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using UnityEngine;
using System.Collections.Generic;
namespace Pathfinding.RVO {
using Pathfinding.Drawing;
/// <summary>
/// Base class for simple RVO colliders.
///
/// This is a helper base class for RVO colliders. It provides automatic gizmos
/// and helps with the winding order of the vertices as well as automatically updating the obstacle when moved.
///
/// Extend this class to create custom RVO obstacles.
///
/// See: RVOSquareObstacle
///
/// Deprecated: This component is deprecated. Local avoidance colliders never worked particularly well and the performance was poor. Modify the graphs instead so that pathfinding takes obstacles into account.
/// </summary>
public abstract class RVOObstacle : VersionedMonoBehaviour {
/// <summary>
/// Mode of the obstacle.
/// Determines winding order of the vertices
/// </summary>
public ObstacleVertexWinding obstacleMode;
public RVOLayer layer = RVOLayer.DefaultObstacle;
/// <summary>
/// RVO Obstacle Modes.
/// Determines winding order of obstacle vertices
/// </summary>
public enum ObstacleVertexWinding {
/// <summary>Keeps agents from entering the obstacle</summary>
KeepOut,
/// <summary>Keeps agents inside the obstacle</summary>
KeepIn,
}
/// <summary>
/// Enable executing in editor to draw gizmos.
/// If enabled, the CreateObstacles function will be executed in the editor as well
/// in order to draw gizmos.
/// </summary>
protected abstract bool ExecuteInEditor { get; }
/// <summary>If enabled, all coordinates are handled as local.</summary>
protected abstract bool LocalCoordinates { get; }
/// <summary>
/// Static or dynamic.
/// This determines if the obstacle can be updated by e.g moving the transform
/// around in the scene.
/// </summary>
protected abstract bool StaticObstacle { get; }
protected abstract float Height { get; }
}
}
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