diff options
author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
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committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs | |
parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff) |
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs')
-rw-r--r-- | Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs | 293 |
1 files changed, 293 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs new file mode 100644 index 0000000..174b7d2 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Rules/GridGraphRules.cs @@ -0,0 +1,293 @@ +using System.Collections.Generic; + +namespace Pathfinding.Graphs.Grid.Rules { + using Pathfinding.Serialization; + using Pathfinding.Jobs; + using Unity.Jobs; + using Unity.Collections; + using Unity.Mathematics; + + public class CustomGridGraphRuleEditorAttribute : System.Attribute { + public System.Type type; + public string name; + public CustomGridGraphRuleEditorAttribute(System.Type type, string name) { + this.type = type; + this.name = name; + } + } + + /// <summary> + /// Container for all rules in a grid graph. + /// + /// <code> + /// // Get the first grid graph in the scene + /// var gridGraph = AstarPath.active.data.gridGraph; + /// + /// gridGraph.rules.AddRule(new Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty { + /// penaltyScale = 10000, + /// curve = AnimationCurve.Linear(0, 0, 90, 1), + /// }); + /// </code> + /// + /// See: <see cref="Pathfinding.GridGraph.rules"/> + /// See: grid-rules (view in online documentation for working links) + /// </summary> + [JsonOptIn] + public class GridGraphRules { + List<System.Action<Context> >[] jobSystemCallbacks; + List<System.Action<Context> >[] mainThreadCallbacks; + + /// <summary>List of all rules</summary> + [JsonMember] + List<GridGraphRule> rules = new List<GridGraphRule>(); + + long lastHash; + + /// <summary>Context for when scanning or updating a graph</summary> + public class Context { + /// <summary>Graph which is being scanned or updated</summary> + public GridGraph graph; + /// <summary>Data for all the nodes as NativeArrays</summary> + public GridGraphScanData data; + /// <summary> + /// Tracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually. + /// Always use when scheduling jobs. + /// </summary> + public JobDependencyTracker tracker => data.dependencyTracker; + } + + public void AddRule (GridGraphRule rule) { + rules.Add(rule); + lastHash = -1; + } + + public void RemoveRule (GridGraphRule rule) { + rules.Remove(rule); + lastHash = -1; + } + + public IReadOnlyList<GridGraphRule> GetRules () { + if (rules == null) rules = new List<GridGraphRule>(); + return rules.AsReadOnly(); + } + + long Hash () { + long hash = 196613; + + for (int i = 0; i < rules.Count; i++) { + if (rules[i] != null && rules[i].enabled) hash = hash * 1572869 ^ (long)rules[i].Hash; + } + return hash; + } + + public void RebuildIfNecessary () { + var newHash = Hash(); + + if (newHash == lastHash && jobSystemCallbacks != null && mainThreadCallbacks != null) return; + lastHash = newHash; + Rebuild(); + } + + public void Rebuild () { + rules = rules ?? new List<GridGraphRule>(); + jobSystemCallbacks = jobSystemCallbacks ?? new List<System.Action<Context> >[6]; + for (int i = 0; i < jobSystemCallbacks.Length; i++) { + if (jobSystemCallbacks[i] != null) jobSystemCallbacks[i].Clear(); + } + mainThreadCallbacks = mainThreadCallbacks ?? new List<System.Action<Context> >[6]; + for (int i = 0; i < mainThreadCallbacks.Length; i++) { + if (mainThreadCallbacks[i] != null) mainThreadCallbacks[i].Clear(); + } + for (int i = 0; i < rules.Count; i++) { + if (rules[i].enabled) rules[i].Register(this); + } + } + + public void DisposeUnmanagedData () { + if (rules != null) { + for (int i = 0; i < rules.Count; i++) { + if (rules[i] != null) { + rules[i].DisposeUnmanagedData(); + rules[i].SetDirty(); + } + } + } + } + + static void CallActions (List<System.Action<Context> > actions, Context context) { + if (actions != null) { + try { + for (int i = 0; i < actions.Count; i++) actions[i](context); + } catch (System.Exception e) { + UnityEngine.Debug.LogException(e); + } + } + } + + /// <summary> + /// Executes the rules for the given pass. + /// Call handle.Complete on, or wait for, all yielded job handles. + /// </summary> + public IEnumerator<JobHandle> ExecuteRule (GridGraphRule.Pass rule, Context context) { + if (jobSystemCallbacks == null) Rebuild(); + CallActions(jobSystemCallbacks[(int)rule], context); + + if (mainThreadCallbacks[(int)rule] != null && mainThreadCallbacks[(int)rule].Count > 0) { + if (!context.tracker.forceLinearDependencies) yield return context.tracker.AllWritesDependency; + CallActions(mainThreadCallbacks[(int)rule], context); + } + } + + public void ExecuteRuleMainThread (GridGraphRule.Pass rule, Context context) { + if (jobSystemCallbacks[(int)rule] != null && jobSystemCallbacks[(int)rule].Count > 0) throw new System.Exception("A job system pass has been added for the " + rule + " pass. " + rule + " only supports main thread callbacks."); + if (context.tracker != null) context.tracker.AllWritesDependency.Complete(); + CallActions(mainThreadCallbacks[(int)rule], context); + } + + /// <summary> + /// Adds a pass callback that uses the job system. + /// This rule should only schedule jobs using the `Context.tracker` dependency tracker. Data is not safe to access directly in the callback + /// + /// This method should only be called from rules in their Register method. + /// </summary> + public void AddJobSystemPass (GridGraphRule.Pass pass, System.Action<Context> action) { + var index = (int)pass; + + if (jobSystemCallbacks[index] == null) { + jobSystemCallbacks[index] = new List<System.Action<Context> >(); + } + jobSystemCallbacks[index].Add(action); + } + + /// <summary> + /// Adds a pass callback that runs in the main thread. + /// The callback may access and modify any data in the context. + /// You do not need to schedule jobs in order to access the data. + /// + /// Warning: Not all data in the Context is valid for every pass. For example you cannot access node connections in the BeforeConnections pass + /// since they haven't been calculated yet. + /// + /// This is a bit slower than <see cref="AddJobSystemPass"/> since parallelism and the burst compiler cannot be used. + /// But if you need to use non-thread-safe APIs or data then this is a good choice. + /// + /// This method should only be called from rules in their Register method. + /// </summary> + public void AddMainThreadPass (GridGraphRule.Pass pass, System.Action<Context> action) { + var index = (int)pass; + + if (mainThreadCallbacks[index] == null) { + mainThreadCallbacks[index] = new List<System.Action<Context> >(); + } + mainThreadCallbacks[index].Add(action); + } + + /// <summary>Deprecated: Use AddJobSystemPass or AddMainThreadPass instead</summary> + [System.Obsolete("Use AddJobSystemPass or AddMainThreadPass instead")] + public void Add (GridGraphRule.Pass pass, System.Action<Context> action) { + AddJobSystemPass(pass, action); + } + } + + /// <summary> + /// Custom rule for a grid graph. + /// See: <see cref="GridGraphRules"/> + /// See: grid-rules (view in online documentation for working links) + /// </summary> + [JsonDynamicType] + // Compatibility with old versions + [JsonDynamicTypeAlias("Pathfinding.RuleTexture", typeof(RuleTexture))] + [JsonDynamicTypeAlias("Pathfinding.RuleAnglePenalty", typeof(RuleAnglePenalty))] + [JsonDynamicTypeAlias("Pathfinding.RuleElevationPenalty", typeof(RuleElevationPenalty))] + [JsonDynamicTypeAlias("Pathfinding.RulePerLayerModifications", typeof(RulePerLayerModifications))] + public abstract class GridGraphRule { + /// <summary>Only enabled rules are executed</summary> + [JsonMember] + public bool enabled = true; + int dirty = 1; + + /// <summary> + /// Where in the scanning process a rule will be executed. + /// Check the documentation for <see cref="GridGraphScanData"/> to see which data fields are valid in which passes. + /// </summary> + public enum Pass { + /// <summary> + /// Before the collision testing phase but after height testing. + /// This is very early. Most data is not valid by this point. + /// + /// You can use this if you want to modify the node positions and still have it picked up by the collision testing code. + /// </summary> + BeforeCollision, + /// <summary> + /// Before connections are calculated. + /// At this point height testing and collision testing has been done (if they are enabled). + /// + /// This is the most common pass to use. + /// If you are modifying walkability here then connections and erosion will be calculated properly. + /// </summary> + BeforeConnections, + /// <summary> + /// After connections are calculated. + /// + /// If you are modifying connections directly you should do that in this pass. + /// + /// Note: If erosion is used then this pass will be executed twice. One time before erosion and one time after erosion + /// when the connections are calculated again. + /// </summary> + AfterConnections, + /// <summary> + /// After erosion is calculated but before connections have been recalculated. + /// + /// If no erosion is used then this pass will not be executed. + /// </summary> + AfterErosion, + /// <summary> + /// After everything else. + /// This pass is executed after everything else is done. + /// You should not modify walkability in this pass because then the node connections will not be up to date. + /// </summary> + PostProcess, + /// <summary> + /// After the graph update has been applied to the graph. + /// + /// This pass can only be added as a main-thread pass. + /// + /// Warning: No native data in the context is valid at this point. It has all been disposed. + /// You cannot modify any data in this pass. + /// </summary> + AfterApplied, + } + + /// <summary> + /// Hash of the settings for this rule. + /// The <see cref="Register"/> method will be called again whenever the hash changes. + /// If the hash does not change it is assumed that the <see cref="Register"/> method does not need to be called again. + /// </summary> + public virtual int Hash => dirty; + + /// <summary> + /// Call if you have changed any setting of the rule. + /// This will ensure that any cached data the rule uses is rebuilt. + /// If you do not do this then any settings changes may not affect the graph when it is rescanned or updated. + /// + /// The purpose of this method call is to cause the <see cref="Hash"/> property to change. If your custom rule overrides the Hash property to + /// return a hash of some settings, then you do not need to call this method for the changes the hash function already accounts for. + /// </summary> + public virtual void SetDirty () { + dirty++; + } + + /// <summary> + /// Called when the rule is removed or the graph is destroyed. + /// Use this to e.g. clean up any NativeArrays that the rule uses. + /// + /// Note: The rule should remain valid after this method has been called. + /// However the <see cref="Register"/> method is guaranteed to be called before the rule is executed again. + /// </summary> + public virtual void DisposeUnmanagedData () { + } + + /// <summary>Does preprocessing and adds callbacks to the <see cref="GridGraphRules"/> object</summary> + public virtual void Register (GridGraphRules rules) { + } + } +} |