ZeroVR/ZeroPacientVR/Assets/CodeRespawn/DungeonArchitect/ThirdParty/SharpNav/NavMeshQuery.cs

2405 lines
68 KiB
C#

// Copyright (c) 2013-2015 Robert Rouhani <robert.rouhani@gmail.com> 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.Generic;
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
{
/// <summary>
/// Do pathfinding calculations on the TiledNavMesh
/// </summary>
public class NavMeshQuery
{
private const float H_SCALE = 0.999f;
private TiledNavMesh nav;
private float[] areaCost;
private NodePool tinyNodePool;
private NodePool nodePool;
private PriorityQueue<Node> openList;
private QueryData query;
private Random rand;
/// <summary>
/// Initializes a new instance of the <see cref="NavMeshQuery"/> class.
/// </summary>
/// <param name="nav">The navigation mesh to query.</param>
/// <param name="maxNodes">The maximum number of nodes that can be queued in a query.</param>
public NavMeshQuery(TiledNavMesh nav, int maxNodes)
: this(nav, maxNodes, new Random())
{
}
/// <summary>
/// Initializes a new instance of the <see cref="NavMeshQuery"/> class.
/// </summary>
/// <param name="nav">The navigation mesh to query.</param>
/// <param name="maxNodes">The maximum number of nodes that can be queued in a query.</param>
/// <param name="rand">A random number generator for use in methods like <see cref="NavMeshQuery.FindRandomPoint()"/></param>
public NavMeshQuery(TiledNavMesh nav, int maxNodes, Random rand)
{
this.nav = nav;
areaCost = new float[byte.MaxValue + 1];
for (int i = 0; i < areaCost.Length; i++)
areaCost[i] = 1.0f;
nodePool = new NodePool(maxNodes, MathHelper.NextPowerOfTwo(maxNodes / 4));
tinyNodePool = new NodePool(64, 32);
openList = new PriorityQueue<Node>(maxNodes);
this.rand = rand;
}
/// <summary>
/// The cost between two points may vary depending on the type of polygon.
/// </summary>
/// <param name="pa">Point A</param>
/// <param name="pb">Point B</param>
/// <param name="curPoly">Current polygon</param>
/// <returns>Cost</returns>
public float GetCost(Vector3 pa, Vector3 pb, Poly curPoly)
{
return (pa - pb).Length() * areaCost[(int)curPoly.Area.Id];
}
public TiledNavMesh NavMesh
{
get
{
return nav;
}
}
/// <summary>
/// Finds a random point on a polygon.
/// </summary>
/// <param name="tile">The current mesh tile</param>
/// <param name="poly">The current polygon</param>
/// <param name="polyRef">Polygon reference</param>
/// <returns>Resulting random point</returns>
public Vector3 FindRandomPointOnPoly(MeshTile tile, Poly poly, int polyRef)
{
Vector3 result;
this.FindRandomPointOnPoly(tile, poly, polyRef, out result);
return result;
}
/// <summary>
/// Finds a random point on a polygon.
/// </summary>
/// <param name="tile">The current mesh tile</param>
/// <param name="poly">The current polygon</param>
/// <param name="polyRef">Polygon reference</param>
/// <param name="randomPt">Resulting random point</param>
public void FindRandomPointOnPoly(MeshTile tile, Poly poly, int polyRef, out Vector3 randomPt)
{
Vector3[] verts = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
float[] areas = new float[PathfindingCommon.VERTS_PER_POLYGON];
for (int j = 0; j < poly.VertCount; j++)
verts[j] = tile.Verts[poly.Verts[j]];
float s = (float)rand.NextDouble();
float t = (float)rand.NextDouble();
PathfindingCommon.RandomPointInConvexPoly(verts, poly.VertCount, areas, s, t, out randomPt);
//TODO bad state again.
float h = 0.0f;
if (!GetPolyHeight(polyRef, randomPt, ref h))
throw new InvalidOperationException("Outside bounds?");
randomPt.Y = h;
}
/// <summary>
/// Finds a random point somewhere in the navigation mesh.
/// </summary>
/// <returns>Resulting random point.</returns>
public NavPoint FindRandomPoint()
{
NavPoint result;
this.FindRandomPoint(out result);
return result;
}
/// <summary>
/// Finds a random point somewhere in the navigation mesh.
/// </summary>
/// <param name="randomPoint">Resulting random point.</param>
public void FindRandomPoint(out NavPoint randomPoint)
{
//TODO we're object-oriented, can prevent this state from ever happening.
if (nav == null)
throw new InvalidOperationException("TODO prevent this state from ever occuring");
//randomly pick one tile
//assume all tiles cover roughly the same area
MeshTile tile = null;
float tsum = 0.0f;
for (int i = 0; i < nav.TileCount; i++)
{
MeshTile t = nav[i];
if (t == null || t.Header == null)
continue;
//choose random tile using reservoir sampling
float area = 1.0f;
tsum += area;
float u = (float)rand.NextDouble();
if (u * tsum <= area)
tile = t;
}
//TODO why?
if (tile == null)
throw new InvalidOperationException("No tiles?");
//randomly pick one polygon weighted by polygon area
Poly poly = null;
int polyRef = 0;
int polyBase = nav.GetPolyRefBase(tile);
float areaSum = 0.0f;
for (int i = 0; i < tile.Header.PolyCount; i++)
{
Poly p = tile.Polys[i];
//don't return off-mesh connection polygons
if (p.PolyType != PolygonType.Ground)
continue;
int reference = polyBase | i;
//calculate area of polygon
float polyArea = 0.0f;
float area;
for (int j = 2; j < p.VertCount; j++)
{
Triangle3.Area2D(ref tile.Verts[p.Verts[0]], ref tile.Verts[p.Verts[j - 1]], ref tile.Verts[p.Verts[j]], out area);
polyArea += area;
}
//choose random polygon weighted by area, usig resevoir sampling
areaSum += polyArea;
float u = (float)rand.NextDouble();
if (u * areaSum <= polyArea)
{
poly = p;
polyRef = reference;
}
}
//TODO why?
if (poly == null)
throw new InvalidOperationException("No polys?");
//randomRef = polyRef;
Vector3 randomPt;
FindRandomPointOnPoly(tile, poly, polyRef, out randomPt);
randomPoint = new NavPoint(polyRef, randomPt);
}
/// <summary>
/// Finds a random point in a NavMesh within a specified circle.
/// </summary>
/// <param name="center">The center point.</param>
/// <param name="radius">The maximum distance away from the center that the random point can be.</param>
/// <returns>A random point within the specified circle.</returns>
public NavPoint FindRandomPointAroundCircle(NavPoint center, float radius)
{
NavPoint result;
this.FindRandomPointAroundCircle(center, radius, out result);
return result;
}
/// <summary>
/// Finds a random point in a NavMesh within a specified circle.
/// </summary>
/// <param name="center">The center point.</param>
/// <param name="radius">The maximum distance away from the center that the random point can be.</param>
/// <param name="randomPoint">A random point within the specified circle.</param>
public void FindRandomPointAroundCircle(NavPoint center, float radius, out NavPoint randomPoint)
{
//TODO fix state
if (nav == null || nodePool == null || openList == null)
throw new InvalidOperationException("Something null");
//validate input
if (center.Polygon == 0)
throw new ArgumentOutOfRangeException("startRef", "Null poly reference");
if (!nav.IsValidPolyRef(center.Polygon))
throw new ArgumentException("startRef", "Poly reference is not valid for this navmesh");
MeshTile startTile;
Poly startPoly;
nav.TryGetTileAndPolyByRefUnsafe(center.Polygon, out startTile, out startPoly);
nodePool.Clear();
openList.Clear();
Node startNode = nodePool.GetNode(center.Polygon);
startNode.Pos = center.Position;
startNode.ParentIdx = 0;
startNode.cost = 0;
startNode.total = 0;
startNode.Id = center.Polygon;
startNode.Flags = NodeFlags.Open;
openList.Push(startNode);
float radiusSqr = radius * radius;
float areaSum = 0.0f;
MeshTile randomTile = null;
Poly randomPoly = null;
int randomPolyRef = 0;
while (openList.Count > 0)
{
Node bestNode = openList.Pop();
SetNodeFlagClosed(ref bestNode);
//get poly and tile
int bestRef = bestNode.Id;
MeshTile bestTile;
Poly bestPoly;
nav.TryGetTileAndPolyByRefUnsafe(bestRef, out bestTile, out bestPoly);
//place random locations on ground
if (bestPoly.PolyType == PolygonType.Ground)
{
//calculate area of polygon
float polyArea = 0.0f;
float area;
for (int j = 2; j < bestPoly.VertCount; j++)
{
Triangle3.Area2D(ref bestTile.Verts[bestPoly.Verts[0]], ref bestTile.Verts[bestPoly.Verts[j - 1]], ref bestTile.Verts[bestPoly.Verts[j]], out area);
polyArea += area;
}
//choose random polygon weighted by area using resevoir sampling
areaSum += polyArea;
float u = (float)rand.NextDouble();
if (u * areaSum <= polyArea)
{
randomTile = bestTile;
randomPoly = bestPoly;
randomPolyRef = bestRef;
}
}
//get parent poly and tile
int parentRef = 0;
MeshTile parentTile;
Poly parentPoly;
if (bestNode.ParentIdx != 0)
parentRef = nodePool.GetNodeAtIdx(bestNode.ParentIdx).Id;
if (parentRef != 0)
nav.TryGetTileAndPolyByRefUnsafe(parentRef, out parentTile, out parentPoly);
for (int i = bestPoly.FirstLink; i != Link.Null; i = bestTile.Links[i].Next)
{
Link link = bestTile.Links[i];
int neighbourRef = link.Reference;
//skip invalid neighbours and do not follor back to parent
if (neighbourRef == 0 || neighbourRef == parentRef)
continue;
//expand to neighbour
MeshTile neighbourTile;
Poly neighbourPoly;
nav.TryGetTileAndPolyByRefUnsafe(neighbourRef, out neighbourTile, out neighbourPoly);
//find edge and calculate distance to edge
Vector3 va = new Vector3();
Vector3 vb = new Vector3();
if (!GetPortalPoints(bestRef, bestPoly, bestTile, neighbourRef, neighbourPoly, neighbourTile, ref va, ref vb))
continue;
//if circle isn't touching next polygon, skip it
float tseg;
float distSqr = Distance.PointToSegment2DSquared(ref center.Position, ref va, ref vb, out tseg);
if (distSqr > radiusSqr)
continue;
Node neighbourNode = nodePool.GetNode(neighbourRef);
if (neighbourNode == null)
continue;
if (IsInClosedList(neighbourNode))
continue;
//cost
if (neighbourNode.Flags == 0)
neighbourNode.Pos = Vector3.Lerp(va, vb, 0.5f);
float total = bestNode.total + (bestNode.Pos - neighbourNode.Pos).Length();
//node is already in open list and new result is worse, so skip
if (IsInOpenList(neighbourNode) && total >= neighbourNode.total)
continue;
neighbourNode.Id = neighbourRef;
neighbourNode.Flags = RemoveNodeFlagClosed(neighbourNode);
neighbourNode.ParentIdx = nodePool.GetNodeIdx(bestNode);
neighbourNode.total = total;
if (IsInOpenList(neighbourNode))
{
openList.Modify(neighbourNode);
}
else
{
neighbourNode.Flags = NodeFlags.Open;
openList.Push(neighbourNode);
}
}
}
//TODO invalid state.
if (randomPoly == null)
throw new InvalidOperationException("Poly null?");
Vector3 randomPt;
FindRandomPointOnPoly(randomTile, randomPoly, randomPolyRef, out randomPt);
randomPoint = new NavPoint(randomPolyRef, randomPt);
}
/// <summary>
/// Find a path from the start polygon to the end polygon.
/// -If the end polygon can't be reached, the last polygon will be nearest the end polygon
/// -If the path array is too small, it will be filled as far as possible
/// -start and end positions are used to calculate traversal costs
/// </summary>
/// <param name="startPt">The start point.</param>
/// <param name="endPt">The end point.</param>
/// <param name="path">The path of polygon references</param>
/// <returns>True, if path found. False, if otherwise.</returns>
public bool FindPath(ref NavPoint startPt, ref NavPoint endPt, List<int> path)
{
//reset path of polygons
path.Clear();
int startRef = startPt.Polygon;
Vector3 startPos = startPt.Position;
int endRef = endPt.Polygon;
Vector3 endPos = endPt.Position;
if (startRef == 0 || endRef == 0)
return false;
//path can't store any elements
if (path.Capacity == 0)
return false;
//validate input
if (!nav.IsValidPolyRef(startRef) || !nav.IsValidPolyRef(endRef))
return false;
//special case: both start and end are in the same polygon
if (startRef == endRef)
{
path.Add(startRef);
return true;
}
nodePool.Clear();
openList.Clear();
//initial node is located at the starting position
Node startNode = nodePool.GetNode(startRef);
startNode.Pos = startPos;
startNode.ParentIdx = 0;
startNode.cost = 0;
startNode.total = (startPos - endPos).Length() * H_SCALE;
startNode.Id = startRef;
startNode.Flags = NodeFlags.Open;
openList.Push(startNode);
Node lastBestNode = startNode;
float lastBestTotalCost = startNode.total;
while (openList.Count > 0)
{
//remove node from open list and put it in closed list
Node bestNode = openList.Pop();
SetNodeFlagClosed(ref bestNode);
//reached the goal. stop searching
if (bestNode.Id == endRef)
{
lastBestNode = bestNode;
break;
}
//get current poly and tile
int bestRef = bestNode.Id;
MeshTile bestTile;
Poly bestPoly;
nav.TryGetTileAndPolyByRefUnsafe(bestRef, out bestTile, out bestPoly);
//get parent poly and tile
int parentRef = 0;
MeshTile parentTile;
Poly parentPoly;
if (bestNode.ParentIdx != 0)
parentRef = nodePool.GetNodeAtIdx(bestNode.ParentIdx).Id;
if (parentRef != 0)
nav.TryGetTileAndPolyByRefUnsafe(parentRef, out parentTile, out parentPoly);
//examine neighbors
for (int i = bestPoly.FirstLink; i != Link.Null; i = bestTile.Links[i].Next)
{
int neighbourRef = bestTile.Links[i].Reference;
//skip invalid ids and do not expand back to where we came from
if (neighbourRef == 0 || neighbourRef == parentRef)
continue;
//get neighbour poly and tile
MeshTile neighbourTile;
Poly neighbourPoly;
nav.TryGetTileAndPolyByRefUnsafe(neighbourRef, out neighbourTile, out neighbourPoly);
Node neighbourNode = nodePool.GetNode(neighbourRef);
if (neighbourNode == null)
continue;
//if node is visited the first time, calculate node position
if (neighbourNode.Flags == 0)
{
GetEdgeMidPoint(bestRef, bestPoly, bestTile, neighbourRef, neighbourPoly, neighbourTile, ref neighbourNode.Pos);
}
//calculate cost and heuristic
float cost = 0;
float heuristic = 0;
//special case for last node
if (neighbourRef == endRef)
{
//cost
float curCost = GetCost(bestNode.Pos, neighbourNode.Pos, bestPoly);
float endCost = GetCost(neighbourNode.Pos, endPos, neighbourPoly);
cost = bestNode.cost + curCost + endCost;
heuristic = 0;
}
else
{
//cost
float curCost = GetCost(bestNode.Pos, neighbourNode.Pos, bestPoly);
cost = bestNode.cost + curCost;
heuristic = (neighbourNode.Pos - endPos).Length() * H_SCALE;
}
float total = cost + heuristic;
//the node is already in open list and new result is worse, skip
if (IsInOpenList(neighbourNode) && total >= neighbourNode.total)
continue;
//the node is already visited and processesd, and the new result is worse, skip
if (IsInClosedList(neighbourNode) && total >= neighbourNode.total)
continue;
//add or update the node
neighbourNode.ParentIdx = nodePool.GetNodeIdx(bestNode);
neighbourNode.Id = neighbourRef;
neighbourNode.Flags = RemoveNodeFlagClosed(neighbourNode);
neighbourNode.cost = cost;
neighbourNode.total = total;
if (IsInOpenList(neighbourNode))
{
//already in open, update node location
openList.Modify(neighbourNode);
}
else
{
//put the node in the open list
SetNodeFlagOpen(ref neighbourNode);
openList.Push(neighbourNode);
}
//update nearest node to target so far
if (heuristic < lastBestTotalCost)
{
lastBestTotalCost = heuristic;
lastBestNode = neighbourNode;
}
}
}
//save path
Node node = lastBestNode;
do
{
path.Add(node.Id);
if (path.Count >= path.Capacity)
break;
node = nodePool.GetNodeAtIdx(node.ParentIdx);
}
while (node != null);
//reverse the path since it's backwards
path.Reverse();
return true;
}
/// <summary>
/// Add vertices and portals to a regular path computed from the method FindPath().
/// </summary>
/// <param name="startPos">Starting position</param>
/// <param name="endPos">Ending position</param>
/// <param name="path">Path of polygon references</param>
/// <param name="pathSize">Length of path</param>
/// <param name="straightPath">An array of points on the straight path</param>
/// <param name="straightPathFlags">An array of flags</param>
/// <param name="straightPathRefs">An array of polygon references</param>
/// <param name="straightPathCount">The number of points on the path</param>
/// <param name="maxStraightPath">The maximum length allowed for the straight path</param>
/// <param name="options">Options flag</param>
/// <returns>True, if path found. False, if otherwise.</returns>
public bool FindStraightPath(Vector3 startPos, Vector3 endPos, int[] path, int pathSize, Vector3[] straightPath, int[] straightPathFlags, int[] straightPathRefs, ref int straightPathCount, int maxStraightPath, PathBuildFlags options)
{
straightPathCount = 0;
if (path.Length == 0)
return false;
bool stat = false;
Vector3 closestStartPos = new Vector3();
ClosestPointOnPolyBoundary(path[0], startPos, ref closestStartPos);
Vector3 closestEndPos = new Vector3();
ClosestPointOnPolyBoundary(path[pathSize - 1], endPos, ref closestEndPos);
stat = AppendVertex(closestStartPos, PathfindingCommon.STRAIGHTPATH_START, path[0], straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
if (!stat)
return true;
if (pathSize > 1)
{
Vector3 portalApex = closestStartPos;
Vector3 portalLeft = portalApex;
Vector3 portalRight = portalApex;
int apexIndex = 0;
int leftIndex = 0;
int rightIndex = 0;
PolygonType leftPolyType = 0;
PolygonType rightPolyType = 0;
int leftPolyRef = path[0];
int rightPolyRef = path[0];
for (int i = 0; i < pathSize; i++)
{
Vector3 left = new Vector3();
Vector3 right = new Vector3();
PolygonType fromType = 0, toType = 0;
if (i + 1 < pathSize)
{
//next portal
if (GetPortalPoints(path[i], path[i + 1], ref left, ref right, ref fromType, ref toType) == false)
{
//failed to get portal points means path[i + 1] is an invalid polygon
//clamp end point to path[i] and return path so far
if (ClosestPointOnPolyBoundary(path[i], endPos, ref closestEndPos) == false)
{
//first polygon is invalid
return false;
}
if ((options & (PathBuildFlags.AreaCrossingVertices | PathBuildFlags.AllCrossingVertices)) != 0)
{
//append portals
stat = AppendPortals(apexIndex, i, closestEndPos, path, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath, options);
}
stat = AppendVertex(closestEndPos, 0, path[i], straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
return true;
}
//if starting really close to the portal, advance
if (i == 0)
{
float t;
if (Distance.PointToSegment2DSquared(ref portalApex, ref left, ref right, out t) < 0.001 * 0.001)
continue;
}
}
else
{
//end of the path
left = closestEndPos;
right = closestEndPos;
fromType = toType = PolygonType.Ground;
}
//right vertex
float triArea2D;
Triangle3.Area2D(ref portalApex, ref portalRight, ref right, out triArea2D);
if (triArea2D <= 0.0)
{
Triangle3.Area2D(ref portalApex, ref portalLeft, ref right, out triArea2D);
if (portalApex == portalRight || triArea2D > 0.0)
{
portalRight = right;
rightPolyRef = (i + 1 < pathSize) ? path[i + 1] : 0;
rightPolyType = toType;
rightIndex = i;
}
else
{
//append portals along current straight path segment
if ((options & (PathBuildFlags.AreaCrossingVertices | PathBuildFlags.AllCrossingVertices)) != 0)
{
stat = AppendPortals(apexIndex, leftIndex, portalLeft, path, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath, options);
if (stat != true)
return true;
}
portalApex = portalLeft;
apexIndex = leftIndex;
int flags = 0;
if (leftPolyRef == 0)
flags = PathfindingCommon.STRAIGHTPATH_END;
else if (leftPolyType == PolygonType.OffMeshConnection)
flags = PathfindingCommon.STRAIGHTPATH_OFFMESH_CONNECTION;
int reference = leftPolyRef;
//append or update vertex
stat = AppendVertex(portalApex, flags, reference, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
if (stat != true)
return true;
portalLeft = portalApex;
portalRight = portalApex;
leftIndex = apexIndex;
rightIndex = apexIndex;
//restart
i = apexIndex;
continue;
}
}
//left vertex
Triangle3.Area2D(ref portalApex, ref portalLeft, ref left, out triArea2D);
if (triArea2D >= 0.0)
{
Triangle3.Area2D(ref portalApex, ref portalRight, ref left, out triArea2D);
if (portalApex == portalLeft || triArea2D < 0.0f)
{
portalLeft = left;
leftPolyRef = (i + 1 < pathSize) ? path[i + 1] : 0;
leftPolyType = toType;
leftIndex = i;
}
else
{
if ((options & (PathBuildFlags.AreaCrossingVertices | PathBuildFlags.AllCrossingVertices)) != 0)
{
stat = AppendPortals(apexIndex, rightIndex, portalRight, path, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath, options);
if (stat != true)
return true;
}
portalApex = portalRight;
apexIndex = rightIndex;
int flags = 0;
if (rightPolyRef == 0)
flags = PathfindingCommon.STRAIGHTPATH_END;
else if (rightPolyType == PolygonType.OffMeshConnection)
flags = PathfindingCommon.STRAIGHTPATH_OFFMESH_CONNECTION;
int reference = rightPolyRef;
//append or update vertex
stat = AppendVertex(portalApex, flags, reference, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
if (stat != true)
return true;
portalLeft = portalApex;
portalRight = portalApex;
leftIndex = apexIndex;
rightIndex = apexIndex;
//restart
i = apexIndex;
continue;
}
}
}
//append portals along the current straight line segment
if ((options & (PathBuildFlags.AreaCrossingVertices | PathBuildFlags.AllCrossingVertices)) != 0)
{
stat = AppendPortals(apexIndex, pathSize - 1, closestEndPos, path, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath, options);
if (stat != true)
return true;
}
}
stat = AppendVertex(closestEndPos, PathfindingCommon.STRAIGHTPATH_END, 0, straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
return true;
}
/// <summary>
/// This method is optimized for small delta movement and a small number of polygons.
/// If movement distance is too large, the result will form an incomplete path.
/// </summary>
/// <param name="startPoint">The start point.</param>
/// <param name="endPos">End position</param>
/// <param name="resultPos">Intermediate point</param>
/// <param name="visited">Visited polygon references</param>
/// <returns>True, if point found. False, if otherwise.</returns>
public bool MoveAlongSurface(NavPoint startPoint, Vector3 endPos, ref Vector3 resultPos, List<int> visited)
{
if (nav == null)
return false;
if (tinyNodePool == null)
return false;
visited.Clear();
//validate input
if (startPoint.Polygon == 0)
return false;
if (!nav.IsValidPolyRef(startPoint.Polygon))
return false;
int MAX_STACK = 48;
Queue<Node> nodeQueue = new Queue<Node>(MAX_STACK);
tinyNodePool.Clear();
Node startNode = tinyNodePool.GetNode(startPoint.Polygon);
startNode.ParentIdx = 0;
startNode.cost = 0;
startNode.total = 0;
startNode.Id = startPoint.Polygon;
startNode.Flags = NodeFlags.Closed;
nodeQueue.Enqueue(startNode);
Vector3 bestPos = startPoint.Position;
float bestDist = float.MaxValue;
Node bestNode = null;
//search constraints
Vector3 searchPos = Vector3.Lerp(startPoint.Position, endPos, 0.5f);
float searchRad = (startPoint.Position - endPos).Length() / 2.0f + 0.001f;
float searchRadSqr = searchRad * searchRad;
Vector3[] verts = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
while (nodeQueue.Count > 0)
{
//pop front
Node curNode = nodeQueue.Dequeue();
//get poly and tile
int curRef = curNode.Id;
MeshTile curTile;
Poly curPoly;
nav.TryGetTileAndPolyByRefUnsafe(curRef, out curTile, out curPoly);
//collect vertices
int nverts = curPoly.VertCount;
for (int i = 0; i < nverts; i++)
verts[i] = curTile.Verts[curPoly.Verts[i]];
//if target is inside poly, stop search
if (Containment.PointInPoly(endPos, verts, nverts))
{
bestNode = curNode;
bestPos = endPos;
break;
}
//find wall edges and find nearest point inside walls
for (int i = 0, j = curPoly.VertCount - 1; i < curPoly.VertCount; j = i++)
{
//find links to neighbors
List<int> neis = new List<int>(8);
if ((curPoly.Neis[j] & Link.External) != 0)
{
//tile border
for (int k = curPoly.FirstLink; k != Link.Null; k = curTile.Links[k].Next)
{
Link link = curTile.Links[k];
if (link.Edge == j)
{
if (link.Reference != 0)
{
MeshTile neiTile;
Poly neiPoly;
nav.TryGetTileAndPolyByRefUnsafe(link.Reference, out neiTile, out neiPoly);
if (neis.Count < neis.Capacity)
neis.Add(link.Reference);
}
}
}
}
else if (curPoly.Neis[j] != 0)
{
int idx = curPoly.Neis[j] - 1;
int reference = nav.GetPolyRefBase(curTile) | idx;
neis.Add(reference); //internal edge, encode id
}
if (neis.Count == 0)
{
//wall edge, calculate distance
float tseg = 0;
float distSqr = Distance.PointToSegment2DSquared(ref endPos, ref verts[j], ref verts[i], out tseg);
if (distSqr < bestDist)
{
//update nearest distance
bestPos = Vector3.Lerp(verts[j], verts[i], tseg);
bestDist = distSqr;
bestNode = curNode;
}
}
else
{
for (int k = 0; k < neis.Count; k++)
{
//skip if no node can be allocated
Node neighbourNode = tinyNodePool.GetNode(neis[k]);
if (neighbourNode == null)
continue;
//skip if already visited
if ((neighbourNode.Flags & NodeFlags.Closed) != 0)
continue;
//skip the link if too far from search constraint
float distSqr = Distance.PointToSegment2DSquared(ref searchPos, ref verts[j], ref verts[i]);
if (distSqr > searchRadSqr)
continue;
//mark the node as visited and push to queue
if (nodeQueue.Count < MAX_STACK)
{
neighbourNode.ParentIdx = tinyNodePool.GetNodeIdx(curNode);
neighbourNode.Flags |= NodeFlags.Closed;
nodeQueue.Enqueue(neighbourNode);
}
}
}
}
}
if ((endPos - bestPos).Length() > 1f)
return false;
if (bestNode != null)
{
//save the path
Node node = bestNode;
do
{
visited.Add(node.Id);
if (visited.Count >= visited.Capacity)
break;
node = tinyNodePool.GetNodeAtIdx(node.ParentIdx);
}
while (node != null);
//reverse the path since it's backwards
visited.Reverse();
}
resultPos = bestPos;
return true;
}
/// <summary>
/// Initialize a sliced path, which is used mostly for crowd pathfinding.
/// </summary>
/// <param name="startPoint">The start point.</param>
/// <param name="endPoint">The end point.</param>
/// <returns>True if path initialized, false otherwise</returns>
public bool InitSlicedFindPath(NavPoint startPoint, NavPoint endPoint)
{
//init path state
query = new QueryData();
query.Status = false;
query.StartRef = startPoint.Polygon;
query.EndRef = endPoint.Polygon;
query.StartPos = startPoint.Position;
query.EndPos = endPoint.Position;
if (query.StartRef == 0 || query.EndRef == 0)
return false;
//validate input
if (!nav.IsValidPolyRef(startPoint.Polygon) || !nav.IsValidPolyRef(endPoint.Polygon))
return false;
if (startPoint.Polygon == endPoint.Polygon)
{
query.Status = true;
return true;
}
nodePool.Clear();
openList.Clear();
Node startNode = nodePool.GetNode(startPoint.Polygon);
startNode.Pos = startPoint.Position;
startNode.ParentIdx = 0;
startNode.cost = 0;
startNode.total = (endPoint.Position - startPoint.Position).Length() * H_SCALE;
startNode.Id = startPoint.Polygon;
startNode.Flags = NodeFlags.Open;
openList.Push(startNode);
query.Status = true;
query.LastBestNode = startNode;
query.LastBestNodeCost = startNode.total;
return query.Status;
}
/// <summary>
/// Update the sliced path as agents move across the path.
/// </summary>
/// <param name="maxIter">Maximum iterations</param>
/// <param name="doneIters">Number of times iterated through</param>
/// <returns>True if updated, false if not</returns>
public bool UpdateSlicedFindPath(int maxIter, ref int doneIters)
{
if (query.Status != true)
return query.Status;
//make sure the request is still valid
if (!nav.IsValidPolyRef(query.StartRef) || !nav.IsValidPolyRef(query.EndRef))
{
query.Status = false;
return false;
}
int iter = 0;
while (iter < maxIter && !openList.Empty())
{
iter++;
//remove node from open list and put it in closed list
Node bestNode = openList.Pop();
SetNodeFlagClosed(ref bestNode);
//reached the goal, stop searching
if (bestNode.Id == query.EndRef)
{
query.LastBestNode = bestNode;
query.Status = true;
doneIters = iter;
return query.Status;
}
//get current poly and tile
int bestRef = bestNode.Id;
MeshTile bestTile;
Poly bestPoly;
if (nav.TryGetTileAndPolyByRef(bestRef, out bestTile, out bestPoly) == false)
{
//the polygon has disappeared during the sliced query, fail
query.Status = false;
doneIters = iter;
return query.Status;
}
//get parent poly and tile
int parentRef = 0;
MeshTile parentTile;
Poly parentPoly;
if (bestNode.ParentIdx != 0)
parentRef = nodePool.GetNodeAtIdx(bestNode.ParentIdx).Id;
if (parentRef != 0)
{
if (nav.TryGetTileAndPolyByRef(parentRef, out parentTile, out parentPoly) == false)
{
//the polygon has disappeared during the sliced query, fail
query.Status = false;
doneIters = iter;
return query.Status;
}
}
for (int i = bestPoly.FirstLink; i != Link.Null; i = bestTile.Links[i].Next)
{
int neighbourRef = bestTile.Links[i].Reference;
//skip invalid ids and do not expand back to where we came from
if (neighbourRef == 0 || neighbourRef == parentRef)
continue;
//get neighbour poly and tile
MeshTile neighbourTile;
Poly neighbourPoly;
nav.TryGetTileAndPolyByRefUnsafe(neighbourRef, out neighbourTile, out neighbourPoly);
Node neighbourNode = nodePool.GetNode(neighbourRef);
if (neighbourNode == null)
continue;
if (neighbourNode.Flags == 0)
{
GetEdgeMidPoint(bestRef, bestPoly, bestTile, neighbourRef, neighbourPoly, neighbourTile, ref neighbourNode.Pos);
}
//calculate cost and heuristic
float cost = 0;
float heuristic = 0;
//special case for last node
if (neighbourRef == query.EndRef)
{
//cost
float curCost = GetCost(bestNode.Pos, neighbourNode.Pos, bestPoly);
float endCost = GetCost(neighbourNode.Pos, query.EndPos, neighbourPoly);
cost = bestNode.cost + curCost + endCost;
heuristic = 0;
}
else
{
//cost
float curCost = GetCost(bestNode.Pos, neighbourNode.Pos, bestPoly);
cost = bestNode.cost + curCost;
heuristic = (neighbourNode.Pos - query.EndPos).Length() * H_SCALE;
}
float total = cost + heuristic;
//the node is already in open list and new result is worse, skip
if (IsInOpenList(neighbourNode) && total >= neighbourNode.total)
continue;
//the node is already visited and processesd, and the new result is worse, skip
if (IsInClosedList(neighbourNode) && total >= neighbourNode.total)
continue;
//add or update the node
neighbourNode.ParentIdx = nodePool.GetNodeIdx(bestNode);
neighbourNode.Id = neighbourRef;
neighbourNode.Flags = RemoveNodeFlagClosed(neighbourNode);
neighbourNode.cost = cost;
neighbourNode.total = total;
if (IsInOpenList(neighbourNode))
{
//already in open, update node location
openList.Modify(neighbourNode);
}
else
{
//put the node in the open list
SetNodeFlagOpen(ref neighbourNode);
openList.Push(neighbourNode);
}
//update nearest node to target so far
if (heuristic < query.LastBestNodeCost)
{
query.LastBestNodeCost = heuristic;
query.LastBestNode = neighbourNode;
}
}
}
//exhausted all nodes, but could not find path
if (openList.Empty())
{
query.Status = true;
}
doneIters = iter;
return query.Status;
}
/// <summary>
/// Save the sliced path
/// </summary>
/// <param name="path">The path in terms of polygon references</param>
/// <param name="pathCount">The path length</param>
/// <param name="maxPath">The maximum path length allowed</param>
/// <returns>True if the path is saved, false if not</returns>
public bool FinalizeSlicedFindPath(int[] path, ref int pathCount, int maxPath)
{
pathCount = 0;
if (query.Status == false)
{
query = new QueryData();
return false;
}
int n = 0;
if (query.StartRef == query.EndRef)
{
//special case: the search starts and ends at the same poly
path[n++] = query.StartRef;
}
else
{
//reverse the path
Node prev = null;
Node node = query.LastBestNode;
do
{
Node next = nodePool.GetNodeAtIdx(node.ParentIdx);
node.ParentIdx = nodePool.GetNodeIdx(prev);
prev = node;
node = next;
}
while (node != null);
//store path
node = prev;
do
{
path[n++] = node.Id;
if (n >= maxPath)
break;
node = nodePool.GetNodeAtIdx(node.ParentIdx);
}
while (node != null);
}
//reset query
query = new QueryData();
//remember to update the path length
pathCount = n;
return true;
}
/// <summary>
/// Save a partial path
/// </summary>
/// <param name="existing">Existing path</param>
/// <param name="existingSize">Existing path's length</param>
/// <param name="path">New path</param>
/// <param name="pathCount">New path's length</param>
/// <param name="maxPath">Maximum path length allowed</param>
/// <returns>True if path saved, false if not</returns>
public bool FinalizedSlicedPathPartial(int[] existing, int existingSize, int[] path, ref int pathCount, int maxPath)
{
pathCount = 0;
if (existingSize == 0)
{
return false;
}
if (query.Status == false)
{
query = new QueryData();
return false;
}
int n = 0;
if (query.StartRef == query.EndRef)
{
//special case: the search starts and ends at the same poly
path[n++] = query.StartRef;
}
else
{
//find furthest existing node that was visited
Node prev = null;
Node node = null;
for (int i = existingSize - 1; i >= 0; i--)
{
node = nodePool.FindNode(existing[i]);
if (node != null)
break;
}
if (node == null)
{
node = query.LastBestNode;
}
//reverse the path
do
{
Node next = nodePool.GetNodeAtIdx(node.ParentIdx);
node.ParentIdx = nodePool.GetNodeIdx(prev);
prev = node;
node = next;
}
while (node != null);
//store path
node = prev;
do
{
path[n++] = node.Id;
if (n >= maxPath)
{
break;
}
node = nodePool.GetNodeAtIdx(node.ParentIdx);
}
while (node != null);
}
//reset query
query = new QueryData();
//remember to update the path length
pathCount = n;
return true;
}
public bool Raycast(NavPoint startPoint, Vector3 endPos, ref float t, ref Vector3 hitNormal, int[] path, ref int pathCount, int maxPath)
{
t = 0;
pathCount = 0;
//validate input
if (startPoint.Polygon == 0 || !nav.IsValidPolyRef(startPoint.Polygon))
return false;
int curRef = startPoint.Polygon;
Vector3[] verts = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
int n = 0;
hitNormal = new Vector3(0, 0, 0);
while (curRef != 0)
{
//cast ray against current polygon
MeshTile tile;
Poly poly;
nav.TryGetTileAndPolyByRefUnsafe(curRef, out tile, out poly);
//collect vertices
int nv = 0;
for (int i = 0; i < poly.VertCount; i++)
{
verts[nv] = tile.Verts[poly.Verts[i]];
nv++;
}
float tmin, tmax;
int segMin, segMax;
if (!Intersection.SegmentPoly2D(startPoint.Position, endPos, verts, nv, out tmin, out tmax, out segMin, out segMax))
{
//could not hit the polygon, keep the old t and report hit
pathCount = n;
return true;
}
//keep track of furthest t so far
if (tmax > t)
t = tmax;
//store visited polygons
if (n < maxPath)
path[n++] = curRef;
//ray end is completely inside the polygon
if (segMax == -1)
{
t = float.MaxValue;
pathCount = n;
return true;
}
//follow neighbours
int nextRef = 0;
for (int i = poly.FirstLink; i != Link.Null; i = tile.Links[i].Next)
{
Link link = tile.Links[i];
//find link which contains the edge
if (link.Edge != segMax)
continue;
//get pointer to the next polygon
MeshTile nextTile;
Poly nextPoly;
nav.TryGetTileAndPolyByRefUnsafe(link.Reference, out nextTile, out nextPoly);
//skip off-mesh connection
if (nextPoly.PolyType == PolygonType.OffMeshConnection)
continue;
//if the link is internal, just return the ref
if (link.Side == BoundarySide.Internal)
{
nextRef = link.Reference;
break;
}
//if the link is at the tile boundary
//check if the link spans the whole edge and accept
if (link.BMin == 0 && link.BMax == 255)
{
nextRef = link.Reference;
break;
}
//check for partial edge links
int v0 = poly.Verts[link.Edge];
int v1 = poly.Verts[(link.Edge + 1) % poly.VertCount];
Vector3 left = tile.Verts[v0];
Vector3 right = tile.Verts[v1];
//check that the intersection lies inside the link portal
if (link.Side == BoundarySide.PlusX || link.Side == BoundarySide.MinusX)
{
//calculate link size
float s = 1.0f / 255.0f;
float lmin = left.Z + (right.Z - left.Z) * (link.BMin * s);
float lmax = left.Z + (right.Z - left.Z) * (link.BMax * s);
if (lmin > lmax)
{
//swap
float temp = lmin;
lmin = lmax;
lmax = temp;
}
//find z intersection
float z = startPoint.Position.Z + (endPos.Z - startPoint.Position.Z) * tmax;
if (z >= lmin && z <= lmax)
{
nextRef = link.Reference;
break;
}
}
else if (link.Side == BoundarySide.PlusZ || link.Side == BoundarySide.MinusZ)
{
//calculate link size
float s = 1.0f / 255.0f;
float lmin = left.X + (right.X - left.X) * (link.BMin * s);
float lmax = left.X + (right.X - left.X) * (link.BMax * s);
if (lmin > lmax)
{
//swap
float temp = lmin;
lmin = lmax;
lmax = temp;
}
//find x intersection
float x = startPoint.Position.X + (endPos.X - startPoint.Position.X) * tmax;
if (x >= lmin && x <= lmax)
{
nextRef = link.Reference;
break;
}
}
}
if (nextRef == 0)
{
//no neighbour, we hit a wall
//calculate hit normal
int a = segMax;
int b = (segMax + 1) < nv ? segMax + 1 : 0;
Vector3 va = verts[a];
Vector3 vb = verts[b];
float dx = vb.X - va.X;
float dz = vb.Z - va.Z;
hitNormal.X = dz;
hitNormal.Y = 0;
hitNormal.Z = -dx;
hitNormal.Normalize();
pathCount = n;
return true;
}
//no hit, advance to neighbour polygon
curRef = nextRef;
}
pathCount = n;
return true;
}
/// <summary>
/// Store polygons that are within a certain range from the current polygon
/// </summary>
/// <param name="centerPoint">Starting position</param>
/// <param name="radius">Range to search within</param>
/// <param name="resultRef">All the polygons within range</param>
/// <param name="resultParent">Polygon's parents</param>
/// <param name="resultCount">Number of polygons stored</param>
/// <param name="maxResult">Maximum number of polygons allowed</param>
/// <returns>True, unless input is invalid</returns>
public bool FindLocalNeighbourhood(NavPoint centerPoint, float radius, int[] resultRef, int[] resultParent, ref int resultCount, int maxResult)
{
resultCount = 0;
//validate input
if (centerPoint.Polygon == 0 || !nav.IsValidPolyRef(centerPoint.Polygon))
return false;
int MAX_STACK = 48;
Node[] stack = new Node[MAX_STACK];
int nstack = 0;
tinyNodePool.Clear();
Node startNode = tinyNodePool.GetNode(centerPoint.Polygon);
startNode.ParentIdx = 0;
startNode.Id = centerPoint.Polygon;
startNode.Flags = NodeFlags.Closed;
stack[nstack++] = startNode;
float radiusSqr = radius * radius;
Vector3[] pa = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
Vector3[] pb = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
int n = 0;
if (n < maxResult)
{
resultRef[n] = startNode.Id;
resultParent[n] = 0;
++n;
}
while (nstack > 0)
{
//pop front
Node curNode = stack[0];
for (int i = 0; i < nstack - 1; i++)
stack[i] = stack[i + 1];
nstack--;
//get poly and tile
int curRef = curNode.Id;
MeshTile curTile;
Poly curPoly;
nav.TryGetTileAndPolyByRefUnsafe(curRef, out curTile, out curPoly);
for (int i = curPoly.FirstLink; i != Link.Null; i = curTile.Links[i].Next)
{
Link link = curTile.Links[i];
int neighbourRef = link.Reference;
//skip invalid neighbours
if (neighbourRef == 0)
continue;
//skip if cannot allocate more nodes
Node neighbourNode = tinyNodePool.GetNode(neighbourRef);
if (neighbourNode == null)
continue;
//skip visited
if ((neighbourNode.Flags & NodeFlags.Closed) != 0)
continue;
//expand to neighbour
MeshTile neighbourTile;
Poly neighbourPoly;
nav.TryGetTileAndPolyByRefUnsafe(neighbourRef, out neighbourTile, out neighbourPoly);
//skip off-mesh connections
if (neighbourPoly.PolyType == PolygonType.OffMeshConnection)
continue;
//find edge and calculate distance to edge
Vector3 va = new Vector3();
Vector3 vb = new Vector3();
if (!GetPortalPoints(curRef, curPoly, curTile, neighbourRef, neighbourPoly, neighbourTile, ref va, ref vb))
continue;
//if the circle is not touching the next polygon, skip it
float tseg;
float distSqr = Distance.PointToSegment2DSquared(ref centerPoint.Position, ref va, ref vb, out tseg);
if (distSqr > radiusSqr)
continue;
//mark node visited
neighbourNode.Flags |= NodeFlags.Closed;
neighbourNode.ParentIdx = tinyNodePool.GetNodeIdx(curNode);
//check that the polygon doesn't collide with existing polygons
//collect vertices of the neighbour poly
int npa = neighbourPoly.VertCount;
for (int k = 0; k < npa; k++)
pa[k] = neighbourTile.Verts[neighbourPoly.Verts[k]];
bool overlap = false;
for (int j = 0; j < n; j++)
{
int pastRef = resultRef[j];
//connected polys do not overlap
bool connected = false;
for (int k = curPoly.FirstLink; k != Link.Null; k = curTile.Links[k].Next)
{
if (curTile.Links[k].Reference == pastRef)
{
connected = true;
break;
}
}
if (connected)
continue;
//potentially overlapping
MeshTile pastTile;
Poly pastPoly;
nav.TryGetTileAndPolyByRefUnsafe(pastRef, out pastTile, out pastPoly);
//get vertices and test overlap
int npb = pastPoly.VertCount;
for (int k = 0; k < npb; k++)
pb[k] = pastTile.Verts[pastPoly.Verts[k]];
if (Intersection.PolyPoly2D(pa, npa, pb, npb))
{
overlap = true;
break;
}
}
if (overlap)
continue;
//store poly
if (n < maxResult)
{
resultRef[n] = neighbourRef;
resultParent[n] = curRef;
++n;
}
if (nstack < MAX_STACK)
{
stack[nstack++] = neighbourNode;
}
}
}
resultCount = n;
return true;
}
/// <summary>
/// Collect all the edges from a polygon.
/// </summary>
/// <param name="reference">The polygon reference</param>
/// <param name="segmentVerts">Segment vertices</param>
/// <param name="segmentRefs">The polygon reference containing the segment</param>
/// <param name="segmentCount">The number of segments stored</param>
/// <param name="maxSegments">The maximum number of segments allowed</param>
/// <returns>True, unless the polygon reference is invalid</returns>
public bool GetPolyWallSegments(int reference, Crowds.LocalBoundary.Segment[] segmentVerts, int[] segmentRefs, ref int segmentCount, int maxSegments)
{
segmentCount = 0;
MeshTile tile;
Poly poly;
if (nav.TryGetTileAndPolyByRef(reference, out tile, out poly) == false)
return false;
int n = 0;
int MAX_INTERVAL = 16;
SegInterval[] ints = new SegInterval[MAX_INTERVAL];
int nints;
bool storePortals = segmentRefs.Length != 0;
for (int i = 0, j = poly.VertCount - 1; i < poly.VertCount; j = i++)
{
//skip non-solid edges
nints = 0;
if ((poly.Neis[j] & Link.External) != 0)
{
//tile border
for (int k = poly.FirstLink; k != Link.Null; k = tile.Links[k].Next)
{
Link link = tile.Links[k];
if (link.Edge == j)
{
if (link.Reference != 0)
{
MeshTile neiTile;
Poly neiPoly;
nav.TryGetTileAndPolyByRefUnsafe(link.Reference, out neiTile, out neiPoly);
InsertInterval(ints, ref nints, MAX_INTERVAL, link.BMin, link.BMax, link.Reference);
}
}
}
}
else
{
//internal edge
int neiRef = 0;
if (poly.Neis[j] != 0)
{
int idx = poly.Neis[j] - 1;
neiRef = nav.GetPolyRefBase(tile) | idx;
}
//if the edge leads to another polygon and portals are not stored, skip
if (neiRef != 0 && !storePortals)
continue;
if (n < maxSegments)
{
Vector3 vj = tile.Verts[poly.Verts[j]];
Vector3 vi = tile.Verts[poly.Verts[i]];
segmentVerts[n].Start = vj;
segmentVerts[n].End = vi;
segmentRefs[n] = neiRef;
n++; //could be n += 2, since segments have 2 vertices
}
continue;
}
//add sentinels
InsertInterval(ints, ref nints, MAX_INTERVAL, -1, 0, 0);
InsertInterval(ints, ref nints, MAX_INTERVAL, 255, 256, 0);
//store segments
Vector3 vj2 = tile.Verts[poly.Verts[j]];
Vector3 vi2 = tile.Verts[poly.Verts[i]];
for (int k = 1; k < nints; k++)
{
//portal segment
if (storePortals && ints[k].Reference != 0)
{
float tmin = ints[k].TMin / 255.0f;
float tmax = ints[k].TMax / 255.0f;
if (n < maxSegments)
{
Vector3.Lerp(ref vj2, ref vi2, tmin, out segmentVerts[n].Start);
Vector3.Lerp(ref vj2, ref vi2, tmax, out segmentVerts[n].End);
segmentRefs[n] = ints[k].Reference;
n++;
}
}
//wall segment
int imin = ints[k - 1].TMax;
int imax = ints[k].TMin;
if (imin != imax)
{
float tmin = imin / 255.0f;
float tmax = imax / 255.0f;
if (n < maxSegments)
{
Vector3.Lerp(ref vj2, ref vi2, tmin, out segmentVerts[n].Start);
Vector3.Lerp(ref vj2, ref vi2, tmax, out segmentVerts[n].End);
segmentRefs[n] = 0;
n++;
}
}
}
}
segmentCount = n;
return true;
}
/// <summary>
/// Insert a segment into the array
/// </summary>
/// <param name="ints">The array of segments</param>
/// <param name="nints">The number of segments</param>
/// <param name="maxInts">The maximium number of segments allowed</param>
/// <param name="tmin">Parameter t minimum</param>
/// <param name="tmax">Parameter t maximum</param>
/// <param name="reference">Polygon reference</param>
public void InsertInterval(SegInterval[] ints, ref int nints, int maxInts, int tmin, int tmax, int reference)
{
if (nints + 1 > maxInts)
return;
//find insertion point
int idx = 0;
while (idx < nints)
{
if (tmax <= ints[idx].TMin)
break;
idx++;
}
//move current results
if (nints - idx > 0)
{
for (int i = 0; i < nints - idx; i++)
ints[idx + 1 + i] = ints[idx + i];
}
//store
ints[idx].Reference = reference;
ints[idx].TMin = tmin;
ints[idx].TMax = tmax;
nints++;
}
/// <summary>
/// Get edge midpoint between two prolygons
/// </summary>
/// <param name="from">"From" polygon reference</param>
/// <param name="fromPoly">"From" polygon data</param>
/// <param name="fromTile">"From" mesh tile</param>
/// <param name="to">"To" polygon reference</param>
/// <param name="toPoly">"To" polygon data</param>
/// <param name="toTile">"To" mesh tile</param>
/// <param name="mid">Edge midpoint</param>
/// <returns>True, if midpoint found. False, if otherwise.</returns>
public bool GetEdgeMidPoint(int from, Poly fromPoly, MeshTile fromTile, int to, Poly toPoly, MeshTile toTile, ref Vector3 mid)
{
Vector3 left = new Vector3();
Vector3 right = new Vector3();
if (!GetPortalPoints(from, fromPoly, fromTile, to, toPoly, toTile, ref left, ref right))
return false;
mid = (left + right) * 0.5f;
return true;
}
/// <summary>
/// Find points on the left and right side.
/// </summary>
/// <param name="from">"From" polygon reference</param>
/// <param name="to">"To" polygon reference</param>
/// <param name="left">Point on the left side</param>
/// <param name="right">Point on the right side</param>
/// <param name="fromType">Polygon type of "From" polygon</param>
/// <param name="toType">Polygon type of "To" polygon</param>
/// <returns>True, if points found. False, if otherwise.</returns>
public bool GetPortalPoints(int from, int to, ref Vector3 left, ref Vector3 right, ref PolygonType fromType, ref PolygonType toType)
{
MeshTile fromTile;
Poly fromPoly;
if (nav.TryGetTileAndPolyByRef(from, out fromTile, out fromPoly) == false)
return false;
fromType = fromPoly.PolyType;
MeshTile toTile;
Poly toPoly;
if (nav.TryGetTileAndPolyByRef(to, out toTile, out toPoly) == false)
return false;
toType = toPoly.PolyType;
return GetPortalPoints(from, fromPoly, fromTile, to, toPoly, toTile, ref left, ref right);
}
/// <summary>
/// Find points on the left and right side.
/// </summary>
/// <param name="from">"From" polygon reference</param>
/// <param name="fromPoly">"From" polygon data</param>
/// <param name="fromTile">"From" mesh tile</param>
/// <param name="to">"To" polygon reference</param>
/// <param name="toPoly">"To" polygon data</param>
/// <param name="toTile">"To" mesh tile</param>
/// <param name="left">Resulting point on the left side</param>
/// <param name="right">Resulting point on the right side</param>
/// <returns>True, if points found. False, if otherwise.</returns>
public bool GetPortalPoints(int from, Poly fromPoly, MeshTile fromTile, int to, Poly toPoly, MeshTile toTile, ref Vector3 left, ref Vector3 right)
{
//find the link that points to the 'to' polygon
Link link = null;
for (int i = fromPoly.FirstLink; i != Link.Null; i = fromTile.Links[i].Next)
{
if (fromTile.Links[i].Reference == to)
{
link = fromTile.Links[i];
break;
}
}
if (link == null)
return false;
//handle off-mesh connections
if (fromPoly.PolyType == PolygonType.OffMeshConnection)
{
//find link that points to first vertex
for (int i = fromPoly.FirstLink; i != Link.Null; i = fromTile.Links[i].Next)
{
if (fromTile.Links[i].Reference == to)
{
int v = fromTile.Links[i].Edge;
left = fromTile.Verts[fromPoly.Verts[v]];
right = fromTile.Verts[fromPoly.Verts[v]];
return true;
}
}
return false;
}
if (toPoly.PolyType == PolygonType.OffMeshConnection)
{
//find link that points to first vertex
for (int i = toPoly.FirstLink; i != Link.Null; i = toTile.Links[i].Next)
{
if (toTile.Links[i].Reference == from)
{
int v = toTile.Links[i].Edge;
left = toTile.Verts[toPoly.Verts[v]];
right = toTile.Verts[toPoly.Verts[v]];
return true;
}
}
return false;
}
//find portal vertices
int v0 = fromPoly.Verts[link.Edge];
int v1 = fromPoly.Verts[(link.Edge + 1) % fromPoly.VertCount];
left = fromTile.Verts[v0];
right = fromTile.Verts[v1];
//if the link is at the tile boundary, clamp the vertices to tile width
if (link.Side != BoundarySide.Internal)
{
//unpack portal limits
if (link.BMin != 0 || link.BMax != 255)
{
float s = 1.0f / 255.0f;
float tmin = link.BMin * s;
float tmax = link.BMax * s;
left = Vector3.Lerp(fromTile.Verts[v0], fromTile.Verts[v1], tmin);
right = Vector3.Lerp(fromTile.Verts[v0], fromTile.Verts[v1], tmax);
}
}
return true;
}
/// <summary>
/// Given a point on the polygon, find the closest point
/// </summary>
/// <param name="reference">Polygon reference</param>
/// <param name="pos">Given point</param>
/// <param name="closest">Resulting closest point</param>
/// <returns>True, if point found. False, if otherwise.</returns>
public bool ClosestPointOnPoly(int reference, Vector3 pos, ref Vector3 closest)
{
if (nav == null)
return false;
MeshTile tile;
Poly poly;
if (nav.TryGetTileAndPolyByRef(reference, out tile, out poly) == false)
return false;
if (tile == null)
return false;
tile.ClosestPointOnPoly(poly, pos, ref closest);
return true;
}
/// <summary>
/// Given a point on the polygon, find the closest point
/// </summary>
/// <param name="reference">Polygon reference</param>
/// <param name="pos">Current position</param>
/// <param name="closest">Resulting closest position</param>
/// <param name="posOverPoly">Determines whether the position can be found on the polygon</param>
/// <returns>True, if the closest point is found. False, if otherwise.</returns>
public bool ClosestPointOnPoly(int reference, Vector3 pos, out Vector3 closest, out bool posOverPoly)
{
posOverPoly = false;
closest = Vector3.Zero;
MeshTile tile;
Poly poly;
if (!nav.TryGetTileAndPolyByRef(reference, out tile, out poly))
return false;
if (tile == null)
return false;
if (poly.PolyType == PolygonType.OffMeshConnection)
{
Vector3 v0 = tile.Verts[poly.Verts[0]];
Vector3 v1 = tile.Verts[poly.Verts[1]];
float d0 = (pos - v0).Length();
float d1 = (pos - v1).Length();
float u = d0 / (d0 + d1);
closest = Vector3.Lerp(v0, v1, u);
return true;
}
int indexPoly = 0;
for (int i = 0; i < tile.Polys.Length; i++)
{
if (tile.Polys[i] == poly)
{
indexPoly = i;
break;
}
}
PolyMeshDetail.MeshData pd = tile.DetailMeshes[indexPoly];
//Clamp point to be inside the polygon
Vector3[] verts = new Vector3[PathfindingCommon.VERTS_PER_POLYGON];
float[] edgeDistance = new float[PathfindingCommon.VERTS_PER_POLYGON];
float[] edgeT = new float[PathfindingCommon.VERTS_PER_POLYGON];
int numPolyVerts = poly.VertCount;
for (int i = 0; i < numPolyVerts; i++)
verts[i] = tile.Verts[poly.Verts[i]];
closest = pos;
if (!Distance.PointToPolygonEdgeSquared(pos, verts, numPolyVerts, edgeDistance, edgeT))
{
//Point is outside the polygon
//Clamp to nearest edge
float minDistance = float.MaxValue;
int minIndex = -1;
for (int i = 0; i < numPolyVerts; i++)
{
if (edgeDistance[i] < minDistance)
{
minDistance = edgeDistance[i];
minIndex = i;
}
}
Vector3 va = verts[minIndex];
Vector3 vb = verts[(minIndex + 1) % numPolyVerts];
closest = Vector3.Lerp(va, vb, edgeT[minIndex]);
}
else
{
posOverPoly = false;
}
//find height at the location
for (int j = 0; j < tile.DetailMeshes[indexPoly].TriangleCount; j++)
{
PolyMeshDetail.TriangleData t = tile.DetailTris[pd.TriangleIndex + j];
Vector3 va, vb, vc;
if (t.VertexHash0 < poly.VertCount)
va = tile.Verts[poly.Verts[t.VertexHash0]];
else
va = tile.DetailVerts[pd.VertexIndex + (t.VertexHash0 - poly.VertCount)];
if (t.VertexHash1 < poly.VertCount)
vb = tile.Verts[poly.Verts[t.VertexHash1]];
else
vb = tile.DetailVerts[pd.VertexIndex + (t.VertexHash1 - poly.VertCount)];
if (t.VertexHash2 < poly.VertCount)
vc = tile.Verts[poly.Verts[t.VertexHash2]];
else
vc = tile.DetailVerts[pd.VertexIndex + (t.VertexHash2 - poly.VertCount)];
float h;
if (Distance.PointToTriangle(pos, va, vb, vc, out h))
{
closest.Y = h;
break;
}
}
return true;
}
/// <summary>
/// Given a point on a polygon, find the closest point which lies on the polygon boundary.
/// </summary>
/// <param name="reference">Polygon reference</param>
/// <param name="pos">Current position</param>
/// <param name="closest">Resulting closest point</param>
/// <returns>True, if the closest point is found. False, if otherwise.</returns>
public bool ClosestPointOnPolyBoundary(int reference, Vector3 pos, ref Vector3 closest)
{
MeshTile tile;
Poly poly;
if (nav.TryGetTileAndPolyByRef(reference, out tile, out poly) == false)
return false;
tile.ClosestPointOnPolyBoundary(poly, pos, out closest);
return true;
}
/// <summary>
/// Add a vertex to the straight path.
/// </summary>
/// <param name="pos"></param>
/// <param name="flags"></param>
/// <param name="reference"></param>
/// <param name="straightPath">An array of points on the straight path</param>
/// <param name="straightPathFlags">An array of flags</param>
/// <param name="straightPathRefs">An array of polygon references</param>
/// <param name="straightPathCount">The number of points on the path</param>
/// <param name="maxStraightPath">The maximum length allowed for the straight path</param>
/// <returns>True, if end of path hasn't been reached yet and path isn't full. False, if otherwise.</returns>
public bool AppendVertex(Vector3 pos, int flags, int reference, Vector3[] straightPath, int[] straightPathFlags, int[] straightPathRefs, ref int straightPathCount, int maxStraightPath)
{
if (straightPathCount > 0 && straightPath[straightPathCount - 1] == pos)
{
//the vertices are equal
//update flags and polys
if (straightPathFlags.Length != 0)
straightPathFlags[straightPathCount - 1] = flags;
if (straightPathRefs.Length != 0)
straightPathRefs[straightPathCount - 1] = reference;
}
else
{
//append new vertex
straightPath[straightPathCount] = pos;
if (straightPathFlags.Length != 0)
straightPathFlags[straightPathCount] = flags;
if (straightPathRefs.Length != 0)
straightPathRefs[straightPathCount] = reference;
straightPathCount++;
if (flags == PathfindingCommon.STRAIGHTPATH_END || straightPathCount >= maxStraightPath)
{
return false;
}
}
return true;
}
/// <summary>
/// Update the vertices on the straight path
/// </summary>
/// <param name="startIdx">Original path's starting index</param>
/// <param name="endIdx">Original path's end index</param>
/// <param name="endPos">The end position</param>
/// <param name="path">The original path of polygon references</param>
/// <param name="straightPath">An array of points on the straight path</param>
/// <param name="straightPathFlags">An array of flags</param>
/// <param name="straightPathRefs">An array of polygon references</param>
/// <param name="straightPathCount">The number of points on the path</param>
/// <param name="maxStraightPath">The maximum length allowed for the straight path</param>
/// <param name="options">Options flag</param>
/// <returns></returns>
public bool AppendPortals(int startIdx, int endIdx, Vector3 endPos, int[] path, Vector3[] straightPath, int[] straightPathFlags, int[] straightPathRefs, ref int straightPathCount, int maxStraightPath, PathBuildFlags options)
{
Vector3 startPos = straightPath[straightPathCount - 1];
//append or update last vertex
bool stat = false;
for (int i = startIdx; i < endIdx; i++)
{
//calculate portal
int from = path[i];
MeshTile fromTile;
Poly fromPoly;
if (nav.TryGetTileAndPolyByRef(from, out fromTile, out fromPoly) == false)
return false;
int to = path[i + 1];
MeshTile toTile;
Poly toPoly;
if (nav.TryGetTileAndPolyByRef(to, out toTile, out toPoly) == false)
return false;
Vector3 left = new Vector3();
Vector3 right = new Vector3();
if (GetPortalPoints(from, fromPoly, fromTile, to, toPoly, toTile, ref left, ref right) == false)
break;
if ((options & PathBuildFlags.AreaCrossingVertices) != 0)
{
//skip intersection if only area crossings are requested
if (fromPoly.Area == toPoly.Area)
continue;
}
//append intersection
float s, t;
if (Intersection.SegmentSegment2D(ref startPos, ref endPos, ref left, ref right, out s, out t))
{
Vector3 pt = Vector3.Lerp(left, right, t);
stat = AppendVertex(pt, 0, path[i + 1], straightPath, straightPathFlags, straightPathRefs, ref straightPathCount, maxStraightPath);
if (stat != true)
return true;
}
}
return true;
}
/// <summary>
/// Return false if the provided position is outside the xz-bounds.
/// </summary>
/// <param name="reference">Polygon reference</param>
/// <param name="pos">Current position</param>
/// <param name="height">Resulting polygon height</param>
/// <returns>True, if height found. False, if otherwise.</returns>
public bool GetPolyHeight(int reference, Vector3 pos, ref float height)
{
if (nav == null)
return false;
MeshTile tile;
Poly poly;
if (!nav.TryGetTileAndPolyByRef(reference, out tile, out poly))
return false;
//off-mesh connections don't have detail polygons
if (poly.PolyType == PolygonType.OffMeshConnection)
{
Vector3 closest;
tile.ClosestPointOnPolyOffMeshConnection(poly, pos, out closest);
height = closest.Y;
return true;
}
else
{
int indexPoly = 0;
for (int i = 0; i < tile.Polys.Length; i++)
{
if (tile.Polys[i] == poly)
{
indexPoly = i;
break;
}
}
float h = 0;
if (tile.ClosestHeight(indexPoly, pos, out h))
{
height = h;
return true;
}
}
return false;
}
/// <summary>
/// Find the nearest poly within a certain range.
/// </summary>
/// <param name="center">Center.</param>
/// <param name="extents">Extents.</param>
/// <returns>The neareast point.</returns>
public NavPoint FindNearestPoly(Vector3 center, Vector3 extents)
{
NavPoint result;
this.FindNearestPoly(ref center, ref extents, out result);
return result;
}
/// <summary>
/// Find the nearest poly within a certain range.
/// </summary>
/// <param name="center">Center.</param>
/// <param name="extents">Extents.</param>
/// <param name="nearestPt">The neareast point.</param>
public void FindNearestPoly(ref Vector3 center, ref Vector3 extents, out NavPoint nearestPt)
{
nearestPt = NavPoint.Null;
//TODO error state?
// Get nearby polygons from proximity grid.
List<int> polys = new List<int>(128);
if (!QueryPolygons(ref center, ref extents, polys))
throw new InvalidOperationException("no nearby polys?");
float nearestDistanceSqr = float.MaxValue;
for (int i = 0; i < polys.Count; i++)
{
int reference = polys[i];
Vector3 closestPtPoly;
bool posOverPoly;
ClosestPointOnPoly(reference, center, out closestPtPoly, out posOverPoly);
// If a point is directly over a polygon and closer than
// climb height, favor that instead of straight line nearest point.
Vector3 diff = center - closestPtPoly;
float d = 0;
if (posOverPoly)
{
MeshTile tile;
Poly poly;
nav.TryGetTileAndPolyByRefUnsafe(polys[i], out tile, out poly);
d = Math.Abs(diff.Y) - tile.Header.WalkableClimb;
d = d > 0 ? d * d : 0;
}
else
{
d = diff.LengthSquared();
}
if (d < nearestDistanceSqr)
{
nearestDistanceSqr = d;
nearestPt = new NavPoint(reference, closestPtPoly);
}
}
}
/// <summary>
/// Finds nearby polygons within a certain range.
/// </summary>
/// <param name="center">The starting point</param>
/// <param name="extent">The range to search within</param>
/// <param name="polys">A list of polygons</param>
/// <returns>True, if successful. False, if otherwise.</returns>
public bool QueryPolygons(ref Vector3 center, ref Vector3 extent, List<int> polys)
{
Vector3 bmin = center - extent;
Vector3 bmax = center + extent;
int minx, miny, maxx, maxy;
nav.CalcTileLoc(ref bmin, out minx, out miny);
nav.CalcTileLoc(ref bmax, out maxx, out maxy);
MeshTile[] neis = new MeshTile[32];
BBox3 bounds = new BBox3(bmin, bmax);
int n = 0;
for (int y = miny; y <= maxy; y++)
{
for (int x = minx; x <= maxx; x++)
{
int nneis = nav.GetTilesAt(x, y, neis);
for (int j = 0; j < nneis; j++)
{
n += nav.QueryPolygonsInTile(neis[j], bounds, polys);
if (n >= polys.Capacity)
{
return true;
}
}
}
}
return polys.Count != 0;
}
public bool IsValidPolyRef(int reference)
{
MeshTile tile;
Poly poly;
bool status = nav.TryGetTileAndPolyByRef(reference, out tile, out poly);
if (status == false)
return false;
return true;
}
public bool IsInOpenList(Node node)
{
return (node.Flags & NodeFlags.Open) != 0;
}
public bool IsInClosedList(Node node)
{
return (node.Flags & NodeFlags.Closed) != 0;
}
public void SetNodeFlagOpen(ref Node node)
{
node.Flags |= NodeFlags.Open;
}
public void SetNodeFlagClosed(ref Node node)
{
node.Flags &= ~NodeFlags.Open;
node.Flags |= NodeFlags.Closed;
}
public NodeFlags RemoveNodeFlagClosed(Node node)
{
return node.Flags & ~NodeFlags.Closed;
}
private struct QueryData
{
public bool Status;
public Node LastBestNode;
public float LastBestNodeCost;
public int StartRef, EndRef;
public Vector3 StartPos, EndPos;
}
public struct SegInterval
{
public int Reference;
public int TMin, TMax;
}
}
}