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using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Adds new geometry to a recast graph.
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///
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/// This component will add new geometry to a recast graph similar
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/// to how a NavmeshCut component removes it.
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///
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/// There are quite a few limitations to this component though.
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/// This navmesh geometry will not be connected to the rest of the navmesh
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/// in the same tile unless very exactly positioned so that the
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/// triangles line up exactly.
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/// It will be connected to neighbouring tiles if positioned so that
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/// it lines up with the tile border.
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///
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/// This component has a few very specific use-cases.
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/// For example if you have a tiled recast graph
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/// this component could be used to add bridges
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/// in that world.
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/// You would create a NavmeshCut object cutting out a hole for the bridge.
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/// then add a NavmeshAdd object which fills that space.
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/// Make sure NavmeshCut.CutsAddedGeom is disabled on the NavmeshCut, otherwise it will
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/// cut away the NavmeshAdd object.
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/// Then you can add links between the added geometry and the rest of the world, preferably using NodeLink3.
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/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_navmesh_add.php")]
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public class NavmeshAdd : NavmeshClipper {
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public enum MeshType {
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Rectangle,
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CustomMesh
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}
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public MeshType type;
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/// <summary>
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/// Custom mesh to use.
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/// The contour(s) of the mesh will be extracted.
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/// If you get the "max perturbations" error when cutting with this, check the normals on the mesh.
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/// They should all point in the same direction. Try flipping them if that does not help.
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/// </summary>
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public Mesh mesh;
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/// <summary>Cached vertices</summary>
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Vector3[] verts;
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/// <summary>Cached triangles</summary>
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int[] tris;
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/// <summary>Size of the rectangle</summary>
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public Vector2 rectangleSize = new Vector2(1, 1);
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public float meshScale = 1;
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public Vector3 center;
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/// <summary>
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/// Includes rotation and scale in calculations.
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/// This is slower since a lot more matrix multiplications are needed but gives more flexibility.
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/// </summary>
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[UnityEngine.Serialization.FormerlySerializedAsAttribute("useRotation")]
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public bool useRotationAndScale;
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/// <summary>
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/// Distance between positions to require an update of the navmesh.
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/// A smaller distance gives better accuracy, but requires more updates when moving the object over time,
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/// so it is often slower.
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/// </summary>
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[Tooltip("Distance between positions to require an update of the navmesh\nA smaller distance gives better accuracy, but requires more updates when moving the object over time, so it is often slower.")]
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public float updateDistance = 0.4f;
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/// <summary>
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/// How many degrees rotation that is required for an update to the navmesh.
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/// Should be between 0 and 180.
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/// </summary>
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[Tooltip("How many degrees rotation that is required for an update to the navmesh. Should be between 0 and 180.")]
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public float updateRotationDistance = 10;
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/// <summary>cached transform component</summary>
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protected Transform tr;
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Vector3 lastPosition;
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Quaternion lastRotation;
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/// <summary>
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/// Returns true if this object has moved so much that it requires an update.
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/// When an update to the navmesh has been done, call NotifyUpdated to be able to get
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/// relavant output from this method again.
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/// </summary>
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public override bool RequiresUpdate () {
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return (tr.position-lastPosition).sqrMagnitude > updateDistance*updateDistance || (useRotationAndScale && (Quaternion.Angle(lastRotation, tr.rotation) > updateRotationDistance));
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}
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/// <summary>
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/// Forces this navmesh add to update the navmesh.
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///
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/// This update is not instant, it is done the next time it is checked if it needs updating.
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/// See: <see cref="Pathfinding.NavmeshUpdates.updateInterval"/>
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/// See: <see cref="Pathfinding.NavmeshUpdates.ForceUpdate()"/>
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/// </summary>
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public override void ForceUpdate () {
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lastPosition = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
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}
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public override void OnSyncLoad()
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{
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base.OnSyncLoad();
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tr = transform;
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}
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/// <summary>Internal method to notify the NavmeshAdd that it has just been used to update the navmesh</summary>
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internal override void NotifyUpdated () {
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lastPosition = tr.position;
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if (useRotationAndScale) {
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lastRotation = tr.rotation;
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}
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}
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public Vector3 Center {
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get {
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return tr.position + (useRotationAndScale ? tr.TransformPoint(center) : center);
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}
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}
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[ContextMenu("Rebuild Mesh")]
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public void RebuildMesh () {
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if (type == MeshType.CustomMesh) {
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if (mesh == null) {
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verts = null;
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tris = null;
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} else {
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verts = mesh.vertices;
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tris = mesh.triangles;
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}
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} else { // Rectangle
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if (verts == null || verts.Length != 4 || tris == null || tris.Length != 6) {
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verts = new Vector3[4];
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tris = new int[6];
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}
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tris[0] = 0;
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tris[1] = 1;
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tris[2] = 2;
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tris[3] = 0;
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tris[4] = 2;
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tris[5] = 3;
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verts[0] = new Vector3(-rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
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verts[1] = new Vector3(rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
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verts[2] = new Vector3(rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
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verts[3] = new Vector3(-rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
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}
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}
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/// <summary>
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/// Bounds in XZ space after transforming using the *inverse* transform of the inverseTransform parameter.
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/// The transformation will typically transform the vertices to graph space and this is used to
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/// figure out which tiles the add intersects.
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/// </summary>
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public override Rect GetBounds (Pathfinding.Util.GraphTransform inverseTransform) {
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if (this.verts == null) RebuildMesh();
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var verts = Pathfinding.Util.ArrayPool<Int3>.Claim(this.verts != null? this.verts.Length : 0);
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int[] tris;
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GetMesh(ref verts, out tris, inverseTransform);
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Rect r = new Rect();
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for (int i = 0; i < tris.Length; i++) {
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var p = (Vector3)verts[tris[i]];
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if (i == 0) {
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r = new Rect(p.x, p.z, 0, 0);
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} else {
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r.xMax = System.Math.Max(r.xMax, p.x);
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r.yMax = System.Math.Max(r.yMax, p.z);
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r.xMin = System.Math.Min(r.xMin, p.x);
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r.yMin = System.Math.Min(r.yMin, p.z);
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}
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}
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Pathfinding.Util.ArrayPool<Int3>.Release(ref verts);
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return r;
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}
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/// <summary>Copy the mesh to the vertex and triangle buffers after the vertices have been transformed using the inverse of the inverseTransform parameter.</summary>
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/// <param name="vbuffer">Assumed to be either null or an array which has a length of zero or a power of two. If this mesh has more
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/// vertices than can fit in the buffer then the buffer will be pooled using Pathfinding.Util.ArrayPool.Release and
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/// a new sufficiently large buffer will be taken from the pool.</param>
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/// <param name="tbuffer">This will be set to the internal triangle buffer. You must not modify this array.</param>
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/// <param name="inverseTransform">All vertices will be transformed using the #Pathfinding.GraphTransform.InverseTransform method.
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/// This is typically used to transform from world space to graph space.</param>
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public void GetMesh (ref Int3[] vbuffer, out int[] tbuffer, Pathfinding.Util.GraphTransform inverseTransform = null) {
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if (verts == null) RebuildMesh();
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if (verts == null) {
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tbuffer = Util.ArrayPool<int>.Claim(0);
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return;
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}
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if (vbuffer == null || vbuffer.Length < verts.Length) {
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if (vbuffer != null) Util.ArrayPool<Int3>.Release(ref vbuffer);
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vbuffer = Util.ArrayPool<Int3>.Claim(verts.Length);
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}
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tbuffer = tris;
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if (useRotationAndScale) {
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Matrix4x4 m = Matrix4x4.TRS(tr.position + center, tr.rotation, tr.localScale * meshScale);
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for (int i = 0; i < verts.Length; i++) {
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var v = m.MultiplyPoint3x4(verts[i]);
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if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
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vbuffer[i] = (Int3)v;
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}
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} else {
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Vector3 voffset = tr.position + center;
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for (int i = 0; i < verts.Length; i++) {
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var v = voffset + verts[i]*meshScale;
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if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
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vbuffer[i] = (Int3)v;
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}
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}
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}
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public static readonly Color GizmoColor = new Color(154.0f/255, 35.0f/255, 239.0f/255);
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#if UNITY_EDITOR
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public static Int3[] gizmoBuffer;
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public void OnDrawGizmos () {
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if (tr == null) tr = transform;
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int[] tbuffer;
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GetMesh(ref gizmoBuffer, out tbuffer);
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Gizmos.color = GizmoColor;
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for (int i = 0; i < tbuffer.Length; i += 3) {
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var v1 = (Vector3)gizmoBuffer[tbuffer[i+0]];
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var v2 = (Vector3)gizmoBuffer[tbuffer[i+1]];
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var v3 = (Vector3)gizmoBuffer[tbuffer[i+2]];
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Gizmos.DrawLine(v1, v2);
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Gizmos.DrawLine(v2, v3);
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Gizmos.DrawLine(v3, v1);
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}
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}
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#endif
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}
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}
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