes) {
if (!pathProcessor.queue.allReceiversBlocked) {
throw new System.Exception("Trying to initialize a node when it is not safe to initialize any nodes. Must be done during a graph update. See http://arongranberg.com/astar/docs/graph-updates.html#direct");
}
for (int i = 0; i < nodes.Length; i++) nodeStorage.InitializeNode(nodes[i]);
}
/// <summary>
/// Internal method to destroy a given node.
/// This is to be called after the node has been disconnected from the graph so that it cannot be reached from any other nodes.
/// It should only be called during graph updates, that is when the pathfinding threads are either not running or paused.
///
/// Warning: This method should not be called by user code. It is used internally by the system.
/// </summary>
internal void DestroyNode (GraphNode node) {
nodeStorage.DestroyNode(node);
}
/// <summary>
/// Blocks until all pathfinding threads are paused and blocked.
///
/// <code>
/// var graphLock = AstarPath.active.PausePathfinding();
/// // Here we can modify the graphs safely. For example by increasing the penalty of a node
/// AstarPath.active.data.gridGraph.GetNode(0, 0).Penalty += 1000;
///
/// // Allow pathfinding to resume
/// graphLock.Release();
/// </code>
///
/// Returns: A lock object. You need to call <see cref="Pathfinding.PathProcessor.GraphUpdateLock.Release"/> on that object to allow pathfinding to resume.
/// Note: In most cases this should not be called from user code. Use the <see cref="AddWorkItem"/> method instead.
///
/// See: <see cref="AddWorkItem"/>
/// </summary>
public PathProcessor.GraphUpdateLock PausePathfinding () {
// Ensure there are no jobs running that might read or write graph data,
// as this method is typically used right before one modifies graph data.
graphDataLock.WriteSync().Unlock();
return pathProcessor.PausePathfinding(true);
}
/// <summary>
/// Blocks the path queue so that e.g work items can be performed.
///
/// Pathfinding threads will stop accepting new path requests and will finish the ones they are currently calculating asynchronously.
/// When the lock is released, the pathfinding threads will resume as normal.
///
/// Note: You are unlikely to need to use this method. It is primarily for internal use.
/// </summary>
public PathProcessor.GraphUpdateLock PausePathfindingSoon () {
return pathProcessor.PausePathfinding(false);
}
/// <summary>
/// Scans a particular graph.
/// Calling this method will recalculate the specified graph from scratch.
/// This method is pretty slow (depending on graph type and graph complexity of course), so it is advisable to use
/// smaller graph updates whenever possible.
///
/// <code>
/// // Recalculate all graphs
/// AstarPath.active.Scan();
///
/// // Recalculate only the first grid graph
/// var graphToScan = AstarPath.active.data.gridGraph;
/// AstarPath.active.Scan(graphToScan);
///
/// // Recalculate only the first and third graphs
/// var graphsToScan = new [] { AstarPath.active.data.graphs[0], AstarPath.active.data.graphs[2] };
/// AstarPath.active.Scan(graphsToScan);
/// </code>
///
/// See: graph-updates (view in online documentation for working links)
/// See: ScanAsync
/// </summary>
public void Scan (NavGraph graphToScan) {
if (graphToScan == null) throw new System.ArgumentNullException();
Scan(new NavGraph[] { graphToScan });
}
/// <summary>
/// Scans all specified graphs.
///
/// Calling this method will recalculate all specified graphs (or all graphs if the graphsToScan parameter is null) from scratch.
/// This method is pretty slow (depending on graph type and graph complexity of course), so it is advisable to use
/// smaller graph updates whenever possible.
///
/// <code>
/// // Recalculate all graphs
/// AstarPath.active.Scan();
///
/// // Recalculate only the first grid graph
/// var graphToScan = AstarPath.active.data.gridGraph;
/// AstarPath.active.Scan(graphToScan);
///
/// // Recalculate only the first and third graphs
/// var graphsToScan = new [] { AstarPath.active.data.graphs[0], AstarPath.active.data.graphs[2] };
/// AstarPath.active.Scan(graphsToScan);
/// </code>
///
/// See: graph-updates (view in online documentation for working links)
/// See: ScanAsync
/// </summary>
/// <param name="graphsToScan">The graphs to scan. If this parameter is null then all graphs will be scanned</param>
public void Scan (NavGraph[] graphsToScan = null) {
var prevStage = (ScanningStage)(-1);
Profiler.BeginSample("Scan");
Profiler.BeginSample("Init");
foreach (var p in ScanInternal(graphsToScan, false)) {
if (prevStage != p.stage) {
Profiler.EndSample();
Profiler.BeginSample(p.stage.ToString());
#if !NETFX_CORE && UNITY_EDITOR
// Log progress to the console
System.Console.WriteLine(p.stage);
#endif
prevStage = p.stage;
}
}
Profiler.EndSample();
Profiler.EndSample();
}
/// <summary>
/// Scans a particular graph asynchronously. This is a IEnumerable, you can loop through it to get the progress
///
/// You can scan graphs asyncronously by yielding when you iterate through the returned IEnumerable.
/// Note that this does not guarantee a good framerate, but it will allow you
/// to at least show a progress bar while scanning.
///
/// <code>
/// IEnumerator Start () {
/// foreach (Progress progress in AstarPath.active.ScanAsync()) {
/// Debug.Log("Scanning... " + progress.ToString());
/// yield return null;
/// }
/// }
/// </code>
///
/// See: Scan
/// </summary>
public IEnumerable<Progress> ScanAsync (NavGraph graphToScan) {
if (graphToScan == null) throw new System.ArgumentNullException();
return ScanAsync(new NavGraph[] { graphToScan });
}
/// <summary>
/// Scans all specified graphs asynchronously. This is a IEnumerable, you can loop through it to get the progress
///
/// You can scan graphs asyncronously by yielding when you loop through the progress.
/// Note that this does not guarantee a good framerate, but it will allow you
/// to at least show a progress bar during scanning.
///
/// <code>
/// IEnumerator Start () {
/// foreach (Progress progress in AstarPath.active.ScanAsync()) {
/// Debug.Log("Scanning... " + progress.ToString());
/// yield return null;
/// }
/// }
/// </code>
///
/// Note: If the graphs are already scanned, doing an async scan will temporarily cause increased memory usage, since two copies of the graphs will be kept in memory during the async scan.
/// This may not be desirable on some platforms. A non-async scan will not cause this temporary increased memory usage.
///
/// See: Scan
/// </summary>
/// <param name="graphsToScan">The graphs to scan. If this parameter is null then all graphs will be scanned</param>
public IEnumerable<Progress> ScanAsync (NavGraph[] graphsToScan = null) {
return ScanInternal(graphsToScan, true);
}
class DummyGraphUpdateContext : IGraphUpdateContext {
public void DirtyBounds (Bounds bounds) {}
}
IEnumerable<Progress> ScanInternal (NavGraph[] graphsToScan, bool async) {
if (graphsToScan == null) graphsToScan = graphs;
if (graphsToScan == null || graphsToScan.Length == 0) {
yield break;
}
if (isScanning) throw new System.InvalidOperationException("Another async scan is already running");
// Guard to ensure the A* object is always enabled if the graphs have any valid data.
// This is because otherwise the OnDisable method will not be called and some unmanaged data
// in NativeArrays may end up leaking.
if (!enabled) throw new System.InvalidOperationException("The AstarPath object must be enabled to scan graphs");
if (active != this) throw new System.InvalidOperationException("The AstarPath object is not enabled in a scene");
isScanning = true;
VerifyIntegrity();
var graphUpdateLock = PausePathfinding();
// Make sure all paths that are in the queue to be returned
// are returned immediately
// Some modifiers (e.g the funnel modifier) rely on
// the nodes being valid when the path is returned
pathReturnQueue.ReturnPaths(false);
// Ensure all graph updates that are in progress get completed immediately.
// Graph updates that are in progress may use graph data, and we don't want to re-scan the graphs under their feet.
workItems.ProcessWorkItemsForScan(true);
if (!Application.isPlaying) {
data.FindGraphTypes();
GraphModifier.FindAllModifiers();
}
yield return new Progress(0.05F, ScanningStage.PreProcessingGraphs);
{
var writeLock2 = graphDataLock.WriteSync();
if (OnPreScan != null) {
OnPreScan(this);
}
GraphModifier.TriggerEvent(GraphModifier.EventType.PreScan);
GraphModifier.TriggerEvent(GraphModifier.EventType.PreUpdate);
writeLock2.Unlock();
}
data.LockGraphStructure();
// Make sure the physics engine data is up to date.
// Scanning graphs may use physics methods and it is very confusing if they
// do not always pick up the latest changes made to the scene.
Physics.SyncTransforms();
Physics2D.SyncTransforms();
var watch = System.Diagnostics.Stopwatch.StartNew();
// Destroy previous nodes, unless we are doing an async scan.
// We do not want the graphs to be in an invalid state during the async scan,
// so we cannot eagerly destroy them here.
// This means that during an async scan we may have two copies of the graphs in memory.
// Most of the data will be destroyed at the end of the async scan, but some memory will
// still be reserved. So a non-async scan is more memory efficient.
if (!async) {
var writeLock2 = graphDataLock.WriteSync();
Profiler.BeginSample("Destroy previous nodes");
for (int i = 0; i < graphsToScan.Length; i++) {
if (graphsToScan[i] != null) {
((IGraphInternals)graphsToScan[i]).DestroyAllNodes();
}
}
Profiler.EndSample();
writeLock2.Unlock();
}
if (OnGraphPreScan != null) {
var writeLock2 = graphDataLock.WriteSync();
for (int i = 0; i < graphsToScan.Length; i++) {
if (graphsToScan[i] != null) OnGraphPreScan(graphsToScan[i]);
}
writeLock2.Unlock();
}
// Loop through all graphs and start scanning them
var promises = new IGraphUpdatePromise[graphsToScan.Length];
var iterators = new IEnumerator<JobHandle>[graphsToScan.Length];
for (int i = 0; i < graphsToScan.Length; i++) {
if (graphsToScan[i] != null) {
promises[i] = ((IGraphInternals)graphsToScan[i]).ScanInternal(async);
iterators[i] = promises[i].Prepare();
}
}
// Scan all graphs concurrently by progressing all scanning iterators.
// If the graphs use the job system internally (like the grid, recast and navmesh graphs),
// then multiple graphs will even be scanned in parallel.
var it = ProgressScanningIteratorsConcurrently(iterators, promises, async);
while (true) {
try {
if (!it.MoveNext()) break;
} catch {
isScanning = false;
data.UnlockGraphStructure();
graphUpdateLock.Release();
throw;
}
yield return it.Current.MapTo(0.1f, 0.8f);
}
yield return new Progress(0.95f, ScanningStage.FinishingScans);
// Now we proceed with the last step of each graph's scanning process
// This part will make the results of the scan visible to the rest of the game.
// As a consequence, we must make sure to *not* yield anymore after this point,
// since that would make the rest of the game run while the graphs may be in an invalid state.
var writeLock = graphDataLock.WriteSync();
var ctx = new DummyGraphUpdateContext();
for (int i = 0; i < promises.Length; i++) {
try {
if (promises[i] != null) {
Profiler.BeginSample("Finalizing " + graphsToScan[i].GetType().Name);
promises[i].Apply(ctx);
Profiler.EndSample();
}
} catch {
isScanning = false;
data.UnlockGraphStructure();
graphUpdateLock.Release();
writeLock.Unlock();
throw;
}
}
for (int i = 0; i < graphsToScan.Length; i++) {
if (graphsToScan[i] != null) {
if (OnGraphPostScan != null) {
OnGraphPostScan(graphsToScan[i]);
}
// Notify the off mesh links subsystem that graphs have been recalculated, and we may need to recalculate off mesh links.
// But skip this for the link graph, since that's the graph that holds the off mesh link nodes themselves.
if (!(graphsToScan[i] is LinkGraph)) offMeshLinks.DirtyBounds(graphsToScan[i].bounds);
}
}
// Unlock the graph structure here so that e.g. off-mesh-links can add the point graph required for them to work
data.UnlockGraphStructure();
// Graph Modifiers and the OnGraphsUpdated callback may modify graphs arbitrarily, so this also needs to be inside the write lock
if (OnPostScan != null) {
OnPostScan(this);
}
GraphModifier.TriggerEvent(GraphModifier.EventType.PostScan);
// This lock may not be held if there are no work items pending
if (workItemLock.Held) {
Profiler.BeginSample("Work Items");
// Note that this never sends PostUpdate (or similar) events. Those are sent below instead.
workItems.ProcessWorkItemsForScan(true);
Profiler.EndSample();
workItemLock.Release();
}
offMeshLinks.Refresh();
GraphModifier.TriggerEvent(GraphModifier.EventType.PostUpdateBeforeAreaRecalculation);
// Recalculate connected components synchronously
hierarchicalGraph.RecalculateIfNecessary();
// Scanning a graph *is* a type of update
GraphModifier.TriggerEvent(GraphModifier.EventType.PostUpdate);
if (OnGraphsUpdated != null) OnGraphsUpdated(this);
// Signal that we have stopped scanning here
isScanning = false;
if (OnLatePostScan != null) OnLatePostScan(this);
GraphModifier.TriggerEvent(GraphModifier.EventType.LatePostScan);
writeLock.Unlock();
euclideanEmbedding.dirty = true;
euclideanEmbedding.RecalculatePivots();
// Perform any blocking actions
FlushWorkItems();
// Resume pathfinding threads
graphUpdateLock.Release();
watch.Stop();
lastScanTime = (float)watch.Elapsed.TotalSeconds;
if (logPathResults != PathLog.None && logPathResults != PathLog.OnlyErrors) {
Debug.Log("Scanned graphs in " + (lastScanTime*1000).ToString("0") + " ms");
}
}
internal static IEnumerator<Progress> ProgressScanningIteratorsConcurrently (IEnumerator<JobHandle>[] iterators, IGraphUpdatePromise[] promises, bool async) {
while (true) {
int firstNonFinished = -1;
bool mainThreadWork = false;
for (int i = 0; i < iterators.Length; i++) {
var it = iterators[i];
if (it == null) continue;
if (async) {
if (it.Current.IsCompleted) {
// If the job completed (maybe because a real job completed, or because the iterator returned a dummy JobHandle), then it must be doing some work on the main thread.
// In that case, we shouldn't sleep or yield while waiting.
mainThreadWork = true;
it.Current.Complete();
} else {
if (firstNonFinished == -1) firstNonFinished = i;
continue;
}
} else {
it.Current.Complete();
}
Profiler.BeginSample("Preparing");
if (it.MoveNext()) {
if (firstNonFinished == -1) firstNonFinished = i;
} else iterators[i] = null;
Profiler.EndSample();
}
if (firstNonFinished != -1) {
if (async) {
// If main thread work is happening, then we are ok with progressing the iterators as often as possible
if (!mainThreadWork) {
// Ensure that we won't be completely busy spinning if the user waits on an async scan in a tight loop
System.Threading.Thread.Yield();
}
// Just used for progress information
// This graph will advance the progress bar from minp to maxp
float minp = (float)firstNonFinished/iterators.Length;
float maxp = (float)(firstNonFinished+0.95F)/iterators.Length;
yield return new Progress(Mathf.Lerp(minp, maxp, promises[firstNonFinished].Progress), ScanningStage.ScanningGraph, firstNonFinished, iterators.Length);
}
} else {
break;
}
}
}
#endregion
internal void DirtyBounds (Bounds bounds) {
offMeshLinks.DirtyBounds(bounds);
workItems.DirtyGraphs();
}
private static int waitForPathDepth = 0;
/// <summary>
/// Blocks until the path has been calculated.
///
/// Normally it takes a few frames for a path to be calculated and returned.
/// This function will ensure that the path will be calculated when this function returns
/// and that the callback for that path has been called.
///
/// If requesting a lot of paths in one go and waiting for the last one to complete,
/// it will calculate most of the paths in the queue (only most if using multithreading, all if not using multithreading).
///
/// Use this function only if you really need to.
/// There is a point to spreading path calculations out over several frames.
/// It smoothes out the framerate and makes sure requesting a large
/// number of paths at the same time does not cause lag.
///
/// Note: Graph updates and other callbacks might get called during the execution of this function.
///
/// When the pathfinder is shutting down. I.e in OnDestroy, this function will not do anything.
///
/// Throws: Exception if pathfinding is not initialized properly for this scene (most likely no AstarPath object exists)
/// or if the path has not been started yet.
/// Also throws an exception if critical errors occur such as when the pathfinding threads have crashed (which should not happen in normal cases).
/// This prevents an infinite loop while waiting for the path.
///
/// See: Pathfinding.Path.WaitForPath
/// See: Pathfinding.Path.BlockUntilCalculated
/// </summary>
/// <param name="path">The path to wait for. The path must be started, otherwise an exception will be thrown.</param>
public static void BlockUntilCalculated (Path path) {
if (active == null)
throw new System.Exception("Pathfinding is not correctly initialized in this scene (yet?). " +
"AstarPath.active is null.\nDo not call this function in Awake");
if (path == null) throw new System.ArgumentNullException(nameof(path));
if (active.pathProcessor.queue.isClosed) return;
if (path.PipelineState == PathState.Created) {
throw new System.Exception("The specified path has not been started yet.");
}
waitForPathDepth++;
if (waitForPathDepth == 5) {
Debug.LogError("You are calling the BlockUntilCalculated function recursively (maybe from a path callback). Please don't do this.");
}
if (path.PipelineState < PathState.ReturnQueue) {
if (active.IsUsingMultithreading) {
while (path.PipelineState < PathState.ReturnQueue) {
if (active.pathProcessor.queue.isClosed) {
waitForPathDepth--;
throw new System.Exception("Pathfinding Threads seem to have crashed.");
}
// Wait for threads to calculate paths
Thread.Sleep(1);
active.PerformBlockingActions(true);
}
} else {
while (path.PipelineState < PathState.ReturnQueue) {
if (active.pathProcessor.queue.isEmpty && path.PipelineState != PathState.Processing) {
waitForPathDepth--;
throw new System.Exception("Critical error. Path Queue is empty but the path state is '" + path.PipelineState + "'");
}
// Calculate some paths
active.pathProcessor.TickNonMultithreaded();
active.PerformBlockingActions(true);
}
}
}
active.pathReturnQueue.ReturnPaths(false);
waitForPathDepth--;
}
/// <summary>
/// Adds the path to a queue so that it will be calculated as soon as possible.
/// The callback specified when constructing the path will be called when the path has been calculated.
/// Usually you should use the Seeker component instead of calling this function directly.
///
/// <code>
/// // There must be an AstarPath instance in the scene
/// if (AstarPath.active == null) return;
///
/// // We can calculate multiple paths asynchronously
/// for (int i = 0; i < 10; i++) {
/// var path = ABPath.Construct(transform.position, transform.position+transform.forward*i*10, OnPathComplete);
///
/// // Calculate the path by using the AstarPath component directly
/// AstarPath.StartPath(path);
/// }
/// </code>
/// </summary>
/// <param name="path">The path that should be enqueued.</param>
/// <param name="pushToFront">If true, the path will be pushed to the front of the queue, bypassing all waiting paths and making it the next path to be calculated.
/// This can be useful if you have a path which you want to prioritize over all others. Be careful to not overuse it though.
/// If too many paths are put in the front of the queue often, this can lead to normal paths having to wait a very long time before being calculated.</param>
/// <param name="assumeInPlayMode">Typically path.BlockUntilCalculated will be called when not in play mode. However, the play mode check will not work if
/// you call this from a separate thread, or a job. In that case you can set this to true to skip the check.</param>
public static void StartPath (Path path, bool pushToFront = false, bool assumeInPlayMode = false) {
// Copy to local variable to avoid multithreading issues
var astar = active;
if (System.Object.ReferenceEquals(astar, null)) {
Debug.LogError("There is no AstarPath object in the scene or it has not been initialized yet");
return;
}
if (path.PipelineState != PathState.Created) {
throw new System.Exception("The path has an invalid state. Expected " + PathState.Created + " found " + path.PipelineState + "\n" +
"Make sure you are not requesting the same path twice");
}
if (astar.pathProcessor.queue.isClosed) {
path.FailWithError("No new paths are accepted");
return;
}
if (astar.graphs == null || astar.graphs.Length == 0) {
Debug.LogError("There are no graphs in the scene");
path.FailWithError("There are no graphs in the scene");
Debug.LogError(path.errorLog);
return;
}
path.Claim(astar);
// Will increment p.state to PathState.PathQueue
((IPathInternals)path).AdvanceState(PathState.PathQueue);
if (pushToFront) {
astar.pathProcessor.queue.PushFront(path);
} else {
astar.pathProcessor.queue.Push(path);
}
// Outside of play mode, all path requests are synchronous.
// However, inside a job we cannot check this, because Unity will throw an exception.
// But luckily pretty much all jobs will run in game mode anyway. So we assume that if we are in a job, we are in game mode.
if (!assumeInPlayMode && !Unity.Jobs.LowLevel.Unsafe.JobsUtility.IsExecutingJob && !Application.isPlaying) {
BlockUntilCalculated(path);
}
}
/// <summary>
/// Cached NNConstraint.None to avoid unnecessary allocations.
/// This should ideally be fixed by making NNConstraint an immutable class/struct.
/// </summary>
static readonly NNConstraint NNConstraintNone = NNConstraint.None;
/// <summary>
/// Returns the nearest node to a position.
/// This method will search through all graphs and query them for the closest node to this position, and then it will return the closest one of those.
///
/// Equivalent to GetNearest(position, NNConstraint.None).
///
/// <code>
/// // Find the closest node to this GameObject's position
/// GraphNode node = AstarPath.active.GetNearest(transform.position).node;
///
/// if (node.Walkable) {
/// // Yay, the node is walkable, we can place a tower here or something
/// }
/// </code>
///
/// See: Pathfinding.NNConstraint
/// </summary>
public NNInfo GetNearest (Vector3 position) {
return GetNearest(position, null);
}
/// <summary>
/// Returns the nearest node to a point using the specified NNConstraint.
///
/// Searches through all graphs for their nearest nodes to the specified position and picks the closest one.
/// The NNConstraint can be used to specify constraints on which nodes can be chosen such as only picking walkable nodes.
///
/// <code>
/// GraphNode node = AstarPath.active.GetNearest(transform.position, NNConstraint.Walkable).node;
/// </code>
///
/// <code>
/// var constraint = NNConstraint.None;
///
/// // Constrain the search to walkable nodes only
/// constraint.constrainWalkability = true;
/// constraint.walkable = true;
///
/// // Constrain the search to only nodes with tag 3 or tag 5
/// // The 'tags' field is a bitmask
/// constraint.constrainTags = true;
/// constraint.tags = (1 << 3) | (1 << 5);
///
/// var info = AstarPath.active.GetNearest(transform.position, constraint);
/// var node = info.node;
/// var closestPoint = info.position;
/// </code>
///
/// See: <see cref="NNConstraint"/>
/// </summary>
/// <param name="position">The point to find nodes close to</param>
/// <param name="constraint">The constraint which determines which graphs and nodes are acceptable to search on. May be null, in which case all nodes will be considered acceptable.</param>
public NNInfo GetNearest (Vector3 position, NNConstraint constraint) {
// Cache property lookups
var graphs = this.graphs;
var maxNearestNodeDistanceSqr = constraint == null || constraint.constrainDistance ? this.maxNearestNodeDistanceSqr : float.PositiveInfinity;
NNInfo nearestNode = NNInfo.Empty;
if (graphs == null || graphs.Length == 0) return nearestNode;
// Use a fast path in case there is only one graph.
// This improves performance by about 10% when there is only one graph.
if (graphs.Length == 1) {
var graph = graphs[0];
if (graph == null || (constraint != null && !constraint.SuitableGraph(0, graph))) {
return nearestNode;
}
nearestNode = graph.GetNearest(position, constraint, maxNearestNodeDistanceSqr);
UnityEngine.Assertions.Assert.IsTrue(nearestNode.node == null || nearestNode.distanceCostSqr <= maxNearestNodeDistanceSqr);
} else {
UnsafeSpan<(float, int)> distances;
unsafe {
// The number of graphs is limited to GraphNode.MaxGraphIndex (256),
// and typically there are only a few graphs, so allocating this on the stack is fine.
var distancesPtr = stackalloc (float, int)[graphs.Length];
distances = new UnsafeSpan<(float, int)>(distancesPtr, graphs.Length);
}
// Iterate through all graphs and find a lower bound on the distance to the nearest node.
// We then sort these distances and run the full get nearest search on the graphs in order of increasing distance.
// This is an optimization to avoid running the full get nearest search on graphs which are far away.
int numCandidateGraphs = 0;
for (int i = 0; i < graphs.Length; i++) {
NavGraph graph = graphs[i];
// Check if this graph should be searched
if (graph == null || (constraint != null && !constraint.SuitableGraph(i, graph))) {
continue;
}
var lowerBound = graph.NearestNodeDistanceSqrLowerBound(position, constraint);
if (lowerBound > maxNearestNodeDistanceSqr) continue;
distances[numCandidateGraphs++] = (lowerBound, i);
}
distances = distances.Slice(0, numCandidateGraphs);
distances.Sort();
for (int i = 0; i < distances.Length; i++) {
if (distances[i].Item1 > maxNearestNodeDistanceSqr) break;
var graph = graphs[distances[i].Item2];
NNInfo nnInfo = graph.GetNearest(position, constraint, maxNearestNodeDistanceSqr);
if (nnInfo.distanceCostSqr < maxNearestNodeDistanceSqr) {
maxNearestNodeDistanceSqr = nnInfo.distanceCostSqr;
nearestNode = nnInfo;
}
}
}
return nearestNode;
}
/// <summary>
/// Returns the node closest to the ray (slow).
/// Warning: This function is brute-force and very slow, use with caution
/// </summary>
public GraphNode GetNearest (Ray ray) {
if (graphs == null) return null;
float minDist = Mathf.Infinity;
GraphNode nearestNode = null;
Vector3 lineDirection = ray.direction;
Vector3 lineOrigin = ray.origin;
for (int i = 0; i < graphs.Length; i++) {
NavGraph graph = graphs[i];
graph.GetNodes(node => {
Vector3 pos = (Vector3)node.position;
Vector3 p = lineOrigin+(Vector3.Dot(pos-lineOrigin, lineDirection)*lineDirection);
float tmp = Mathf.Abs(p.x-pos.x);
tmp *= tmp;
if (tmp > minDist) return;
tmp = Mathf.Abs(p.z-pos.z);
tmp *= tmp;
if (tmp > minDist) return;
float dist = (p-pos).sqrMagnitude;
if (dist < minDist) {
minDist = dist;
nearestNode = node;
}
});
}
return nearestNode;
}
/// <summary>
/// Captures a snapshot of a part of the graphs, to allow restoring it later.
///
/// This is useful if you want to do a graph update, but you want to be able to restore the graph to the previous state.
///
/// The snapshot will capture enough information to restore the graphs, assuming the world only changed within the given bounding box.
/// This means the captured region may be larger than the bounding box.
///
/// <b>Limitations:</b>
/// - Currently, the <see cref="GridGraph"/> and <see cref="LayerGridGraph"/> supports snapshots. Other graph types do not support it.
/// - The graph must not change its dimensions or other core parameters between the time the snapshot is taken and the time it is restored.
/// - Custom node connections may not be preserved. Unless they are added as off-mesh links using e.g. a <see cref="NodeLink2"/> component.
/// - The snapshot must not be captured during a work item, graph update or when the graphs are being scanned, as the graphs may not be in a consistent state during those times.
///
/// See: <see cref="GraphUpdateUtilities.UpdateGraphsNoBlock"/>, which uses this method internally.
/// See: <see cref="NavGraph.Snapshot"/>
///
/// Note: You must dispose the returned snapshot when you are done with it, to avoid leaking memory.
/// </summary>
public GraphSnapshot Snapshot (Bounds bounds, GraphMask graphMask) {
Profiler.BeginSample("Capturing Graph Snapshot");
var inner = new List<IGraphSnapshot>();
for (int i = 0; i < graphs.Length; i++) {
if (graphs[i] != null && graphMask.Contains(i)) {
var s = graphs[i].Snapshot(bounds);
if (s != null) inner.Add(s);
}
}
Profiler.EndSample();
return new GraphSnapshot(inner);
}
/// <summary>
/// Allows you to access read-only graph data in jobs safely.
///
/// You can for example use AstarPath.active.GetNearest(...) in a job.
///
/// Using <see cref="AstarPath.StartPath"/> is always safe to use in jobs even without calling this method.
///
/// When a graph update, work item, or graph scan would start, it will first block on the given dependency
/// to ensure no race conditions occur.
///
/// If you do not call this method, then a graph update might start in the middle of your job, causing race conditions
/// and all manner of other hard-to-diagnose bugs.
///
/// <code>
/// var readLock = AstarPath.active.LockGraphDataForReading();
/// var handle = new MyJob {
/// // ...
/// }.Schedule(readLock.dependency);
/// readLock.UnlockAfter(handle);
/// </code>
///
/// See: <see cref="LockGraphDataForWriting"/>
/// See: <see cref="graphDataLock"/>
/// </summary>
public RWLock.ReadLockAsync LockGraphDataForReading() => graphDataLock.Read();
/// <summary>
/// Aquires an exclusive lock on the graph data asynchronously.
/// This is used when graphs want to modify graph data.
///
/// This is a low-level primitive, usually you do not need to use this method.
///
/// <code>
/// var readLock = AstarPath.active.LockGraphDataForReading();
/// var handle = new MyJob {
/// // ...
/// }.Schedule(readLock.dependency);
/// readLock.UnlockAfter(handle);
/// </code>
///
/// See: <see cref="LockGraphDataForReading"/>
/// See: <see cref="graphDataLock"/>
/// </summary>
public RWLock.WriteLockAsync LockGraphDataForWriting() => graphDataLock.Write();
/// <summary>
/// Aquires an exclusive lock on the graph data.
/// This is used when graphs want to modify graph data.
///
/// This is a low-level primitive, usually you do not need to use this method.
///
/// <code>
/// var readLock = AstarPath.active.LockGraphDataForReading();
/// var handle = new MyJob {
/// // ...
/// }.Schedule(readLock.dependency);
/// readLock.UnlockAfter(handle);
/// </code>
///
/// See: <see cref="LockGraphDataForReading"/>
/// See: <see cref="graphDataLock"/>
/// </summary>
public RWLock.LockSync LockGraphDataForWritingSync() => graphDataLock.WriteSync();
/// <summary>
/// Obstacle data for navmesh edges.
///
/// This can be used to get information about the edge/borders of the navmesh.
/// It can also be queried in burst jobs. Just make sure you release the read lock after you are done with it.
///
/// Note: This is not a method that you are likely to need to use.
/// It is used internally for things like local avoidance.
/// </summary>
public NavmeshEdges.NavmeshBorderData GetNavmeshBorderData(out RWLock.CombinedReadLockAsync readLock) => hierarchicalGraph.navmeshEdges.GetNavmeshEdgeData(out readLock);
}