// Copyright (c) 2013-2015 Robert Rouhani and other contributors (see CONTRIBUTORS file). // Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE using System; using System.Collections.Generic; using SharpNav.Collections; using SharpNav.Geometry; using SharpNav.Pathfinding; #if MONOGAME using Vector3 = Microsoft.Xna.Framework.Vector3; #elif OPENTK using Vector3 = OpenTK.Vector3; #elif SHARPDX using Vector3 = SharpDX.Vector3; #endif namespace SharpNav { /// /// The NavMeshBuilder class converst PolyMesh and PolyMeshDetail into a different data structure suited for /// pathfinding. This class will create tiled data. /// public class NavMeshBuilder { private PathfindingCommon.NavMeshInfo header; private Vector3[] navVerts; private Poly[] navPolys; private PolyMeshDetail.MeshData[] navDMeshes; private Vector3[] navDVerts; private PolyMeshDetail.TriangleData[] navDTris; private BVTree navBvTree; private OffMeshConnection[] offMeshConnections; /// /// Initializes a new instance of the class. /// Add all the PolyMesh and PolyMeshDetail attributes to the Navigation Mesh. /// Then, add Off-Mesh connection support. /// /// The PolyMesh /// The PolyMeshDetail /// Offmesh connection data /// The settings used to build. public NavMeshBuilder(PolyMesh polyMesh, PolyMeshDetail polyMeshDetail, OffMeshConnection[] offMeshCons, NavMeshGenerationSettings settings) { if (settings.VertsPerPoly > PathfindingCommon.VERTS_PER_POLYGON) throw new InvalidOperationException("The number of vertices per polygon is above SharpNav's limit"); if (polyMesh.VertCount == 0) throw new InvalidOperationException("The provided PolyMesh has no vertices."); if (polyMesh.PolyCount == 0) throw new InvalidOperationException("The provided PolyMesh has not polys."); int nvp = settings.VertsPerPoly; //classify off-mesh connection points BoundarySide[] offMeshSides = new BoundarySide[offMeshCons.Length * 2]; int storedOffMeshConCount = 0; int offMeshConLinkCount = 0; if (offMeshCons.Length > 0) { //find height bounds float hmin = float.MaxValue; float hmax = -float.MaxValue; if (polyMeshDetail != null) { for (int i = 0; i < polyMeshDetail.VertCount; i++) { float h = polyMeshDetail.Verts[i].Y; hmin = Math.Min(hmin, h); hmax = Math.Max(hmax, h); } } else { for (int i = 0; i < polyMesh.VertCount; i++) { PolyVertex iv = polyMesh.Verts[i]; float h = polyMesh.Bounds.Min.Y + iv.Y * settings.CellHeight; hmin = Math.Min(hmin, h); hmax = Math.Max(hmax, h); } } hmin -= settings.MaxClimb; hmax += settings.MaxClimb; BBox3 bounds = polyMesh.Bounds; bounds.Min.Y = hmin; bounds.Max.Y = hmax; for (int i = 0; i < offMeshCons.Length; i++) { Vector3 p0 = offMeshCons[i].Pos0; Vector3 p1 = offMeshCons[i].Pos1; offMeshSides[i * 2 + 0] = BoundarySideExtensions.FromPoint(p0, bounds); offMeshSides[i * 2 + 1] = BoundarySideExtensions.FromPoint(p1, bounds); //off-mesh start position isn't touching mesh if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) { if (p0.Y < bounds.Min.Y || p0.Y > bounds.Max.Y) offMeshSides[i * 2 + 0] = 0; } //count number of links to allocate if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) offMeshConLinkCount++; if (offMeshSides[i * 2 + 1] == BoundarySide.Internal) offMeshConLinkCount++; if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) storedOffMeshConCount++; } } //off-mesh connections stored as polygons, adjust values int totPolyCount = polyMesh.PolyCount + storedOffMeshConCount; int totVertCount = polyMesh.VertCount + storedOffMeshConCount * 2; //find portal edges int edgeCount = 0; int portalCount = 0; for (int i = 0; i < polyMesh.PolyCount; i++) { PolyMesh.Polygon p = polyMesh.Polys[i]; for (int j = 0; j < nvp; j++) { if (p.Vertices[j] == PolyMesh.NullId) break; edgeCount++; if (PolyMesh.IsBoundaryEdge(p.NeighborEdges[j])) { int dir = p.NeighborEdges[j] % 16; if (dir != 15) portalCount++; } } } int maxLinkCount = edgeCount + portalCount * 2 + offMeshConLinkCount * 2; //find unique detail vertices int uniqueDetailVertCount = 0; int detailTriCount = 0; if (polyMeshDetail != null) { detailTriCount = polyMeshDetail.TrisCount; for (int i = 0; i < polyMesh.PolyCount; i++) { int numDetailVerts = polyMeshDetail.Meshes[i].VertexCount; int numPolyVerts = polyMesh.Polys[i].VertexCount; uniqueDetailVertCount += numDetailVerts - numPolyVerts; } } else { uniqueDetailVertCount = 0; detailTriCount = 0; for (int i = 0; i < polyMesh.PolyCount; i++) { int numPolyVerts = polyMesh.Polys[i].VertexCount; uniqueDetailVertCount += numPolyVerts - 2; } } //allocate data header = new PathfindingCommon.NavMeshInfo(); navVerts = new Vector3[totVertCount]; navPolys = new Poly[totPolyCount]; navDMeshes = new PolyMeshDetail.MeshData[polyMesh.PolyCount]; navDVerts = new Vector3[uniqueDetailVertCount]; navDTris = new PolyMeshDetail.TriangleData[detailTriCount]; offMeshConnections = new OffMeshConnection[storedOffMeshConCount]; //store header //HACK TiledNavMesh should figure out the X/Y/layer instead of the user maybe? header.X = 0; header.Y = 0; header.Layer = 0; header.PolyCount = totPolyCount; header.VertCount = totVertCount; header.MaxLinkCount = maxLinkCount; header.Bounds = polyMesh.Bounds; header.DetailMeshCount = polyMesh.PolyCount; header.DetailVertCount = uniqueDetailVertCount; header.DetailTriCount = detailTriCount; header.OffMeshBase = polyMesh.PolyCount; header.WalkableHeight = settings.AgentHeight; header.WalkableRadius = settings.AgentRadius; header.WalkableClimb = settings.MaxClimb; header.OffMeshConCount = storedOffMeshConCount; header.BvNodeCount = settings.BuildBoundingVolumeTree ? polyMesh.PolyCount * 2 : 0; header.BvQuantFactor = 1f / settings.CellSize; int offMeshVertsBase = polyMesh.VertCount; int offMeshPolyBase = polyMesh.PolyCount; //store vertices for (int i = 0; i < polyMesh.VertCount; i++) { PolyVertex iv = polyMesh.Verts[i]; navVerts[i].X = polyMesh.Bounds.Min.X + iv.X * settings.CellSize; navVerts[i].Y = polyMesh.Bounds.Min.Y + iv.Y * settings.CellHeight; navVerts[i].Z = polyMesh.Bounds.Min.Z + iv.Z * settings.CellSize; } //off-mesh link vertices int n = 0; for (int i = 0; i < offMeshCons.Length; i++) { //only store connections which start from this tile if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) { navVerts[offMeshVertsBase + (n * 2 + 0)] = offMeshCons[i].Pos0; navVerts[offMeshVertsBase + (n * 2 + 1)] = offMeshCons[i].Pos1; n++; } } //store polygons for (int i = 0; i < polyMesh.PolyCount; i++) { navPolys[i] = new Poly(); navPolys[i].VertCount = 0; navPolys[i].Flags = polyMesh.Polys[i].Flags; navPolys[i].Area = polyMesh.Polys[i].Area; navPolys[i].PolyType = PolygonType.Ground; navPolys[i].Verts = new int[nvp]; navPolys[i].Neis = new int[nvp]; for (int j = 0; j < nvp; j++) { if (polyMesh.Polys[i].Vertices[j] == PolyMesh.NullId) break; navPolys[i].Verts[j] = polyMesh.Polys[i].Vertices[j]; if (PolyMesh.IsBoundaryEdge(polyMesh.Polys[i].NeighborEdges[j])) { //border or portal edge int dir = polyMesh.Polys[i].NeighborEdges[j] % 16; if (dir == 0xf) //border navPolys[i].Neis[j] = 0; else if (dir == 0) //portal x- navPolys[i].Neis[j] = Link.External | 4; else if (dir == 1) //portal z+ navPolys[i].Neis[j] = Link.External | 2; else if (dir == 2) //portal x+ navPolys[i].Neis[j] = Link.External | 0; else if (dir == 3) //portal z- navPolys[i].Neis[j] = Link.External | 6; } else { //normal connection navPolys[i].Neis[j] = polyMesh.Polys[i].NeighborEdges[j] + 1; } navPolys[i].VertCount++; } } //off-mesh connection vertices n = 0; for (int i = 0; i < offMeshCons.Length; i++) { //only store connections which start from this tile if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) { navPolys[offMeshPolyBase + n].VertCount = 2; navPolys[offMeshPolyBase + n].Verts = new int[nvp]; navPolys[offMeshPolyBase + n].Verts[0] = offMeshVertsBase + (n * 2 + 0); navPolys[offMeshPolyBase + n].Verts[1] = offMeshVertsBase + (n * 2 + 1); navPolys[offMeshPolyBase + n].Flags = (int)offMeshCons[i].Flags; navPolys[offMeshPolyBase + n].Area = polyMesh.Polys[offMeshCons[i].Poly].Area; //HACK is this correct? navPolys[offMeshPolyBase + n].PolyType = PolygonType.OffMeshConnection; n++; } } //store detail meshes and vertices if (polyMeshDetail != null) { int vbase = 0; List storedDetailVerts = new List(); for (int i = 0; i < polyMesh.PolyCount; i++) { int vb = polyMeshDetail.Meshes[i].VertexIndex; int numDetailVerts = polyMeshDetail.Meshes[i].VertexCount; int numPolyVerts = navPolys[i].VertCount; navDMeshes[i].VertexIndex = vbase; navDMeshes[i].VertexCount = numDetailVerts - numPolyVerts; navDMeshes[i].TriangleIndex = polyMeshDetail.Meshes[i].TriangleIndex; navDMeshes[i].TriangleCount = polyMeshDetail.Meshes[i].TriangleCount; //Copy detail vertices //first 'nv' verts are equal to nav poly verts //the rest are detail verts for (int j = 0; j < navDMeshes[i].VertexCount; j++) { storedDetailVerts.Add(polyMeshDetail.Verts[vb + numPolyVerts + j]); } vbase += numDetailVerts - numPolyVerts; } navDVerts = storedDetailVerts.ToArray(); //store triangles for (int j = 0; j < polyMeshDetail.TrisCount; j++) navDTris[j] = polyMeshDetail.Tris[j]; } else { //create dummy detail mesh by triangulating polys int tbase = 0; for (int i = 0; i < polyMesh.PolyCount; i++) { int numPolyVerts = navPolys[i].VertCount; navDMeshes[i].VertexIndex = 0; navDMeshes[i].VertexCount = 0; navDMeshes[i].TriangleIndex = tbase; navDMeshes[i].TriangleCount = numPolyVerts - 2; //triangulate polygon for (int j = 2; j < numPolyVerts; j++) { navDTris[tbase].VertexHash0 = 0; navDTris[tbase].VertexHash1 = j - 1; navDTris[tbase].VertexHash2 = j; //bit for each edge that belongs to the poly boundary navDTris[tbase].Flags = 1 << 2; if (j == 2) navDTris[tbase].Flags |= 1 << 0; if (j == numPolyVerts - 1) navDTris[tbase].Flags |= 1 << 4; tbase++; } } } //store and create BV tree if (settings.BuildBoundingVolumeTree) { //build tree navBvTree = new BVTree(polyMesh.Verts, polyMesh.Polys, nvp, settings.CellSize, settings.CellHeight); } //store off-mesh connections n = 0; for (int i = 0; i < offMeshConnections.Length; i++) { //only store connections which start from this tile if (offMeshSides[i * 2 + 0] == BoundarySide.Internal) { offMeshConnections[n].Poly = offMeshPolyBase + n; //copy connection end points offMeshConnections[n].Pos0 = offMeshCons[i].Pos0; offMeshConnections[n].Pos1 = offMeshCons[i].Pos1; offMeshConnections[n].Radius = offMeshCons[i].Radius; offMeshConnections[n].Flags = offMeshCons[i].Flags; offMeshConnections[n].Side = offMeshSides[i * 2 + 1]; offMeshConnections[n].Tag = offMeshCons[i].Tag; n++; } } } /// /// Gets the file header /// public PathfindingCommon.NavMeshInfo Header { get { return header; } } /// /// Gets the PolyMesh vertices /// public Vector3[] NavVerts { get { return navVerts; } } /// /// Gets the PolyMesh polygons /// public Poly[] NavPolys { get { return navPolys; } } /// /// Gets the PolyMeshDetail mesh data (the indices of the vertices and triagles) /// public PolyMeshDetail.MeshData[] NavDMeshes { get { return navDMeshes; } } /// /// Gets the PolyMeshDetail vertices /// public Vector3[] NavDVerts { get { return navDVerts; } } /// /// Gets the PolyMeshDetail triangles /// public PolyMeshDetail.TriangleData[] NavDTris { get { return navDTris; } } /// /// Gets the bounding volume tree /// public BVTree NavBvTree { get { return navBvTree; } } /// /// Gets the offmesh connection data /// public OffMeshConnection[] OffMeshCons { get { return offMeshConnections; } } } }