258 lines
11 KiB
C#

using UnityEngine;
using System.Collections;
namespace Pathfinding {
using Pathfinding.Util;
using Unity.Mathematics;
using UnityEngine.Profiling;
using Pathfinding.Graphs.Navmesh;
using Pathfinding.Jobs;
using Pathfinding.Drawing;
using System.Collections.Generic;
using Unity.Jobs;
/// <summary>
/// Moves a grid or recast graph to follow a target.
///
/// This is useful if you have a very large, or even infinite, world, but pathfinding is only necessary in a small region around an object (for example the player).
/// This component will move a graph around so that its center stays close to the <see cref="target"/> object.
///
/// Note: This component can only be used with grid graphs, layered grid graphs and (tiled) recast graphs.
///
/// <b>Usage</b>
/// Take a look at the example scene called "Procedural" for an example of how to use this script
///
/// Attach this to some object in the scene and assign the target to e.g the player.
/// Then the graph will follow that object around as it moves.
///
/// [Open online documentation to see videos]
///
/// [Open online documentation to see videos]
///
/// <b>Performance</b>
/// When the graph is moved you may notice an fps drop.
/// If this grows too large you can try a few things:
///
/// General advice:
/// - Turn on multithreading (A* Inspector -> Settings)
/// - Make sure you have 'Show Graphs' disabled in the A* inspector, since gizmos in the scene view can take some
/// time to update when the graph moves, and thus make it seem like this script is slower than it actually is.
///
/// For grid graphs:
/// - Avoid using any erosion in the grid graph settings. This is relatively slow. Each erosion iteration requires expanding the region that is updated by 1 node.
/// - Reduce the grid size or resolution.
/// - Reduce the <see cref="updateDistance"/>. This will make the updates smaller but more frequent.
/// This only works to some degree however since an update has an inherent overhead.
/// - Disable Height Testing or Collision Testing in the grid graph if you can. This can give a performance boost
/// since fewer calls to the physics engine need to be done.
///
/// For recast graphs:
/// - Rasterize colliders instead of meshes. This is typically faster.
/// - Use a reasonable tile size. Very small tiles can cause more overhead, and too large tiles might mean that you are updating too much in one go.
/// Typical values are around 64 to 256 voxels.
/// - Use a larger cell size. A lower cell size will give better quality graphs, but it will also be slower to scan.
///
/// The graph updates will be offloaded to worker threads as much as possible.
///
/// See: large-worlds (view in online documentation for working links)
/// </summary>
[AddComponentMenu("Pathfinding/Procedural Graph Mover")]
[HelpURL("https://arongranberg.com/astar/documentation/stable/proceduralgraphmover.html")]
public class ProceduralGraphMover : VersionedMonoBehaviour {
/// <summary>
/// Grid graphs will be updated if the target is more than this number of nodes from the graph center.
/// Note that this is in nodes, not world units.
///
/// Note: For recast graphs, this setting has no effect.
/// </summary>
public float updateDistance = 10;
/// <summary>Graph will be moved to follow this target</summary>
public Transform target;
/// <summary>True while the graph is being updated by this script</summary>
public bool updatingGraph { get; private set; }
/// <summary>
/// Graph to update.
/// This will be set at Start based on <see cref="graphIndex"/>.
/// During runtime you may set this to any graph or to null to disable updates.
/// </summary>
public NavGraph graph;
/// <summary>
/// Index for the graph to update.
/// This will be used at Start to set <see cref="graph"/>.
///
/// This is an index into the AstarPath.active.data.graphs array.
/// </summary>
[HideInInspector]
public int graphIndex;
void Start () {
if (AstarPath.active == null) throw new System.Exception("There is no AstarPath object in the scene");
// If one creates this component via a script then they may have already set the graph field.
// In that case don't replace it.
if (graph == null) {
if (graphIndex < 0) throw new System.Exception("Graph index should not be negative");
if (graphIndex >= AstarPath.active.data.graphs.Length) throw new System.Exception("The ProceduralGraphMover was configured to use graph index " + graphIndex + ", but only " + AstarPath.active.data.graphs.Length + " graphs exist");
graph = AstarPath.active.data.graphs[graphIndex];
if (!(graph is GridGraph || graph is RecastGraph)) throw new System.Exception("The ProceduralGraphMover was configured to use graph index " + graphIndex + " but that graph either does not exist or is not a GridGraph, LayerGridGraph or RecastGraph");
if (graph is RecastGraph rg && !rg.useTiles) Debug.LogWarning("The ProceduralGraphMover component only works with tiled recast graphs. Enable tiling in the recast graph inspector.", this);
}
UpdateGraph();
}
void OnDisable () {
// Just in case this script is performing an update while being disabled
if (AstarPath.active != null) AstarPath.active.FlushWorkItems();
updatingGraph = false;
}
/// <summary>Update is called once per frame</summary>
void Update () {
if (AstarPath.active == null || graph == null || !graph.isScanned) return;
if (graph is GridGraph gg) {
// Calculate where the graph center and the target position is in graph space
// In graph space, (0,0,0) is bottom left corner of the graph
// For grid graphs, one unit along the X and Z axes in graph space equals the distance between two nodes.
// The Y axis still uses world units
var graphCenterInGraphSpace = gg.transform.InverseTransform(gg.center);
var targetPositionInGraphSpace = gg.transform.InverseTransform(target.position);
// Check the distance in graph space
// We only care about the X and Z axes since the Y axis is the "height" coordinate of the nodes (in graph space)
// We only care about the plane that the nodes are placed in
if (VectorMath.SqrDistanceXZ(graphCenterInGraphSpace, targetPositionInGraphSpace) > updateDistance*updateDistance) {
UpdateGraph();
}
} else if (graph is RecastGraph rg) {
UpdateGraph();
} else {
throw new System.Exception("ProceduralGraphMover cannot be used with graphs of type " + graph.GetType().Name);
}
}
/// <summary>
/// Updates the graph asynchronously.
/// This will move the graph so that the target's position is (roughly) the center of the graph.
/// If the graph is already being updated, the call will be ignored.
///
/// The image below shows which nodes will be updated when the graph moves.
/// The whole graph is not recalculated each time it is moved, but only those
/// nodes that have to be updated, the rest will keep their old values.
/// The image is a bit simplified but it shows the main idea.
/// [Open online documentation to see images]
///
/// If you want to move the graph synchronously then pass false to the async parameter.
/// </summary>
public void UpdateGraph (bool async = true) {
if (!enabled) throw new System.InvalidOperationException("This component has been disabled");
if (updatingGraph) {
// We are already updating the graph
// so ignore this call
return;
}
if (graph is GridGraph gg) {
UpdateGridGraph(gg, async);
} else if (graph is RecastGraph rg) {
var delta = RecastGraphTileShift(rg, target.position);
if (delta.x != 0 || delta.y != 0) {
updatingGraph = true;
UpdateRecastGraph(rg, delta, async);
}
}
}
void UpdateGridGraph (GridGraph graph, bool async) {
// Start a work item for updating the graph
// This will pause the pathfinding threads
// so that it is safe to update the graph
// and then do it over several frames
// to avoid too large FPS drops
updatingGraph = true;
List<(IGraphUpdatePromise, IEnumerator<JobHandle>)> promises = new List<(IGraphUpdatePromise, IEnumerator<JobHandle>)>();
AstarPath.active.AddWorkItem(new AstarWorkItem(
ctx => {
// Find the direction that we want to move the graph in.
// Calculate this in graph space (where a distance of one is the size of one node)
Vector3 dir = graph.transform.InverseTransformVector(target.position - graph.center);
// Snap to a whole number of nodes to offset in each direction
int dx = Mathf.RoundToInt(dir.x);
int dz = Mathf.RoundToInt(dir.z);
if (dx != 0 || dz != 0) {
var promise = graph.TranslateInDirection(dx, dz);
promises.Add((promise, promise.Prepare()));
}
},
(ctx, force) => {
if (GraphUpdateProcessor.ProcessGraphUpdatePromises(promises, ctx, force ? TimeSlice.Infinite : TimeSlice.MillisFromNow(2)) == -1) {
updatingGraph = false;
return true;
}
return false;
}
));
if (!async) AstarPath.active.FlushWorkItems();
}
static Vector2Int RecastGraphTileShift (RecastGraph graph, Vector3 targetCenter) {
// Find the direction that we want to move the graph in.
// Calcuculate this in graph space, to take the graph rotation into account
Vector3 dir = graph.transform.InverseTransform(targetCenter) - graph.transform.InverseTransform(graph.forcedBoundsCenter);
// Only move in one direction at a time for simplicity
if (Mathf.Abs(dir.x) > Mathf.Abs(dir.z)) dir.z = 0;
else dir.x = 0;
// Calculate how many whole tiles to move.
// Avoid moving unless we want to move at least 0.5+#Hysteresis full tiles
// Hysteresis must be at least 0.
const float Hysteresis = 0.2f;
return new Vector2Int(
(int)(Mathf.Max(0, Mathf.Abs(dir.x) / graph.TileWorldSizeX + 0.5f - Hysteresis) * Mathf.Sign(dir.x)),
(int)(Mathf.Max(0, Mathf.Abs(dir.z) / graph.TileWorldSizeZ + 0.5f - Hysteresis) * Mathf.Sign(dir.z))
);
}
void UpdateRecastGraph (RecastGraph graph, Vector2Int delta, bool async) {
updatingGraph = true;
List<(IGraphUpdatePromise, IEnumerator<JobHandle>)> promises = new List<(IGraphUpdatePromise, IEnumerator<JobHandle>)>();
AstarPath.active.AddWorkItem(new AstarWorkItem(
ctx => {
var promise = graph.TranslateInDirection(delta.x, delta.y);
promises.Add((promise, promise.Prepare()));
},
(ctx, force) => {
if (GraphUpdateProcessor.ProcessGraphUpdatePromises(promises, ctx, force ? TimeSlice.Infinite : TimeSlice.MillisFromNow(2)) == -1) {
updatingGraph = false;
return true;
}
return false;
}
));
if (!async) AstarPath.active.FlushWorkItems();
}
}
/// <summary>
/// This class has been renamed to <see cref="ProceduralGraphMover"/>.
///
/// Deprecated: Use <see cref="ProceduralGraphMover"/> instead
/// </summary>
[System.Obsolete("This class has been renamed to ProceduralGraphMover", true)]
public class ProceduralGridMover {
}
}