using UnityEngine;
namespace Pathfinding {
using Pathfinding.Drawing;
using Pathfinding.Pooling;
using Pathfinding.Collections;
///
/// Adds new geometry to a recast graph.
///
/// This component will add new geometry to a recast graph similar
/// to how a NavmeshCut component removes it.
///
/// There are quite a few limitations to this component though.
/// This navmesh geometry will not be connected to the rest of the navmesh
/// in the same tile unless very exactly positioned so that the
/// triangles line up exactly.
/// It will be connected to neighbouring tiles if positioned so that
/// it lines up with the tile border.
///
/// This component has a few very specific use-cases.
/// For example if you have a tiled recast graph
/// this component could be used to add bridges
/// in that world.
/// You would create a NavmeshCut object cutting out a hole for the bridge.
/// then add a NavmeshAdd object which fills that space.
/// Make sure NavmeshCut.CutsAddedGeom is disabled on the NavmeshCut, otherwise it will
/// cut away the NavmeshAdd object.
/// Then you can add links between the added geometry and the rest of the world, preferably using NodeLink3.
///
[HelpURL("https://arongranberg.com/astar/documentation/stable/navmeshadd.html")]
public class NavmeshAdd : NavmeshClipper {
public enum MeshType {
Rectangle,
CustomMesh
}
public MeshType type;
///
/// Custom mesh to use.
/// The contour(s) of the mesh will be extracted.
/// If you get the "max perturbations" error when cutting with this, check the normals on the mesh.
/// They should all point in the same direction. Try flipping them if that does not help.
///
public Mesh mesh;
/// Cached vertices
Vector3[] verts;
/// Cached triangles
int[] tris;
/// Size of the rectangle
public Vector2 rectangleSize = new Vector2(1, 1);
public float meshScale = 1;
public Vector3 center;
///
/// Includes rotation and scale in calculations.
/// This is slower since a lot more matrix multiplications are needed but gives more flexibility.
///
[UnityEngine.Serialization.FormerlySerializedAsAttribute("useRotation")]
public bool useRotationAndScale;
///
/// Distance between positions to require an update of the navmesh.
/// A smaller distance gives better accuracy, but requires more updates when moving the object over time,
/// so it is often slower.
///
[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.")]
public float updateDistance = 0.4f;
///
/// How many degrees rotation that is required for an update to the navmesh.
/// Should be between 0 and 180.
///
[Tooltip("How many degrees rotation that is required for an update to the navmesh. Should be between 0 and 180.")]
public float updateRotationDistance = 10;
/// cached transform component
protected Transform tr;
///
/// Returns true if this object has moved so much that it requires an update.
/// When an update to the navmesh has been done, call NotifyUpdated to be able to get
/// relavant output from this method again.
///
public override bool RequiresUpdate (GridLookup.Root previousState) {
return (tr.position-previousState.previousPosition).sqrMagnitude > updateDistance*updateDistance || (useRotationAndScale && (Quaternion.Angle(previousState.previousRotation, tr.rotation) > updateRotationDistance));
}
///
/// Forces this navmesh add to update the navmesh.
///
/// This update is not instant, it is done the next time it is checked if it needs updating.
///
/// If there's no AstarPath component in the scene, this method will do nothing.
///
/// See:
/// See:
///
public override void ForceUpdate () {
if (AstarPath.active != null) AstarPath.active.navmeshUpdates.ForceUpdateAround(this);
}
protected override void Awake () {
base.Awake();
tr = transform;
}
/// Internal method to notify the NavmeshAdd that it has just been used to update the navmesh
public override void NotifyUpdated (GridLookup.Root previousState) {
previousState.previousPosition = tr.position;
if (useRotationAndScale) {
previousState.previousRotation = tr.rotation;
}
}
public Vector3 Center {
get {
return tr.position + (useRotationAndScale ? tr.TransformPoint(center) : center);
}
}
///
/// Rebuild the internal mesh representation.
///
/// Use this if you have changed any settings during runtime.
///
[ContextMenu("Rebuild Mesh")]
public void RebuildMesh () {
if (type == MeshType.CustomMesh) {
if (mesh == null) {
verts = null;
tris = null;
} else {
verts = mesh.vertices;
tris = mesh.triangles;
}
} else { // Rectangle
if (verts == null || verts.Length != 4 || tris == null || tris.Length != 6) {
verts = new Vector3[4];
tris = new int[6];
}
tris[0] = 0;
tris[1] = 1;
tris[2] = 2;
tris[3] = 0;
tris[4] = 2;
tris[5] = 3;
verts[0] = new Vector3(-rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
verts[1] = new Vector3(rectangleSize.x*0.5f, 0, -rectangleSize.y*0.5f);
verts[2] = new Vector3(rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
verts[3] = new Vector3(-rectangleSize.x*0.5f, 0, rectangleSize.y*0.5f);
}
}
///
/// Bounds in XZ space after transforming using the *inverse* transform of the inverseTransform parameter.
/// The transformation will typically transform the vertices to graph space and this is used to
/// figure out which tiles the add intersects.
///
public override Rect GetBounds (Pathfinding.Util.GraphTransform inverseTransform, float radiusMargin) {
if (this.verts == null) RebuildMesh();
var verts = Pathfinding.Pooling.ArrayPool.Claim(this.verts != null? this.verts.Length : 0);
int[] tris;
GetMesh(ref verts, out tris, out var _, inverseTransform);
Rect r = new Rect();
for (int i = 0; i < tris.Length; i++) {
var p = (Vector3)verts[tris[i]];
if (i == 0) {
r = new Rect(p.x, p.z, 0, 0);
} else {
r.xMax = System.Math.Max(r.xMax, p.x);
r.yMax = System.Math.Max(r.yMax, p.z);
r.xMin = System.Math.Min(r.xMin, p.x);
r.yMin = System.Math.Min(r.yMin, p.z);
}
}
Pathfinding.Pooling.ArrayPool.Release(ref verts);
return r;
}
/// Copy the mesh to the vertex and triangle buffers after the vertices have been transformed using the inverse of the inverseTransform parameter.
/// Assumed to be either null or an array which has a length of zero or a power of two. If this mesh has more
/// vertices than can fit in the buffer then the buffer will be pooled using Pathfinding.Pooling.ArrayPool.Release and
/// a new sufficiently large buffer will be taken from the pool.
/// This will be set to the internal triangle buffer. You must not modify this array.
/// This will be set to the number of vertices in the vertex buffer.
/// All vertices will be transformed using the #Pathfinding.GraphTransform.InverseTransform method.
/// This is typically used to transform from world space to graph space.
public void GetMesh (ref Int3[] vbuffer, out int[] tbuffer, out int vertexCount, Pathfinding.Util.GraphTransform inverseTransform = null) {
if (verts == null) RebuildMesh();
if (verts == null) {
tbuffer = ArrayPool.Claim(0);
vertexCount = 0;
return;
}
if (vbuffer == null || vbuffer.Length < verts.Length) {
if (vbuffer != null) ArrayPool.Release(ref vbuffer);
vbuffer = ArrayPool.Claim(verts.Length);
}
tbuffer = tris;
vertexCount = verts.Length;
if (useRotationAndScale) {
Matrix4x4 m = Matrix4x4.TRS(tr.position + center, tr.rotation, tr.localScale * meshScale);
for (int i = 0; i < verts.Length; i++) {
var v = m.MultiplyPoint3x4(verts[i]);
if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
vbuffer[i] = (Int3)v;
}
} else {
Vector3 voffset = tr.position + center;
for (int i = 0; i < verts.Length; i++) {
var v = voffset + verts[i]*meshScale;
if (inverseTransform != null) v = inverseTransform.InverseTransform(v);
vbuffer[i] = (Int3)v;
}
}
}
public static readonly Color GizmoColor = new Color(154.0f/255, 35.0f/255, 239.0f/255);
#if UNITY_EDITOR
public static Int3[] gizmoBuffer;
public override void DrawGizmos () {
if (tr == null) tr = transform;
GetMesh(ref gizmoBuffer, out var tbuffer, out var _);
for (int i = 0; i < tbuffer.Length; i += 3) {
var v1 = (Vector3)gizmoBuffer[tbuffer[i+0]];
var v2 = (Vector3)gizmoBuffer[tbuffer[i+1]];
var v3 = (Vector3)gizmoBuffer[tbuffer[i+2]];
Draw.Line(v1, v2, GizmoColor);
Draw.Line(v2, v3, GizmoColor);
Draw.Line(v3, v1, GizmoColor);
}
}
#endif
}
}