From 8722a9920c1f6119bf6e769cba270e63097f8e25 Mon Sep 17 00:00:00 2001
From: chai <215380520@qq.com>
Date: Thu, 23 May 2024 10:08:29 +0800
Subject: + astar project
---
.../Graphs/Grid/Jobs/JobNodeWalkability.cs | 73 ++++++++++++++++++++++
1 file changed, 73 insertions(+)
create mode 100644 Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeWalkability.cs
(limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeWalkability.cs')
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeWalkability.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeWalkability.cs
new file mode 100644
index 0000000..7629df7
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeWalkability.cs
@@ -0,0 +1,73 @@
+using UnityEngine;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Jobs;
+using Unity.Mathematics;
+
+namespace Pathfinding.Graphs.Grid.Jobs {
+ /// Calculates for each grid node if it should be walkable or not
+ [BurstCompile(FloatMode = FloatMode.Fast)]
+ public struct JobNodeWalkability : IJob {
+ ///
+ /// If true, use the normal of the raycast hit to check if the ground is flat enough to stand on.
+ ///
+ /// Any nodes with a steeper slope than will be made unwalkable.
+ ///
+ public bool useRaycastNormal;
+ /// Max slope in degrees
+ public float maxSlope;
+ /// Normalized up direction of the graph
+ public Vector3 up;
+ /// If true, nodes will be made unwalkable if no ground was found under them
+ public bool unwalkableWhenNoGround;
+ /// For layered grid graphs, if there's a node above another node closer than this distance, the lower node will be made unwalkable
+ public float characterHeight;
+ /// Number of nodes in each layer
+ public int layerStride;
+
+ [ReadOnly]
+ public NativeArray nodePositions;
+
+ public NativeArray nodeNormals;
+
+ [WriteOnly]
+ public NativeArray nodeWalkable;
+
+ public void Execute () {
+ // Cosinus of the max slope
+ float cosMaxSlopeAngle = math.cos(math.radians(maxSlope));
+ float4 upNative = new float4(up.x, up.y, up.z, 0);
+ float3 upNative3 = upNative.xyz;
+
+ for (int i = 0; i < nodeNormals.Length; i++) {
+ // walkable will be set to false if no ground was found (unless that setting has been disabled)
+ // The normal will only be non-zero if something was hit.
+ bool didHit = math.any(nodeNormals[i]);
+ var walkable = didHit;
+ if (!didHit && !unwalkableWhenNoGround && i < layerStride) {
+ walkable = true;
+ // If there was no hit, but we still want to make the node walkable, then we set the normal to the up direction
+ nodeNormals[i] = upNative;
+ }
+
+ // Check if the node is on a slope steeper than permitted
+ if (walkable && useRaycastNormal && didHit) {
+ // Take the dot product to find out the cosine of the angle it has (faster than Vector3.Angle)
+ float angle = math.dot(nodeNormals[i], upNative);
+
+ // Check if the ground is flat enough to stand on
+ if (angle < cosMaxSlopeAngle) {
+ walkable = false;
+ }
+ }
+
+ // Check if there is a node above this one (layered grid graph only)
+ if (walkable && i + layerStride < nodeNormals.Length && math.any(nodeNormals[i + layerStride])) {
+ walkable = math.dot(upNative3, nodePositions[i + layerStride] - nodePositions[i]) >= characterHeight;
+ }
+
+ nodeWalkable[i] = walkable;
+ }
+ }
+ }
+}
--
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