921 lines
30 KiB
C#
921 lines
30 KiB
C#
![]() |
using System.Collections.Generic;
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using Pathfinding.Serialization;
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using UnityEngine;
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namespace Pathfinding {
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/// <summary>Node used for the GridGraph</summary>
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public class GridNode : GridNodeBase {
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public GridNode (AstarPath astar) : base(astar) {
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}
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#if !ASTAR_NO_GRID_GRAPH
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private static GridGraph[] _gridGraphs = new GridGraph[0];
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public static GridGraph GetGridGraph (uint graphIndex) { return _gridGraphs[(int)graphIndex]; }
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public static void SetGridGraph (int graphIndex, GridGraph graph) {
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if (_gridGraphs.Length <= graphIndex) {
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var gg = new GridGraph[graphIndex+1];
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for (int i = 0; i < _gridGraphs.Length; i++) gg[i] = _gridGraphs[i];
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_gridGraphs = gg;
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}
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_gridGraphs[graphIndex] = graph;
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}
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public static void ClearGridGraph (int graphIndex, GridGraph graph) {
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if (graphIndex < _gridGraphs.Length && _gridGraphs[graphIndex] == graph) {
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_gridGraphs[graphIndex] = null;
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}
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}
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/// <summary>Internal use only</summary>
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internal ushort InternalGridFlags {
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get { return gridFlags; }
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set { gridFlags = value; }
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}
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const int GridFlagsConnectionOffset = 0;
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const int GridFlagsConnectionBit0 = 1 << GridFlagsConnectionOffset;
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const int GridFlagsConnectionMask = 0xFF << GridFlagsConnectionOffset;
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const int GridFlagsEdgeNodeOffset = 10;
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const int GridFlagsEdgeNodeMask = 1 << GridFlagsEdgeNodeOffset;
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public override bool HasConnectionsToAllEightNeighbours {
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get {
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return (InternalGridFlags & GridFlagsConnectionMask) == GridFlagsConnectionMask;
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}
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}
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/// <summary>
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/// True if the node has a connection in the specified direction.
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/// The dir parameter corresponds to directions in the grid as:
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/// <code>
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/// Z
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/// |
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/// |
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///
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/// 6 2 5
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/// \ | /
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/// -- 3 - X - 1 ----- X
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/// / | \
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/// 7 0 4
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///
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/// |
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/// |
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/// </code>
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///
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/// See: SetConnectionInternal
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/// </summary>
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public override bool HasConnectionInDirection (int dir) {
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return (gridFlags >> dir & GridFlagsConnectionBit0) != 0;
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}
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/// <summary>
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/// True if the node has a connection in the specified direction.
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/// Deprecated: Use HasConnectionInDirection
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/// </summary>
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[System.Obsolete("Use HasConnectionInDirection")]
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public bool GetConnectionInternal (int dir) {
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return HasConnectionInDirection(dir);
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}
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/// <summary>
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/// Enables or disables a connection in a specified direction on the graph.
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/// See: HasConnectionInDirection
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/// </summary>
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public void SetConnectionInternal (int dir, bool value) {
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// Set bit number #dir to 1 or 0 depending on #value
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unchecked { gridFlags = (ushort)(gridFlags & ~((ushort)1 << GridFlagsConnectionOffset << dir) | (value ? (ushort)1 : (ushort)0) << GridFlagsConnectionOffset << dir); }
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AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
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}
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/// <summary>
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/// Sets the state of all grid connections.
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///
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/// See: SetConnectionInternal
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/// </summary>
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/// <param name="connections">a bitmask of the connections (bit 0 is the first connection, bit 1 the second connection, etc.).</param>
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public void SetAllConnectionInternal (int connections) {
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unchecked { gridFlags = (ushort)((gridFlags & ~GridFlagsConnectionMask) | (connections << GridFlagsConnectionOffset)); }
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AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
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}
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/// <summary>
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/// Disables all grid connections from this node.
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/// Note: Other nodes might still be able to get to this node.
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/// Therefore it is recommended to also disable the relevant connections on adjacent nodes.
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/// </summary>
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public void ResetConnectionsInternal () {
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unchecked {
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gridFlags = (ushort)(gridFlags & ~GridFlagsConnectionMask);
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}
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AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
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}
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/// <summary>
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/// Work in progress for a feature that required info about which nodes were at the border of the graph.
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/// Note: This property is not functional at the moment.
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/// </summary>
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public bool EdgeNode {
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get {
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return (gridFlags & GridFlagsEdgeNodeMask) != 0;
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}
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set {
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unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsEdgeNodeMask | (value ? GridFlagsEdgeNodeMask : 0)); }
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}
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}
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public override GridNodeBase GetNeighbourAlongDirection (int direction) {
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if (HasConnectionInDirection(direction)) {
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GridGraph gg = GetGridGraph(GraphIndex);
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return gg.nodes[NodeInGridIndex+gg.neighbourOffsets[direction]];
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}
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return null;
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}
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public override void ClearConnections (bool alsoReverse) {
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if (alsoReverse) {
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// Note: This assumes that all connections are bidirectional
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// which should hold for all grid graphs unless some custom code has been added
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for (int i = 0; i < 8; i++) {
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var other = GetNeighbourAlongDirection(i) as GridNode;
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if (other != null) {
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// Remove reverse connection. See doc for GridGraph.neighbourOffsets to see which indices are used for what.
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other.SetConnectionInternal(i < 4 ? ((i + 2) % 4) : (((i-2) % 4) + 4), false);
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}
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}
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}
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ResetConnectionsInternal();
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#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
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base.ClearConnections(alsoReverse);
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#endif
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}
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public override void GetConnections (System.Action<GraphNode> action) {
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GridGraph gg = GetGridGraph(GraphIndex);
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int[] neighbourOffsets = gg.neighbourOffsets;
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var nodes = gg.nodes;
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for (int i = 0; i < 8; i++) {
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if (HasConnectionInDirection(i)) {
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var other = nodes[NodeInGridIndex + neighbourOffsets[i]];
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if (other != null) action(other);
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}
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}
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#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
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base.GetConnections(action);
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#endif
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}
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public override Vector3 ClosestPointOnNode (Vector3 p) {
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var gg = GetGridGraph(GraphIndex);
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// Convert to graph space
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p = gg.transform.InverseTransform(p);
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// Calculate graph position of this node
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int x = NodeInGridIndex % gg.width;
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int z = NodeInGridIndex / gg.width;
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// Handle the y coordinate separately
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float y = gg.transform.InverseTransform((Vector3)position).y;
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var closestInGraphSpace = new Vector3(Mathf.Clamp(p.x, x, x+1f), y, Mathf.Clamp(p.z, z, z+1f));
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// Convert to world space
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return gg.transform.Transform(closestInGraphSpace);
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}
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public override bool GetPortal (GraphNode other, List<Vector3> left, List<Vector3> right, bool backwards) {
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if (backwards) return true;
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GridGraph gg = GetGridGraph(GraphIndex);
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int[] neighbourOffsets = gg.neighbourOffsets;
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var nodes = gg.nodes;
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for (int i = 0; i < 4; i++) {
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if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
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Vector3 middle = ((Vector3)(position + other.position))*0.5f;
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Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
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cross.Normalize();
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cross *= gg.nodeSize*0.5f;
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left.Add(middle - cross);
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right.Add(middle + cross);
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return true;
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}
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}
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for (int i = 4; i < 8; i++) {
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if (HasConnectionInDirection(i) && other == nodes[NodeInGridIndex + neighbourOffsets[i]]) {
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bool rClear = false;
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bool lClear = false;
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if (HasConnectionInDirection(i-4)) {
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var n2 = nodes[NodeInGridIndex + neighbourOffsets[i-4]];
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if (n2.Walkable && n2.HasConnectionInDirection((i-4+1)%4)) {
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rClear = true;
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}
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}
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if (HasConnectionInDirection((i-4+1)%4)) {
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var n2 = nodes[NodeInGridIndex + neighbourOffsets[(i-4+1)%4]];
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if (n2.Walkable && n2.HasConnectionInDirection(i-4)) {
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lClear = true;
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}
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}
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Vector3 middle = ((Vector3)(position + other.position))*0.5f;
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Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
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cross.Normalize();
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cross *= gg.nodeSize*1.4142f;
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left.Add(middle - (lClear ? cross : Vector3.zero));
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right.Add(middle + (rClear ? cross : Vector3.zero));
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return true;
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}
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}
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return false;
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}
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public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
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GridGraph gg = GetGridGraph(GraphIndex);
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int[] neighbourOffsets = gg.neighbourOffsets;
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var nodes = gg.nodes;
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pathNode.UpdateG(path);
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handler.heap.Add(pathNode);
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ushort pid = handler.PathID;
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var index = NodeInGridIndex;
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for (int i = 0; i < 8; i++) {
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if (HasConnectionInDirection(i)) {
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var other = nodes[index + neighbourOffsets[i]];
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PathNode otherPN = handler.GetPathNode(other);
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if (otherPN.parent == pathNode && otherPN.pathID == pid) other.UpdateRecursiveG(path, otherPN, handler);
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}
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}
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#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
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base.UpdateRecursiveG(path, pathNode, handler);
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#endif
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}
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#if ASTAR_JPS
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/*
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* Non Cyclic
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* [0] = -Y
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* [1] = +X
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* [2] = +Y
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* [3] = -X
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* [4] = -Y+X
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* [5] = +Y+X
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* [6] = +Y-X
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* [7] = -Y-X
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*
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* Cyclic
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* [0] = -X
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* [1] = -X+Y
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* [2] = +Y
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* [3] = +X+Y
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* [4] = +X
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* [5] = +X-Y
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* [6] = -Y
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* [7] = -Y-X
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*/
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static byte[] JPSForced = {
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0xFF, // Shouldn't really happen
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0,
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(1<<3),
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0,
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0,
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0,
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(1<<5),
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0
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};
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static byte[] JPSForcedDiagonal = {
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0xFF, // Shouldn't really happen
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(1<<2),
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0,
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0,
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0,
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0,
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0,
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(1<<6)
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};
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/// <summary>
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/// Permutation of the standard grid node neighbour order to put them on a clockwise cycle around the node.
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/// Enables easier math in some cases
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/// </summary>
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static int[] JPSCyclic = {
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6,
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4,
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2,
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0,
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5,
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3,
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1,
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7
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};
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/// <summary>Inverse permutation of <see cref="JPSCyclic"/></summary>
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static int[] JPSInverseCyclic = {
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3, // 0
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6, // 1
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2, // 2
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5, // 3
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1, // 4
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4, // 5
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0, // 6
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7 // 7
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};
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const int JPSNaturalStraightNeighbours = 1 << 4;
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const int JPSNaturalDiagonalNeighbours = (1 << 5) | (1 << 4) | (1 << 3);
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/// <summary>Memoization of what results to return from the Jump method.</summary>
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GridNodeBase[] JPSCache;
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/// <summary>
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/// Each byte is a bitfield where each bit indicates if direction number i should return null from the Jump method.
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/// Used as a cache.
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/// I would like to make this a ulong instead, but that could run into data races.
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/// </summary>
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byte[] JPSDead;
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ushort[] JPSLastCacheID;
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/// <summary>
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/// Executes a straight jump search.
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/// See: http://en.wikipedia.org/wiki/Jump_point_search
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/// </summary>
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static GridNodeBase JPSJumpStraight (GridNode node, Path path, PathHandler handler, int parentDir, int depth = 0) {
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GridGraph gg = GetGridGraph(node.GraphIndex);
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int[] neighbourOffsets = gg.neighbourOffsets;
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var nodes = gg.nodes;
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var origin = node;
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// Indexing into the cache arrays from multiple threads like this should cause
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// a lot of false sharing and cache trashing, but after profiling it seems
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// that this is not a major concern
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int threadID = handler.threadID;
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int threadOffset = 8*handler.threadID;
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int cyclicParentDir = JPSCyclic[parentDir];
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GridNodeBase result = null;
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// Rotate 180 degrees
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const int forwardDir = 4;
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int forwardOffset = neighbourOffsets[JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8]];
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// Move forwards in the same direction
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// until a node is encountered which we either
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// * know the result for (memoization)
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// * is a special node (flag2 set)
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// * has custom connections
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// * the node has a forced neighbour
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// Then break out of the loop
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// and start another loop which goes through the same nodes and sets the
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// memoization caches to avoid expensive calls in the future
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while (true) {
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// This is needed to make sure different threads don't overwrite each others results
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// It doesn't matter if we throw away some caching done by other threads as this will only
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// happen during the first few path requests
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if (node.JPSLastCacheID == null || node.JPSLastCacheID.Length < handler.totalThreadCount) {
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lock (node) {
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// Check again in case another thread has already created the array
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if (node.JPSLastCacheID == null || node.JPSLastCacheID.Length < handler.totalThreadCount) {
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node.JPSCache = new GridNode[8*handler.totalThreadCount];
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node.JPSDead = new byte[handler.totalThreadCount];
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node.JPSLastCacheID = new ushort[handler.totalThreadCount];
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}
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}
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}
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if (node.JPSLastCacheID[threadID] != path.pathID) {
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for (int i = 0; i < 8; i++) node.JPSCache[i + threadOffset] = null;
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node.JPSLastCacheID[threadID] = path.pathID;
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node.JPSDead[threadID] = 0;
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}
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// Cache earlier results, major optimization
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// It is important to read from it once and then return the same result,
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// if we read from it twice, we might get different results due to other threads clearing the array sometimes
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var cachedResult = node.JPSCache[parentDir + threadOffset];
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if (cachedResult != null) {
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result = cachedResult;
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break;
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}
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if (((node.JPSDead[threadID] >> parentDir)&1) != 0) return null;
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// Special node (e.g end node), take care of
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if (handler.GetPathNode(node).flag2) {
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//Debug.Log ("Found end Node!");
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//Debug.DrawRay ((Vector3)position, Vector3.up*2, Color.green);
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result = node;
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break;
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}
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#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
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// Special node which has custom connections, take care of
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if (node.connections != null && node.connections.Length > 0) {
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result = node;
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break;
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}
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#endif
|
||
|
|
||
|
|
||
|
// These are the nodes this node is connected to, one bit for each of the 8 directions
|
||
|
int noncyclic = node.gridFlags;//We don't actually need to & with this because we don't use the other bits. & 0xFF;
|
||
|
int cyclic = 0;
|
||
|
for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
|
||
|
|
||
|
|
||
|
int forced = 0;
|
||
|
// Loop around to be able to assume -X is where we came from
|
||
|
cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
|
||
|
|
||
|
//for ( int i = 0; i < 8; i++ ) if ( ((cyclic >> i)&1) == 0 ) forced |= JPSForced[i];
|
||
|
if ((cyclic & (1 << 2)) == 0) forced |= (1<<3);
|
||
|
if ((cyclic & (1 << 6)) == 0) forced |= (1<<5);
|
||
|
|
||
|
int natural = JPSNaturalStraightNeighbours;
|
||
|
|
||
|
// Check if there are any forced neighbours which we can reach that are not natural neighbours
|
||
|
//if ( ((forced & cyclic) & (~(natural & cyclic))) != 0 ) {
|
||
|
if ((forced & (~natural) & cyclic) != 0) {
|
||
|
// Some of the neighbour nodes are forced
|
||
|
result = node;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Make sure we can reach the next node
|
||
|
if ((cyclic & (1 << forwardDir)) != 0) {
|
||
|
node = nodes[node.nodeInGridIndex + forwardOffset] as GridNode;
|
||
|
|
||
|
//Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.magenta);
|
||
|
} else {
|
||
|
result = null;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (result == null) {
|
||
|
while (origin != node) {
|
||
|
origin.JPSDead[threadID] |= (byte)(1 << parentDir);
|
||
|
origin = nodes[origin.nodeInGridIndex + forwardOffset] as GridNode;
|
||
|
}
|
||
|
} else {
|
||
|
while (origin != node) {
|
||
|
origin.JPSCache[parentDir + threadOffset] = result;
|
||
|
origin = nodes[origin.nodeInGridIndex + forwardOffset] as GridNode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Executes a diagonal jump search.
|
||
|
/// See: http://en.wikipedia.org/wiki/Jump_point_search
|
||
|
/// </summary>
|
||
|
GridNodeBase JPSJumpDiagonal (Path path, PathHandler handler, int parentDir, int depth = 0) {
|
||
|
// Indexing into the cache arrays from multiple threads like this should cause
|
||
|
// a lot of false sharing and cache trashing, but after profiling it seems
|
||
|
// that this is not a major concern
|
||
|
int threadID = handler.threadID;
|
||
|
int threadOffset = 8*handler.threadID;
|
||
|
|
||
|
// This is needed to make sure different threads don't overwrite each others results
|
||
|
// It doesn't matter if we throw away some caching done by other threads as this will only
|
||
|
// happen during the first few path requests
|
||
|
if (JPSLastCacheID == null || JPSLastCacheID.Length < handler.totalThreadCount) {
|
||
|
lock (this) {
|
||
|
// Check again in case another thread has already created the array
|
||
|
if (JPSLastCacheID == null || JPSLastCacheID.Length < handler.totalThreadCount) {
|
||
|
JPSCache = new GridNode[8*handler.totalThreadCount];
|
||
|
JPSDead = new byte[handler.totalThreadCount];
|
||
|
JPSLastCacheID = new ushort[handler.totalThreadCount];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (JPSLastCacheID[threadID] != path.pathID) {
|
||
|
for (int i = 0; i < 8; i++) JPSCache[i + threadOffset] = null;
|
||
|
JPSLastCacheID[threadID] = path.pathID;
|
||
|
JPSDead[threadID] = 0;
|
||
|
}
|
||
|
|
||
|
// Cache earlier results, major optimization
|
||
|
// It is important to read from it once and then return the same result,
|
||
|
// if we read from it twice, we might get different results due to other threads clearing the array sometimes
|
||
|
var cachedResult = JPSCache[parentDir + threadOffset];
|
||
|
if (cachedResult != null) {
|
||
|
//return cachedResult;
|
||
|
}
|
||
|
|
||
|
//if ( ((JPSDead[threadID] >> parentDir)&1) != 0 ) return null;
|
||
|
|
||
|
// Special node (e.g end node), take care of
|
||
|
if (handler.GetPathNode(this).flag2) {
|
||
|
//Debug.Log ("Found end Node!");
|
||
|
//Debug.DrawRay ((Vector3)position, Vector3.up*2, Color.green);
|
||
|
JPSCache[parentDir + threadOffset] = this;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
|
||
|
// Special node which has custom connections, take care of
|
||
|
if (connections != null && connections.Length > 0) {
|
||
|
JPSCache[parentDir] = this;
|
||
|
return this;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
int noncyclic = gridFlags;//We don't actually need to & with this because we don't use the other bits. & 0xFF;
|
||
|
int cyclic = 0;
|
||
|
for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
|
||
|
|
||
|
|
||
|
int forced = 0;
|
||
|
int cyclicParentDir = JPSCyclic[parentDir];
|
||
|
// Loop around to be able to assume -X is where we came from
|
||
|
cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
|
||
|
|
||
|
int natural;
|
||
|
|
||
|
for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForcedDiagonal[i];
|
||
|
|
||
|
natural = JPSNaturalDiagonalNeighbours;
|
||
|
/*
|
||
|
* if ( ((Vector3)position - new Vector3(1.5f,0,-1.5f)).magnitude < 0.5f ) {
|
||
|
* Debug.Log (noncyclic + " " + parentDir + " " + cyclicParentDir);
|
||
|
* Debug.Log (System.Convert.ToString (cyclic, 2)+"\n"+System.Convert.ToString (noncyclic, 2)+"\n"+System.Convert.ToString (natural, 2)+"\n"+System.Convert.ToString (forced, 2));
|
||
|
* }*/
|
||
|
|
||
|
// Don't force nodes we cannot reach anyway
|
||
|
forced &= cyclic;
|
||
|
natural &= cyclic;
|
||
|
|
||
|
if ((forced & (~natural)) != 0) {
|
||
|
// Some of the neighbour nodes are forced
|
||
|
JPSCache[parentDir+threadOffset] = this;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
int forwardDir;
|
||
|
|
||
|
GridGraph gg = GetGridGraph(GraphIndex);
|
||
|
int[] neighbourOffsets = gg.neighbourOffsets;
|
||
|
var nodes = gg.nodes;
|
||
|
|
||
|
{
|
||
|
// Rotate 180 degrees - 1 node
|
||
|
forwardDir = 3;
|
||
|
if (((cyclic >> forwardDir)&1) != 0) {
|
||
|
int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
|
||
|
var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
|
||
|
|
||
|
//Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.black);
|
||
|
GridNodeBase v;
|
||
|
if (oi < 4) {
|
||
|
v = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(cyclicParentDir-1+8)%8], depth+1);
|
||
|
} else {
|
||
|
v = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(cyclicParentDir-1+8)%8], depth+1);
|
||
|
}
|
||
|
if (v != null) {
|
||
|
JPSCache[parentDir+threadOffset] = this;
|
||
|
return this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Rotate 180 degrees + 1 node
|
||
|
forwardDir = 5;
|
||
|
if (((cyclic >> forwardDir)&1) != 0) {
|
||
|
int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
|
||
|
var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
|
||
|
|
||
|
//Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.grey);
|
||
|
GridNodeBase v;
|
||
|
if (oi < 4) {
|
||
|
v = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(cyclicParentDir+1+8)%8], depth+1);
|
||
|
} else {
|
||
|
v = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(cyclicParentDir+1+8)%8], depth+1);
|
||
|
}
|
||
|
|
||
|
if (v != null) {
|
||
|
JPSCache[parentDir+threadOffset] = this;
|
||
|
return this;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Rotate 180 degrees
|
||
|
forwardDir = 4;
|
||
|
if (((cyclic >> forwardDir)&1) != 0) {
|
||
|
int oi = JPSInverseCyclic[(forwardDir + cyclicParentDir) % 8];
|
||
|
var other = nodes[nodeInGridIndex + neighbourOffsets[oi]] as GridNode;
|
||
|
|
||
|
//Debug.DrawLine ( (Vector3)position + Vector3.up*0.2f*(depth), (Vector3)other.position + Vector3.up*0.2f*(depth+1), Color.magenta);
|
||
|
|
||
|
var v = other.JPSJumpDiagonal(path, handler, parentDir, depth+1);
|
||
|
if (v != null) {
|
||
|
JPSCache[parentDir+threadOffset] = v;
|
||
|
return v;
|
||
|
}
|
||
|
}
|
||
|
JPSDead[threadID] |= (byte)(1 << parentDir);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Opens a node using Jump Point Search.
|
||
|
/// See: http://en.wikipedia.org/wiki/Jump_point_search
|
||
|
/// </summary>
|
||
|
public void JPSOpen (Path path, PathNode pathNode, PathHandler handler) {
|
||
|
GridGraph gg = GetGridGraph(GraphIndex);
|
||
|
|
||
|
int[] neighbourOffsets = gg.neighbourOffsets;
|
||
|
var nodes = gg.nodes;
|
||
|
ushort pid = handler.PathID;
|
||
|
|
||
|
int noncyclic = gridFlags & 0xFF;
|
||
|
int cyclic = 0;
|
||
|
for (int i = 0; i < 8; i++) cyclic |= ((noncyclic >> i)&0x1) << JPSCyclic[i];
|
||
|
|
||
|
var parent = pathNode.parent != null ? pathNode.parent.node as GridNode : null;
|
||
|
int parentDir = -1;
|
||
|
|
||
|
if (parent != null) {
|
||
|
int diff = parent != null ? parent.nodeInGridIndex - nodeInGridIndex : 0;
|
||
|
|
||
|
int x2 = nodeInGridIndex % gg.width;
|
||
|
int x1 = parent.nodeInGridIndex % gg.width;
|
||
|
if (diff < 0) {
|
||
|
if (x1 == x2) {
|
||
|
parentDir = 0;
|
||
|
} else if (x1 < x2) {
|
||
|
parentDir = 7;
|
||
|
} else {
|
||
|
parentDir = 4;
|
||
|
}
|
||
|
} else {
|
||
|
if (x1 == x2) {
|
||
|
parentDir = 1;
|
||
|
} else if (x1 < x2) {
|
||
|
parentDir = 6;
|
||
|
} else {
|
||
|
parentDir = 5;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
int cyclicParentDir = 0;
|
||
|
// Check for -1
|
||
|
|
||
|
int forced = 0;
|
||
|
if (parentDir != -1) {
|
||
|
cyclicParentDir = JPSCyclic[parentDir];
|
||
|
// Loop around to be able to assume -X is where we came from
|
||
|
cyclic = ((cyclic >> cyclicParentDir) | ((cyclic << 8) >> cyclicParentDir)) & 0xFF;
|
||
|
} else {
|
||
|
forced = 0xFF;
|
||
|
//parentDir = 0;
|
||
|
}
|
||
|
|
||
|
bool diagonal = parentDir >= 4;
|
||
|
int natural;
|
||
|
|
||
|
if (diagonal) {
|
||
|
for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForcedDiagonal[i];
|
||
|
|
||
|
natural = JPSNaturalDiagonalNeighbours;
|
||
|
} else {
|
||
|
for (int i = 0; i < 8; i++) if (((cyclic >> i)&1) == 0) forced |= JPSForced[i];
|
||
|
|
||
|
natural = JPSNaturalStraightNeighbours;
|
||
|
}
|
||
|
|
||
|
// Don't force nodes we cannot reach anyway
|
||
|
forced &= cyclic;
|
||
|
natural &= cyclic;
|
||
|
|
||
|
int nb = forced | natural;
|
||
|
|
||
|
|
||
|
/*if ( ((Vector3)position - new Vector3(0.5f,0,3.5f)).magnitude < 0.5f ) {
|
||
|
* Debug.Log (noncyclic + " " + parentDir + " " + cyclicParentDir);
|
||
|
* Debug.Log (System.Convert.ToString (cyclic, 2)+"\n"+System.Convert.ToString (noncyclic, 2)+"\n"+System.Convert.ToString (natural, 2)+"\n"+System.Convert.ToString (forced, 2));
|
||
|
* }*/
|
||
|
|
||
|
for (int i = 0; i < 8; i++) {
|
||
|
if (((nb >> i)&1) != 0) {
|
||
|
int oi = JPSInverseCyclic[(i + cyclicParentDir) % 8];
|
||
|
var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
|
||
|
|
||
|
#if ASTARDEBUG
|
||
|
if (((forced >> i)&1) != 0) {
|
||
|
Debug.DrawLine((Vector3)position, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f), Color.red);
|
||
|
}
|
||
|
if (((natural >> i)&1) != 0) {
|
||
|
Debug.DrawLine((Vector3)position + Vector3.up*0.2f, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f) + Vector3.up*0.2f, Color.green);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if (oi < 4) {
|
||
|
other = JPSJumpStraight(other as GridNode, path, handler, JPSInverseCyclic[(i + 4 + cyclicParentDir) % 8]);
|
||
|
} else {
|
||
|
other = (other as GridNode).JPSJumpDiagonal(path, handler, JPSInverseCyclic[(i + 4 + cyclicParentDir) % 8]);
|
||
|
}
|
||
|
|
||
|
if (other != null) {
|
||
|
//Debug.DrawLine ( (Vector3)position + Vector3.up*0.0f, (Vector3)other.position + Vector3.up*0.3f, Color.cyan);
|
||
|
//Debug.DrawRay ( (Vector3)other.position, Vector3.up, Color.cyan);
|
||
|
//GridNode other = nodes[nodeInGridIndex + neighbourOffsets[i]];
|
||
|
//if (!path.CanTraverse (other)) continue;
|
||
|
|
||
|
PathNode otherPN = handler.GetPathNode(other);
|
||
|
|
||
|
if (otherPN.pathID != pid) {
|
||
|
otherPN.parent = pathNode;
|
||
|
otherPN.pathID = pid;
|
||
|
|
||
|
otherPN.cost = (uint)(other.position - position).costMagnitude;//neighbourCosts[i];
|
||
|
|
||
|
otherPN.H = path.CalculateHScore(other);
|
||
|
otherPN.UpdateG(path);
|
||
|
|
||
|
//Debug.Log ("G " + otherPN.G + " F " + otherPN.F);
|
||
|
handler.heap.Add(otherPN);
|
||
|
//Debug.DrawRay ((Vector3)otherPN.node.Position, Vector3.up,Color.blue);
|
||
|
} else {
|
||
|
//If not we can test if the path from the current node to this one is a better one then the one already used
|
||
|
uint tmpCost = (uint)(other.position - position).costMagnitude;//neighbourCosts[i];
|
||
|
|
||
|
if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G) {
|
||
|
//Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
|
||
|
otherPN.cost = tmpCost;
|
||
|
|
||
|
otherPN.parent = pathNode;
|
||
|
|
||
|
other.UpdateRecursiveG(path, otherPN, handler);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if ASTARDEBUG
|
||
|
if (i == 0 && parentDir != -1 && this.nodeInGridIndex > 10) {
|
||
|
int oi = JPSInverseCyclic[(i + cyclicParentDir) % 8];
|
||
|
|
||
|
if (nodeInGridIndex + neighbourOffsets[oi] < 0 || nodeInGridIndex + neighbourOffsets[oi] >= nodes.Length) {
|
||
|
//Debug.LogError ("ERR: " + (nodeInGridIndex + neighbourOffsets[oi]) + " " + cyclicParentDir + " " + parentDir + " Reverted " + oi);
|
||
|
//Debug.DrawRay ((Vector3)position, Vector3.up, Color.red);
|
||
|
} else {
|
||
|
var other = nodes[nodeInGridIndex + neighbourOffsets[oi]];
|
||
|
Debug.DrawLine((Vector3)position - Vector3.up*0.2f, Vector3.Lerp((Vector3)other.position, (Vector3)position, 0.6f) - Vector3.up*0.2f, Color.blue);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
|
||
|
GridGraph gg = GetGridGraph(GraphIndex);
|
||
|
|
||
|
ushort pid = handler.PathID;
|
||
|
|
||
|
#if ASTAR_JPS
|
||
|
if (gg.useJumpPointSearch && !path.FloodingPath) {
|
||
|
JPSOpen(path, pathNode, handler);
|
||
|
} else
|
||
|
#endif
|
||
|
{
|
||
|
int[] neighbourOffsets = gg.neighbourOffsets;
|
||
|
uint[] neighbourCosts = gg.neighbourCosts;
|
||
|
GridNodeBase[] nodes = gg.nodes;
|
||
|
var index = NodeInGridIndex;
|
||
|
|
||
|
for (int i = 0; i < 8; i++) {
|
||
|
if (HasConnectionInDirection(i)) {
|
||
|
GridNodeBase other = nodes[index + neighbourOffsets[i]];
|
||
|
if (!path.CanTraverse(other)) continue;
|
||
|
|
||
|
PathNode otherPN = handler.GetPathNode(other);
|
||
|
|
||
|
uint tmpCost = neighbourCosts[i];
|
||
|
|
||
|
// Check if the other node has not yet been visited by this path
|
||
|
if (otherPN.pathID != pid) {
|
||
|
otherPN.parent = pathNode;
|
||
|
otherPN.pathID = pid;
|
||
|
|
||
|
otherPN.cost = tmpCost;
|
||
|
|
||
|
otherPN.H = path.CalculateHScore(other);
|
||
|
otherPN.UpdateG(path);
|
||
|
|
||
|
handler.heap.Add(otherPN);
|
||
|
} else {
|
||
|
// Sorry for the huge number of #ifs
|
||
|
|
||
|
//If not we can test if the path from the current node to this one is a better one then the one already used
|
||
|
|
||
|
#if ASTAR_NO_TRAVERSAL_COST
|
||
|
if (pathNode.G+tmpCost < otherPN.G)
|
||
|
#else
|
||
|
if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G)
|
||
|
#endif
|
||
|
{
|
||
|
//Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
|
||
|
otherPN.cost = tmpCost;
|
||
|
|
||
|
otherPN.parent = pathNode;
|
||
|
|
||
|
other.UpdateRecursiveG(path, otherPN, handler);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
|
||
|
base.Open(path, pathNode, handler);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
public override void SerializeNode (GraphSerializationContext ctx) {
|
||
|
base.SerializeNode(ctx);
|
||
|
ctx.SerializeInt3(position);
|
||
|
ctx.writer.Write(gridFlags);
|
||
|
}
|
||
|
|
||
|
public override void DeserializeNode (GraphSerializationContext ctx) {
|
||
|
base.DeserializeNode(ctx);
|
||
|
position = ctx.DeserializeInt3();
|
||
|
gridFlags = ctx.reader.ReadUInt16();
|
||
|
}
|
||
|
|
||
|
public override void AddConnection (GraphNode node, uint cost) {
|
||
|
// In case the node was already added as an internal grid connection,
|
||
|
// we need to remove that connection before we insert it as a custom connection.
|
||
|
// Using a custom connection is necessary because it has a custom cost.
|
||
|
if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
|
||
|
RemoveGridConnection(gn);
|
||
|
}
|
||
|
base.AddConnection(node, cost);
|
||
|
}
|
||
|
|
||
|
public override void RemoveConnection (GraphNode node) {
|
||
|
base.RemoveConnection(node);
|
||
|
// If the node is a grid node on the same graph, it might be added as an internal connection and not a custom one.
|
||
|
if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
|
||
|
RemoveGridConnection(gn);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Removes a connection from the internal grid connections.
|
||
|
/// See: SetConnectionInternal
|
||
|
/// </summary>
|
||
|
protected void RemoveGridConnection (GridNode node) {
|
||
|
var nodeIndex = NodeInGridIndex;
|
||
|
var gg = GetGridGraph(GraphIndex);
|
||
|
|
||
|
for (int i = 0; i < 8; i++) {
|
||
|
if (nodeIndex + gg.neighbourOffsets[i] == node.NodeInGridIndex && GetNeighbourAlongDirection(i) == node) {
|
||
|
SetConnectionInternal(i, false);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#else
|
||
|
public override void AddConnection (GraphNode node, uint cost) {
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
public override void ClearConnections (bool alsoReverse) {
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
public override void GetConnections (GraphNodeDelegate del) {
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
public override void RemoveConnection (GraphNode node) {
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|