439 lines
16 KiB
C#

#define PREALLOCATE_NODES
using System.Collections.Generic;
using Pathfinding.Serialization;
using Pathfinding.Util;
using UnityEngine;
namespace Pathfinding {
/// <summary>Node used for the GridGraph</summary>
public class GridNode : GridNodeBase {
public GridNode() {
}
public GridNode (AstarPath astar) {
astar.InitializeNode(this);
}
#if !ASTAR_NO_GRID_GRAPH
private static GridGraph[] _gridGraphs = new GridGraph[0];
public static GridGraph GetGridGraph (uint graphIndex) { return _gridGraphs[(int)graphIndex]; }
public static void SetGridGraph (int graphIndex, GridGraph graph) {
if (_gridGraphs.Length <= graphIndex) {
var gg = new GridGraph[graphIndex+1];
for (int i = 0; i < _gridGraphs.Length; i++) gg[i] = _gridGraphs[i];
_gridGraphs = gg;
}
_gridGraphs[graphIndex] = graph;
}
public static void ClearGridGraph (int graphIndex, GridGraph graph) {
if (graphIndex < _gridGraphs.Length && _gridGraphs[graphIndex] == graph) {
_gridGraphs[graphIndex] = null;
}
}
/// <summary>Internal use only</summary>
internal ushort InternalGridFlags {
get { return gridFlags; }
set { gridFlags = value; }
}
const int GridFlagsConnectionOffset = 0;
const int GridFlagsConnectionBit0 = 1 << GridFlagsConnectionOffset;
const int GridFlagsConnectionMask = 0xFF << GridFlagsConnectionOffset;
const int GridFlagsAxisAlignedConnectionMask = 0xF << GridFlagsConnectionOffset;
const int GridFlagsEdgeNodeOffset = 10;
const int GridFlagsEdgeNodeMask = 1 << GridFlagsEdgeNodeOffset;
public override bool HasConnectionsToAllEightNeighbours {
get {
return (InternalGridFlags & GridFlagsConnectionMask) == GridFlagsConnectionMask;
}
}
public override bool HasConnectionsToAllAxisAlignedNeighbours {
get {
return (InternalGridFlags & GridFlagsAxisAlignedConnectionMask) == GridFlagsAxisAlignedConnectionMask;
}
}
/// <summary>
/// True if the node has a connection in the specified direction.
/// The dir parameter corresponds to directions in the grid as:
/// <code>
/// Z
/// |
/// |
///
/// 6 2 5
/// \ | /
/// -- 3 - X - 1 ----- X
/// / | \
/// 7 0 4
///
/// |
/// |
/// </code>
///
/// See: <see cref="SetConnectionInternal"/>
/// See: <see cref="GridGraph.neighbourXOffsets"/>
/// See: <see cref="GridGraph.neighbourZOffsets"/>
/// See: <see cref="GridGraph.neighbourOffsets"/>
/// See: <see cref="GridGraph.GetNeighbourDirections"/>
/// </summary>
public override bool HasConnectionInDirection (int dir) {
return (gridFlags >> dir & GridFlagsConnectionBit0) != 0;
}
/// <summary>
/// Enables or disables a connection in a specified direction on the graph.
///
/// Note: This only changes the connection from this node to the other node. You may also want to call the same method on the other node with the opposite direction.
///
/// See: <see cref="HasConnectionInDirection"/>
/// See: <see cref="OppositeConnectionDirection"/>
/// </summary>
public void SetConnection (int dir, bool value) {
SetConnectionInternal(dir, value);
var grid = GetGridGraph(GraphIndex);
grid.nodeDataRef.connections[NodeInGridIndex] = (ulong)GetAllConnectionInternal();
}
/// <summary>
/// Enables or disables a connection in a specified direction on the graph.
/// See: <see cref="HasConnectionInDirection"/>
///
/// Warning: Using this method can make the graph data inconsistent. It's recommended to use other ways to update the graph, instead, for example <see cref="SetConnection"/>.
/// </summary>
public void SetConnectionInternal (int dir, bool value) {
// Set bit number #dir to 1 or 0 depending on #value
unchecked { gridFlags = (ushort)(gridFlags & ~((ushort)1 << GridFlagsConnectionOffset << dir) | (value ? (ushort)1 : (ushort)0) << GridFlagsConnectionOffset << dir); }
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Sets the state of all grid connections.
///
/// See: SetConnectionInternal
///
/// Warning: Using this method can make the graph data inconsistent. It's recommended to use other ways to update the graph, instead.
/// </summary>
/// <param name="connections">a bitmask of the connections (bit 0 is the first connection, bit 1 the second connection, etc.).</param>
public void SetAllConnectionInternal (int connections) {
unchecked { gridFlags = (ushort)((gridFlags & ~GridFlagsConnectionMask) | (connections << GridFlagsConnectionOffset)); }
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>Bitpacked int containing all 8 grid connections</summary>
public int GetAllConnectionInternal () {
return (gridFlags & GridFlagsConnectionMask) >> GridFlagsConnectionOffset;
}
public override bool HasAnyGridConnections => GetAllConnectionInternal() != 0;
/// <summary>
/// Disables all grid connections from this node.
/// Note: Other nodes might still be able to get to this node.
/// Therefore it is recommended to also disable the relevant connections on adjacent nodes.
///
/// Warning: Using this method can make the graph data inconsistent. It's recommended to use other ways to update the graph, instead.
/// </summary>
public override void ResetConnectionsInternal () {
unchecked {
gridFlags = (ushort)(gridFlags & ~GridFlagsConnectionMask);
}
AstarPath.active.hierarchicalGraph.AddDirtyNode(this);
}
/// <summary>
/// Work in progress for a feature that required info about which nodes were at the border of the graph.
/// Note: This property is not functional at the moment.
/// </summary>
public bool EdgeNode {
get {
return (gridFlags & GridFlagsEdgeNodeMask) != 0;
}
set {
unchecked { gridFlags = (ushort)(gridFlags & ~GridFlagsEdgeNodeMask | (value ? GridFlagsEdgeNodeMask : 0)); }
}
}
public override GridNodeBase GetNeighbourAlongDirection (int direction) {
if (HasConnectionInDirection(direction)) {
GridGraph gg = GetGridGraph(GraphIndex);
return gg.nodes[NodeInGridIndex+gg.neighbourOffsets[direction]];
}
return null;
}
public override void ClearConnections (bool alsoReverse) {
if (alsoReverse) {
// Note: This assumes that all connections are bidirectional
// which should hold for all grid graphs unless some custom code has been added
for (int i = 0; i < 8; i++) {
var other = GetNeighbourAlongDirection(i) as GridNode;
if (other != null) {
// Remove reverse connection. See doc for GridGraph.neighbourOffsets to see which indices are used for what.
other.SetConnectionInternal(OppositeConnectionDirection(i), false);
}
}
}
ResetConnectionsInternal();
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.ClearConnections(alsoReverse);
#endif
}
public override void GetConnections<T>(GetConnectionsWithData<T> action, ref T data, int connectionFilter) {
if ((connectionFilter & (Connection.IncomingConnection | Connection.OutgoingConnection)) == 0) return;
GridGraph gg = GetGridGraph(GraphIndex);
var neighbourOffsets = gg.neighbourOffsets;
var nodes = gg.nodes;
for (int i = 0; i < 8; i++) {
if ((gridFlags >> i & GridFlagsConnectionBit0) != 0) {
var other = nodes[NodeInGridIndex + neighbourOffsets[i]];
if (other != null) action(other, ref data);
}
}
#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
base.GetConnections(action, ref data, connectionFilter);
#endif
}
public override bool GetPortal (GraphNode other, out Vector3 left, out Vector3 right) {
if (other.GraphIndex != GraphIndex) {
left = right = Vector3.zero;
return false;
}
GridGraph gg = GetGridGraph(GraphIndex);
var cellOffset = (other as GridNode).CoordinatesInGrid - CoordinatesInGrid;
var dir = OffsetToConnectionDirection(cellOffset.x, cellOffset.y);
if (dir == -1 || !HasConnectionInDirection(dir)) {
left = right = Vector3.zero;
return false;
}
UnityEngine.Assertions.Assert.AreEqual(other, gg.nodes[NodeInGridIndex + gg.neighbourOffsets[dir]]);
if (dir < 4) {
Vector3 middle = ((Vector3)(position + other.position))*0.5f;
Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
cross.Normalize();
cross *= gg.nodeSize*0.5f;
left = middle - cross;
right = middle + cross;
} else {
bool rClear = false;
bool lClear = false;
if (HasConnectionInDirection(dir-4)) {
var n2 = gg.nodes[NodeInGridIndex + gg.neighbourOffsets[dir-4]];
if (n2.Walkable && n2.HasConnectionInDirection((dir-4+1)%4)) {
rClear = true;
}
}
if (HasConnectionInDirection((dir-4+1)%4)) {
var n2 = gg.nodes[NodeInGridIndex + gg.neighbourOffsets[(dir-4+1)%4]];
if (n2.Walkable && n2.HasConnectionInDirection(dir-4)) {
lClear = true;
}
}
Vector3 middle = ((Vector3)(position + other.position))*0.5f;
Vector3 cross = Vector3.Cross(gg.collision.up, (Vector3)(other.position-position));
cross.Normalize();
cross *= gg.nodeSize*1.4142f;
left = middle - (lClear ? cross : Vector3.zero);
right = middle + (rClear ? cross : Vector3.zero);
}
return true;
}
/// <summary>
/// Filters diagonal connections based on the non-diagonal ones to prevent corner cutting and similar things.
///
/// This involves some complicated bitshifting to calculate which diagonal connections
/// should be active based on the non-diagonal ones.
/// For example a path should not be able to pass from A to B if the \<see cref="s"/> represent nodes
/// that we cannot traverse.
///
/// <code>
/// # B
/// A #
/// </code>
///
/// Additionally if corner cutting is disabled we will also prevent a connection from A to B in this case:
///
/// <code>
/// B
/// A #
/// </code>
///
/// If neighbours = 4 then only the 4 axis aligned connections will be enabled.
///
/// If neighbours = 6 then only the connections which are valid for hexagonal graphs will be enabled.
/// </summary>
public static int FilterDiagonalConnections (int conns, NumNeighbours neighbours, bool cutCorners) {
switch (neighbours) {
case NumNeighbours.Four:
// The first 4 bits are the axis aligned connections
return conns & 0xF;
// Default case exists only to make the compiler happy, it is never intended to be used.
default:
case NumNeighbours.Eight:
if (cutCorners) {
int axisConns = conns & 0xF;
// If at least one axis aligned connection
// is adjacent to this diagonal, then we can add a connection.
// Bitshifting is a lot faster than calling node.HasConnectionInDirection.
// We need to check if connection i and i+1 are enabled
// but i+1 may overflow 4 and in that case need to be wrapped around
// (so 3+1 = 4 goes to 0). We do that by checking both connection i+1
// and i+1-4 at the same time. Either i+1 or i+1-4 will be in the range
// from 0 to 4 (exclusive)
int diagConns = (axisConns | (axisConns >> 1 | axisConns << 3)) << 4;
// Filter out diagonal connections that are invalid
// This will also filter out some junk bits which may be set to true above bit 8
diagConns &= conns;
return axisConns | diagConns;
} else {
int axisConns = conns & 0xF;
// If exactly 2 axis aligned connections are adjacent to a diagonal connection
// then the diagonal connection is ok to use.
int diagConns = (axisConns & (axisConns >> 1 | axisConns << 3)) << 4;
// Filter out diagonal connections that are invalid
// This will also filter out some junk bits which may be set above bit 8
diagConns &= conns;
return axisConns | diagConns;
}
case NumNeighbours.Six:
// Hexagon layout
return conns & GridGraph.HexagonConnectionMask;
}
}
public override void Open (Path path, uint pathNodeIndex, uint gScore) {
GridGraph gg = GetGridGraph(GraphIndex);
int[] neighbourOffsets = gg.neighbourOffsets;
uint[] neighbourCosts = gg.neighbourCosts;
var nodes = gg.nodes;
var index = NodeInGridIndex;
// Bitmask of the 8 connections out of this node
// Each bit represents one connection.
var conns = gridFlags & GridFlagsConnectionMask;
// Loop over all connections, first the 4 axis aligned ones and then the 4 diagonal ones.
for (int dir = 0; dir < 8; dir++) {
// dir=4 is the first diagonal connection.
// At this point we know exactly which orthogonal (not diagonal) connections are actually traversable.
// So we do some filtering to determine which diagonals should be traversable.
//
// We do this dynamically because each path may use different tags or different
// ITraversalProviders that affect the result.
//
// When the grid graph is scanned this exact method is also run to pre-filter connections
// based on their walkability values.
// Doing pre-filtering is good because it allows users to use `HasConnectionInDirection`
// and it will return accurate values even for diagonals (even though it will of course not
// take into account any additional constraints such as tags or ITraversalProviders).
if (dir == 4 && (path.traversalProvider == null || path.traversalProvider.filterDiagonalGridConnections)) {
conns = FilterDiagonalConnections(conns, gg.neighbours, gg.cutCorners);
}
// Check if we have a connection in this direction
if (((conns >> dir) & GridFlagsConnectionBit0) != 0) {
var other = nodes[index + neighbourOffsets[dir]];
if (path.CanTraverse(this, other)) {
path.OpenCandidateConnection(pathNodeIndex, other.NodeIndex, gScore, neighbourCosts[dir], 0, other.position);
} else {
// Mark that connection as not valid
conns &= ~(GridFlagsConnectionBit0 << dir);
}
}
}
base.Open(path, pathNodeIndex, gScore);
}
public override void SerializeNode (GraphSerializationContext ctx) {
base.SerializeNode(ctx);
ctx.SerializeInt3(position);
ctx.writer.Write(gridFlags);
}
public override void DeserializeNode (GraphSerializationContext ctx) {
base.DeserializeNode(ctx);
position = ctx.DeserializeInt3();
gridFlags = ctx.reader.ReadUInt16();
}
public override void AddPartialConnection (GraphNode node, uint cost, bool isOutgoing, bool isIncoming) {
// In case the node was already added as an internal grid connection,
// we need to remove that connection before we insert it as a custom connection.
// Using a custom connection is necessary because it has a custom cost.
if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
RemoveGridConnection(gn);
}
base.AddPartialConnection(node, cost, isOutgoing, isIncoming);
}
public override void RemovePartialConnection (GraphNode node) {
base.RemovePartialConnection(node);
// If the node is a grid node on the same graph, it might be added as an internal connection and not a custom one.
if (node is GridNode gn && gn.GraphIndex == GraphIndex) {
RemoveGridConnection(gn);
}
}
/// <summary>
/// Removes a connection from the internal grid connections.
/// See: SetConnectionInternal
/// </summary>
protected void RemoveGridConnection (GridNode node) {
var nodeIndex = NodeInGridIndex;
var gg = GetGridGraph(GraphIndex);
for (int i = 0; i < 8; i++) {
if (nodeIndex + gg.neighbourOffsets[i] == node.NodeInGridIndex && GetNeighbourAlongDirection(i) == node) {
SetConnectionInternal(i, false);
break;
}
}
}
#else
public override void AddPartialConnection (GraphNode node, uint cost, bool isOutgoing, bool isIncoming) {
throw new System.NotImplementedException();
}
public override void ClearConnections (bool alsoReverse) {
throw new System.NotImplementedException();
}
public override void GetConnections (GraphNodeDelegate del) {
throw new System.NotImplementedException();
}
public override void Open (Path path, PathNode pathNode, PathHandler handler) {
throw new System.NotImplementedException();
}
public override void AddPartialConnection (GraphNode node) {
throw new System.NotImplementedException();
}
#endif
}
}