143 lines
6.3 KiB
C#
143 lines
6.3 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using Pathfinding.Pooling;
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namespace Pathfinding {
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[AddComponentMenu("Pathfinding/Modifiers/Funnel Modifier")]
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[System.Serializable]
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/// <summary>
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/// Simplifies paths on navmesh graphs using the funnel algorithm.
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/// The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it.
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/// This makes paths on navmeshes look much cleaner and smoother.
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/// [Open online documentation to see images]
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///
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/// The funnel modifier also works on grid graphs using a different algorithm, but which yields visually similar results.
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/// See: <see cref="GridStringPulling"/>
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///
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/// Note: The <see cref="Pathfinding.RichAI"/> movement script has its own internal funnel modifier.
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/// You do not need to attach this component if you are using the RichAI movement script.
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///
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/// See: http://digestingduck.blogspot.se/2010/03/simple-stupid-funnel-algorithm.html
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/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/funnelmodifier.html")]
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public class FunnelModifier : MonoModifier {
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/// <summary>
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/// Determines if funnel simplification is used.
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/// When using the low quality setting only the funnel algorithm is used
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/// but when the high quality setting an additional step is done to simplify the path even more.
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///
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/// On tiled recast/navmesh graphs, but sometimes on normal ones as well, it can be good to simplify
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/// the funnel as a post-processing step to make the paths straighter.
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///
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/// This has a moderate performance impact during frames when a path calculation is completed.
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/// This is why it is disabled by default. For any units that you want high
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/// quality movement for you should enable it.
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///
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/// [Open online documentation to see images]
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///
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/// See: <see cref="Funnel.Simplify"/>
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///
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/// Note: This is only used for recast/navmesh graphs. Not for grid graphs.
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/// </summary>
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public FunnelQuality quality = FunnelQuality.Medium;
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/// <summary>
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/// Insert a vertex every time the path crosses a portal instead of only at the corners of the path.
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/// The resulting path will have exactly one vertex per portal if this is enabled.
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/// This may introduce vertices with the same position in the output (esp. in corners where many portals meet).
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/// [Open online documentation to see images]
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///
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/// Note: This is only used for recast/navmesh graphs. Not for grid graphs.
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/// </summary>
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public bool splitAtEveryPortal;
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/// <summary>
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/// When using a grid graph, take penalties, tag penalties and <see cref="ITraversalProvider"/> penalties into account.
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/// Enabling this is quite slow. It can easily make the modifier take twice the amount of time to run.
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/// So unless you are using penalties/tags/ITraversalProvider penalties that you need to take into account when simplifying
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/// the path, you should leave this disabled.
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/// </summary>
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public bool accountForGridPenalties = false;
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public enum FunnelQuality {
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Medium,
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High,
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}
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("CONTEXT/Seeker/Add Funnel Modifier")]
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public static void AddComp (UnityEditor.MenuCommand command) {
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(command.context as Component).gameObject.AddComponent(typeof(FunnelModifier));
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}
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#endif
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public override int Order { get { return 10; } }
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public override void Apply (Path p) {
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if (p.path == null || p.path.Count == 0 || p.vectorPath == null || p.vectorPath.Count == 0) {
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return;
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}
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List<Vector3> funnelPath = ListPool<Vector3>.Claim();
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// Split the path into different parts (separated by custom links)
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// and run the funnel algorithm on each of them in turn
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var parts = Funnel.SplitIntoParts(p);
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if (parts.Count == 0) {
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// As a really special case, it might happen that the path contained only a single node
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// and that node was part of a custom link (e.g added by the NodeLink2 component).
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// In that case the SplitIntoParts method will not know what to do with it because it is
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// neither a link (as only 1 of the 2 nodes of the link was part of the path) nor a normal
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// path part. So it will skip it. This will cause it to return an empty list.
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// In that case we want to simply keep the original path, which is just a single point.
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return;
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}
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if (quality == FunnelQuality.High) Funnel.Simplify(parts, ref p.path);
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for (int i = 0; i < parts.Count; i++) {
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var part = parts[i];
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if (part.type == Funnel.PartType.NodeSequence) {
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// If this is a grid graph (and not a hexagonal graph) then we can use a special
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// string pulling algorithm for grid graphs which works a lot better.
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if (p.path[part.startIndex].Graph is GridGraph gg && gg.neighbours != NumNeighbours.Six) {
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// TODO: Avoid dynamic allocations
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System.Func<GraphNode, uint> traversalCost = null;
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if (accountForGridPenalties) {
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traversalCost = p.GetTraversalCost;
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}
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System.Func<GraphNode, bool> filter = p.CanTraverse;
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var result = GridStringPulling.Calculate(p.path, part.startIndex, part.endIndex, part.startPoint, part.endPoint, traversalCost, filter, int.MaxValue);
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funnelPath.AddRange(result);
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ListPool<Vector3>.Release(ref result);
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} else {
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var portals = Funnel.ConstructFunnelPortals(p.path, part);
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var result = Funnel.Calculate(portals, splitAtEveryPortal);
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funnelPath.AddRange(result);
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ListPool<Vector3>.Release(ref portals.left);
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ListPool<Vector3>.Release(ref portals.right);
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ListPool<Vector3>.Release(ref result);
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}
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} else {
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// non-link parts will add the start/end points for the adjacent parts.
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// So if there is no non-link part before this one, then we need to add the start point of the link
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// and if there is no non-link part after this one, then we need to add the end point.
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if (i == 0 || parts[i-1].type == Funnel.PartType.OffMeshLink) {
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funnelPath.Add(part.startPoint);
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}
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if (i == parts.Count - 1 || parts[i+1].type == Funnel.PartType.OffMeshLink) {
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funnelPath.Add(part.endPoint);
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}
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}
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}
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UnityEngine.Assertions.Assert.IsTrue(funnelPath.Count >= 1);
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ListPool<Funnel.PathPart>.Release(ref parts);
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// Pool the previous vectorPath
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ListPool<Vector3>.Release(ref p.vectorPath);
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p.vectorPath = funnelPath;
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}
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}
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}
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