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using UnityEngine ;
using System.Collections.Generic ;
using Pathfinding.Util ;
namespace Pathfinding {
[AddComponentMenu("Pathfinding/Modifiers/Funnel")]
[System.Serializable]
/// <summary>
/// Simplifies paths on navmesh graphs using the funnel algorithm.
/// The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it.
/// This makes paths on navmeshes look much cleaner and smoother.
/// [Open online documentation to see images]
///
/// The funnel modifier also works on grid graphs however since it only simplifies the paths within the nodes which the original path visited it may not always
/// simplify the path as much as you would like it to. The <see cref="Pathfinding.RaycastModifier"/> can be a better fit for grid graphs.
/// [Open online documentation to see images]
///
/// See: http://digestingduck.blogspot.se/2010/03/simple-stupid-funnel-algorithm.html
/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_funnel_modifier.php")]
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public class FunnelModifier : MonoModifier {
/// <summary>
/// Determines if twists and bends should be straightened out before running the funnel algorithm.
/// If the unwrap option is disabled the funnel will simply be projected onto the XZ plane.
/// If the unwrap option is enabled then the funnel may be oriented arbitrarily and may have twists and bends.
/// This makes it possible to support the funnel algorithm in XY space as well as in more complicated cases, such
/// as on curved worlds.
///
/// Note: This has a performance overhead, so if you do not need it you can disable it to improve
/// performance.
///
/// [Open online documentation to see images]
///
/// See: <see cref="Pathfinding.Funnel.Unwrap"/> for more example images.
///
/// Note: This is required if you want to use the funnel modifier for 2D games (i.e in the XY plane).
/// </summary>
public bool unwrap = true ;
/// <summary>
/// Insert a vertex every time the path crosses a portal instead of only at the corners of the path.
/// The resulting path will have exactly one vertex per portal if this is enabled.
/// This may introduce vertices with the same position in the output (esp. in corners where many portals meet).
/// [Open online documentation to see images]
/// </summary>
public bool splitAtEveryPortal ;
#if UNITY_EDITOR
[UnityEditor.MenuItem("CONTEXT/Seeker/Add Funnel Modifier")]
public static void AddComp ( UnityEditor . MenuCommand command ) {
( command . context as Component ) . gameObject . AddComponent ( typeof ( FunnelModifier ) ) ;
}
#endif
public override int Order { get { return 10 ; } }
public override void Apply ( Path p ) {
if ( p . path = = null | | p . path . Count = = 0 | | p . vectorPath = = null | | p . vectorPath . Count = = 0 ) {
return ;
}
List < Vector3 > funnelPath = ListPool < Vector3 > . Claim ( ) ;
// Split the path into different parts (separated by custom links)
// and run the funnel algorithm on each of them in turn
var parts = Funnel . SplitIntoParts ( p ) ;
if ( parts . Count = = 0 ) {
// As a really special case, it might happen that the path contained only a single node
// and that node was part of a custom link (e.g added by the NodeLink2 component).
// In that case the SplitIntoParts method will not know what to do with it because it is
// neither a link (as only 1 of the 2 nodes of the link was part of the path) nor a normal
// path part. So it will skip it. This will cause it to return an empty list.
// In that case we want to simply keep the original path, which is just a single point.
return ;
}
for ( int i = 0 ; i < parts . Count ; i + + ) {
var part = parts [ i ] ;
if ( ! part . isLink ) {
var portals = Funnel . ConstructFunnelPortals ( p . path , part ) ;
var result = Funnel . Calculate ( portals , unwrap , splitAtEveryPortal ) ;
funnelPath . AddRange ( result ) ;
ListPool < Vector3 > . Release ( ref portals . left ) ;
ListPool < Vector3 > . Release ( ref portals . right ) ;
ListPool < Vector3 > . Release ( ref result ) ;
} else {
// non-link parts will add the start/end points for the adjacent parts.
// So if there is no non-link part before this one, then we need to add the start point of the link
// and if there is no non-link part after this one, then we need to add the end point.
if ( i = = 0 | | parts [ i - 1 ] . isLink ) {
funnelPath . Add ( part . startPoint ) ;
}
if ( i = = parts . Count - 1 | | parts [ i + 1 ] . isLink ) {
funnelPath . Add ( part . endPoint ) ;
}
}
}
UnityEngine . Assertions . Assert . IsTrue ( funnelPath . Count > = 1 ) ;
ListPool < Funnel . PathPart > . Release ( ref parts ) ;
// Pool the previous vectorPath
ListPool < Vector3 > . Release ( ref p . vectorPath ) ;
p . vectorPath = funnelPath ;
}
}
}