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