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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/Graphs/NavmeshBase.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/NavmeshBase.cs')
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/NavmeshBase.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/NavmeshBase.cs
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+using UnityEngine;
+using System.Collections.Generic;
+using UnityEngine.Profiling;
+using Unity.Collections;
+using Unity.Mathematics;
+using Unity.Burst;
+using UnityEngine.Assertions;
+
+namespace Pathfinding {
+ using System.IO;
+ using Pathfinding.Util;
+ using Pathfinding.Serialization;
+ using Math = System.Math;
+ using System.Linq;
+ using Pathfinding.Drawing;
+ using Pathfinding.Graphs.Navmesh;
+
+ /// <summary>Base class for <see cref="RecastGraph"/> and <see cref="NavMeshGraph"/></summary>
+ [BurstCompile]
+ public abstract class NavmeshBase : NavGraph, INavmesh, INavmeshHolder, ITransformedGraph
+ , IRaycastableGraph {
+#if ASTAR_RECAST_LARGER_TILES
+ // Larger tiles
+ public const int VertexIndexMask = 0xFFFFF;
+
+ public const int TileIndexMask = 0x7FF;
+ public const int TileIndexOffset = 20;
+#else
+ // Larger worlds
+ public const int VertexIndexMask = 0xFFF;
+
+ public const int TileIndexMask = 0x7FFFF;
+ public const int TileIndexOffset = 12;
+#endif
+
+ /// <summary>Size of the bounding box.</summary>
+ [JsonMember]
+ public Vector3 forcedBoundsSize = new Vector3(100, 40, 100);
+
+ public abstract float NavmeshCuttingCharacterRadius { get; }
+
+ /// <summary>Size of a tile in world units along the X axis</summary>
+ public abstract float TileWorldSizeX { get; }
+
+ /// <summary>Size of a tile in world units along the Z axis</summary>
+ public abstract float TileWorldSizeZ { get; }
+
+ /// <summary>
+ /// Maximum (vertical) distance between the sides of two nodes for them to be connected across a tile edge.
+ /// When tiles are connected to each other, the nodes sometimes do not line up perfectly
+ /// so some allowance must be made to allow tiles that do not match exactly to be connected with each other.
+ /// </summary>
+ public abstract float MaxTileConnectionEdgeDistance { get; }
+
+ /// <summary>Show an outline of the polygons in the Unity Editor</summary>
+ [JsonMember]
+ public bool showMeshOutline = true;
+
+ /// <summary>Show the connections between the polygons in the Unity Editor</summary>
+ [JsonMember]
+ public bool showNodeConnections;
+
+ /// <summary>Show the surface of the navmesh</summary>
+ [JsonMember]
+ public bool showMeshSurface = true;
+
+ /// <summary>Number of tiles along the X-axis</summary>
+ public int tileXCount;
+ /// <summary>Number of tiles along the Z-axis</summary>
+ public int tileZCount;
+
+ /// <summary>
+ /// All tiles.
+ ///
+ /// See: <see cref="GetTile"/>
+ /// </summary>
+ protected NavmeshTile[] tiles;
+
+ /// <summary>
+ /// Perform nearest node searches in XZ space only.
+ /// Recomended for single-layered environments. Faster but can be inaccurate esp. in multilayered contexts.
+ /// You should not use this if the graph is rotated since then the XZ plane no longer corresponds to the ground plane.
+ ///
+ /// This can be important on sloped surfaces. See the image below in which the closest point for each blue point is queried for:
+ /// [Open online documentation to see images]
+ ///
+ /// You can also control this using a <see cref="Pathfinding.NNConstraint.distanceXZ field on an NNConstraint"/>.
+ ///
+ /// Deprecated: Set the appropriate fields on the NNConstraint instead.
+ /// </summary>
+ [JsonMember]
+ [System.Obsolete("Set the appropriate fields on the NNConstraint instead")]
+ public bool nearestSearchOnlyXZ;
+
+ /// <summary>
+ /// Should navmesh cuts affect this graph.
+ /// See: <see cref="navmeshUpdateData"/>
+ /// </summary>
+ [JsonMember]
+ public bool enableNavmeshCutting = true;
+
+ /// <summary>
+ /// Handles navmesh cutting.
+ /// See: <see cref="enableNavmeshCutting"/>
+ /// See: <see cref="NavmeshUpdates"/>
+ /// </summary>
+ public readonly NavmeshUpdates.NavmeshUpdateSettings navmeshUpdateData;
+
+ /// <summary>Currently updating tiles in a batch</summary>
+ bool batchTileUpdate;
+
+ /// <summary>List of tiles updating during batch</summary>
+ List<int> batchUpdatedTiles = new List<int>();
+
+ /// <summary>List of nodes that are going to be destroyed as part of a batch update</summary>
+ List<MeshNode> batchNodesToDestroy = new List<MeshNode>();
+
+ /// <summary>
+ /// Determines how the graph transforms graph space to world space.
+ /// See: <see cref="CalculateTransform"/>
+ ///
+ /// Warning: Do not modify this directly, instead use e.g. <see cref="RelocateNodes(GraphTransform)"/>
+ /// </summary>
+ public GraphTransform transform = GraphTransform.identityTransform;
+
+ GraphTransform ITransformedGraph.transform { get { return transform; } }
+
+ /// <summary>\copydoc Pathfinding::NavMeshGraph::recalculateNormals</summary>
+ public abstract bool RecalculateNormals { get; }
+
+ public override bool isScanned => tiles != null;
+
+ /// <summary>
+ /// Returns a new transform which transforms graph space to world space.
+ /// Does not update the <see cref="transform"/> field.
+ /// See: <see cref="RelocateNodes(GraphTransform)"/>
+ /// </summary>
+ public abstract GraphTransform CalculateTransform();
+
+ /// <summary>
+ /// Called when tiles have been completely recalculated.
+ /// This is called after scanning the graph and after
+ /// performing graph updates that completely recalculate tiles
+ /// (not ones that simply modify e.g penalties).
+ /// It is not called after NavmeshCut updates.
+ /// </summary>
+ public System.Action<NavmeshTile[]> OnRecalculatedTiles;
+
+ /// <summary>
+ /// Tile at the specified x, z coordinate pair.
+ /// The first tile is at (0,0), the last tile at (tileXCount-1, tileZCount-1).
+ ///
+ /// <code>
+ /// var graph = AstarPath.active.data.recastGraph;
+ /// int tileX = 5;
+ /// int tileZ = 8;
+ /// NavmeshTile tile = graph.GetTile(tileX, tileZ);
+ ///
+ /// for (int i = 0; i < tile.nodes.Length; i++) {
+ /// // ...
+ /// }
+ /// // or you can access the nodes like this:
+ /// tile.GetNodes(node => {
+ /// // ...
+ /// });
+ /// </code>
+ /// </summary>
+ public NavmeshTile GetTile (int x, int z) {
+ return tiles[x + z * tileXCount];
+ }
+
+ /// <summary>
+ /// Vertex coordinate for the specified vertex index.
+ ///
+ /// Throws: IndexOutOfRangeException if the vertex index is invalid.
+ /// Throws: NullReferenceException if the tile the vertex is in is not calculated.
+ ///
+ /// See: NavmeshTile.GetVertex
+ /// </summary>
+ public Int3 GetVertex (int index) {
+ int tileIndex = (index >> TileIndexOffset) & TileIndexMask;
+
+ return tiles[tileIndex].GetVertex(index);
+ }
+
+ /// <summary>Vertex coordinate in graph space for the specified vertex index</summary>
+ public Int3 GetVertexInGraphSpace (int index) {
+ int tileIndex = (index >> TileIndexOffset) & TileIndexMask;
+
+ return tiles[tileIndex].GetVertexInGraphSpace(index);
+ }
+
+ /// <summary>Tile index from a vertex index</summary>
+ public static int GetTileIndex (int index) {
+ return (index >> TileIndexOffset) & TileIndexMask;
+ }
+
+ public int GetVertexArrayIndex (int index) {
+ return index & VertexIndexMask;
+ }
+
+ /// <summary>Tile coordinates from a tile index</summary>
+ public void GetTileCoordinates (int tileIndex, out int x, out int z) {
+ //z = System.Math.DivRem (tileIndex, tileXCount, out x);
+ z = tileIndex/tileXCount;
+ x = tileIndex - z*tileXCount;
+ }
+
+ /// <summary>
+ /// All tiles.
+ /// Warning: Do not modify this array
+ /// </summary>
+ public NavmeshTile[] GetTiles () {
+ return tiles;
+ }
+
+ /// <summary>
+ /// Returns a bounds object with the bounding box of a group of tiles.
+ ///
+ /// The bounding box is defined in world space.
+ /// </summary>
+ /// <param name="rect">Tiles to get the bounding box of. The rectangle is in tile coordinates where 1 unit = 1 tile.</param>
+ public Bounds GetTileBounds (IntRect rect) {
+ return GetTileBounds(rect.xmin, rect.ymin, rect.Width, rect.Height);
+ }
+
+ /// <summary>
+ /// Returns a bounds object with the bounding box of a group of tiles.
+ /// The bounding box is defined in world space.
+ /// </summary>
+ public Bounds GetTileBounds (int x, int z, int width = 1, int depth = 1) {
+ return transform.Transform(GetTileBoundsInGraphSpace(x, z, width, depth));
+ }
+
+ /// <summary>Returns an XZ bounds object with the bounds of a group of tiles in graph space.</summary>
+ /// <param name="rect">Tiles to get the bounding box of. The rectangle is in tile coordinates where 1 unit = 1 tile.</param>
+ public Bounds GetTileBoundsInGraphSpace (IntRect rect) {
+ return GetTileBoundsInGraphSpace(rect.xmin, rect.ymin, rect.Width, rect.Height);
+ }
+
+ /// <summary>Returns an XZ bounds object with the bounds of a group of tiles in graph space</summary>
+ public Bounds GetTileBoundsInGraphSpace (int x, int z, int width = 1, int depth = 1) {
+ var b = new Bounds();
+
+ b.SetMinMax(
+ new Vector3(x*TileWorldSizeX, 0, z*TileWorldSizeZ),
+ new Vector3((x+width)*TileWorldSizeX, forcedBoundsSize.y, (z+depth)*TileWorldSizeZ)
+ );
+ return b;
+ }
+
+ /// <summary>
+ /// Returns the tile coordinate which contains the specified position.
+ /// It is not necessarily a valid tile (i.e it could be out of bounds).
+ /// </summary>
+ public Int2 GetTileCoordinates (Vector3 position) {
+ position = transform.InverseTransform(position);
+ position.x /= TileWorldSizeX;
+ position.z /= TileWorldSizeZ;
+ return new Int2((int)position.x, (int)position.z);
+ }
+
+ protected override void OnDestroy () {
+ base.OnDestroy();
+ TriangleMeshNode.ClearNavmeshHolder((int)graphIndex, this);
+ }
+
+ protected override void DestroyAllNodes () {
+ // Remove cross-graph connections
+ GetNodes(node => {
+ node.GetConnections(other => {
+ if (node.GraphIndex != other.GraphIndex) other.RemovePartialConnection(node);
+ });
+ });
+ // Destroy all nodes
+ GetNodes(node => {
+ node.Destroy();
+ });
+
+ if (tiles != null) {
+ for (int i = 0; i < tiles.Length; i++) {
+ tiles[i].Dispose();
+ }
+ tiles = null;
+ }
+ }
+
+ public override void RelocateNodes (Matrix4x4 deltaMatrix) {
+ RelocateNodes(deltaMatrix * transform);
+ }
+
+ /// <summary>
+ /// Moves the nodes in this graph.
+ /// Moves all the nodes in such a way that the specified transform is the new graph space to world space transformation for the graph.
+ /// You usually use this together with the <see cref="CalculateTransform"/> method.
+ ///
+ /// So for example if you want to move and rotate all your nodes in e.g a recast graph you can do
+ /// <code>
+ /// // Move the graph to the point (20, 10, 10), rotated 45 degrees around the X axis
+ /// var graph = AstarPath.active.data.recastGraph;
+ /// graph.forcedBoundsCenter = new Vector3(20, 10, 10);
+ /// graph.rotation = new Vector3(45, 0, 0);
+ /// graph.RelocateNodes(graph.CalculateTransform());
+ /// </code>
+ ///
+ /// For a navmesh graph it will look like:
+ /// * <code>
+ /// // Move the graph to the point (20, 10, 10), rotated 45 degrees around the X axis
+ /// var graph = AstarPath.active.data.navmesh;
+ /// graph.offset = new Vector3(20, 10, 10);
+ /// graph.rotation = new Vector3(45, 0, 0);
+ /// graph.RelocateNodes(graph.CalculateTransform());
+ /// </code>
+ ///
+ /// This will move all the nodes to new positions as if the new graph settings had been there from the start.
+ ///
+ /// Note: RelocateNodes(deltaMatrix) is not equivalent to RelocateNodes(new GraphTransform(deltaMatrix)).
+ /// The overload which takes a matrix multiplies all existing node positions with the matrix while this
+ /// overload does not take into account the current positions of the nodes.
+ ///
+ /// See: <see cref="CalculateTransform"/>
+ /// </summary>
+ public void RelocateNodes (GraphTransform newTransform) {
+ DirtyBounds(bounds);
+ transform = newTransform;
+ if (tiles != null) {
+ // Move all the vertices in each tile
+ for (int tileIndex = 0; tileIndex < tiles.Length; tileIndex++) {
+ var tile = tiles[tileIndex];
+ if (tile != null) {
+ tile.vertsInGraphSpace.CopyTo(tile.verts);
+ // Transform the graph space vertices to world space
+ transform.Transform(tile.verts);
+
+ for (int nodeIndex = 0; nodeIndex < tile.nodes.Length; nodeIndex++) {
+ tile.nodes[nodeIndex].UpdatePositionFromVertices();
+ }
+ }
+ }
+ DirtyBounds(bounds);
+ }
+ }
+
+ /// <summary>Creates a single new empty tile</summary>
+ protected NavmeshTile NewEmptyTile (int x, int z) {
+ return new NavmeshTile {
+ x = x,
+ z = z,
+ w = 1,
+ d = 1,
+ verts = default,
+ vertsInGraphSpace = default,
+ tris = default,
+ nodes = new TriangleMeshNode[0],
+ bbTree = default,
+ graph = this,
+ };
+ }
+
+ public override void GetNodes (System.Action<GraphNode> action) {
+ if (tiles == null) return;
+
+ for (int i = 0; i < tiles.Length; i++) {
+ if (tiles[i] == null || tiles[i].x+tiles[i].z*tileXCount != i) continue;
+ TriangleMeshNode[] nodes = tiles[i].nodes;
+
+ if (nodes == null) continue;
+
+ for (int j = 0; j < nodes.Length; j++) action(nodes[j]);
+ }
+ }
+
+ /// <summary>
+ /// Returns a rect containing the indices of all tiles touching the specified bounds.
+ /// If a margin is passed, the bounding box in graph space is expanded by that amount in every direction.
+ /// </summary>
+ public IntRect GetTouchingTiles (Bounds bounds, float margin = 0) {
+ bounds = transform.InverseTransform(bounds);
+
+ // Calculate world bounds of all affected tiles
+ var r = new IntRect(Mathf.FloorToInt((bounds.min.x - margin) / TileWorldSizeX), Mathf.FloorToInt((bounds.min.z - margin) / TileWorldSizeZ), Mathf.FloorToInt((bounds.max.x + margin) / TileWorldSizeX), Mathf.FloorToInt((bounds.max.z + margin) / TileWorldSizeZ));
+ // Clamp to bounds
+ r = IntRect.Intersection(r, new IntRect(0, 0, tileXCount-1, tileZCount-1));
+ return r;
+ }
+
+ /// <summary>Returns a rect containing the indices of all tiles touching the specified bounds.</summary>
+ /// <param name="rect">Graph space rectangle (in graph space all tiles are on the XZ plane regardless of graph rotation and other transformations, the first tile has a corner at the origin)</param>
+ public IntRect GetTouchingTilesInGraphSpace (Rect rect) {
+ // Calculate world bounds of all affected tiles
+ var r = new IntRect(Mathf.FloorToInt(rect.xMin / TileWorldSizeX), Mathf.FloorToInt(rect.yMin / TileWorldSizeZ), Mathf.FloorToInt(rect.xMax / TileWorldSizeX), Mathf.FloorToInt(rect.yMax / TileWorldSizeZ));
+
+ // Clamp to bounds
+ r = IntRect.Intersection(r, new IntRect(0, 0, tileXCount-1, tileZCount-1));
+ return r;
+ }
+
+ /// <summary>
+ /// Returns a rect containing the indices of all tiles by rounding the specified bounds to tile borders.
+ /// This is different from GetTouchingTiles in that the tiles inside the rectangle returned from this method
+ /// may not contain the whole bounds, while that is guaranteed for GetTouchingTiles.
+ /// </summary>
+ [System.Obsolete("Use GetTouchingTiles instead. This method will be removed in a future update.")]
+ public IntRect GetTouchingTilesRound (Bounds bounds) {
+ bounds = transform.InverseTransform(bounds);
+
+ //Calculate world bounds of all affected tiles
+ var r = new IntRect(Mathf.RoundToInt(bounds.min.x / TileWorldSizeX), Mathf.RoundToInt(bounds.min.z / TileWorldSizeZ), Mathf.RoundToInt(bounds.max.x / TileWorldSizeX)-1, Mathf.RoundToInt(bounds.max.z / TileWorldSizeZ)-1);
+ //Clamp to bounds
+ r = IntRect.Intersection(r, new IntRect(0, 0, tileXCount-1, tileZCount-1));
+ return r;
+ }
+
+ protected void ConnectTileWithNeighbours (NavmeshTile tile, bool onlyUnflagged = false) {
+ if (tile.w != 1 || tile.d != 1) {
+ throw new System.ArgumentException("Tile widths or depths other than 1 are not supported. The fields exist mainly for possible future expansions.");
+ }
+
+ // Loop through z and x offsets to adjacent tiles
+ // _ x _
+ // x _ x
+ // _ x _
+ for (int zo = -1; zo <= 1; zo++) {
+ var z = tile.z + zo;
+ if (z < 0 || z >= tileZCount) continue;
+
+ for (int xo = -1; xo <= 1; xo++) {
+ var x = tile.x + xo;
+ if (x < 0 || x >= tileXCount) continue;
+
+ // Ignore diagonals and the tile itself
+ if ((xo == 0) == (zo == 0)) continue;
+
+ var otherTile = tiles[x + z*tileXCount];
+ if (!onlyUnflagged || !otherTile.flag) {
+ ConnectTiles(otherTile, tile, TileWorldSizeX, TileWorldSizeZ, MaxTileConnectionEdgeDistance);
+ }
+ }
+ }
+ }
+
+ public override float NearestNodeDistanceSqrLowerBound (Vector3 position, NNConstraint constraint) {
+ if (tiles == null) return float.PositiveInfinity;
+
+ var localPosition = (float3)transform.InverseTransform(position);
+ var projection = new BBTree.ProjectionParams(constraint, transform);
+ return projection.SquaredRectPointDistanceOnPlane(new IntRect(0, 0, (int)(Int3.Precision * tileXCount * TileWorldSizeX), (int)(Int3.Precision * tileZCount * TileWorldSizeZ)), localPosition);
+ }
+
+ public override NNInfo GetNearest (Vector3 position, NNConstraint constraint, float maxDistanceSqr) {
+ if (tiles == null) return NNInfo.Empty;
+
+ var localPosition = (float3)transform.InverseTransform(position);
+ // Figure out tile coordinates of the point
+ var tx = (int)(localPosition.x / TileWorldSizeX);
+ var tz = (int)(localPosition.z / TileWorldSizeZ);
+
+ // Clamp to graph borders
+ tx = Mathf.Clamp(tx, 0, tileXCount-1);
+ tz = Mathf.Clamp(tz, 0, tileZCount-1);
+
+ int wmax = Math.Max(tileXCount, tileZCount);
+
+ var best = NNInfo.Empty;
+ float bestDistanceSq = maxDistanceSqr;
+ var projection = new BBTree.ProjectionParams(constraint, transform);
+
+ var tileSize = Math.Min(TileWorldSizeX, TileWorldSizeX);
+ // Search outwards in a diamond pattern from the closest tile
+ // 2
+ // 2 1 2
+ // 2 1 0 1 2 etc.
+ // 2 1 2
+ // 2
+ for (int w = 0; w < wmax; w++) {
+ int zmax = Math.Min(w+tz+1, tileZCount);
+ for (int z = Math.Max(-w+tz, 0); z < zmax; z++) {
+ // Solve for z such that abs(x-tx) + abs(z-tx) == w
+ // Delta X coordinate
+ int originalDx = Math.Abs(w - Math.Abs(z-tz));
+ var dx = originalDx;
+ // Solution is dx + tx and -dx + tx
+ // This loop will first check +dx and then -dx
+ // If dx happens to be zero, then it will not run twice
+ do {
+ // Absolute x coordinate
+ int x = -dx + tx;
+ if (x >= 0 && x < tileXCount) {
+ NavmeshTile tile = tiles[x + z*tileXCount];
+
+ if (tile != null && tile.bbTree.DistanceSqrLowerBound(localPosition, in projection) <= bestDistanceSq) {
+ tile.bbTree.QueryClosest(localPosition, constraint, in projection, ref bestDistanceSq, ref best, tile.nodes, tile.tris, tile.vertsInGraphSpace);
+ }
+ }
+
+ dx = -dx;
+ } while (dx != originalDx);
+ }
+
+ // Stop the loop when we can guarantee that no nodes will be closer than the ones we have already searched.
+ // If the projection is not aligned with the graph's XZ plane, then we cannot guarantee this, and so we have to
+ // search all tiles in the graph. This is pretty inefficient, but you typically only use non-aligned projections
+ // when making spherical/non-planar worlds, and in those cases you typically use a non-tiled navmesh graph anyway.
+ // Note that even if distanceLimit=0 we should run at least one iteration of the loop.
+ var nextW = w+1;
+ var distanceThreshold = math.max(0, nextW-2)*tileSize;
+ if (projection.alignedWithXZPlane && bestDistanceSq - 0.00001f <= distanceThreshold*distanceThreshold) break;
+ }
+
+ // Transform the closest point from graph space to world space
+ if (best.node != null) best = new NNInfo(best.node, transform.Transform(best.position), best.distanceCostSqr);
+ return best;
+ }
+
+ /// <summary>
+ /// Finds the first node which contains position.
+ /// "Contains" is defined as position is inside the triangle node when seen from above.
+ /// In case of a multilayered environment, the closest node which contains the point is returned.
+ ///
+ /// Returns null if there was no node containing the point. This serves as a quick
+ /// check for "is this point on the navmesh or not".
+ ///
+ /// Note that the behaviour of this method is distinct from the GetNearest method.
+ /// The GetNearest method will return the closest node to a point,
+ /// which is not necessarily the one which contains it when seen from above.
+ ///
+ /// Uses <see cref="NNConstraint.distanceMetric"/> to define the "up" direction. The up direction of the graph will be used if it is not set.
+ /// The up direction defines what "inside" a node means. A point is inside a node if it is inside the triangle when seen from above.
+ ///
+ /// See: <see cref="GetNearest"/>
+ /// </summary>
+ public GraphNode PointOnNavmesh (Vector3 position, NNConstraint constraint) {
+ if (tiles == null) return null;
+ // TODO: Kinda ugly to modify the NNConstraint here
+ // This is not ideal, especially if the query is being done on a separate thread
+ constraint = constraint ?? NNConstraint.None;
+ var prevDistanceMetric = constraint.distanceMetric;
+ if (!constraint.distanceMetric.isProjectedDistance) {
+ constraint.distanceMetric = DistanceMetric.ClosestAsSeenFromAbove();
+ }
+ constraint.distanceMetric.distanceScaleAlongProjectionDirection = 0;
+ var result = GetNearest(position, constraint, 0).node;
+ constraint.distanceMetric = prevDistanceMetric;
+ return result;
+ }
+
+ /// <summary>Fills graph with tiles created by NewEmptyTile</summary>
+ protected void FillWithEmptyTiles () {
+ UnityEngine.Assertions.Assert.IsNull(tiles);
+ tiles = new NavmeshTile[tileXCount*tileZCount];
+
+ for (int z = 0; z < tileZCount; z++) {
+ for (int x = 0; x < tileXCount; x++) {
+ tiles[z*tileXCount + x] = NewEmptyTile(x, z);
+ }
+ }
+ }
+
+ /// <summary>Create connections between all nodes</summary>
+ protected static void CreateNodeConnections (TriangleMeshNode[] nodes, bool keepExistingConnections) {
+ List<Connection> connections = ListPool<Connection>.Claim();
+
+ var nodeRefs = ObjectPoolSimple<Dictionary<Int2, int> >.Claim();
+
+ nodeRefs.Clear();
+
+ // Build node neighbours
+ for (int i = 0; i < nodes.Length; i++) {
+ TriangleMeshNode node = nodes[i];
+
+ int av = node.GetVertexCount();
+
+ for (int a = 0; a < av; a++) {
+ // Recast can in some very special cases generate degenerate triangles which are simply lines
+ // In that case, duplicate keys might be added and thus an exception will be thrown
+ // It is safe to ignore the second edge though... I think (only found one case where this happens)
+ var key = new Int2(node.GetVertexIndex(a), node.GetVertexIndex((a+1) % av));
+ nodeRefs.TryAdd(key, i);
+ }
+ }
+
+ for (int i = 0; i < nodes.Length; i++) {
+ TriangleMeshNode node = nodes[i];
+
+ connections.Clear();
+ if (keepExistingConnections && node.connections != null) {
+ // Some connections may alread exist on the node
+ // if the node has been recycled. We may want to
+ // keep existing connections to other graphs.
+ connections.AddRange(node.connections);
+ }
+
+ int av = node.GetVertexCount();
+
+ for (int a = 0; a < av; a++) {
+ int first = node.GetVertexIndex(a);
+ int second = node.GetVertexIndex((a+1) % av);
+
+ if (nodeRefs.TryGetValue(new Int2(second, first), out var connNode)) {
+ TriangleMeshNode other = nodes[connNode];
+
+ int bv = other.GetVertexCount();
+
+ for (int b = 0; b < bv; b++) {
+ /// <summary>TODO: This will fail on edges which are only partially shared</summary>
+ if (other.GetVertexIndex(b) == second && other.GetVertexIndex((b+1) % bv) == first) {
+ connections.Add(new Connection(
+ other,
+ (uint)(node.position - other.position).costMagnitude,
+ Connection.PackShapeEdgeInfo((byte)a, (byte)b, true, true, true)
+ ));
+ break;
+ }
+ }
+ }
+ }
+
+ node.connections = connections.ToArrayFromPool();
+ node.SetConnectivityDirty();
+ }
+
+ nodeRefs.Clear();
+ ObjectPoolSimple<Dictionary<Int2, int> >.Release(ref nodeRefs);
+ ListPool<Connection>.Release(ref connections);
+ }
+
+ /// <summary>
+ /// Generate connections between the two tiles.
+ /// The tiles must be adjacent.
+ /// </summary>
+ internal static void ConnectTiles (NavmeshTile tile1, NavmeshTile tile2, float tileWorldSizeX, float tileWorldSizeZ, float maxTileConnectionEdgeDistance) {
+ if (tile1 == null || tile2 == null) return;
+
+ if (tile1.nodes == null) throw new System.ArgumentException("tile1 does not contain any nodes");
+ if (tile2.nodes == null) throw new System.ArgumentException("tile2 does not contain any nodes");
+
+ int t1x = Mathf.Clamp(tile2.x, tile1.x, tile1.x+tile1.w-1);
+ int t2x = Mathf.Clamp(tile1.x, tile2.x, tile2.x+tile2.w-1);
+ int t1z = Mathf.Clamp(tile2.z, tile1.z, tile1.z+tile1.d-1);
+ int t2z = Mathf.Clamp(tile1.z, tile2.z, tile2.z+tile2.d-1);
+
+ int coord, altcoord;
+ int t1coord, t2coord;
+
+ float tileWorldSize;
+
+ // Figure out which side that is shared between the two tiles
+ // and what coordinate index is fixed along that edge (x or z)
+ if (t1x == t2x) {
+ coord = 2;
+ altcoord = 0;
+ t1coord = t1z;
+ t2coord = t2z;
+ tileWorldSize = tileWorldSizeZ;
+ } else if (t1z == t2z) {
+ coord = 0;
+ altcoord = 2;
+ t1coord = t1x;
+ t2coord = t2x;
+ tileWorldSize = tileWorldSizeX;
+ } else {
+ throw new System.ArgumentException("Tiles are not adjacent (neither x or z coordinates match)");
+ }
+
+ if (Math.Abs(t1coord-t2coord) != 1) {
+ throw new System.ArgumentException("Tiles are not adjacent (tile coordinates must differ by exactly 1. Got '" + t1coord + "' and '" + t2coord + "')");
+ }
+
+ // Midpoint between the two tiles
+ int midpoint = (int)Math.Round((Math.Max(t1coord, t2coord) * tileWorldSize) * Int3.Precision);
+
+#if ASTARDEBUG
+ Vector3 v1 = new Vector3(-100, 0, -100);
+ Vector3 v2 = new Vector3(100, 0, 100);
+ v1[coord] = midpoint*Int3.PrecisionFactor;
+ v2[coord] = midpoint*Int3.PrecisionFactor;
+
+ Debug.DrawLine(v1, v2, Color.magenta);
+#endif
+
+ TriangleMeshNode[] nodes1 = tile1.nodes;
+ TriangleMeshNode[] nodes2 = tile2.nodes;
+
+ // Find all nodes of the second tile which are adjacent to the border between the tiles.
+ // This is used to speed up the matching process (the impact can be very significant for large tiles, but is insignificant for small ones).
+ TriangleMeshNode[] closeToEdge = ArrayPool<TriangleMeshNode>.Claim(nodes2.Length);
+ int numCloseToEdge = 0;
+ for (int j = 0; j < nodes2.Length; j++) {
+ TriangleMeshNode nodeB = nodes2[j];
+ int bVertexCount = nodeB.GetVertexCount();
+ for (int b = 0; b < bVertexCount; b++) {
+ // Note that we cannot use nodeB.GetVertexInGraphSpace because it might be the case that no graph even has this tile yet (common during updates/scanning the graph).
+ // The node.GetVertexInGraphSpace will try to look up the graph it is contained in.
+ // So we need to call NavmeshTile.GetVertexInGraphSpace instead.
+ Int3 bVertex1 = tile2.GetVertexInGraphSpace(nodeB.GetVertexIndex(b));
+ Int3 bVertex2 = tile2.GetVertexInGraphSpace(nodeB.GetVertexIndex((b+1) % bVertexCount));
+ if (Math.Abs(bVertex1[coord] - midpoint) < 2 && Math.Abs(bVertex2[coord] - midpoint) < 2) {
+ closeToEdge[numCloseToEdge] = nodes2[j];
+ numCloseToEdge++;
+ break;
+ }
+ }
+ }
+
+
+ // Find adjacent nodes on the border between the tiles
+ for (int i = 0; i < nodes1.Length; i++) {
+ TriangleMeshNode nodeA = nodes1[i];
+ int aVertexCount = nodeA.GetVertexCount();
+
+ // Loop through all *sides* of the node
+ for (int a = 0; a < aVertexCount; a++) {
+ // Vertices that the segment consists of
+ Int3 aVertex1 = tile1.GetVertexInGraphSpace(nodeA.GetVertexIndex(a));
+ Int3 aVertex2 = tile1.GetVertexInGraphSpace(nodeA.GetVertexIndex((a+1) % aVertexCount));
+
+ // Check if it is really close to the tile border
+ if (Math.Abs(aVertex1[coord] - midpoint) < 2 && Math.Abs(aVertex2[coord] - midpoint) < 2) {
+ int minalt = Math.Min(aVertex1[altcoord], aVertex2[altcoord]);
+ int maxalt = Math.Max(aVertex1[altcoord], aVertex2[altcoord]);
+
+ // Degenerate edge
+ if (minalt == maxalt) continue;
+
+ for (int j = 0; j < numCloseToEdge; j++) {
+ TriangleMeshNode nodeB = closeToEdge[j];
+ int bVertexCount = nodeB.GetVertexCount();
+ for (int b = 0; b < bVertexCount; b++) {
+ Int3 bVertex1 = tile2.GetVertexInGraphSpace(nodeB.GetVertexIndex(b));
+ Int3 bVertex2 = tile2.GetVertexInGraphSpace(nodeB.GetVertexIndex((b+1) % bVertexCount));
+ if (Math.Abs(bVertex1[coord] - midpoint) < 2 && Math.Abs(bVertex2[coord] - midpoint) < 2) {
+ int minalt2 = Math.Min(bVertex1[altcoord], bVertex2[altcoord]);
+ int maxalt2 = Math.Max(bVertex1[altcoord], bVertex2[altcoord]);
+
+ // Degenerate edge
+ if (minalt2 == maxalt2) continue;
+
+ if (maxalt > minalt2 && minalt < maxalt2) {
+ // The two nodes seem to be adjacent
+
+ // Test shortest distance between the segments (first test if they are equal since that is much faster and pretty common)
+ bool identical = (aVertex1 == bVertex1 && aVertex2 == bVertex2) || (aVertex1 == bVertex2 && aVertex2 == bVertex1);
+ if (identical ||
+ VectorMath.SqrDistanceSegmentSegment((Vector3)aVertex1, (Vector3)aVertex2, (Vector3)bVertex1, (Vector3)bVertex2) < maxTileConnectionEdgeDistance*maxTileConnectionEdgeDistance) {
+ uint cost = (uint)(nodeA.position - nodeB.position).costMagnitude;
+
+ nodeA.AddPartialConnection(nodeB, cost, Connection.PackShapeEdgeInfo((byte)a, (byte)b, identical, true, true));
+ nodeB.AddPartialConnection(nodeA, cost, Connection.PackShapeEdgeInfo((byte)b, (byte)a, identical, true, true));
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ ArrayPool<TriangleMeshNode>.Release(ref closeToEdge);
+ }
+
+ /// <summary>
+ /// Start batch updating of tiles.
+ /// During batch updating, tiles will not be connected if they are updating with ReplaceTile.
+ /// When ending batching, all affected tiles will be connected.
+ /// This is faster than not using batching.
+ /// </summary>
+ public void StartBatchTileUpdate () {
+ if (batchTileUpdate) throw new System.InvalidOperationException("Calling StartBatchLoad when batching is already enabled");
+ batchTileUpdate = true;
+ }
+
+ /// <summary>
+ /// Destroy several nodes simultaneously.
+ /// This is faster than simply looping through the nodes and calling the node.Destroy method because some optimizations
+ /// relating to how connections are removed can be optimized.
+ /// </summary>
+ static void DestroyNodes (List<MeshNode> nodes) {
+ for (int i = 0; i < nodes.Count; i++) {
+ nodes[i].TemporaryFlag1 = true;
+ }
+
+ for (int i = 0; i < nodes.Count; i++) {
+ var node = nodes[i];
+ if (node.connections != null) {
+ for (int j = 0; j < node.connections.Length; j++) {
+ var neighbour = node.connections[j].node;
+ if (!neighbour.TemporaryFlag1) {
+ neighbour.RemovePartialConnection(node);
+ }
+ }
+
+ // Remove the connections array explicitly for performance.
+ // Otherwise the Destroy method will try to remove the connections in both directions one by one which is slow.
+ ArrayPool<Connection>.Release(ref node.connections, true);
+ }
+ node.Destroy();
+ }
+ }
+
+ void TryConnect (int tileIdx1, int tileIdx2) {
+ // If both tiles were flagged, then only connect if tileIdx1 < tileIdx2 to make sure we don't connect the tiles twice
+ // as this method will be called with swapped arguments as well.
+ if (tiles[tileIdx1].flag && tiles[tileIdx2].flag && tileIdx1 >= tileIdx2) return;
+ ConnectTiles(tiles[tileIdx1], tiles[tileIdx2], TileWorldSizeX, TileWorldSizeZ, MaxTileConnectionEdgeDistance);
+ }
+
+ /// <summary>
+ /// End batch updating of tiles.
+ /// During batch updating, tiles will not be connected if they are updated with ReplaceTile.
+ /// When ending batching, all affected tiles will be connected.
+ /// This is faster than not using batching.
+ /// </summary>
+ public void EndBatchTileUpdate () {
+ if (!batchTileUpdate) throw new System.InvalidOperationException("Calling EndBatchTileUpdate when batching had not yet been started");
+
+ batchTileUpdate = false;
+
+ DestroyNodes(batchNodesToDestroy);
+ batchNodesToDestroy.ClearFast();
+
+ if (batchUpdatedTiles.Count == 0) return;
+ for (int i = 0; i < batchUpdatedTiles.Count; i++) tiles[batchUpdatedTiles[i]].flag = true;
+
+ IntRect tileRect = default;
+ for (int i = 0; i < batchUpdatedTiles.Count; i++) {
+ int x = batchUpdatedTiles[i] % tileXCount, z = batchUpdatedTiles[i] / tileXCount;
+ if (i == 0) tileRect = new IntRect(x, z, x, z);
+ else tileRect = tileRect.ExpandToContain(x, z);
+
+ if (x > 0) TryConnect(batchUpdatedTiles[i], batchUpdatedTiles[i] - 1);
+ if (x < tileXCount - 1) TryConnect(batchUpdatedTiles[i], batchUpdatedTiles[i] + 1);
+ if (z > 0) TryConnect(batchUpdatedTiles[i], batchUpdatedTiles[i] - tileXCount);
+ if (z < tileZCount - 1) TryConnect(batchUpdatedTiles[i], batchUpdatedTiles[i] + tileXCount);
+ }
+
+ for (int i = 0; i < batchUpdatedTiles.Count; i++) tiles[batchUpdatedTiles[i]].flag = false;
+ batchUpdatedTiles.ClearFast();
+ DirtyBounds(GetTileBounds(tileRect));
+ }
+
+ /// <summary>Clears the tiles in the specified rectangle.</summary>
+ /// <param name="tileRect">The rectangle in tile coordinates to clear. The coordinates are in tile coordinates, not world coordinates.</param>
+ public void ClearTiles (IntRect tileRect) {
+ AssertSafeToUpdateGraph();
+ var wasBatching = batchTileUpdate;
+ if (!wasBatching) StartBatchTileUpdate();
+ var graphTileRect = new IntRect(0, 0, tileXCount-1, tileZCount-1);
+ tileRect = IntRect.Intersection(tileRect, graphTileRect);
+
+ for (int z = tileRect.ymin; z <= tileRect.ymax; z++) {
+ for (int x = tileRect.xmin; x <= tileRect.xmax; x++) {
+ ClearTile(x, z);
+ }
+ }
+ if (!wasBatching) EndBatchTileUpdate();
+ }
+
+ /// <summary>
+ /// Clear the tile at the specified coordinate.
+ /// Must be called during a batch update, see <see cref="StartBatchTileUpdate"/>.
+ /// </summary>
+ protected void ClearTile (int x, int z) {
+ if (!batchTileUpdate) throw new System.Exception("Must be called during a batch update. See StartBatchTileUpdate");
+ var tile = GetTile(x, z);
+ if (tile == null) return;
+ var nodes = tile.nodes;
+ for (int i = 0; i < nodes.Length; i++) {
+ if (nodes[i] != null) batchNodesToDestroy.Add(nodes[i]);
+ }
+ tile.Dispose();
+ tiles[x + z*tileXCount] = null;
+ }
+
+ /// <summary>Temporary buffer used in <see cref="PrepareNodeRecycling"/></summary>
+ Dictionary<int, int> nodeRecyclingHashBuffer = new Dictionary<int, int>();
+
+ /// <summary>
+ /// Reuse nodes that keep the exact same vertices after a tile replacement.
+ /// The reused nodes will be added to the recycledNodeBuffer array at the index corresponding to the
+ /// indices in the triangle array that its vertices uses.
+ ///
+ /// All connections on the reused nodes will be removed except ones that go to other graphs.
+ /// The reused nodes will be removed from the tile by replacing it with a null slot in the node array.
+ ///
+ /// See: <see cref="ReplaceTile"/>
+ /// </summary>
+ void PrepareNodeRecycling (int x, int z, UnsafeSpan<Int3> verts, UnsafeSpan<int> tris, TriangleMeshNode[] recycledNodeBuffer) {
+ NavmeshTile tile = GetTile(x, z);
+
+ if (tile == null || tile.nodes.Length == 0) return;
+ var nodes = tile.nodes;
+ var recycling = nodeRecyclingHashBuffer;
+ const int P1 = 31;
+ const int P2 = 196613;
+ const int P3 = 3145739;
+ for (int i = 0, j = 0; i < tris.Length; i += 3, j++) {
+ recycling[(verts[tris[i+0]].GetHashCode()*P1) ^ (verts[tris[i+1]].GetHashCode()*P2) ^ (verts[tris[i+2]].GetHashCode()*P3)] = j;
+ }
+ var connectionsToKeep = ListPool<Connection>.Claim();
+
+ for (int i = 0; i < nodes.Length; i++) {
+ var node = nodes[i];
+ node.GetVerticesInGraphSpace(out var v0, out var v1, out var v2);
+ var hash = (v0.GetHashCode()*P1) ^ (v1.GetHashCode()*P2) ^ (v2.GetHashCode()*P3);
+ if (recycling.TryGetValue(hash, out int newNodeIndex)) {
+ // Technically we should check for a cyclic permutations of the vertices (e.g node a,b,c could become node b,c,a)
+ // but in almost all cases the vertices will keep the same order. Allocating one or two extra nodes isn't such a big deal.
+ if (verts[tris[3*newNodeIndex+0]] == v0 && verts[tris[3*newNodeIndex+1]] == v1 && verts[tris[3*newNodeIndex+2]] == v2) {
+ recycledNodeBuffer[newNodeIndex] = node;
+ // Remove the node from the tile
+ nodes[i] = null;
+ // Only keep connections to nodes on other graphs
+ // Usually there are no connections to nodes to other graphs and this is faster than removing all connections them one by one
+ if (node.connections != null) {
+ for (int j = 0; j < node.connections.Length; j++) {
+ if (node.connections[j].node.GraphIndex != node.GraphIndex) {
+ connectionsToKeep.Add(node.connections[j]);
+ }
+ }
+ ArrayPool<Connection>.Release(ref node.connections, true);
+ }
+ if (connectionsToKeep.Count > 0) {
+ node.connections = connectionsToKeep.ToArrayFromPool();
+ node.SetConnectivityDirty();
+ connectionsToKeep.Clear();
+ }
+ }
+ }
+ }
+
+ recycling.Clear();
+ ListPool<Connection>.Release(ref connectionsToKeep);
+ }
+
+ /// <summary>
+ /// Replace tile at index with nodes created from specified navmesh.
+ /// This will create new nodes and link them to the adjacent tile (unless batching has been started in which case that will be done when batching ends).
+ ///
+ /// See: <see cref="StartBatchTileUpdate"/>
+ /// </summary>
+ /// <param name="x">X coordinate of the tile to replace.</param>
+ /// <param name="z">Z coordinate of the tile to replace.</param>
+ /// <param name="verts">Vertices of the new tile. The vertices are assumed to be in 'tile space', that is being in a rectangle with one corner at the origin and one at (#TileWorldSizeX, 0, #TileWorldSizeZ).</param>
+ /// <param name="tris">Triangles of the new tile. If #RecalculateNormals is enabled, the triangles will be converted to clockwise order (when seen from above), if they are not already.</param>
+ /// <param name="tags">Tags for the nodes. The array must have the same length as the tris array divided by 3. If null, the tag will be set to 0 for all nodes.</param>
+ /// <param name="tryPreserveExistingTagsAndPenalties">If true, existing tags and penalties will be preserved for nodes that stay in exactly the same position after the tile replacement.</param>
+ public void ReplaceTile (int x, int z, Int3[] verts, int[] tris, uint[] tags = null, bool tryPreserveExistingTagsAndPenalties = true) {
+ AssertSafeToUpdateGraph();
+ int w = 1, d = 1;
+
+ if (x + w > tileXCount || z+d > tileZCount || x < 0 || z < 0) {
+ throw new System.ArgumentException("Tile is placed at an out of bounds position or extends out of the graph bounds ("+x+", " + z + " [" + w + ", " + d+ "] " + tileXCount + " " + tileZCount + ")");
+ }
+
+ if (tris.Length % 3 != 0) throw new System.ArgumentException("Triangle array's length must be a multiple of 3 (tris)");
+ if (tags != null && tags.Length != tris.Length / 3) throw new System.ArgumentException("Triangle array must be 3 times the size of the tags array");
+ if (verts.Length > VertexIndexMask) {
+ Debug.LogError("Too many vertices in the tile (" + verts.Length + " > " + VertexIndexMask +")\nYou can enable ASTAR_RECAST_LARGER_TILES under the 'Optimizations' tab in the A* Inspector to raise this limit. Or you can use a smaller tile size to reduce the likelihood of this happening.");
+ verts = new Int3[0];
+ tris = new int[0];
+ }
+
+ var wasNotBatching = !batchTileUpdate;
+ if (wasNotBatching) StartBatchTileUpdate();
+ Profiler.BeginSample("Tile Initialization");
+ var trisSpan = new UnsafeSpan<int>(Allocator.Persistent, tris.Length);
+ trisSpan.CopyFrom(tris);
+ var vertsInGraphSpace = new UnsafeSpan<Int3>(Allocator.Persistent, verts.Length);
+ vertsInGraphSpace.CopyFrom(verts);
+
+ var offset = (Int3) new Vector3(x * TileWorldSizeX, 0, z * TileWorldSizeZ);
+ for (int i = 0; i < verts.Length; i++) {
+ vertsInGraphSpace[i] += offset;
+ }
+
+ var vertsInWorldSpace = vertsInGraphSpace.Clone(Allocator.Persistent);
+ transform.Transform(vertsInWorldSpace);
+
+ Profiler.BeginSample("AABBTree Rebuild");
+ var bbTree = new BBTree(trisSpan, vertsInGraphSpace);
+ Profiler.EndSample();
+
+ // Create a new navmesh tile and assign its settings
+ var tile = new NavmeshTile {
+ x = x,
+ z = z,
+ w = w,
+ d = d,
+ tris = trisSpan,
+ vertsInGraphSpace = vertsInGraphSpace,
+ verts = vertsInWorldSpace,
+ bbTree = bbTree,
+ graph = this,
+ };
+
+ if (!Mathf.Approximately(x*TileWorldSizeX*Int3.FloatPrecision, (float)Math.Round(x*TileWorldSizeX*Int3.FloatPrecision))) Debug.LogWarning("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
+ if (!Mathf.Approximately(z*TileWorldSizeZ*Int3.FloatPrecision, (float)Math.Round(z*TileWorldSizeZ*Int3.FloatPrecision))) Debug.LogWarning("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
+
+ Profiler.BeginSample("Clear Previous Tiles");
+
+ // Create a backing array for the new nodes
+ tile.nodes = new TriangleMeshNode[trisSpan.Length/3];
+ // Recycle any nodes that are in the exact same spot after replacing the tile.
+ // This also keeps e.g penalties and tags and other connections which might be useful.
+ // It also avoids trashing the paths for the RichAI component (as it will have to immediately recalculate its path
+ // if it discovers that its path contains destroyed nodes).
+ PrepareNodeRecycling(x, z, vertsInGraphSpace, trisSpan, tile.nodes);
+ // Remove previous tiles (except the nodes that were recycled above)
+ ClearTile(x, z);
+
+ Profiler.EndSample();
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Assign Node Data");
+
+ // Set tile
+ tiles[x + z*tileXCount] = tile;
+ batchUpdatedTiles.Add(x + z*tileXCount);
+
+ if (RecalculateNormals) MeshUtility.MakeTrianglesClockwise(ref tile.vertsInGraphSpace, ref tile.tris);
+
+ // Create nodes and assign triangle indices
+ ulong gcHandle = 0;
+ var tagsSpan = tags != null ? new UnsafeSpan<uint>(tags, out gcHandle) : default;
+ CreateNodes(tile, tile.tris, x + z*tileXCount, (uint)active.data.GetGraphIndex(this), tagsSpan, true, active, initialPenalty, tryPreserveExistingTagsAndPenalties);
+ if (tags != null) Unity.Collections.LowLevel.Unsafe.UnsafeUtility.ReleaseGCObject(gcHandle);
+
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Create Node Connections");
+ CreateNodeConnections(tile.nodes, keepExistingConnections: true);
+ Profiler.EndSample();
+
+ Profiler.BeginSample("Connect With Neighbours");
+
+ if (wasNotBatching) EndBatchTileUpdate();
+ Profiler.EndSample();
+ }
+
+ internal static void CreateNodes (NavmeshTile tile, UnsafeSpan<int> tris, int tileIndex, uint graphIndex, UnsafeSpan<uint> tags, bool initializeNodes, AstarPath astar, uint initialPenalty, bool tryPreserveExistingTagsAndPenalties) {
+ var nodes = tile.nodes;
+
+ if (nodes == null || nodes.Length < tris.Length/3) throw new System.ArgumentException("nodes must be non null and at least as large as tris.Length/3");
+ // This index will be ORed to the triangle indices
+ tileIndex <<= TileIndexOffset;
+
+ // Create nodes and assign vertex indices
+ for (int i = 0; i < nodes.Length; i++) {
+ var node = nodes[i];
+ bool newNode = false;
+ // Allow the nodes to be partially filled in already to allow for recycling nodes
+ if (node == null) {
+ newNode = true;
+ if (initializeNodes) {
+ node = nodes[i] = new TriangleMeshNode(astar);
+ } else {
+ // We create nodes in a destroyed state to avoid the nodes being added to the global node list.
+ // This allows us to create the nodes in a separate thread without causing race conditions.
+ node = nodes[i] = new TriangleMeshNode();
+ }
+ }
+
+ // If tryPreserveExistingTagsAndPenalties is true, we fill in the tag and penalty only if the node wasn't recycled
+ if (!tryPreserveExistingTagsAndPenalties || newNode) {
+ if (tags.Length > 0) {
+ node.Tag = tags[i];
+ }
+ node.Penalty = initialPenalty;
+ }
+
+ // Reset all relevant fields on the node (even on recycled nodes to avoid exposing internal implementation details)
+ node.Walkable = true;
+ node.GraphIndex = graphIndex;
+ // The vertices stored on the node are composed
+ // out of the triangle index and the tile index
+ node.v0 = tris[i*3+0] | tileIndex;
+ node.v1 = tris[i*3+1] | tileIndex;
+ node.v2 = tris[i*3+2] | tileIndex;
+
+ // This is equivalent to calling node.UpdatePositionFromVertices(), but that would require the tile to be attached to a graph, which it might not be at this stage.
+ node.position = (tile.GetVertex(node.v0) + tile.GetVertex(node.v1) + tile.GetVertex(node.v2)) * (1.0f/3.0f);
+ }
+ }
+
+ public NavmeshBase () {
+ navmeshUpdateData = new NavmeshUpdates.NavmeshUpdateSettings(this);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ public bool Linecast (Vector3 start, Vector3 end) {
+ return Linecast(start, end, null);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="start">Point to linecast from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo.</param>
+ /// <param name="hint">If you know which node the start point is on, you can pass it here to save a GetNearest call, resulting in a minor performance boost. Otherwise, pass null. The start point will be clamped to the surface of this node.</param>
+ public bool Linecast (Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit) {
+ return Linecast(this, start, end, hint, out hit, null);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="start">Point to linecast from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hint">If you know which node the start point is on, you can pass it here to save a GetNearest call, resulting in a minor performance boost. Otherwise, pass null. The start point will be clamped to the surface of this node.</param>
+ public bool Linecast (Vector3 start, Vector3 end, GraphNode hint) {
+ GraphHitInfo hit;
+
+ return Linecast(this, start, end, hint, out hit, null);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="start">Point to linecast from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo.</param>
+ /// <param name="trace">If a list is passed, then it will be filled with all nodes the linecast traverses.</param>
+ /// <param name="hint">If you know which node the start point is on, you can pass it here to save a GetNearest call, resulting in a minor performance boost. Otherwise, pass null. The start point will be clamped to the surface of this node.</param>
+ public bool Linecast (Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace) {
+ return Linecast(this, start, end, hint, out hit, trace);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="start">Point to linecast from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo.</param>
+ /// <param name="trace">If a list is passed, then it will be filled with all nodes the linecast traverses.</param>
+ /// <param name="filter">If not null then the delegate will be called for each node and if it returns false the node will be treated as unwalkable and a hit will be returned.
+ /// Note that unwalkable nodes are always treated as unwalkable regardless of what this filter returns.</param>
+ public bool Linecast (Vector3 start, Vector3 end, out GraphHitInfo hit, List<GraphNode> trace, System.Func<GraphNode, bool> filter) {
+ return Linecast(this, start, end, null, out hit, trace, filter);
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="start">Point to linecast from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo.</param>
+ /// <param name="trace">If a list is passed, then it will be filled with all nodes the linecast traverses.</param>
+ /// <param name="filter">If not null then the delegate will be called for each node and if it returns false the node will be treated as unwalkable and a hit will be returned.
+ /// Note that unwalkable nodes are always treated as unwalkable regardless of what this filter returns.</param>
+ /// <param name="hint">If you know which node the start point is on, you can pass it here to save a GetNearest call, resulting in a minor performance boost. Otherwise, pass null. The start point will be clamped to the surface of this node.</param>
+ public bool Linecast (Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace, System.Func<GraphNode, bool> filter) {
+ return Linecast(this, start, end, null, out hit, trace, filter);
+ }
+
+
+ /// <summary>
+ /// Returns if there is an obstacle between start and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersection.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="graph">The graph to perform the search on.</param>
+ /// <param name="start">Point to start from.</param>
+ /// <param name="end">Point to linecast to.</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo.</param>
+ /// <param name="hint">If you know which node the start point is on, you can pass it here to save a GetNearest call, resulting in a minor performance boost. Otherwise, pass null. The start point will be clamped to the surface of this node.</param>
+ public static bool Linecast (NavmeshBase graph, Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit) {
+ return Linecast(graph, start, end, hint, out hit, null);
+ }
+
+ /// <summary>Cached <see cref="Pathfinding.NNConstraint.None"/> with distanceXZ=true to reduce allocations</summary>
+ static readonly NNConstraint NNConstraintNoneXZ = new NNConstraint {
+ constrainWalkability = false,
+ constrainArea = false,
+ constrainTags = false,
+ constrainDistance = false,
+ graphMask = -1,
+ };
+
+ /// <summary>Used to optimize linecasts by precomputing some values</summary>
+ static readonly byte[] LinecastShapeEdgeLookup;
+
+ static NavmeshBase () {
+ // Want want to figure out which side of a triangle that a ray exists using.
+ // There are only 3*3*3 = 27 different options for the [left/right/colinear] options for the 3 vertices of a triangle.
+ // So we can precompute the result to improve the performance of linecasts.
+ // For simplicity we reserve 2 bits for each side which means that we have 4*4*4 = 64 entries in the lookup table.
+ LinecastShapeEdgeLookup = new byte[64];
+ Side[] sideOfLine = new Side[3];
+ for (int i = 0; i < LinecastShapeEdgeLookup.Length; i++) {
+ sideOfLine[0] = (Side)((i >> 0) & 0x3);
+ sideOfLine[1] = (Side)((i >> 2) & 0x3);
+ sideOfLine[2] = (Side)((i >> 4) & 0x3);
+ LinecastShapeEdgeLookup[i] = 0xFF;
+ // Value 3 is an invalid value. So we just skip it.
+ if (sideOfLine[0] != (Side)3 && sideOfLine[1] != (Side)3 && sideOfLine[2] != (Side)3) {
+ // Figure out the side of the triangle that the line exits.
+ // In case the line passes through one of the vertices of the triangle
+ // there may be multiple alternatives. In that case pick the edge
+ // which contains the fewest vertices that lie on the line.
+ // This prevents a potential infinite loop when a linecast is done colinear
+ // to the edge of a triangle.
+ int bestBadness = int.MaxValue;
+ for (int j = 0; j < 3; j++) {
+ if ((sideOfLine[j] == Side.Left || sideOfLine[j] == Side.Colinear) && (sideOfLine[(j+1)%3] == Side.Right || sideOfLine[(j+1)%3] == Side.Colinear)) {
+ var badness = (sideOfLine[j] == Side.Colinear ? 1 : 0) + (sideOfLine[(j+1)%3] == Side.Colinear ? 1 : 0);
+ if (badness < bestBadness) {
+ LinecastShapeEdgeLookup[i] = (byte)j;
+ bestBadness = badness;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Returns if there is an obstacle between origin and end on the graph.
+ ///
+ /// This is not the same as Physics.Linecast, this function traverses the \b graph and looks for collisions instead of checking for collider intersections.
+ ///
+ /// Note: This method only makes sense for graphs in which there is a definite 'up' direction. For example it does not make sense for e.g spherical graphs,
+ /// navmeshes in which characters can walk on walls/ceilings or other curved worlds. If you try to use this method on such navmeshes it may output nonsense.
+ ///
+ /// [Open online documentation to see images]
+ /// </summary>
+ /// <param name="graph">The graph to perform the search on</param>
+ /// <param name="origin">Point to start from. This point should be on the navmesh. It will be snapped to the closest point on the navmesh otherwise.</param>
+ /// <param name="end">Point to linecast to</param>
+ /// <param name="hit">Contains info on what was hit, see GraphHitInfo</param>
+ /// <param name="hint">If you already know the node which contains the origin point, you may pass it here for slighly improved performance. If null, a search for the closest node will be done.</param>
+ /// <param name="trace">If a list is passed, then it will be filled with all nodes along the line up until it hits an obstacle or reaches the end.</param>
+ /// <param name="filter">If not null then the delegate will be called for each node and if it returns false the node will be treated as unwalkable and a hit will be returned.
+ /// Note that unwalkable nodes are always treated as unwalkable regardless of what this filter returns.</param>
+ public static bool Linecast (NavmeshBase graph, Vector3 origin, Vector3 end, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace, System.Func<GraphNode, bool> filter = null) {
+ if (!graph.RecalculateNormals) {
+ throw new System.InvalidOperationException("The graph is configured to not recalculate normals. This is typically used for spherical navmeshes or other non-planar ones. Linecasts cannot be done on such navmeshes. Enable 'Recalculate Normals' on the navmesh graph if you want to use linecasts.");
+ }
+
+ hit = new GraphHitInfo();
+
+ if (float.IsNaN(origin.x + origin.y + origin.z)) throw new System.ArgumentException("origin is NaN");
+ if (float.IsNaN(end.x + end.y + end.z)) throw new System.ArgumentException("end is NaN");
+
+ var node = hint as TriangleMeshNode;
+ NNConstraintNoneXZ.distanceMetric = DistanceMetric.ClosestAsSeenFromAbove();
+ if (node == null) {
+ var nn = graph.GetNearest(origin, NNConstraintNoneXZ);
+ node = nn.node as TriangleMeshNode;
+
+ if (node == null || nn.distanceCostSqr > 0.001f*0.001f) {
+ hit.origin = origin;
+ hit.point = origin;
+ return true;
+ }
+ }
+
+ // Snap the origin to the navmesh (particularly important when using a hint)
+ var i3originInGraphSpace = node.ClosestPointOnNodeXZInGraphSpace(origin);
+ hit.origin = graph.transform.Transform((Vector3)i3originInGraphSpace);
+
+ if (!node.Walkable || (filter != null && !filter(node))) {
+ hit.node = node;
+ hit.point = hit.origin;
+ hit.tangentOrigin = hit.origin;
+ return true;
+ }
+
+ var endInGraphSpace = graph.transform.InverseTransform(end);
+ var i3endInGraphSpace = (Int3)endInGraphSpace;
+
+ // Fast early out check
+ if (i3originInGraphSpace == i3endInGraphSpace) {
+ hit.point = hit.origin;
+ hit.node = node;
+ if (trace != null) trace.Add(node);
+ return false;
+ }
+
+ int counter = 0;
+ while (true) {
+ counter++;
+ if (counter > 2000) {
+ Debug.LogError("Linecast was stuck in infinite loop. Breaking.");
+ return true;
+ }
+
+ trace?.Add(node);
+
+ node.GetVerticesInGraphSpace(out var a0, out var a1, out var a2);
+ int sideOfLine = (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a0);
+ sideOfLine |= (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a1) << 2;
+ sideOfLine |= (byte)VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, a2) << 4;
+ // Use a lookup table to figure out which side of this triangle that the ray exits
+ int shapeEdgeA = (int)LinecastShapeEdgeLookup[sideOfLine];
+ // The edge consists of the vertex with index 'sharedEdgeA' and the next vertex after that (index '(sharedEdgeA+1)%3')
+
+ var sideNodeExit = VectorMath.SideXZ(shapeEdgeA == 0 ? a0 : (shapeEdgeA == 1 ? a1 : a2), shapeEdgeA == 0 ? a1 : (shapeEdgeA == 1 ? a2 : a0), i3endInGraphSpace);
+ if (sideNodeExit != Side.Left) {
+ // Ray stops before it leaves the current node.
+ // The endpoint must be inside the current node.
+
+ hit.point = end;
+ hit.node = node;
+
+ var endNode = graph.GetNearest(end, NNConstraintNoneXZ).node as TriangleMeshNode;
+ if (endNode == node || endNode == null) {
+ // We ended up at the right node.
+ // If endNode == null we also take this branch.
+ // That case may happen if a linecast is made to a point, but the point way a very large distance straight up into the air.
+ // The linecast may indeed reach the right point, but it's so far away up into the air that the GetNearest method will stop searching.
+ return false;
+ } else {
+ // The closest node to the end point was not the node we ended up at.
+ // This can happen if a linecast is done between two floors of a building.
+ // The linecast may reach the right location when seen from above
+ // but it will have ended up on the wrong floor of the building.
+ // This indicates that the start and end points cannot be connected by a valid straight line on the navmesh.
+ return true;
+ }
+ }
+
+ if (shapeEdgeA == 0xFF) {
+ // Line does not intersect node at all?
+ // This may theoretically happen if the origin was not properly snapped to the inside of the triangle, but is instead a tiny distance outside the node.
+ Debug.LogError("Line does not intersect node at all");
+ hit.node = node;
+ hit.point = hit.tangentOrigin = hit.origin;
+ return true;
+ } else {
+ bool success = false;
+ var nodeConnections = node.connections;
+
+ // Check all node connetions to see which one is the next node along the ray's path
+ for (int i = 0; i < nodeConnections.Length; i++) {
+ if (nodeConnections[i].isEdgeShared && nodeConnections[i].isOutgoing && nodeConnections[i].shapeEdge == shapeEdgeA) {
+ // This might be the next node that we enter
+
+ var neighbour = nodeConnections[i].node as TriangleMeshNode;
+ if (neighbour == null || !neighbour.Walkable || (filter != null && !filter(neighbour))) continue;
+
+ int shapeEdgeB = nodeConnections[i].adjacentShapeEdge;
+
+ var side1 = VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, neighbour.GetVertexInGraphSpace(shapeEdgeB));
+ var side2 = VectorMath.SideXZ(i3originInGraphSpace, i3endInGraphSpace, neighbour.GetVertexInGraphSpace((shapeEdgeB+1) % 3));
+
+ // Check if the line enters this edge
+ success = (side1 == Side.Right || side1 == Side.Colinear) && (side2 == Side.Left || side2 == Side.Colinear);
+
+ if (!success) continue;
+
+ // Ray has entered the neighbouring node.
+ // After the first node, it is possible to prove the loop invariant that shapeEdgeA will *never* end up as -1 (checked above)
+ // Since side = Colinear acts essentially as a wildcard. side1 and side2 can be the most restricted if they are side1=right, side2=left.
+ // Then when we get to the next node we know that the sideOfLine array is either [*, Right, Left], [Left, *, Right] or [Right, Left, *], where * is unknown.
+ // We are looking for the sequence [Left, Right] (possibly including Colinear as wildcard). We will always find this sequence regardless of the value of *.
+ node = neighbour;
+ break;
+ }
+ }
+
+ if (!success) {
+ // Node did not enter any neighbours
+ // It must have hit the border of the navmesh
+ var hitEdgeStartInGraphSpace = (Vector3)(shapeEdgeA == 0 ? a0 : (shapeEdgeA == 1 ? a1 : a2));
+ var hitEdgeEndInGraphSpace = (Vector3)(shapeEdgeA == 0 ? a1 : (shapeEdgeA == 1 ? a2 : a0));
+ var intersectionInGraphSpace = VectorMath.LineIntersectionPointXZ(hitEdgeStartInGraphSpace, hitEdgeEndInGraphSpace, (Vector3)i3originInGraphSpace, (Vector3)i3endInGraphSpace);
+ hit.point = graph.transform.Transform(intersectionInGraphSpace);
+ hit.node = node;
+ var hitEdgeStart = graph.transform.Transform(hitEdgeStartInGraphSpace);
+ var hitEdgeEnd = graph.transform.Transform(hitEdgeEndInGraphSpace);
+ hit.tangent = hitEdgeEnd - hitEdgeStart;
+ hit.tangentOrigin = hitEdgeStart;
+ return true;
+ }
+ }
+ }
+ }
+
+ public override void OnDrawGizmos (DrawingData gizmos, bool drawNodes, RedrawScope redrawScope) {
+ if (!drawNodes) {
+ return;
+ }
+
+ using (var builder = gizmos.GetBuilder(redrawScope)) {
+ var bounds = new Bounds();
+ bounds.SetMinMax(Vector3.zero, forcedBoundsSize);
+ // Draw a write cube using the latest transform
+ // (this makes the bounds update immediately if some field is changed in the editor)
+ using (builder.WithMatrix(CalculateTransform().matrix)) {
+ builder.WireBox(bounds, Color.white);
+ }
+ }
+
+ if (tiles != null && (showMeshSurface || showMeshOutline || showNodeConnections)) {
+ var baseHasher = new NodeHasher(active);
+ baseHasher.Add(showMeshOutline ? 1 : 0);
+ baseHasher.Add(showMeshSurface ? 1 : 0);
+ baseHasher.Add(showNodeConnections ? 1 : 0);
+
+ int startTileIndex = 0;
+ var hasher = baseHasher;
+ var hashedNodes = 0;
+
+ // Update navmesh vizualizations for
+ // the tiles that have been changed
+ for (int i = 0; i < tiles.Length; i++) {
+ // This may happen if an exception has been thrown when the graph was scanned.
+ // We don't want the gizmo code to start to throw exceptions as well then as
+ // that would obscure the actual source of the error.
+ if (tiles[i] == null) continue;
+
+ // Calculate a hash of the tile
+ var nodes = tiles[i].nodes;
+ for (int j = 0; j < nodes.Length; j++) {
+ hasher.HashNode(nodes[j]);
+ }
+ hashedNodes += nodes.Length;
+
+ // Note: do not batch more than some large number of nodes at a time.
+ // Also do not batch more than a single "row" of the graph at once
+ // because otherwise a small change in one part of the graph could invalidate
+ // the caches almost everywhere else.
+ // When restricting the caches to row by row a change in a row
+ // will never invalidate the cache in another row.
+ if (hashedNodes > 1024 || (i % tileXCount) == tileXCount - 1 || i == tiles.Length - 1) {
+ if (!gizmos.Draw(hasher, redrawScope)) {
+ using (var helper = GraphGizmoHelper.GetGizmoHelper(gizmos, active, hasher, redrawScope)) {
+ if (showMeshSurface || showMeshOutline) {
+ CreateNavmeshSurfaceVisualization(tiles, startTileIndex, i + 1, helper);
+ CreateNavmeshOutlineVisualization(tiles, startTileIndex, i + 1, helper);
+ }
+
+ if (showNodeConnections) {
+ for (int ti = startTileIndex; ti <= i; ti++) {
+ if (tiles[ti] == null) continue;
+
+ var tileNodes = tiles[ti].nodes;
+ for (int j = 0; j < tileNodes.Length; j++) {
+ helper.DrawConnections(tileNodes[j]);
+ }
+ }
+ }
+ }
+ }
+
+ startTileIndex = i + 1;
+ hasher = baseHasher;
+ hashedNodes = 0;
+ }
+ }
+ }
+
+ if (active.showUnwalkableNodes) DrawUnwalkableNodes(gizmos, active.unwalkableNodeDebugSize, redrawScope);
+ }
+
+ /// <summary>Creates a mesh of the surfaces of the navmesh for use in OnDrawGizmos in the editor</summary>
+ void CreateNavmeshSurfaceVisualization (NavmeshTile[] tiles, int startTile, int endTile, GraphGizmoHelper helper) {
+ int numNodes = 0;
+
+ for (int i = startTile; i < endTile; i++) if (tiles[i] != null) numNodes += tiles[i].nodes.Length;
+
+ // Vertex array might be a bit larger than necessary, but that's ok
+ var vertices = ArrayPool<Vector3>.Claim(numNodes*3);
+ var colors = ArrayPool<Color>.Claim(numNodes*3);
+ int offset = 0;
+ for (int i = startTile; i < endTile; i++) {
+ var tile = tiles[i];
+ if (tile == null) continue;
+
+ for (int j = 0; j < tile.nodes.Length; j++) {
+ var node = tile.nodes[j];
+ Int3 v0, v1, v2;
+ node.GetVertices(out v0, out v1, out v2);
+ int index = offset + j*3;
+ vertices[index + 0] = (Vector3)v0;
+ vertices[index + 1] = (Vector3)v1;
+ vertices[index + 2] = (Vector3)v2;
+
+ var color = helper.NodeColor(node);
+ colors[index + 0] = colors[index + 1] = colors[index + 2] = color;
+ }
+ offset += tile.nodes.Length * 3;
+ }
+
+ if (showMeshSurface) helper.DrawTriangles(vertices, colors, numNodes);
+ if (showMeshOutline) helper.DrawWireTriangles(vertices, colors, numNodes);
+
+ // Return lists to the pool
+ ArrayPool<Vector3>.Release(ref vertices);
+ ArrayPool<Color>.Release(ref colors);
+ }
+
+ /// <summary>Creates an outline of the navmesh for use in OnDrawGizmos in the editor</summary>
+ static void CreateNavmeshOutlineVisualization (NavmeshTile[] tiles, int startTile, int endTile, GraphGizmoHelper helper) {
+ var sharedEdges = new bool[3];
+
+ for (int i = startTile; i < endTile; i++) {
+ var tile = tiles[i];
+ if (tile == null) continue;
+
+ for (int j = 0; j < tile.nodes.Length; j++) {
+ sharedEdges[0] = sharedEdges[1] = sharedEdges[2] = false;
+
+ var node = tile.nodes[j];
+ if (node.connections != null) {
+ for (int c = 0; c < node.connections.Length; c++) {
+ var other = node.connections[c].node as TriangleMeshNode;
+
+ // Loop through neighbours to figure out which edges are shared
+ if (other != null && other.GraphIndex == node.GraphIndex) {
+ for (int v = 0; v < 3; v++) {
+ for (int v2 = 0; v2 < 3; v2++) {
+ if (node.GetVertexIndex(v) == other.GetVertexIndex((v2+1)%3) && node.GetVertexIndex((v+1)%3) == other.GetVertexIndex(v2)) {
+ // Found a shared edge with the other node
+ sharedEdges[v] = true;
+ v = 3;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ var color = helper.NodeColor(node);
+ for (int v = 0; v < 3; v++) {
+ if (!sharedEdges[v]) {
+ helper.builder.Line((Vector3)node.GetVertex(v), (Vector3)node.GetVertex((v+1)%3), color);
+ }
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Serializes Node Info.
+ /// Should serialize:
+ /// - Base
+ /// - Node Flags
+ /// - Node Penalties
+ /// - Node
+ /// - Node Positions (if applicable)
+ /// - Any other information necessary to load the graph in-game
+ /// All settings marked with json attributes (e.g JsonMember) have already been
+ /// saved as graph settings and do not need to be handled here.
+ ///
+ /// It is not necessary for this implementation to be forward or backwards compatible.
+ /// </summary>
+ protected override void SerializeExtraInfo (GraphSerializationContext ctx) {
+ BinaryWriter writer = ctx.writer;
+
+ if (tiles == null) {
+ writer.Write(-1);
+ return;
+ }
+ writer.Write(tileXCount);
+ writer.Write(tileZCount);
+
+ for (int z = 0; z < tileZCount; z++) {
+ for (int x = 0; x < tileXCount; x++) {
+ NavmeshTile tile = tiles[x + z*tileXCount];
+
+ if (tile == null) throw new System.NullReferenceException();
+
+ writer.Write(tile.x);
+ writer.Write(tile.z);
+
+ if (tile.x != x || tile.z != z) continue;
+
+ writer.Write(tile.w);
+ writer.Write(tile.d);
+
+ writer.Write(tile.tris.Length);
+
+ for (int i = 0; i < tile.tris.Length; i++) writer.Write(tile.tris[i]);
+
+ writer.Write(tile.verts.Length);
+ for (int i = 0; i < tile.verts.Length; i++) {
+ ctx.SerializeInt3(tile.verts[i]);
+ }
+
+ writer.Write(tile.vertsInGraphSpace.Length);
+ for (int i = 0; i < tile.vertsInGraphSpace.Length; i++) {
+ ctx.SerializeInt3(tile.vertsInGraphSpace[i]);
+ }
+
+ writer.Write(tile.nodes.Length);
+ for (int i = 0; i < tile.nodes.Length; i++) {
+ tile.nodes[i].SerializeNode(ctx);
+ }
+ }
+ }
+ }
+
+ protected override void DeserializeExtraInfo (GraphSerializationContext ctx) {
+ BinaryReader reader = ctx.reader;
+
+ tileXCount = reader.ReadInt32();
+
+ if (tileXCount < 0) return;
+
+ tileZCount = reader.ReadInt32();
+ transform = CalculateTransform();
+
+ Assert.IsNull(tiles);
+ tiles = new NavmeshTile[tileXCount * tileZCount];
+
+ // Make sure mesh nodes can reference this graph
+ TriangleMeshNode.SetNavmeshHolder((int)ctx.graphIndex, this);
+
+ for (int z = 0; z < tileZCount; z++) {
+ for (int x = 0; x < tileXCount; x++) {
+ int tileIndex = x + z*tileXCount;
+ int tx = reader.ReadInt32();
+ if (tx < 0) throw new System.Exception("Invalid tile coordinates (x < 0)");
+
+ int tz = reader.ReadInt32();
+ if (tz < 0) throw new System.Exception("Invalid tile coordinates (z < 0)");
+
+ // This is not the origin of a large tile. Refer back to that tile.
+ if (tx != x || tz != z) {
+ tiles[tileIndex] = tiles[tz*tileXCount + tx];
+ continue;
+ }
+
+ var tile = tiles[tileIndex] = new NavmeshTile {
+ x = tx,
+ z = tz,
+ w = reader.ReadInt32(),
+ d = reader.ReadInt32(),
+ bbTree = default,
+ graph = this,
+ };
+
+ int trisCount = reader.ReadInt32();
+
+ if (trisCount % 3 != 0) throw new System.Exception("Corrupt data. Triangle indices count must be divisable by 3. Read " + trisCount);
+
+ tile.tris = new UnsafeSpan<int>(Allocator.Persistent, trisCount);
+ for (int i = 0; i < tile.tris.Length; i++) tile.tris[i] = reader.ReadInt32();
+
+ tile.verts = new UnsafeSpan<Int3>(Allocator.Persistent, reader.ReadInt32());
+ for (int i = 0; i < tile.verts.Length; i++) {
+ tile.verts[i] = ctx.DeserializeInt3();
+ }
+
+ if (ctx.meta.version.Major >= 4) {
+ tile.vertsInGraphSpace = new UnsafeSpan<Int3>(Allocator.Persistent, reader.ReadInt32());
+ if (tile.vertsInGraphSpace.Length != tile.verts.Length) throw new System.Exception("Corrupt data. Array lengths did not match");
+ for (int i = 0; i < tile.verts.Length; i++) {
+ tile.vertsInGraphSpace[i] = ctx.DeserializeInt3();
+ }
+ } else {
+ // Compatibility
+ tile.vertsInGraphSpace = new UnsafeSpan<Int3>(Allocator.Persistent, tile.verts.Length);
+ tile.verts.CopyTo(tile.vertsInGraphSpace);
+ transform.InverseTransform(tile.vertsInGraphSpace);
+ }
+
+ int nodeCount = reader.ReadInt32();
+ tile.nodes = new TriangleMeshNode[nodeCount];
+
+ // Prepare for storing in vertex indices
+ tileIndex <<= TileIndexOffset;
+
+ for (int i = 0; i < tile.nodes.Length; i++) {
+ var node = new TriangleMeshNode(active);
+ tile.nodes[i] = node;
+
+ node.DeserializeNode(ctx);
+
+ node.v0 = tile.tris[i*3+0] | tileIndex;
+ node.v1 = tile.tris[i*3+1] | tileIndex;
+ node.v2 = tile.tris[i*3+2] | tileIndex;
+ node.UpdatePositionFromVertices();
+ }
+
+ tile.bbTree = new BBTree(tile.tris, tile.vertsInGraphSpace);
+ }
+ }
+ }
+
+ protected override void PostDeserialization (GraphSerializationContext ctx) {
+ // Compatibility
+ if (ctx.meta.version < AstarSerializer.V4_3_68 && tiles != null) {
+ Dictionary<TriangleMeshNode, Connection[]> conns = tiles.SelectMany(s => s.nodes).ToDictionary(n => n, n => n.connections ?? new Connection[0]);
+ // We need to recalculate all connections when upgrading data from earlier than 4.3.68
+ // as the connections now need information about which edge was used and which edge it corresponds to in the neighbour.
+ // This may remove connections for e.g off-mesh links.
+ foreach (var tile in tiles) CreateNodeConnections(tile.nodes, false);
+ foreach (var tile in tiles) ConnectTileWithNeighbours(tile);
+
+ // Restore any custom connections that were contained in the serialized file but didn't get added by the method calls above
+ GetNodes(node => {
+ var triNode = node as TriangleMeshNode;
+ foreach (var conn in conns[triNode].Where(conn => !triNode.ContainsOutgoingConnection(conn.node)).ToList()) {
+ triNode.AddPartialConnection(conn.node, conn.cost, conn.shapeEdgeInfo);
+ }
+ });
+ }
+
+ // Make sure that the transform is up to date.
+ // It is assumed that the current graph settings correspond to the correct
+ // transform as it is not serialized itself.
+ transform = CalculateTransform();
+ }
+ }
+}