OldBlueWater/BlueWater/Assets/AstarPathfindingProject/Generators/LayerGridGraphGenerator.cs

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2023-08-01 06:49:57 +00:00
#if !ASTAR_NO_GRID_GRAPH
using UnityEngine;
using System.Collections.Generic;
using Pathfinding.Serialization;
namespace Pathfinding {
/// <summary>
/// Grid Graph, supports layered worlds.
/// [Open online documentation to see images]
/// The GridGraph is great in many ways, reliable, easily configured and updatable during runtime.
/// But it lacks support for worlds which have multiple layers, such as a building with multiple floors.
/// That's where this graph type comes in. It supports basically the same stuff as the grid graph, but also multiple layers.
/// It uses a bit more memory than a regular grid graph, but is otherwise equivalent.
///
/// [Open online documentation to see images]
///
/// See: <see cref="GridGraph"/>
/// </summary>
[Pathfinding.Util.Preserve]
public class LayerGridGraph : GridGraph, IUpdatableGraph {
// This function will be called when this graph is destroyed
protected override void OnDestroy () {
base.OnDestroy();
// Clean up a reference in a static variable which otherwise should point to this graph forever and stop the GC from collecting it
RemoveGridGraphFromStatic();
}
void RemoveGridGraphFromStatic () {
LevelGridNode.SetGridGraph(active.data.GetGraphIndex(this), null);
}
/// <summary>
/// Number of layers.
/// Warning: Do not modify this variable
/// </summary>
[JsonMember]
internal int layerCount;
/// <summary>If two layered nodes are too close, they will be merged</summary>
[JsonMember]
public float mergeSpanRange = 0.5F;
/// <summary>Nodes with a short distance to the node above it will be set unwalkable</summary>
[JsonMember]
public float characterHeight = 0.4F;
internal int lastScannedWidth;
internal int lastScannedDepth;
public override bool uniformWidthDepthGrid {
get {
return false;
}
}
public override int LayerCount {
get {
return layerCount;
}
}
public override int CountNodes () {
if (nodes == null) return 0;
int counter = 0;
for (int i = 0; i < nodes.Length; i++) {
if (nodes[i] != null) counter++;
}
return counter;
}
public override void GetNodes (System.Action<GraphNode> action) {
if (nodes == null) return;
for (int i = 0; i < nodes.Length; i++) {
if (nodes[i] != null) action(nodes[i]);
}
}
protected override List<GraphNode> GetNodesInRegion (Bounds b, GraphUpdateShape shape) {
var rect = GetRectFromBounds(b);
if (nodes == null || !rect.IsValid() || nodes.Length != width*depth*layerCount) {
return Pathfinding.Util.ListPool<GraphNode>.Claim();
}
// Get a buffer we can use
var inArea = Pathfinding.Util.ListPool<GraphNode>.Claim(rect.Width*rect.Height*layerCount);
// Loop through all nodes in the rectangle
for (int l = 0; l < layerCount; l++) {
var lwd = l * width * depth;
for (int x = rect.xmin; x <= rect.xmax; x++) {
for (int z = rect.ymin; z <= rect.ymax; z++) {
int index = lwd + z*width + x;
GraphNode node = nodes[index];
// If it is contained in the bounds (and optionally the shape)
// then add it to the buffer
if (node != null && b.Contains((Vector3)node.position) && (shape == null || shape.Contains((Vector3)node.position))) {
inArea.Add(node);
}
}
}
}
return inArea;
}
public override List<GraphNode> GetNodesInRegion (IntRect rect) {
// Get a buffer we can use
var inArea = Pathfinding.Util.ListPool<GraphNode>.Claim();
// Rect which covers the whole grid
var gridRect = new IntRect(0, 0, width-1, depth-1);
// Clamp the rect to the grid
rect = IntRect.Intersection(rect, gridRect);
if (nodes == null || !rect.IsValid() || nodes.Length != width*depth*layerCount) return inArea;
for (int l = 0; l < layerCount; l++) {
var lwd = l * Width * Depth;
for (int z = rect.ymin; z <= rect.ymax; z++) {
var offset = lwd + z*Width;
for (int x = rect.xmin; x <= rect.xmax; x++) {
var node = nodes[offset + x];
if (node != null) {
inArea.Add(node);
}
}
}
}
return inArea;
}
/// <summary>
/// Get all nodes in a rectangle.
/// Returns: The number of nodes written to the buffer.
/// </summary>
/// <param name="rect">Region in which to return nodes. It will be clamped to the grid.</param>
/// <param name="buffer">Buffer in which the nodes will be stored. Should be at least as large as the number of nodes that can exist in that region.</param>
public override int GetNodesInRegion (IntRect rect, GridNodeBase[] buffer) {
// Clamp the rect to the grid
// Rect which covers the whole grid
var gridRect = new IntRect(0, 0, width-1, depth-1);
rect = IntRect.Intersection(rect, gridRect);
if (nodes == null || !rect.IsValid() || nodes.Length != width*depth*layerCount) return 0;
int counter = 0;
try {
for (int l = 0; l < layerCount; l++) {
var lwd = l * Width * Depth;
for (int z = rect.ymin; z <= rect.ymax; z++) {
var offset = lwd + z*Width;
for (int x = rect.xmin; x <= rect.xmax; x++) {
var node = nodes[offset + x];
if (node != null) {
buffer[counter] = node;
counter++;
}
}
}
}
} catch (System.IndexOutOfRangeException) {
// Catch the exception which 'buffer[counter] = node' would throw if the buffer was too small
throw new System.ArgumentException("Buffer is too small");
}
return counter;
}
/// <summary>
/// Node in the specified cell in the first layer.
/// Returns null if the coordinate is outside the grid.
///
/// <code>
/// var gg = AstarPath.active.data.gridGraph;
/// int x = 5;
/// int z = 8;
/// GridNodeBase node = gg.GetNode(x, z);
/// </code>
///
/// If you know the coordinate is inside the grid and you are looking to maximize performance then you
/// can look up the node in the internal array directly which is slightly faster.
/// See: <see cref="nodes"/>
/// </summary>
public override GridNodeBase GetNode (int x, int z) {
if (x < 0 || z < 0 || x >= width || z >= depth) return null;
return nodes[x + z*width];
}
/// <summary>
/// Node in the specified cell.
/// Returns null if the coordinate is outside the grid.
///
/// If you know the coordinate is inside the grid and you are looking to maximize performance then you
/// can look up the node in the internal array directly which is slightly faster.
/// See: <see cref="nodes"/>
/// </summary>
public GridNodeBase GetNode (int x, int z, int layer) {
if (x < 0 || z < 0 || x >= width || z >= depth || layer < 0 || layer >= layerCount) return null;
return nodes[x + z*width + layer*width*depth];
}
void IUpdatableGraph.UpdateArea (GraphUpdateObject o) {
if (nodes == null || nodes.Length != width*depth*layerCount) {
Debug.LogWarning("The Grid Graph is not scanned, cannot update area ");
//Not scanned
return;
}
IntRect originalRect, affectRect, physicsRect;
bool willChangeWalkability;
int erosion;
CalculateAffectedRegions(o, out originalRect, out affectRect, out physicsRect, out willChangeWalkability, out erosion);
bool willChangeNodeInstances = (o is LayerGridGraphUpdate && ((LayerGridGraphUpdate)o).recalculateNodes);
bool preserveExistingNodes = (o is LayerGridGraphUpdate ? ((LayerGridGraphUpdate)o).preserveExistingNodes : !o.resetPenaltyOnPhysics);
if (o.trackChangedNodes && willChangeNodeInstances) {
Debug.LogError("Cannot track changed nodes when creating or deleting nodes.\nWill not update LayerGridGraph");
return;
}
// Rect which covers the whole grid
var gridRect = new IntRect(0, 0, width-1, depth-1);
IntRect clampedRect = IntRect.Intersection(affectRect, gridRect);
// Mark nodes that might be changed
if (!willChangeNodeInstances) {
for (int x = clampedRect.xmin; x <= clampedRect.xmax; x++) {
for (int z = clampedRect.ymin; z <= clampedRect.ymax; z++) {
for (int y = 0; y < layerCount; y++) {
o.WillUpdateNode(nodes[y*width*depth + z*width+x]);
}
}
}
}
// Update Physics
if (o.updatePhysics && !o.modifyWalkability) {
collision.Initialize(transform, nodeSize);
clampedRect = IntRect.Intersection(physicsRect, gridRect);
for (int x = clampedRect.xmin; x <= clampedRect.xmax; x++) {
for (int z = clampedRect.ymin; z <= clampedRect.ymax; z++) {
RecalculateCell(x, z, !preserveExistingNodes, false);
}
}
for (int x = clampedRect.xmin; x <= clampedRect.xmax; x++) {
for (int z = clampedRect.ymin; z <= clampedRect.ymax; z++) {
CalculateConnections(x, z);
}
}
}
// Apply GUO
clampedRect = IntRect.Intersection(originalRect, gridRect);
for (int x = clampedRect.xmin; x <= clampedRect.xmax; x++) {
for (int z = clampedRect.ymin; z <= clampedRect.ymax; z++) {
for (int y = 0; y < layerCount; y++) {
int index = y*width*depth + z*width+x;
var node = nodes[index];
if (node == null) continue;
if (willChangeWalkability) {
node.Walkable = node.WalkableErosion;
if (o.bounds.Contains((Vector3)node.position)) o.Apply(node);
node.WalkableErosion = node.Walkable;
} else {
if (o.bounds.Contains((Vector3)node.position)) o.Apply(node);
}
}
}
}
// Recalculate connections
if (willChangeWalkability && erosion == 0) {
clampedRect = IntRect.Intersection(affectRect, gridRect);
for (int x = clampedRect.xmin; x <= clampedRect.xmax; x++) {
for (int z = clampedRect.ymin; z <= clampedRect.ymax; z++) {
CalculateConnections(x, z);
}
}
} else if (willChangeWalkability && erosion > 0) {
clampedRect = IntRect.Union(originalRect, physicsRect);
IntRect erosionRect1 = clampedRect.Expand(erosion);
IntRect erosionRect2 = erosionRect1.Expand(erosion);
erosionRect1 = IntRect.Intersection(erosionRect1, gridRect);
erosionRect2 = IntRect.Intersection(erosionRect2, gridRect);
/*
* all nodes inside clampedRect might have had their walkability changed
* all nodes inside erosionRect1 might get affected by erosion from clampedRect and erosionRect2
* all nodes inside erosionRect2 (but outside erosionRect1) will be reset to previous walkability
* after calculation since their erosion might not be correctly calculated (nodes outside erosionRect2 would maybe have effect)
*/
for (int x = erosionRect2.xmin; x <= erosionRect2.xmax; x++) {
for (int z = erosionRect2.ymin; z <= erosionRect2.ymax; z++) {
for (int y = 0; y < layerCount; y++) {
int index = y*width*depth + z*width+x;
var node = nodes[index];
if (node == null) continue;
bool tmp = node.Walkable;
node.Walkable = node.WalkableErosion;
if (!erosionRect1.Contains(x, z)) {
//Save the border's walkabilty data in bit 16 (will be reset later)
node.TmpWalkable = tmp;
}
}
}
}
for (int x = erosionRect2.xmin; x <= erosionRect2.xmax; x++) {
for (int z = erosionRect2.ymin; z <= erosionRect2.ymax; z++) {
CalculateConnections(x, z);
}
}
// Erode the walkable area
ErodeWalkableArea(erosionRect2.xmin, erosionRect2.ymin, erosionRect2.xmax+1, erosionRect2.ymax+1);
for (int x = erosionRect2.xmin; x <= erosionRect2.xmax; x++) {
for (int z = erosionRect2.ymin; z <= erosionRect2.ymax; z++) {
if (erosionRect1.Contains(x, z)) continue;
for (int y = 0; y < layerCount; y++) {
int index = y*width*depth + z*width+x;
var node = nodes[index];
if (node == null) continue;
// Restore temporarily stored data
node.Walkable = node.TmpWalkable;
}
}
}
// Recalculate connections of all affected nodes
for (int x = erosionRect2.xmin; x <= erosionRect2.xmax; x++) {
for (int z = erosionRect2.ymin; z <= erosionRect2.ymax; z++) {
CalculateConnections(x, z);
}
}
}
}
protected override IEnumerable<Progress> ScanInternal () {
// Not possible to have a negative node size
if (nodeSize <= 0) yield break;
UpdateTransform();
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#if !ASTAR_LARGER_GRIDS
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// This is just an artificial limit. Graphs larger than this use quite a lot of memory.
if (width > 1024 || depth > 1024) {
Debug.LogError("One of the grid's sides is longer than 1024 nodes");
yield break;
}
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#endif
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lastScannedWidth = width;
lastScannedDepth = depth;
SetUpOffsetsAndCosts();
LevelGridNode.SetGridGraph((int)graphIndex, this);
// This is also enforced in the inspector, but just in case it was set from a script we enforce it here as well
maxClimb = Mathf.Clamp(maxClimb, 0, characterHeight);
collision = collision ?? new GraphCollision();
collision.Initialize(transform, nodeSize);
int progressCounter = 0;
const int YieldEveryNNodes = 1000;
// Create an array to hold all nodes (if there is more than one layer, this array will be expanded)
layerCount = 1;
nodes = new LevelGridNode[width*depth*layerCount];
for (int z = 0; z < depth; z++) {
// Yield with a progress value at most every N nodes
if (progressCounter >= YieldEveryNNodes) {
progressCounter = 0;
yield return new Progress(Mathf.Lerp(0.0f, 0.8f, z/(float)depth), "Creating nodes");
}
progressCounter += width;
for (int x = 0; x < width; x++) {
RecalculateCell(x, z);
}
}
for (int z = 0; z < depth; z++) {
// Yield with a progress value at most every N nodes
if (progressCounter >= YieldEveryNNodes) {
progressCounter = 0;
yield return new Progress(Mathf.Lerp(0.8f, 0.9f, z/(float)depth), "Calculating connections");
}
progressCounter += width;
for (int x = 0; x < width; x++) {
CalculateConnections(x, z);
}
}
yield return new Progress(0.95f, "Calculating Erosion");
for (int i = 0; i < nodes.Length; i++) {
var node = nodes[i] as LevelGridNode;
if (node == null) continue;
// Set the node to be unwalkable if it hasn't got any connections
if (!node.HasAnyGridConnections()) {
node.Walkable = false;
node.WalkableErosion = node.Walkable;
}
}
ErodeWalkableArea();
}
/// <summary>Struct returned by <see cref="SampleHeights"/></summary>
protected struct HeightSample {
public Vector3 position;
public RaycastHit hit;
public float height;
public bool walkable;
}
/// <summary>Sorts RaycastHits by distance</summary>
class HitComparer : IComparer<RaycastHit> {
public int Compare (RaycastHit a, RaycastHit b) {
return a.distance.CompareTo(b.distance);
}
}
/// <summary>Sorts RaycastHits by distance</summary>
static readonly HitComparer comparer = new HitComparer();
/// <summary>Internal buffer used by <see cref="SampleHeights"/></summary>
static HeightSample[] heightSampleBuffer = new HeightSample[4];
/// <summary>
/// Fires a ray from the sky and returns a sample for everything it hits.
/// The samples are ordered from the ground up.
/// Samples that are close together are merged (see <see cref="Pathfinding.LayerGridGraph.mergeSpanRange)"/>.
///
/// Warning: The returned array is ephermal. It will be invalidated when this method is called again.
/// If you need persistent results you should copy it.
///
/// The returned array may be larger than the actual number of hits, the numHits out parameter indicates how many hits there actually were.
///
/// See: GraphCollision.
/// </summary>
protected static HeightSample[] SampleHeights (GraphCollision collision, float mergeSpanRange, Vector3 position, out int numHits) {
int raycastHits;
var hits = collision.CheckHeightAll(position, out raycastHits);
// Sort by distance in increasing order (so hits are ordered from highest y coordinate to lowest)
System.Array.Sort(hits, 0, raycastHits, comparer);
if (raycastHits > heightSampleBuffer.Length) heightSampleBuffer = new HeightSample[Mathf.Max(heightSampleBuffer.Length*2, raycastHits)];
var buffer = heightSampleBuffer;
if (raycastHits == 0) {
buffer[0] = new HeightSample {
position = position,
height = float.PositiveInfinity,
walkable = !collision.unwalkableWhenNoGround && collision.Check(position),
};
numHits = 1;
return buffer;
} else {
int dstIndex = 0;
for (int i = raycastHits - 1; i >= 0; i--) {
// Merge together collider hits which are very close to each other
if (i > 0 && hits[i].distance - hits[i-1].distance <= mergeSpanRange) i--;
buffer[dstIndex] = new HeightSample {
position = hits[i].point,
hit = hits[i],
walkable = collision.Check(hits[i].point),
height = i > 0 ? hits[i].distance - hits[i-1].distance : float.PositiveInfinity,
};
dstIndex++;
}
numHits = dstIndex;
return buffer;
}
}
/// <summary>
/// Recalculates single cell.
///
/// For a layered grid graph this will recalculate all nodes at a specific (x,z) coordinate in the grid.
/// For grid graphs this will simply recalculate the single node at those coordinates.
///
/// Note: This must only be called when it is safe to update nodes.
/// For example when scanning the graph or during a graph update.
///
/// Note: This will not recalculate any connections as this method is often run for several adjacent nodes at a time.
/// After you have recalculated all the nodes you will have to recalculate the connections for the changed nodes
/// as well as their neighbours.
/// See: CalculateConnections
/// </summary>
/// <param name="x">X coordinate of the cell</param>
/// <param name="z">Z coordinate of the cell</param>
/// <param name="resetPenalties">If true, the penalty of the nodes will be reset to the initial value as if the graph had just been scanned.</param>
/// <param name="resetTags">If true, the penalty will be reset to zero (the default tag).</param>
public override void RecalculateCell (int x, int z, bool resetPenalties = true, bool resetTags = true) {
// Cosine of the maximum slope angle
float cosAngle = Mathf.Cos(maxSlope*Mathf.Deg2Rad);
// Get samples of points when firing a ray from the sky down towards the ground
// The cell sampler handles some nice things like merging spans that are really close together
int numHeightSamples;
var heightSamples = SampleHeights(collision, mergeSpanRange, transform.Transform(new Vector3(x+0.5F, 0, z+0.5F)), out numHeightSamples);
if (numHeightSamples > layerCount) {
if (numHeightSamples > LevelGridNode.MaxLayerCount) {
Debug.LogError("Too many layers, a maximum of " + LevelGridNode.MaxLayerCount + " are allowed (required " + numHeightSamples + ")");
return;
}
AddLayers(numHeightSamples - layerCount);
}
int layerIndex = 0;
for (; layerIndex < numHeightSamples; layerIndex++) {
var sample = heightSamples[layerIndex];
var index = z*width+x + width*depth*layerIndex;
var node = nodes[index] as LevelGridNode;
bool isNewNode = node == null;
if (isNewNode) {
// Destroy previous node
if (nodes[index] != null) {
nodes[index].Destroy();
}
// Create a new node
node = new LevelGridNode(active);
nodes[index] = node;
node.NodeInGridIndex = z*width+x;
node.LayerCoordinateInGrid = layerIndex;
node.GraphIndex = graphIndex;
}
#if ASTAR_SET_LEVELGRIDNODE_HEIGHT
node.height = sample.height;
#endif
node.position = (Int3)sample.position;
node.Walkable = sample.walkable;
node.WalkableErosion = node.Walkable;
if (isNewNode || resetPenalties) {
node.Penalty = initialPenalty;
if (penaltyPosition) {
node.Penalty += (uint)Mathf.RoundToInt((node.position.y-penaltyPositionOffset)*penaltyPositionFactor);
}
}
if (isNewNode || resetTags) {
node.Tag = 0;
}
// Adjust penalty based on the surface slope
if (sample.hit.normal != Vector3.zero && (penaltyAngle || cosAngle > 0.0001f)) {
// Take the dot product to find out the cosinus of the angle it has (faster than Vector3.Angle)
float angle = Vector3.Dot(sample.hit.normal.normalized, collision.up);
// Add penalty based on normal
if (resetTags && penaltyAngle) {
node.Penalty += (uint)Mathf.RoundToInt((1F-angle)*penaltyAngleFactor);
}
// Check if the slope is flat enough to stand on
if (angle < cosAngle) {
node.Walkable = false;
}
}
if (sample.height < characterHeight) {
node.Walkable = false;
}
node.WalkableErosion = node.Walkable;
}
// Clear unused nodes
for (; layerIndex < layerCount; layerIndex++) {
var index = z*width+x + width*depth*layerIndex;
if (nodes[index] != null) nodes[index].Destroy();
nodes[index] = null;
}
}
/// <summary>Increases the capacity of the nodes array to hold more layers</summary>
void AddLayers (int count) {
int newLayerCount = layerCount + count;
if (newLayerCount > LevelGridNode.MaxLayerCount) {
Debug.LogError("Too many layers, a maximum of " + LevelGridNode.MaxLayerCount + " are allowed (required "+newLayerCount+")");
return;
}
GridNodeBase[] tmp = nodes;
nodes = new GridNodeBase[width*depth*newLayerCount];
tmp.CopyTo(nodes, 0);
layerCount = newLayerCount;
}
protected override bool ErosionAnyFalseConnections (GraphNode baseNode) {
var node = baseNode as LevelGridNode;
if (neighbours == NumNeighbours.Six) {
// Check the 6 hexagonal connections
for (int i = 0; i < 6; i++) {
if (!node.HasConnectionInDirection(hexagonNeighbourIndices[i])) {
return true;
}
}
} else {
// Check the four axis aligned connections
for (int i = 0; i < 4; i++) {
if (!node.HasConnectionInDirection(i)) {
return true;
}
}
}
return false;
}
public override void CalculateConnections (GridNodeBase baseNode) {
var node = baseNode as LevelGridNode;
CalculateConnections(node.XCoordinateInGrid, node.ZCoordinateInGrid, node.LayerCoordinateInGrid);
}
/// <summary>
/// Calculates the layered grid graph connections for a single node.
/// Deprecated: Use CalculateConnections(x,z,layerIndex) or CalculateConnections(node) instead
/// </summary>
[System.Obsolete("Use CalculateConnections(x,z,layerIndex) or CalculateConnections(node) instead")]
public void CalculateConnections (int x, int z, int layerIndex, LevelGridNode node) {
CalculateConnections(x, z, layerIndex);
}
/// <summary>Calculates connections for all nodes in a cell (there may be multiple layers of nodes)</summary>
public override void CalculateConnections (int x, int z) {
for (int i = 0; i < layerCount; i++) {
CalculateConnections(x, z, i);
}
}
/// <summary>Calculates the layered grid graph connections for a single node</summary>
public void CalculateConnections (int x, int z, int layerIndex) {
var node = nodes[z*width+x + width*depth*layerIndex] as LevelGridNode;
if (node == null) return;
node.ResetAllGridConnections();
if (!node.Walkable) {
return;
}
var nodePos = (Vector3)node.position;
var up = transform.WorldUpAtGraphPosition(nodePos);
var ourY = Vector3.Dot(nodePos, up);
float height;
if (layerIndex == layerCount-1 || nodes[node.NodeInGridIndex + width*depth*(layerIndex+1)] == null) {
height = float.PositiveInfinity;
} else {
height = System.Math.Abs(ourY - Vector3.Dot((Vector3)nodes[node.NodeInGridIndex+width*depth*(layerIndex+1)].position, up));
}
for (int dir = 0; dir < 4; dir++) {
int nx = x + neighbourXOffsets[dir];
int nz = z + neighbourZOffsets[dir];
// Check for out-of-bounds
if (nx < 0 || nz < 0 || nx >= width || nz >= depth) {
continue;
}
// Calculate new index
int nIndex = nz*width+nx;
int conn = LevelGridNode.NoConnection;
for (int i = 0; i < layerCount; i++) {
GraphNode other = nodes[nIndex + width*depth*i];
if (other != null && other.Walkable) {
float otherHeight;
var otherY = Vector3.Dot((Vector3)other.position, up);
// Is there a node above this one
if (i == layerCount-1 || nodes[nIndex+width*depth*(i+1)] == null) {
otherHeight = float.PositiveInfinity;
} else {
otherHeight = System.Math.Abs(otherY - Vector3.Dot((Vector3)nodes[nIndex+width*depth*(i+1)].position, up));
}
float bottom = Mathf.Max(otherY, ourY);
float top = Mathf.Min(otherY+otherHeight, ourY+height);
float dist = top-bottom;
if (dist >= characterHeight && Mathf.Abs(otherY - ourY) <= maxClimb) {
conn = i;
}
}
}
node.SetConnectionValue(dir, conn);
}
}
public override NNInfoInternal GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) {
if (nodes == null || depth*width*layerCount != nodes.Length) {
//Debug.LogError ("NavGraph hasn't been generated yet");
return new NNInfoInternal();
}
var graphPosition = transform.InverseTransform(position);
float xf = graphPosition.x;
float zf = graphPosition.z;
int x = Mathf.Clamp((int)xf, 0, width-1);
int z = Mathf.Clamp((int)zf, 0, depth-1);
var minNode = GetNearestNode(position, x, z, null);
var nn = new NNInfoInternal(minNode);
float y = transform.InverseTransform((Vector3)minNode.position).y;
nn.clampedPosition = transform.Transform(new Vector3(Mathf.Clamp(xf, x, x+1f), y, Mathf.Clamp(zf, z, z+1f)));
return nn;
}
protected override GridNodeBase GetNearestFromGraphSpace (Vector3 positionGraphSpace) {
if (nodes == null || depth*width*layerCount != nodes.Length) {
return null;
}
float xf = positionGraphSpace.x;
float zf = positionGraphSpace.z;
int x = Mathf.Clamp((int)xf, 0, width-1);
int z = Mathf.Clamp((int)zf, 0, depth-1);
var worldPos = transform.Transform(positionGraphSpace);
return GetNearestNode(worldPos, x, z, null);
}
private GridNodeBase GetNearestNode (Vector3 position, int x, int z, NNConstraint constraint) {
int index = width*z+x;
float minDist = float.PositiveInfinity;
GridNodeBase minNode = null;
for (int i = 0; i < layerCount; i++) {
var node = nodes[index + width*depth*i];
if (node != null) {
float dist = ((Vector3)node.position - position).sqrMagnitude;
if (dist < minDist && (constraint == null || constraint.Suitable(node))) {
minDist = dist;
minNode = node;
}
}
}
return minNode;
}
/// <summary>
/// Returns if node is connected to it's neighbour in the specified direction.
/// Deprecated: Use node.HasConnectionInDirection instead
/// </summary>
[System.Obsolete("Use node.HasConnectionInDirection instead")]
public static bool CheckConnection (LevelGridNode node, int dir) {
return node.HasConnectionInDirection(dir);
}
protected override void SerializeExtraInfo (GraphSerializationContext ctx) {
if (nodes == null) {
ctx.writer.Write(-1);
return;
}
ctx.writer.Write(nodes.Length);
for (int i = 0; i < nodes.Length; i++) {
if (nodes[i] == null) {
ctx.writer.Write(-1);
} else {
ctx.writer.Write(0);
nodes[i].SerializeNode(ctx);
}
}
}
protected override void DeserializeExtraInfo (GraphSerializationContext ctx) {
int count = ctx.reader.ReadInt32();
if (count == -1) {
nodes = null;
return;
}
nodes = new LevelGridNode[count];
for (int i = 0; i < nodes.Length; i++) {
if (ctx.reader.ReadInt32() != -1) {
nodes[i] = new LevelGridNode(active);
nodes[i].DeserializeNode(ctx);
} else {
nodes[i] = null;
}
}
}
protected override void PostDeserialization (GraphSerializationContext ctx) {
UpdateTransform();
lastScannedWidth = width;
lastScannedDepth = depth;
SetUpOffsetsAndCosts();
LevelGridNode.SetGridGraph((int)graphIndex, this);
if (nodes == null || nodes.Length == 0) return;
if (width*depth*layerCount != nodes.Length) {
Debug.LogError("Node data did not match with bounds data. Probably a change to the bounds/width/depth data was made after scanning the graph just prior to saving it. Nodes will be discarded");
nodes = new LevelGridNode[0];
return;
}
for (int i = 0; i < layerCount; i++) {
for (int z = 0; z < depth; z++) {
for (int x = 0; x < width; x++) {
var node = nodes[z*width+x + width*depth*i] as LevelGridNode;
if (node == null) {
continue;
}
node.NodeInGridIndex = z*width+x;
node.LayerCoordinateInGrid = i;
}
}
}
}
}
/// <summary>
/// Describes a single node for the LayerGridGraph.
/// Works almost the same as a grid node, except that it also stores to which layer the connections go to
/// </summary>
public class LevelGridNode : GridNodeBase {
public LevelGridNode (AstarPath astar) : base(astar) {
}
private static LayerGridGraph[] _gridGraphs = new LayerGridGraph[0];
public static LayerGridGraph GetGridGraph (uint graphIndex) { return _gridGraphs[(int)graphIndex]; }
public static void SetGridGraph (int graphIndex, LayerGridGraph graph) {
// LayeredGridGraphs also show up in the grid graph list
// This is required by e.g the XCoordinateInGrid properties
GridNode.SetGridGraph(graphIndex, graph);
if (_gridGraphs.Length <= graphIndex) {
var newGraphs = new LayerGridGraph[graphIndex+1];
for (int i = 0; i < _gridGraphs.Length; i++) newGraphs[i] = _gridGraphs[i];
_gridGraphs = newGraphs;
}
_gridGraphs[graphIndex] = graph;
}
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
public uint gridConnections;
#else
public ulong gridConnections;
#endif
#if ASTAR_SET_LEVELGRIDNODE_HEIGHT
public float height;
#endif
protected static LayerGridGraph[] gridGraphs;
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
public const int NoConnection = 0xF;
private const int ConnectionMask = 0xF;
private const int ConnectionStride = 4;
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internal const int AxisAlignedConnectionsMask = 0xFFFF;
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#else
public const int NoConnection = 0xFF;
public const int ConnectionMask = 0xFF;
private const int ConnectionStride = 8;
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internal const ulong AxisAlignedConnectionsMask = 0xFFFFFFFF;
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#endif
public const int MaxLayerCount = ConnectionMask;
/// <summary>Removes all grid connections from this node</summary>
public void ResetAllGridConnections () {
unchecked {
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
gridConnections = (uint)-1;
#else
gridConnections = (ulong)-1;
#endif
}
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>Does this node have any grid connections</summary>
public bool HasAnyGridConnections () {
unchecked {
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
return gridConnections != (uint)-1;
#else
return gridConnections != (ulong)-1;
#endif
}
}
public override bool HasConnectionsToAllEightNeighbours {
get {
// Layered grid graphs only support 4 neighbours
return false;
}
}
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public override bool HasConnectionsToAllAxisAlignedNeighbours {
get {
return (gridConnections & AxisAlignedConnectionsMask) == AxisAlignedConnectionsMask;
}
}
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/// <summary>
/// Layer coordinate of the node in the grid.
/// If there are multiple nodes in the same (x,z) cell, then they will be stored in different layers.
/// Together with NodeInGridIndex, you can look up the node in the nodes array
/// <code>
/// int index = node.NodeInGridIndex + node.LayerCoordinateInGrid * graph.width * graph.depth;
/// Assert(node == graph.nodes[index]);
/// </code>
///
/// See: XCoordInGrid
/// See: ZCoordInGrid
/// See: NodeInGridIndex
/// </summary>
public int LayerCoordinateInGrid { get { return nodeInGridIndex >> NodeInGridIndexLayerOffset; } set { nodeInGridIndex = (nodeInGridIndex & NodeInGridIndexMask) | (value << NodeInGridIndexLayerOffset); } }
public void SetPosition (Int3 position) {
this.position = position;
}
public override int GetGizmoHashCode () {
return base.GetGizmoHashCode() ^ (int)(805306457UL * gridConnections);
}
public override GridNodeBase GetNeighbourAlongDirection (int direction) {
int conn = GetConnectionValue(direction);
if (conn != NoConnection) {
LayerGridGraph graph = GetGridGraph(GraphIndex);
return graph.nodes[NodeInGridIndex+graph.neighbourOffsets[direction] + graph.lastScannedWidth*graph.lastScannedDepth*conn];
}
return null;
}
public override void ClearConnections (bool alsoReverse) {
if (alsoReverse) {
LayerGridGraph graph = GetGridGraph(GraphIndex);
int[] neighbourOffsets = graph.neighbourOffsets;
GridNodeBase[] nodes = graph.nodes;
for (int i = 0; i < 4; i++) {
int conn = GetConnectionValue(i);
if (conn != LevelGridNode.NoConnection) {
LevelGridNode other = nodes[NodeInGridIndex+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn] as LevelGridNode;
if (other != null) {
// Remove reverse connection
other.SetConnectionValue((i + 2) % 4, NoConnection);
}
}
}
}
ResetAllGridConnections();
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.ClearConnections(alsoReverse);
#endif
}
public override void GetConnections (System.Action<GraphNode> action) {
LayerGridGraph graph = GetGridGraph(GraphIndex);
int[] neighbourOffsets = graph.neighbourOffsets;
GridNodeBase[] nodes = graph.nodes;
int index = NodeInGridIndex;
for (int i = 0; i < 4; i++) {
int conn = GetConnectionValue(i);
if (conn != LevelGridNode.NoConnection) {
GraphNode other = nodes[index+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn];
if (other != null) action(other);
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.GetConnections(action);
#endif
}
/// <summary>
/// Is there a grid connection in that direction.
///
/// Deprecated: Use <see cref="HasConnectionInDirection"/> instead
/// </summary>
[System.Obsolete("Use HasConnectionInDirection instead")]
public bool GetConnection (int i) {
return ((gridConnections >> i*ConnectionStride) & ConnectionMask) != NoConnection;
}
public override bool HasConnectionInDirection (int direction) {
return ((gridConnections >> direction*ConnectionStride) & ConnectionMask) != NoConnection;
}
/// <summary>Set which layer a grid connection goes to.</summary>
/// <param name="dir">Direction for the connection.</param>
/// <param name="value">The layer of the connected node or #NoConnection if there should be no connection in that direction.</param>
public void SetConnectionValue (int dir, int value) {
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
gridConnections = gridConnections & ~(((uint)NoConnection << dir*ConnectionStride)) | ((uint)value << dir*ConnectionStride);
#else
gridConnections = gridConnections & ~(((ulong)NoConnection << dir*ConnectionStride)) | ((ulong)value << dir*ConnectionStride);
#endif
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Which layer a grid connection goes to.
/// Returns: The layer of the connected node or <see cref="NoConnection"/> if there is no connection in that direction.
/// </summary>
/// <param name="dir">Direction for the connection.</param>
public int GetConnectionValue (int dir) {
return (int)((gridConnections >> dir*ConnectionStride) & ConnectionMask);
}
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 LevelGridNode 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 LevelGridNode gn && gn.GraphIndex == GraphIndex) {
RemoveGridConnection(gn);
}
}
/// <summary>
/// Removes a connection from the internal grid connections, not the list of custom connections.
/// See: SetConnectionValue
/// </summary>
protected void RemoveGridConnection (LevelGridNode 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) {
SetConnectionValue(i, NoConnection);
break;
}
}
}
public override bool GetPortal (GraphNode other, List<Vector3> left, List<Vector3> right, bool backwards) {
if (backwards) return true;
LayerGridGraph graph = GetGridGraph(GraphIndex);
int[] neighbourOffsets = graph.neighbourOffsets;
GridNodeBase[] nodes = graph.nodes;
int index = NodeInGridIndex;
for (int i = 0; i < 4; i++) {
int conn = GetConnectionValue(i);
if (conn != LevelGridNode.NoConnection) {
if (other == nodes[index+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn]) {
Vector3 middle = ((Vector3)(position + other.position))*0.5f;
Vector3 cross = Vector3.Cross(graph.collision.up, (Vector3)(other.position-position));
cross.Normalize();
cross *= graph.nodeSize*0.5f;
left.Add(middle - cross);
right.Add(middle + cross);
return true;
}
}
}
return false;
}
public override void UpdateRecursiveG (Path path, PathNode pathNode, PathHandler handler) {
handler.heap.Add(pathNode);
pathNode.UpdateG(path);
LayerGridGraph graph = GetGridGraph(GraphIndex);
int[] neighbourOffsets = graph.neighbourOffsets;
GridNodeBase[] nodes = graph.nodes;
int index = NodeInGridIndex;
for (int i = 0; i < 4; i++) {
int conn = GetConnectionValue(i);
if (conn != LevelGridNode.NoConnection) {
var other = nodes[index+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn];
PathNode otherPN = handler.GetPathNode(other);
if (otherPN != null && otherPN.parent == pathNode && otherPN.pathID == handler.PathID) {
other.UpdateRecursiveG(path, otherPN, handler);
}
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.UpdateRecursiveG(path, pathNode, handler);
#endif
}
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
LayerGridGraph graph = GetGridGraph(GraphIndex);
int[] neighbourOffsets = graph.neighbourOffsets;
uint[] neighbourCosts = graph.neighbourCosts;
GridNodeBase[] nodes = graph.nodes;
int index = NodeInGridIndex;
for (int i = 0; i < 4; i++) {
int conn = GetConnectionValue(i);
if (conn != LevelGridNode.NoConnection) {
GraphNode other = nodes[index+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn];
if (!path.CanTraverse(other)) {
continue;
}
PathNode otherPN = handler.GetPathNode(other);
if (otherPN.pathID != handler.PathID) {
otherPN.parent = pathNode;
otherPN.pathID = handler.PathID;
otherPN.cost = neighbourCosts[i];
otherPN.H = path.CalculateHScore(other);
otherPN.UpdateG(path);
handler.heap.Add(otherPN);
} 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 = neighbourCosts[i];
#if ASTAR_NO_TRAVERSAL_COST
if (pathNode.G + tmpCost < otherPN.G)
#else
if (pathNode.G + tmpCost + path.GetTraversalCost(other) < otherPN.G)
#endif
{
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 Vector3 ClosestPointOnNode (Vector3 p) {
var gg = GetGridGraph(GraphIndex);
// Convert to graph space
p = gg.transform.InverseTransform(p);
// Calculate graph position of this node
int x = this.XCoordinateInGrid;
int z = this.ZCoordinateInGrid;
// Handle the y coordinate separately
float y = gg.transform.InverseTransform((Vector3)position).y;
var closestInGraphSpace = new Vector3(Mathf.Clamp(p.x, x, x+1f), y, Mathf.Clamp(p.z, z, z+1f));
// Convert to world space
return gg.transform.Transform(closestInGraphSpace);
}
public override void SerializeNode (GraphSerializationContext ctx) {
base.SerializeNode(ctx);
ctx.SerializeInt3(position);
ctx.writer.Write(gridFlags);
// gridConnections are now always serialized as 64 bits for easier compatibility handling
ctx.writer.Write((ulong)gridConnections);
}
public override void DeserializeNode (GraphSerializationContext ctx) {
base.DeserializeNode(ctx);
position = ctx.DeserializeInt3();
gridFlags = ctx.reader.ReadUInt16();
if (ctx.meta.version < AstarSerializer.V3_9_0) {
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
// Set the upper 16 bits for compatibility
gridConnections = ctx.reader.ReadUInt16() | 0xFFFF0000U;
#else
// Set the upper 32 bits for compatibility
gridConnections = ctx.reader.ReadUInt32() | 0xFFFFFFFF00000000UL;
#endif
} else {
#if ASTAR_LEVELGRIDNODE_FEW_LAYERS
gridConnections = (uint)ctx.reader.ReadUInt64();
#else
gridConnections = ctx.reader.ReadUInt64();
#endif
}
}
}
/// <summary>
/// GraphUpdateObject with more settings for the LayerGridGraph.
/// See: Pathfinding.GraphUpdateObject
/// See: Pathfinding.LayerGridGraph
/// </summary>
public class LayerGridGraphUpdate : GraphUpdateObject {
/// <summary>Recalculate nodes in the graph. Nodes might be created, moved or destroyed depending on how the world has changed.</summary>
public bool recalculateNodes;
/// <summary>If true, nodes will be reused. This can be used to preserve e.g penalty values when recalculating</summary>
public bool preserveExistingNodes = true;
}
}
#endif