113 lines
4.9 KiB
C#
113 lines
4.9 KiB
C#
using UnityEngine;
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using Pathfinding.Util;
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using UnityEngine.Tilemaps;
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namespace Pathfinding.Graphs.Navmesh {
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/// <summary>
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/// Represents the position and size of a tile grid for a recast/navmesh graph.
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///
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/// This separates out the physical layout of tiles from all the other recast graph settings.
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/// </summary>
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public struct TileLayout {
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/// <summary>How many tiles there are in the grid</summary>
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public Vector2Int tileCount;
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/// <summary>Transforms coordinates from graph space to world space</summary>
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public GraphTransform transform;
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/// <summary>Size of a tile in voxels along the X and Z axes</summary>
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public Vector2Int tileSizeInVoxels;
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/// <summary>
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/// Size in graph space of the whole grid.
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///
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/// If the original bounding box was not an exact multiple of the tile size, this will be less than the total width of all tiles.
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/// </summary>
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public Vector3 graphSpaceSize;
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/// <summary>\copydocref{RecastGraph.cellSize}</summary>
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public float cellSize;
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/// <summary>
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/// Voxel y coordinates will be stored as ushorts which have 65536 values.
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/// Leave a margin to make sure things do not overflow
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/// </summary>
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public float CellHeight => Mathf.Max(graphSpaceSize.y / 64000, 0.001f);
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public Vector2 TileWorldSize => new Vector2(TileWorldSizeX, TileWorldSizeZ);
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/// <summary>Size of a tile in world units, along the graph's X axis</summary>
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public float TileWorldSizeX => tileSizeInVoxels.x * cellSize;
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/// <summary>Size of a tile in world units, along the graph's Z axis</summary>
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public float TileWorldSizeZ => tileSizeInVoxels.y * cellSize;
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/// <summary>Returns an XZ bounds object with the bounds of a group of tiles in graph space</summary>
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public Bounds GetTileBoundsInGraphSpace (int x, int z, int width = 1, int depth = 1) {
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var bounds = new Bounds();
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bounds.SetMinMax(new Vector3(x*TileWorldSizeX, 0, z*TileWorldSizeZ),
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new Vector3((x+width)*TileWorldSizeX, graphSpaceSize.y, (z+depth)*TileWorldSizeZ)
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);
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return bounds;
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}
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/// <summary>
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/// Returns a rect containing the indices of all tiles touching the specified bounds.
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/// If a margin is passed, the bounding box in graph space is expanded by that amount in every direction.
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/// </summary>
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public IntRect GetTouchingTiles (Bounds bounds, float margin = 0) {
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bounds = transform.InverseTransform(bounds);
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// Calculate world bounds of all affected tiles
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return new IntRect(Mathf.FloorToInt((bounds.min.x - margin) / TileWorldSizeX), Mathf.FloorToInt((bounds.min.z - margin) / TileWorldSizeZ), Mathf.FloorToInt((bounds.max.x + margin) / TileWorldSizeX), Mathf.FloorToInt((bounds.max.z + margin) / TileWorldSizeZ));
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}
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/// <summary>Returns a rect containing the indices of all tiles touching the specified bounds.</summary>
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/// <param name="rect">Graph space rectangle (in graph space all tiles are on the XZ plane regardless of graph rotation and other transformations, the first tile has a corner at the origin)</param>
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public IntRect GetTouchingTilesInGraphSpace (Rect rect) {
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// Calculate world bounds of all affected tiles
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var r = new IntRect(Mathf.FloorToInt(rect.xMin / TileWorldSizeX), Mathf.FloorToInt(rect.yMin / TileWorldSizeZ), Mathf.FloorToInt(rect.xMax / TileWorldSizeX), Mathf.FloorToInt(rect.yMax / TileWorldSizeZ));
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// Clamp to bounds
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r = IntRect.Intersection(r, new IntRect(0, 0, tileCount.x-1, tileCount.y-1));
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return r;
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}
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public TileLayout(RecastGraph graph) : this(new Bounds(graph.forcedBoundsCenter, graph.forcedBoundsSize), Quaternion.Euler(graph.rotation), graph.cellSize, graph.editorTileSize, graph.useTiles) {
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}
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public TileLayout(NavMeshGraph graph) : this(new Bounds(graph.transform.Transform(graph.forcedBoundsSize*0.5f), graph.forcedBoundsSize), Quaternion.Euler(graph.rotation), 0.001f, 0, false) {
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}
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public TileLayout(Bounds bounds, Quaternion rotation, float cellSize, int tileSizeInVoxels, bool useTiles) {
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this.transform = RecastGraph.CalculateTransform(bounds, rotation);
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this.cellSize = cellSize;
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// Voxel grid size
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var size = bounds.size;
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graphSpaceSize = size;
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int totalVoxelWidth = (int)(size.x/cellSize + 0.5f);
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int totalVoxelDepth = (int)(size.z/cellSize + 0.5f);
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if (!useTiles) {
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this.tileSizeInVoxels = new Vector2Int(totalVoxelWidth, totalVoxelDepth);
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tileCount = new Vector2Int(1, 1);
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} else {
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this.tileSizeInVoxels = new Vector2Int(tileSizeInVoxels, tileSizeInVoxels);
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// Number of tiles
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tileCount = new Vector2Int(
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Mathf.Max(0, (totalVoxelWidth + this.tileSizeInVoxels.x-1) / this.tileSizeInVoxels.x),
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Mathf.Max(0, (totalVoxelDepth + this.tileSizeInVoxels.y-1) / this.tileSizeInVoxels.y)
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);
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}
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if (tileCount.x*tileCount.y > NavmeshBase.TileIndexMask + 1) {
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throw new System.Exception("Too many tiles ("+(tileCount.x*tileCount.y)+") maximum is "+(NavmeshBase.TileIndexMask + 1)+
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"\nTry disabling ASTAR_RECAST_LARGER_TILES under the 'Optimizations' tab in the A* inspector.");
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}
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}
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}
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}
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