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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
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+using UnityEngine;
+using System.Collections.Generic;
+
+namespace Pathfinding {
+ using Pathfinding.Util;
+ using Pathfinding.Drawing;
+
+ /// <summary>
+ /// AI for following paths.
+ ///
+ /// This AI is the default movement script which comes with the A* Pathfinding Project.
+ /// It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier
+ /// to set up movement for the characters in your game.
+ /// This script works well for many types of units, but if you need the highest performance (for example if you are moving hundreds of characters) you
+ /// may want to customize this script or write a custom movement script to be able to optimize it specifically for your game.
+ ///
+ /// This script will try to move to a given <see cref="destination"/>. At <see cref="repathRate regular"/>, the path to the destination will be recalculated.
+ /// If you want to make the AI to follow a particular object you can attach the <see cref="Pathfinding.AIDestinationSetter"/> component.
+ /// Take a look at the getstarted (view in online documentation for working links) tutorial for more instructions on how to configure this script.
+ ///
+ /// Here is a video of this script being used move an agent around (technically it uses the <see cref="Pathfinding.Examples.MineBotAI"/> script that inherits from this one but adds a bit of animation support for the example scenes):
+ /// [Open online documentation to see videos]
+ ///
+ /// \section variables Quick overview of the variables
+ /// In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.
+ ///
+ /// The <see cref="repathRate"/> determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.
+ /// The <see cref="destination"/> field is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example.
+ /// Or it can be the player object in a zombie game.
+ /// The <see cref="maxSpeed"/> is self-explanatory, as is <see cref="rotationSpeed"/>. however <see cref="slowdownDistance"/> might require some explanation:
+ /// It is the approximate distance from the target where the AI will start to slow down. Setting it to a large value will make the AI slow down very gradually.
+ /// <see cref="pickNextWaypointDist"/> determines the distance to the point the AI will move to (see image below).
+ ///
+ /// Below is an image illustrating several variables that are exposed by this class (<see cref="pickNextWaypointDist"/>, <see cref="steeringTarget"/>, <see cref="desiredVelocity)"/>
+ /// [Open online documentation to see images]
+ ///
+ /// This script has many movement fallbacks.
+ /// If it finds an RVOController attached to the same GameObject as this component, it will use that. If it finds a character controller it will also use that.
+ /// If it finds a rigidbody it will use that. Lastly it will fall back to simply modifying Transform.position which is guaranteed to always work and is also the most performant option.
+ ///
+ /// \section how-aipath-works How it works
+ /// In this section I'm going to go over how this script is structured and how information flows.
+ /// This is useful if you want to make changes to this script or if you just want to understand how it works a bit more deeply.
+ /// However you do not need to read this section if you are just going to use the script as-is.
+ ///
+ /// This script inherits from the <see cref="AIBase"/> class. The movement happens either in Unity's standard Update or FixedUpdate method.
+ /// They are both defined in the AIBase class. Which one is actually used depends on if a rigidbody is used for movement or not.
+ /// Rigidbody movement has to be done inside the FixedUpdate method while otherwise it is better to do it in Update.
+ ///
+ /// From there a call is made to the <see cref="MovementUpdate"/> method (which in turn calls <see cref="MovementUpdateInternal)"/>.
+ /// This method contains the main bulk of the code and calculates how the AI *wants* to move. However it doesn't do any movement itself.
+ /// Instead it returns the position and rotation it wants the AI to move to have at the end of the frame.
+ /// The Update (or FixedUpdate) method then passes these values to the <see cref="FinalizeMovement"/> method which is responsible for actually moving the character.
+ /// That method also handles things like making sure the AI doesn't fall through the ground using raycasting.
+ ///
+ /// The AI recalculates its path regularly. This happens in the Update method which checks <see cref="shouldRecalculatePath"/>, and if that returns true it will call <see cref="SearchPath"/>.
+ /// The <see cref="SearchPath"/> method will prepare a path request and send it to the <see cref="Seeker"/> component, which should be attached to the same GameObject as this script.
+ /// </summary>
+ [AddComponentMenu("Pathfinding/AI/AIPath (2D,3D)")]
+ [UniqueComponent(tag = "ai")]
+ public partial class AIPath : AIBase, IAstarAI {
+ /// <summary>
+ /// How quickly the agent accelerates.
+ /// Positive values represent an acceleration in world units per second squared.
+ /// Negative values are interpreted as an inverse time of how long it should take for the agent to reach its max speed.
+ /// For example if it should take roughly 0.4 seconds for the agent to reach its max speed then this field should be set to -1/0.4 = -2.5.
+ /// For a negative value the final acceleration will be: -acceleration*maxSpeed.
+ /// This behaviour exists mostly for compatibility reasons.
+ ///
+ /// In the Unity inspector there are two modes: Default and Custom. In the Default mode this field is set to -2.5 which means that it takes about 0.4 seconds for the agent to reach its top speed.
+ /// In the Custom mode you can set the acceleration to any positive value.
+ /// </summary>
+ public float maxAcceleration = -2.5f;
+
+ /// <summary>
+ /// Rotation speed in degrees per second.
+ /// Rotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second.
+ /// The higher it is, the faster the character will be able to rotate.
+ /// </summary>
+ [UnityEngine.Serialization.FormerlySerializedAs("turningSpeed")]
+ public float rotationSpeed = 360;
+
+ /// <summary>Distance from the end of the path where the AI will start to slow down</summary>
+ public float slowdownDistance = 0.6F;
+
+ /// <summary>
+ /// How far the AI looks ahead along the path to determine the point it moves to.
+ /// In world units.
+ /// If you enable the <see cref="alwaysDrawGizmos"/> toggle this value will be visualized in the scene view as a blue circle around the agent.
+ /// [Open online documentation to see images]
+ ///
+ /// Here are a few example videos showing some typical outcomes with good values as well as how it looks when this value is too low and too high.
+ /// <table>
+ /// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too low</span><br/></verbatim>\endxmlonly A too low value and a too low acceleration will result in the agent overshooting a lot and not managing to follow the path well.</td></tr>
+ /// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-warning">Ok</span><br/></verbatim>\endxmlonly A low value but a high acceleration works decently to make the AI follow the path more closely. Note that the <see cref="Pathfinding.AILerp"/> component is better suited if you want the agent to follow the path without any deviations.</td></tr>
+ /// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example.</td></tr>
+ /// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example, but the path is followed slightly more loosely than in the previous video.</td></tr>
+ /// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too high</span><br/></verbatim>\endxmlonly A too high value will make the agent follow the path too loosely and may cause it to try to move through obstacles.</td></tr>
+ /// </table>
+ /// </summary>
+ public float pickNextWaypointDist = 2;
+
+ /// <summary>Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified</summary>
+ public bool alwaysDrawGizmos;
+
+ /// <summary>
+ /// Slow down when not facing the target direction.
+ /// Incurs at a small performance overhead.
+ ///
+ /// This setting only has an effect if <see cref="enableRotation"/> is enabled.
+ /// </summary>
+ public bool slowWhenNotFacingTarget = true;
+
+ /// <summary>
+ /// Prevent the velocity from being too far away from the forward direction of the character.
+ /// If the character is ordered to move in the opposite direction from where it is facing
+ /// then enabling this will cause it to make a small loop instead of turning on the spot.
+ ///
+ /// This setting only has an effect if <see cref="slowWhenNotFacingTarget"/> is enabled.
+ /// </summary>
+ public bool preventMovingBackwards = false;
+
+ /// <summary>
+ /// Ensure that the character is always on the traversable surface of the navmesh.
+ /// When this option is enabled a <see cref="AstarPath.GetNearest"/> query will be done every frame to find the closest node that the agent can walk on
+ /// and if the agent is not inside that node, then the agent will be moved to it.
+ ///
+ /// This is especially useful together with local avoidance in order to avoid agents pushing each other into walls.
+ /// See: local-avoidance (view in online documentation for working links) for more info about this.
+ ///
+ /// This option also integrates with local avoidance so that if the agent is say forced into a wall by other agents the local avoidance
+ /// system will be informed about that wall and can take that into account.
+ ///
+ /// Enabling this has some performance impact depending on the graph type (pretty fast for grid graphs, slightly slower for navmesh/recast graphs).
+ /// If you are using a navmesh/recast graph you may want to switch to the <see cref="Pathfinding.RichAI"/> movement script which is specifically written for navmesh/recast graphs and
+ /// does this kind of clamping out of the box. In many cases it can also follow the path more smoothly around sharp bends in the path.
+ ///
+ /// It is not recommended that you use this option together with the funnel modifier on grid graphs because the funnel modifier will make the path
+ /// go very close to the border of the graph and this script has a tendency to try to cut corners a bit. This may cause it to try to go slightly outside the
+ /// traversable surface near corners and that will look bad if this option is enabled.
+ ///
+ /// Warning: This option makes no sense to use on point graphs because point graphs do not have a surface.
+ /// Enabling this option when using a point graph will lead to the agent being snapped to the closest node every frame which is likely not what you want.
+ ///
+ /// Below you can see an image where several agents using local avoidance were ordered to go to the same point in a corner.
+ /// When not constraining the agents to the graph they are easily pushed inside obstacles.
+ /// [Open online documentation to see images]
+ /// </summary>
+ public bool constrainInsideGraph = false;
+
+ /// <summary>Current path which is followed</summary>
+ protected Path path;
+
+ /// <summary>Represents the current steering target for the agent</summary>
+ protected PathInterpolator.Cursor interpolator;
+ /// <summary>Helper which calculates points along the current path</summary>
+ protected PathInterpolator interpolatorPath = new PathInterpolator();
+
+ #region IAstarAI implementation
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::Teleport</summary>
+ public override void Teleport (Vector3 newPosition, bool clearPath = true) {
+ reachedEndOfPath = false;
+ base.Teleport(newPosition, clearPath);
+ }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::remainingDistance</summary>
+ public float remainingDistance => interpolator.valid ? interpolator.remainingDistance + movementPlane.ToPlane(interpolator.position - position).magnitude : float.PositiveInfinity;
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::reachedDestination</summary>
+ public override bool reachedDestination {
+ get {
+ if (!reachedEndOfPath) return false;
+ if (!interpolator.valid || remainingDistance + movementPlane.ToPlane(destination - interpolator.endPoint).magnitude > endReachedDistance) return false;
+
+ // Don't do height checks in 2D mode
+ if (orientation != OrientationMode.YAxisForward) {
+ // Check if the destination is above the head of the character or far below the feet of it
+ movementPlane.ToPlane(destination - position, out float yDifference);
+ var h = tr.localScale.y * height;
+ if (yDifference > h || yDifference < -h*0.5) return false;
+ }
+
+ return true;
+ }
+ }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::reachedEndOfPath</summary>
+ public bool reachedEndOfPath { get; protected set; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::hasPath</summary>
+ public bool hasPath => interpolator.valid;
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::pathPending</summary>
+ public bool pathPending => waitingForPathCalculation;
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::steeringTarget</summary>
+ public Vector3 steeringTarget => interpolator.valid ? interpolator.position : position;
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::endOfPath</summary>
+ public override Vector3 endOfPath {
+ get {
+ if (interpolator.valid) return interpolator.endPoint;
+ if (float.IsFinite(destination.x)) return destination;
+ return position;
+ }
+ }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::radius</summary>
+ float IAstarAI.radius { get => radius; set => radius = value; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::height</summary>
+ float IAstarAI.height { get => height; set => height = value; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::maxSpeed</summary>
+ float IAstarAI.maxSpeed { get => maxSpeed; set => maxSpeed = value; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::canSearch</summary>
+ bool IAstarAI.canSearch { get => canSearch; set => canSearch = value; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::canMove</summary>
+ bool IAstarAI.canMove { get => canMove; set => canMove = value; }
+
+ /// <summary>\copydoc Pathfinding::IAstarAI::movementPlane</summary>
+ NativeMovementPlane IAstarAI.movementPlane => new NativeMovementPlane(movementPlane);
+
+ #endregion
+
+ /// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,bool)}</summary>
+ public void GetRemainingPath (List<Vector3> buffer, out bool stale) {
+ buffer.Clear();
+ buffer.Add(position);
+ if (!interpolator.valid) {
+ stale = true;
+ return;
+ }
+
+ stale = false;
+ interpolator.GetRemainingPath(buffer);
+ }
+
+ /// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,List<PathPartWithLinkInfo>,bool)}</summary>
+ public void GetRemainingPath (List<Vector3> buffer, List<PathPartWithLinkInfo> partsBuffer, out bool stale) {
+ GetRemainingPath(buffer, out stale);
+ // This movement script doesn't keep track of path parts, so we just add the whole path as a single part
+ if (partsBuffer != null) {
+ partsBuffer.Clear();
+ partsBuffer.Add(new PathPartWithLinkInfo { startIndex = 0, endIndex = buffer.Count - 1 });
+ }
+ }
+
+ protected override void OnDisable () {
+ // This will, among other things call ClearPath
+ base.OnDisable();
+ rotationFilterState = Vector2.zero;
+ rotationFilterState2 = Vector2.zero;
+ }
+
+ /// <summary>
+ /// The end of the path has been reached.
+ /// If you want custom logic for when the AI has reached it's destination add it here. You can
+ /// also create a new script which inherits from this one and override the function in that script.
+ ///
+ /// This method will be called again if a new path is calculated as the destination may have changed.
+ /// So when the agent is close to the destination this method will typically be called every <see cref="repathRate"/> seconds.
+ ///
+ /// Deprecated: Avoid overriding this method. Instead poll the <see cref="reachedDestination"/> or <see cref="reachedEndOfPath"/> properties.
+ /// </summary>
+ public virtual void OnTargetReached () {
+ }
+
+ protected virtual void UpdateMovementPlane () {
+ if (path.path == null || path.path.Count == 0) return;
+ var graph = AstarData.GetGraph(path.path[0]) as ITransformedGraph;
+ IMovementPlane graphTransform = graph != null ? graph.transform : (orientation == OrientationMode.YAxisForward ? new GraphTransform(Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-90, 270, 90), Vector3.one)) : GraphTransform.identityTransform);
+
+ movementPlane = graphTransform.ToSimpleMovementPlane();
+ }
+
+ /// <summary>
+ /// Called when a requested path has been calculated.
+ /// A path is first requested by <see cref="SearchPath"/>, it is then calculated, probably in the same or the next frame.
+ /// Finally it is returned to the seeker which forwards it to this function.
+ /// </summary>
+ protected override void OnPathComplete (Path newPath) {
+ ABPath p = newPath as ABPath;
+
+ if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types");
+
+ waitingForPathCalculation = false;
+
+ // Increase the reference count on the new path.
+ // This is used for object pooling to reduce allocations.
+ p.Claim(this);
+
+ // Path couldn't be calculated of some reason.
+ // More info in p.errorLog (debug string)
+ if (p.error) {
+ p.Release(this);
+ SetPath(null);
+ return;
+ }
+
+ // Release the previous path.
+ if (path != null) path.Release(this);
+
+ // Replace the old path
+ path = p;
+
+ // The RandomPath and MultiTargetPath do not have a well defined destination that could have been
+ // set before the paths were calculated. So we instead set the destination here so that some properties
+ // like #reachedDestination and #remainingDistance work correctly.
+ if (!p.endPointKnownBeforeCalculation) {
+ destination = p.originalEndPoint;
+ }
+
+ // Make sure the path contains at least 2 points
+ if (path.vectorPath.Count == 1) path.vectorPath.Add(path.vectorPath[0]);
+ interpolatorPath.SetPath(path.vectorPath);
+ interpolator = interpolatorPath.start;
+
+ UpdateMovementPlane();
+
+ // Reset some variables
+ reachedEndOfPath = false;
+
+ // Simulate movement from the point where the path was requested
+ // to where we are right now. This reduces the risk that the agent
+ // gets confused because the first point in the path is far away
+ // from the current position (possibly behind it which could cause
+ // the agent to turn around, and that looks pretty bad).
+ interpolator.MoveToLocallyClosestPoint((GetFeetPosition() + p.originalStartPoint) * 0.5f);
+ interpolator.MoveToLocallyClosestPoint(GetFeetPosition());
+
+ // Update which point we are moving towards.
+ // Note that we need to do this here because otherwise the remainingDistance field might be incorrect for 1 frame.
+ // (due to interpolator.remainingDistance being incorrect).
+ interpolator.MoveToCircleIntersection2D(position, pickNextWaypointDist, movementPlane);
+
+ var distanceToEnd = remainingDistance;
+
+ if (distanceToEnd <= endReachedDistance) {
+ reachedEndOfPath = true;
+ OnTargetReached();
+ }
+ }
+
+ protected override void ClearPath () {
+ CancelCurrentPathRequest();
+ // Release current path so that it can be pooled
+ if (path != null) path.Release(this);
+ path = null;
+ interpolatorPath.SetPath(null);
+ reachedEndOfPath = false;
+ }
+
+ /// <summary>Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not</summary>
+ protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
+ float currentAcceleration = maxAcceleration;
+
+ // If negative, calculate the acceleration from the max speed
+ if (currentAcceleration < 0) currentAcceleration *= -maxSpeed;
+
+ if (updatePosition) {
+ // Get our current position. We read from transform.position as few times as possible as it is relatively slow
+ // (at least compared to a local variable)
+ simulatedPosition = tr.position;
+ }
+ if (updateRotation) simulatedRotation = tr.rotation;
+
+ var currentPosition = simulatedPosition;
+
+ // Normalized direction of where the agent is looking
+ var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
+
+ // Check if we have a valid path to follow and some other script has not stopped the character
+ bool stopped = isStopped || (reachedDestination && whenCloseToDestination == CloseToDestinationMode.Stop);
+
+ if (rvoController != null) rvoDensityBehavior.Update(rvoController.enabled, reachedDestination, ref stopped, ref rvoController.priorityMultiplier, ref rvoController.flowFollowingStrength, currentPosition);
+
+ float speedLimitFactor = 0;
+ float distanceToEnd;
+ // Check if we have a path to follow
+ if (interpolator.valid) {
+ // Update which point we are moving towards
+ interpolator.MoveToCircleIntersection2D(currentPosition, pickNextWaypointDist, movementPlane);
+ var dir = movementPlane.ToPlane(steeringTarget - currentPosition);
+
+ // Calculate the distance to the end of the path
+ distanceToEnd = dir.magnitude + Mathf.Max(0, interpolator.remainingDistance);
+
+ // Check if we have reached the target
+ var prevTargetReached = reachedEndOfPath;
+ reachedEndOfPath = distanceToEnd <= endReachedDistance;
+ if (!prevTargetReached && reachedEndOfPath) OnTargetReached();
+
+ if (!stopped) {
+ // How fast to move depending on the distance to the destination.
+ // Move slower as the character gets closer to the destination.
+ // This is always a value between 0 and 1.
+ speedLimitFactor = distanceToEnd < slowdownDistance? Mathf.Sqrt(distanceToEnd / slowdownDistance) : 1;
+ velocity2D += MovementUtilities.CalculateAccelerationToReachPoint(dir, dir.normalized*maxSpeed, velocity2D, currentAcceleration, rotationSpeed, maxSpeed, forwards) * deltaTime;
+ }
+ } else {
+ reachedEndOfPath = false;
+ distanceToEnd = float.PositiveInfinity;
+ }
+
+ if (!interpolator.valid || stopped) {
+ // Slow down as quickly as possible
+ velocity2D -= Vector2.ClampMagnitude(velocity2D, currentAcceleration * deltaTime);
+ // We are already slowing down as quickly as possible. Avoid limiting the speed in other ways.
+ speedLimitFactor = 1;
+ }
+
+ velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, speedLimitFactor, slowWhenNotFacingTarget && enableRotation, preventMovingBackwards, forwards);
+
+ ApplyGravity(deltaTime);
+ bool avoidingOtherAgents = false;
+
+ if (rvoController != null && rvoController.enabled) {
+ // Send a message to the RVOController that we want to move
+ // with this velocity. In the next simulation step, this
+ // velocity will be processed and it will be fed back to the
+ // rvo controller and finally it will be used by this script
+ // when calling the CalculateMovementDelta method below
+
+ // Make sure that we don't move further than to the end point
+ // of the path. If the RVO simulation FPS is low and we did
+ // not do this, the agent might overshoot the target a lot.
+ var rvoTarget = currentPosition + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEnd), 0f);
+ rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed, endOfPath);
+ avoidingOtherAgents = rvoController.AvoidingAnyAgents;
+ }
+
+ // Set how much the agent wants to move during this frame
+ var delta2D = lastDeltaPosition = CalculateDeltaToMoveThisFrame(currentPosition, distanceToEnd, deltaTime);
+ nextPosition = currentPosition + movementPlane.ToWorld(delta2D, verticalVelocity * deltaTime);
+ CalculateNextRotation(speedLimitFactor, avoidingOtherAgents, out nextRotation);
+ }
+
+ Vector2 rotationFilterState, rotationFilterState2;
+
+ protected virtual void CalculateNextRotation (float slowdown, bool avoidingOtherAgents, out Quaternion nextRotation) {
+ if (lastDeltaTime > 0.00001f && enableRotation) {
+ // Rotate towards the direction we are moving in
+ // Filter out noise in the movement direction
+ // This is especially important when the agent is almost standing still and when using local avoidance
+ float noiseThreshold = radius * tr.localScale.x * 0.2f;
+ float rotationSpeedFactor = MovementUtilities.FilterRotationDirection(ref rotationFilterState, ref rotationFilterState2, lastDeltaPosition, noiseThreshold, lastDeltaTime, avoidingOtherAgents);
+ nextRotation = SimulateRotationTowards(rotationFilterState, rotationSpeed * lastDeltaTime * rotationSpeedFactor, rotationSpeed * lastDeltaTime);
+ } else {
+ // TODO: simulatedRotation
+ nextRotation = rotation;
+ }
+ }
+
+ static NNConstraint cachedNNConstraint = NNConstraint.Walkable;
+ protected override Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged) {
+ if (constrainInsideGraph) {
+ cachedNNConstraint.tags = seeker.traversableTags;
+ cachedNNConstraint.graphMask = seeker.graphMask;
+ cachedNNConstraint.distanceMetric = DistanceMetric.ClosestAsSeenFromAboveSoft();
+ // Note: We don't want to set nn.constrainDistance = false (i.e. allow finding nodes arbitrarily far away), because that can lead to harsh
+ // performance cliffs if agents for example fall through the ground or get thrown off the map, or something like that (it's bound to happen in some games).
+ var nearestOnNavmesh = AstarPath.active.GetNearest(position, cachedNNConstraint);
+
+ if (nearestOnNavmesh.node == null) {
+ // Found no valid node to constrain to. This can happen if there are no valid nodes close enough to the agent.
+ positionChanged = false;
+ return position;
+ }
+
+ var clampedPosition = nearestOnNavmesh.position;
+
+ if (rvoController != null && rvoController.enabled) {
+ // Inform the RVO system about the edges of the navmesh which will allow
+ // it to better keep inside the navmesh in the first place.
+ rvoController.SetObstacleQuery(nearestOnNavmesh.node);
+ }
+
+ // We cannot simply check for equality because some precision may be lost
+ // if any coordinate transformations are used.
+ var difference = movementPlane.ToPlane(clampedPosition - position);
+ float sqrDifference = difference.sqrMagnitude;
+ if (sqrDifference > 0.001f*0.001f) {
+ // The agent was outside the navmesh. Remove that component of the velocity
+ // so that the velocity only goes along the direction of the wall, not into it
+ velocity2D -= difference * Vector2.Dot(difference, velocity2D) / sqrDifference;
+
+ positionChanged = true;
+ // Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate
+ return position + movementPlane.ToWorld(difference);
+ }
+ }
+
+ positionChanged = false;
+ return position;
+ }
+
+#if UNITY_EDITOR
+ [System.NonSerialized]
+ int gizmoHash = 0;
+
+ [System.NonSerialized]
+ float lastChangedTime = float.NegativeInfinity;
+
+ protected static readonly Color GizmoColor = new Color(46.0f/255, 104.0f/255, 201.0f/255);
+
+ public override void DrawGizmos () {
+ base.DrawGizmos();
+
+ // If alwaysDrawGizmos is false, gizmos are only visible for a short while after the user changes any settings on this component
+ var newGizmoHash = pickNextWaypointDist.GetHashCode() ^ slowdownDistance.GetHashCode() ^ endReachedDistance.GetHashCode();
+
+ if (newGizmoHash != gizmoHash && gizmoHash != 0) lastChangedTime = Time.realtimeSinceStartup;
+ gizmoHash = newGizmoHash;
+ float alpha = alwaysDrawGizmos ? 1 : Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - 5f)/0.5f) * (GizmoContext.selectionSize == 1 ? 1 : 0);
+
+ if (alpha > 0) {
+ // Make sure the scene view is repainted while the gizmos are visible
+ if (!alwaysDrawGizmos) UnityEditor.SceneView.RepaintAll();
+ Draw.Line(position, steeringTarget, GizmoColor * new Color(1, 1, 1, alpha));
+ using (Draw.WithMatrix(Matrix4x4.TRS(position, transform.rotation * (orientation == OrientationMode.YAxisForward ? Quaternion.Euler(-90, 0, 0) : Quaternion.identity), Vector3.one))) {
+ Draw.xz.Circle(Vector3.zero, pickNextWaypointDist, GizmoColor * new Color(1, 1, 1, alpha));
+ Draw.xz.Circle(Vector3.zero, slowdownDistance, Color.Lerp(GizmoColor, Color.red, 0.5f) * new Color(1, 1, 1, alpha));
+ Draw.xz.Circle(Vector3.zero, endReachedDistance, Color.Lerp(GizmoColor, Color.red, 0.8f) * new Color(1, 1, 1, alpha));
+ }
+ }
+ }
+#endif
+
+ protected override void OnUpgradeSerializedData (ref Serialization.Migrations migrations, bool unityThread) {
+ if (migrations.IsLegacyFormat) {
+ // Approximately convert from a damping value to a degrees per second value.
+ if (migrations.LegacyVersion < 1) rotationSpeed *= 90;
+ // The base call will migrate the legacy format further
+ }
+ base.OnUpgradeSerializedData(ref migrations, unityThread);
+ }
+ }
+}