671 lines
28 KiB
C#

#pragma warning disable 0162
using UnityEngine;
using Pathfinding.Serialization;
using Pathfinding.Collections;
using UnityEngine.Assertions;
using Unity.Mathematics;
using Pathfinding.Util;
using Unity.Burst;
using Unity.Profiling;
namespace Pathfinding {
/// <summary>Interface for something that holds a triangle based navmesh</summary>
public interface INavmeshHolder : ITransformedGraph {
void GetNodes(System.Action<GraphNode> del);
/// <summary>Position of vertex number i in the world</summary>
Int3 GetVertex(int i);
/// <summary>
/// Position of vertex number i in coordinates local to the graph.
/// The up direction is always the +Y axis for these coordinates.
/// </summary>
Int3 GetVertexInGraphSpace(int i);
int GetVertexArrayIndex(int index);
/// <summary>Transforms coordinates from graph space to world space</summary>
void GetTileCoordinates(int tileIndex, out int x, out int z);
}
/// <summary>Node represented by a triangle</summary>
[Unity.Burst.BurstCompile]
// Sealing the class provides a nice performance boost (~5-10%) during pathfinding, because the JIT can inline more things and use non-virtual calls.
public sealed class TriangleMeshNode : MeshNode {
public TriangleMeshNode () {
HierarchicalNodeIndex = 0;
NodeIndex = DestroyedNodeIndex;
}
public TriangleMeshNode (AstarPath astar) {
astar.InitializeNode(this);
}
/// <summary>
/// Legacy compatibility.
/// Enabling this will make pathfinding use node centers, which leads to less accurate paths (but it's faster).
/// </summary>
public const bool InaccuratePathSearch = false;
internal override int PathNodeVariants => InaccuratePathSearch ? 1 : 3;
/// <summary>Internal vertex index for the first vertex</summary>
public int v0;
/// <summary>Internal vertex index for the second vertex</summary>
public int v1;
/// <summary>Internal vertex index for the third vertex</summary>
public int v2;
/// <summary>Holds INavmeshHolder references for all graph indices to be able to access them in a performant manner</summary>
static INavmeshHolder[] _navmeshHolders = new INavmeshHolder[0];
/// <summary>Used for synchronised access to the <see cref="_navmeshHolders"/> array</summary>
static readonly System.Object lockObject = new System.Object();
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public static INavmeshHolder GetNavmeshHolder (uint graphIndex) {
return _navmeshHolders[(int)graphIndex];
}
/// <summary>
/// Tile index in the recast or navmesh graph that this node is part of.
/// See: <see cref="NavmeshBase.GetTiles"/>
/// </summary>
public int TileIndex => (v0 >> NavmeshBase.TileIndexOffset) & NavmeshBase.TileIndexMask;
/// <summary>
/// Sets the internal navmesh holder for a given graph index.
/// Warning: Internal method
/// </summary>
public static void SetNavmeshHolder (int graphIndex, INavmeshHolder graph) {
// We need to lock to make sure that
// the resize operation is thread safe
lock (lockObject) {
if (graphIndex >= _navmeshHolders.Length) {
var gg = new INavmeshHolder[graphIndex+1];
_navmeshHolders.CopyTo(gg, 0);
_navmeshHolders = gg;
}
_navmeshHolders[graphIndex] = graph;
}
}
public static void ClearNavmeshHolder (int graphIndex, INavmeshHolder graph) {
lock (lockObject) {
if (graphIndex < _navmeshHolders.Length && _navmeshHolders[graphIndex] == graph) {
_navmeshHolders[graphIndex] = null;
}
}
}
/// <summary>Set the position of this node to the average of its 3 vertices</summary>
public void UpdatePositionFromVertices () {
Int3 a, b, c;
GetVertices(out a, out b, out c);
position = (a + b + c) * 0.333333f;
}
/// <summary>
/// Return a number identifying a vertex.
/// This number does not necessarily need to be a index in an array but two different vertices (in the same graph) should
/// not have the same vertex numbers.
/// </summary>
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
[IgnoredByDeepProfiler]
public int GetVertexIndex (int i) {
return i == 0 ? v0 : (i == 1 ? v1 : v2);
}
/// <summary>
/// Return a number specifying an index in the source vertex array.
/// The vertex array can for example be contained in a recast tile, or be a navmesh graph, that is graph dependant.
/// This is slower than GetVertexIndex, if you only need to compare vertices, use GetVertexIndex.
/// </summary>
public int GetVertexArrayIndex (int i) {
return GetNavmeshHolder(GraphIndex).GetVertexArrayIndex(i == 0 ? v0 : (i == 1 ? v1 : v2));
}
/// <summary>Returns all 3 vertices of this node in world space</summary>
public void GetVertices (out Int3 v0, out Int3 v1, out Int3 v2) {
// Get the object holding the vertex data for this node
// This is usually a graph or a recast graph tile
var holder = GetNavmeshHolder(GraphIndex);
v0 = holder.GetVertex(this.v0);
v1 = holder.GetVertex(this.v1);
v2 = holder.GetVertex(this.v2);
}
/// <summary>Returns all 3 vertices of this node in graph space</summary>
public void GetVerticesInGraphSpace (out Int3 v0, out Int3 v1, out Int3 v2) {
// Get the object holding the vertex data for this node
// This is usually a graph or a recast graph tile
var holder = GetNavmeshHolder(GraphIndex);
v0 = holder.GetVertexInGraphSpace(this.v0);
v1 = holder.GetVertexInGraphSpace(this.v1);
v2 = holder.GetVertexInGraphSpace(this.v2);
}
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
[IgnoredByDeepProfiler]
public override Int3 GetVertex (int i) {
return GetNavmeshHolder(GraphIndex).GetVertex(GetVertexIndex(i));
}
public Int3 GetVertexInGraphSpace (int i) {
return GetNavmeshHolder(GraphIndex).GetVertexInGraphSpace(GetVertexIndex(i));
}
public override int GetVertexCount () {
// A triangle has 3 vertices
return 3;
}
/// <summary>
/// Projects the given point onto the plane of this node's surface.
///
/// The point will be projected down to a plane that contains the surface of the node.
/// If the point is not contained inside the node, it is projected down onto this plane anyway.
/// </summary>
public Vector3 ProjectOnSurface (Vector3 point) {
Int3 a, b, c;
GetVertices(out a, out b, out c);
var pa = (Vector3)a;
var pb = (Vector3)b;
var pc = (Vector3)c;
var up = Vector3.Cross(pb-pa, pc-pa).normalized;
return point - up * Vector3.Dot(up, point-pa);
}
public override Vector3 ClosestPointOnNode (Vector3 p) {
Int3 a, b, c;
GetVertices(out a, out b, out c);
return Pathfinding.Polygon.ClosestPointOnTriangle((float3)(Vector3)a, (float3)(Vector3)b, (float3)(Vector3)c, (float3)p);
}
/// <summary>
/// Closest point on the node when seen from above.
/// This method is mostly for internal use as the <see cref="Pathfinding.NavmeshBase.Linecast"/> methods use it.
///
/// - The returned point is the closest one on the node to p when seen from above (relative to the graph).
/// This is important mostly for sloped surfaces.
/// - The returned point is an Int3 point in graph space.
/// - It is guaranteed to be inside the node, so if you call <see cref="ContainsPointInGraphSpace"/> with the return value from this method the result is guaranteed to be true.
///
/// This method is slower than e.g <see cref="ClosestPointOnNode"/> or <see cref="ClosestPointOnNodeXZ"/>.
/// However they do not have the same guarantees as this method has.
/// </summary>
internal Int3 ClosestPointOnNodeXZInGraphSpace (Vector3 p) {
// Get the vertices that make up the triangle
Int3 a, b, c;
GetVerticesInGraphSpace(out a, out b, out c);
// Convert p to graph space
p = GetNavmeshHolder(GraphIndex).transform.InverseTransform(p);
// Find the closest point on the triangle to p when looking at the triangle from above (relative to the graph)
var closest = Pathfinding.Polygon.ClosestPointOnTriangleXZ((Vector3)a, (Vector3)b, (Vector3)c, p);
// Make sure the point is actually inside the node
var i3closest = (Int3)closest;
if (ContainsPointInGraphSpace(i3closest)) {
// Common case
return i3closest;
} else {
// Annoying...
// The closest point when converted from floating point coordinates to integer coordinates
// is not actually inside the node. It needs to be inside the node for some methods
// (like for example Linecast) to work properly.
// Try the 8 integer coordinates around the closest point
// and check if any one of them are completely inside the node.
// This will most likely succeed as it should be very close.
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) {
if ((dx != 0 || dz != 0)) {
var candidate = new Int3(i3closest.x + dx, i3closest.y, i3closest.z + dz);
if (ContainsPointInGraphSpace(candidate)) return candidate;
}
}
}
// Happens veery rarely.
// Pick the closest vertex of the triangle.
// The vertex is guaranteed to be inside the triangle.
var da = (a - i3closest).sqrMagnitudeLong;
var db = (b - i3closest).sqrMagnitudeLong;
var dc = (c - i3closest).sqrMagnitudeLong;
return da < db ? (da < dc ? a : c) : (db < dc ? b : c);
}
}
public override Vector3 ClosestPointOnNodeXZ (Vector3 p) {
// Get all 3 vertices for this node
GetVertices(out Int3 tp1, out Int3 tp2, out Int3 tp3);
return Polygon.ClosestPointOnTriangleXZ((Vector3)tp1, (Vector3)tp2, (Vector3)tp3, p);
}
/// <summary>
/// Checks if point is inside the node when seen from above.
///
/// Note that <see cref="ContainsPointInGraphSpace"/> is faster than this method as it avoids
/// some coordinate transformations. If you are repeatedly calling this method
/// on many different nodes but with the same point then you should consider
/// transforming the point first and then calling ContainsPointInGraphSpace.
///
/// <code>
/// Int3 p = (Int3)graph.transform.InverseTransform(point);
///
/// node.ContainsPointInGraphSpace(p);
/// </code>
/// </summary>
public override bool ContainsPoint (Vector3 p) {
return ContainsPointInGraphSpace((Int3)GetNavmeshHolder(GraphIndex).transform.InverseTransform(p));
}
/// <summary>Checks if point is inside the node when seen from above, as defined by the movement plane</summary>
public bool ContainsPoint (Vector3 p, NativeMovementPlane movementPlane) {
// Get all 3 vertices for this node
GetVertices(out var a, out var b, out var c);
var pa = (int3)a;
var pb = (int3)b;
var pc = (int3)c;
var pp = (int3)(Int3)p;
return Polygon.ContainsPoint(ref pa, ref pb, ref pc, ref pp, ref movementPlane);
}
/// <summary>
/// Checks if point is inside the node in graph space.
///
/// In graph space the up direction is always the Y axis so in principle
/// we project the triangle down on the XZ plane and check if the point is inside the 2D triangle there.
/// </summary>
public override bool ContainsPointInGraphSpace (Int3 p) {
// Get all 3 vertices for this node
GetVerticesInGraphSpace(out var a, out var b, out var c);
if ((long)(b.x - a.x) * (long)(p.z - a.z) - (long)(p.x - a.x) * (long)(b.z - a.z) > 0) return false;
if ((long)(c.x - b.x) * (long)(p.z - b.z) - (long)(p.x - b.x) * (long)(c.z - b.z) > 0) return false;
if ((long)(a.x - c.x) * (long)(p.z - c.z) - (long)(p.x - c.x) * (long)(a.z - c.z) > 0) return false;
return true;
// Equivalent code, but the above code is faster
//return Polygon.IsClockwiseMargin (a,b, p) && Polygon.IsClockwiseMargin (b,c, p) && Polygon.IsClockwiseMargin (c,a, p);
//return Polygon.ContainsPoint(g.GetVertex(v0),g.GetVertex(v1),g.GetVertex(v2),p);
}
public static readonly Unity.Profiling.ProfilerMarker MarkerDecode = new Unity.Profiling.ProfilerMarker("Decode");
public static readonly Unity.Profiling.ProfilerMarker MarkerGetVertices = new Unity.Profiling.ProfilerMarker("GetVertex");
public static readonly Unity.Profiling.ProfilerMarker MarkerClosest = new Unity.Profiling.ProfilerMarker("MarkerClosest");
public override Int3 DecodeVariantPosition (uint pathNodeIndex, uint fractionAlongEdge) {
var edge = (int)(pathNodeIndex - NodeIndex);
var p1 = GetVertex(edge);
var p2 = GetVertex((edge + 1) % 3);
InterpolateEdge(ref p1, ref p2, fractionAlongEdge, out var pos);
return pos;
}
[BurstCompile(FloatMode = FloatMode.Fast)]
static void InterpolateEdge (ref Int3 p1, ref Int3 p2, uint fractionAlongEdge, out Int3 pos) {
var p = (int3)math.lerp((float3)(int3)p1, (float3)(int3)p2, PathNode.UnQuantizeFractionAlongEdge(fractionAlongEdge));
pos = new Int3(p.x, p.y, p.z);
}
public override void OpenAtPoint (Path path, uint pathNodeIndex, Int3 point, uint gScore) {
if (InaccuratePathSearch) {
Open(path, pathNodeIndex, gScore);
} else {
OpenAtPoint(path, pathNodeIndex, point, -1, gScore);
}
}
public override void Open (Path path, uint pathNodeIndex, uint gScore) {
var pathHandler = (path as IPathInternals).PathHandler;
if (InaccuratePathSearch) {
var pn = pathHandler.pathNodes[pathNodeIndex];
if (pn.flag1) path.OpenCandidateConnectionsToEndNode(position, pathNodeIndex, NodeIndex, gScore);
if (connections != null) {
// Iterate over all adjacent nodes
for (int i = connections.Length-1; i >= 0; i--) {
var conn = connections[i];
var other = conn.node;
if (conn.isOutgoing && other.NodeIndex != pn.parentIndex) {
path.OpenCandidateConnection(pathNodeIndex, other.NodeIndex, gScore, conn.cost + path.GetTraversalCost(other), 0, other.position);
}
}
}
return;
}
// One path node variant is created for each side of the triangle
// This particular path node represents just one of the sides of the triangle.
var edge = (int)(pathNodeIndex - NodeIndex);
OpenAtPoint(path, pathNodeIndex, DecodeVariantPosition(pathNodeIndex, pathHandler.pathNodes[pathNodeIndex].fractionAlongEdge), edge, gScore);
}
void OpenAtPoint (Path path, uint pathNodeIndex, Int3 pos, int edge, uint gScore) {
var pathHandler = (path as IPathInternals).PathHandler;
var pn = pathHandler.pathNodes[pathNodeIndex];
if (pn.flag1) path.OpenCandidateConnectionsToEndNode(pos, pathNodeIndex, NodeIndex, gScore);
int visitedEdges = 0;
bool cameFromOtherEdgeInThisTriangle = pn.parentIndex >= NodeIndex && pn.parentIndex < NodeIndex + 3;
if (connections != null) {
// Iterate over all adjacent nodes
for (int i = connections.Length-1; i >= 0; i--) {
var conn = connections[i];
if (!conn.isOutgoing) continue;
var other = conn.node;
// Check if we are moving from a side of this triangle, to the corresponding side on an adjacent triangle.
if (conn.isEdgeShared) {
var sharedEdgeOnOtherNode = conn.adjacentShapeEdge;
var adjacentPathNodeIndex = other.NodeIndex + (uint)sharedEdgeOnOtherNode;
// Skip checking our parent node. This is purely a performance optimization.
if (adjacentPathNodeIndex == pn.parentIndex) continue;
if (conn.shapeEdge == edge) {
// Make sure we can traverse the neighbour
if (path.CanTraverse(this, other)) {
var tOther = other as TriangleMeshNode;
// Fast path out if we know we have already searched this node and we cannot improve it
if (!path.ShouldConsiderPathNode(adjacentPathNodeIndex)) {
continue;
}
if (conn.edgesAreIdentical) {
// The edge on the other node is identical to this edge (but reversed).
// This means that no other node can reach the other node through that edge.
// This is great, because we can then skip adding that node to the heap just
// to immediatelly pop it again. This is a performance optimization.
var otherGScore = gScore + path.GetTraversalCost(other);
path.SkipOverNode(adjacentPathNodeIndex, pathNodeIndex, PathNode.ReverseFractionAlongEdge(pn.fractionAlongEdge), uint.MaxValue, otherGScore);
tOther.OpenAtPoint(path, adjacentPathNodeIndex, pos, sharedEdgeOnOtherNode, otherGScore);
} else {
OpenSingleEdge(path, pathNodeIndex, tOther, sharedEdgeOnOtherNode, pos, gScore);
}
}
} else {
// The other node is a node which shares a different edge with this node.
// We will consider this connection at another time.
// However, we will consider the move to another side of this triangle,
// namely to the side that *is* shared with the other node.
// If a side of this triangle doesn't share an edge with any connection, we will
// not bother searching it (we will not reach this part of the code), because
// we know its a dead end.
// If we came from another side of this triangle, it is completely redundant to try to move back to
// another edge in this triangle, because we could always have reached it faster from the parent.
// We also make sure we don't attempt to move to the same edge twice, as that's just a waste of time.
if (!cameFromOtherEdgeInThisTriangle && (visitedEdges & (1 << conn.shapeEdge)) == 0) {
visitedEdges |= 1 << conn.shapeEdge;
OpenSingleEdge(path, pathNodeIndex, this, conn.shapeEdge, pos, gScore);
}
}
} else if (!cameFromOtherEdgeInThisTriangle) {
// This is a connection to some other node type, most likely. For example an off-mesh link.
if (path.CanTraverse(this, other) && path.ShouldConsiderPathNode(other.NodeIndex)) {
var cost = (uint)(other.position - pos).costMagnitude;
if (edge != -1) {
// We are moving from an edge of this triangle
path.OpenCandidateConnection(pathNodeIndex, other.NodeIndex, gScore, cost, 0, other.position);
} else {
// In some situations we may be moving directly from one off-mesh link to another one without
// passing through any concrete nodes in between. In this case we need to create a temporary node
// to allow the correct path to be reconstructed later. The only important part of the temporary
// node is that we save this node as the associated node.
// This is somewhat ugly, and it limits the number of times we can encounter this case during
// a single search (there's a limit to the number of temporary nodes we can have at the same time).
// Fortunately, this case only happens if there is more than 1 off-mesh link connected to a single
// node, which is quite rare in most games.
// In this case, pathNodeIndex will be another node's index, not a path node belonging to this node.
var viaNode = pathHandler.AddTemporaryNode(new TemporaryNode {
associatedNode = NodeIndex,
position = pos,
targetIndex = 0,
type = TemporaryNodeType.Ignore,
});
ref var viaPathNode = ref pathHandler.pathNodes[viaNode];
viaPathNode.pathID = path.pathID;
viaPathNode.parentIndex = pathNodeIndex;
path.OpenCandidateConnection(viaNode, other.NodeIndex, gScore, cost, 0, other.position);
}
}
}
}
}
}
void OpenSingleEdge (Path path, uint pathNodeIndex, TriangleMeshNode other, int sharedEdgeOnOtherNode, Int3 pos, uint gScore) {
var adjacentPathNodeIndex = other.NodeIndex + (uint)sharedEdgeOnOtherNode;
// Fast path out if we know we have already searched this node and we cannot improve it
if (!path.ShouldConsiderPathNode(adjacentPathNodeIndex)) {
return;
}
var s1 = other.GetVertex(sharedEdgeOnOtherNode);
var s2 = other.GetVertex((sharedEdgeOnOtherNode + 1) % 3);
var pathHandler = (path as IPathInternals).PathHandler;
// TODO: Incorrect, counts nodes multiple times
var otherEnteringCost = path.GetTraversalCost(other);
var candidateG = gScore + otherEnteringCost;
OpenSingleEdgeBurst(
ref s1,
ref s2,
ref pos,
path.pathID,
pathNodeIndex,
adjacentPathNodeIndex,
other.NodeIndex,
candidateG,
ref pathHandler.pathNodes,
ref pathHandler.heap,
ref path.heuristicObjectiveInternal
);
}
[Unity.Burst.BurstCompile]
static void OpenSingleEdgeBurst (ref Int3 s1, ref Int3 s2, ref Int3 pos, ushort pathID, uint pathNodeIndex, uint candidatePathNodeIndex, uint candidateNodeIndex, uint candidateG, ref UnsafeSpan<PathNode> pathNodes, ref BinaryHeap heap, ref HeuristicObjective heuristicObjective) {
CalculateBestEdgePosition(ref s1, ref s2, ref pos, out var closestPointAlongEdge, out var quantizedFractionAlongEdge, out var cost);
candidateG += cost;
var pars = new Path.OpenCandidateParams {
pathID = pathID,
parentPathNode = pathNodeIndex,
targetPathNode = candidatePathNodeIndex,
targetNodeIndex = candidateNodeIndex,
candidateG = candidateG,
fractionAlongEdge = quantizedFractionAlongEdge,
targetNodePosition = closestPointAlongEdge,
pathNodes = pathNodes,
};
Path.OpenCandidateConnectionBurst(ref pars, ref heap, ref heuristicObjective);
}
[Unity.Burst.BurstCompile]
static void CalculateBestEdgePosition (ref Int3 s1, ref Int3 s2, ref Int3 pos, out int3 closestPointAlongEdge, out uint quantizedFractionAlongEdge, out uint cost) {
// Find the closest point on the other edge. From here on, we will let the position of that path node be this closest point.
// This is much better than using the edge midpoint, and also better than any interpolation between closestFractionAlongEdge
// and the midpoint (0.5).
// In my tests, using the edge midpoint leads to path costs that are rougly 1.3-1.6 times greater than the real distance,
// but using the closest point leads to path costs that are only 1.1-1.2 times greater than the real distance.
// Using triangle centers is the worst option, it leads to path costs that are roughly 1.6-2.0 times greater than the real distance.
// Triangle centers were always used before version 4.3.67.
var v1 = (float3)(int3)s1;
var v2 = (float3)(int3)s2;
var posi = (int3)pos;
var closestFractionAlongEdge = math.clamp(VectorMath.ClosestPointOnLineFactor(v1, v2, (float3)posi), 0, 1);
quantizedFractionAlongEdge = PathNode.QuantizeFractionAlongEdge(closestFractionAlongEdge);
closestFractionAlongEdge = PathNode.UnQuantizeFractionAlongEdge(quantizedFractionAlongEdge);
var closestPointAlongEdgeV = math.lerp(v1, v2, closestFractionAlongEdge);
closestPointAlongEdge = (int3)closestPointAlongEdgeV;
var diff = posi - closestPointAlongEdge;
cost = (uint)new Int3(diff.x, diff.y, diff.z).costMagnitude;
}
/// <summary>
/// Returns the edge which is shared with other.
///
/// If there is no shared edge between the two nodes, then -1 is returned.
///
/// The vertices in the edge can be retrieved using
/// <code>
/// var edge = node.SharedEdge(other);
/// var a = node.GetVertex(edge);
/// var b = node.GetVertex((edge+1) % node.GetVertexCount());
/// </code>
///
/// See: <see cref="GetPortal"/> which also handles edges that are shared over tile borders and some types of node links
/// </summary>
public int SharedEdge (GraphNode other) {
var edge = -1;
if (connections != null) {
for (int i = 0; i < connections.Length; i++) {
if (connections[i].node == other && connections[i].isEdgeShared) edge = connections[i].shapeEdge;
}
}
return edge;
}
public override bool GetPortal (GraphNode toNode, out Vector3 left, out Vector3 right) {
return GetPortal(toNode, out left, out right, out _, out _);
}
public bool GetPortalInGraphSpace (TriangleMeshNode toNode, out Int3 a, out Int3 b, out int aIndex, out int bIndex) {
aIndex = -1;
bIndex = -1;
a = Int3.zero;
b = Int3.zero;
// If the nodes are in different graphs, this function has no idea on how to find a shared edge.
if (toNode.GraphIndex != GraphIndex) return false;
int edge = -1;
int otherEdge = -1;
if (connections != null) {
for (int i = 0; i < connections.Length; i++) {
if (connections[i].node == toNode && connections[i].isEdgeShared) {
edge = connections[i].shapeEdge;
otherEdge = connections[i].adjacentShapeEdge;
}
}
}
// -1: No connection was found between the nodes
if (edge == -1) return false;
aIndex = edge;
bIndex = (edge + 1) % 3;
// Get the vertices of the shared edge for the first node
var graph = GetNavmeshHolder(GraphIndex);
a = graph.GetVertexInGraphSpace(GetVertexIndex(aIndex));
b = graph.GetVertexInGraphSpace(GetVertexIndex(bIndex));
// Get tiles the nodes are contained in
int tileIndex1 = TileIndex;
int tileIndex2 = toNode.TileIndex;
if (tileIndex1 != tileIndex2) {
// When the nodes are in different tiles, the edges may not be completely identical
// so another technique is needed.
// When the nodes are in different tiles, they might not share exactly the same edge
// so we clamp the portal to the segment of the edges which they both have..
// Get the vertices of the shared edge for the second node
Int3 v2a = toNode.GetVertexInGraphSpace(otherEdge);
Int3 v2b = toNode.GetVertexInGraphSpace((otherEdge+1) % 3);
graph.GetTileCoordinates(tileIndex1, out var tileX1, out var tileZ1);
graph.GetTileCoordinates(tileIndex2, out var tileX2, out var tileZ2);
var axis = tileX1 == tileX2 ? 0 : 2;
Assert.IsTrue(axis == 0 ? tileX1 == tileX2 : tileZ1 == tileZ2);
// This tile-edge aligned coordinate of the vertices should ideally be identical.
// But somewhere in the pipeline some errors may crop up, and thus they may be off by one.
// TODO: Fix this.
Assert.IsTrue(Mathf.Abs(a[2 - axis] - b[2 - axis]) <= 1);
var mn = Mathf.Min(v2a[axis], v2b[axis]);
var mx = Mathf.Max(v2a[axis], v2b[axis]);
a[axis] = Mathf.Clamp(a[axis], mn, mx);
b[axis] = Mathf.Clamp(b[axis], mn, mx);
}
return true;
}
public bool GetPortal (GraphNode toNode, out Vector3 left, out Vector3 right, out int aIndex, out int bIndex) {
if (toNode is TriangleMeshNode toTriNode && GetPortalInGraphSpace(toTriNode, out var a, out var b, out aIndex, out bIndex)) {
var graph = GetNavmeshHolder(GraphIndex);
// All triangles should be laid out in clockwise order so b is the rightmost vertex (seen from this node)
left = graph.transform.Transform((Vector3)a);
right = graph.transform.Transform((Vector3)b);
return true;
} else {
aIndex = -1;
bIndex = -1;
left = Vector3.zero;
right = Vector3.zero;
return false;
}
}
/// <summary>TODO: This is the area in XZ space, use full 3D space for higher correctness maybe?</summary>
public override float SurfaceArea () {
var holder = GetNavmeshHolder(GraphIndex);
return System.Math.Abs(VectorMath.SignedTriangleAreaTimes2XZ(holder.GetVertex(v0), holder.GetVertex(v1), holder.GetVertex(v2))) * 0.5f;
}
public override Vector3 RandomPointOnSurface () {
// Find a random point inside the triangle
// This generates uniformly distributed trilinear coordinates
// See http://mathworld.wolfram.com/TrianglePointPicking.html
float2 r;
do {
r = AstarMath.ThreadSafeRandomFloat2();
} while (r.x+r.y > 1);
// Pick the point corresponding to the trilinear coordinate
GetVertices(out var v0, out var v1, out var v2);
return ((Vector3)(v1-v0))*r.x + ((Vector3)(v2-v0))*r.y + (Vector3)v0;
}
public override void SerializeNode (GraphSerializationContext ctx) {
base.SerializeNode(ctx);
ctx.writer.Write(v0);
ctx.writer.Write(v1);
ctx.writer.Write(v2);
}
public override void DeserializeNode (GraphSerializationContext ctx) {
base.DeserializeNode(ctx);
v0 = ctx.reader.ReadInt32();
v1 = ctx.reader.ReadInt32();
v2 = ctx.reader.ReadInt32();
}
}
}