using UnityEngine;
namespace Pathfinding {
///
/// Defines a shape for a Pathfinding.GraphUpdateObject.
/// The shape consists of a number of points which it can either calculate the convex hull of or use as a polygon directly.
///
/// A shape is essentially a 2D shape however it can be rotated arbitrarily.
/// When a matrix and a list of points is specified in the constructor the matrix decides what direction
/// is the 'up' direction. When checking if a point is contained in the shape, the point will be projected down
/// on a plane where the 'up' direction is the normal and then it will check if the shape contains the point.
///
/// See: Pathfinding.GraphUpdateObject.shape
///
public class GraphUpdateShape {
Vector3[] _points;
Vector3[] _convexPoints;
bool _convex;
Vector3 right = Vector3.right;
Vector3 forward = Vector3.forward;
Vector3 up = Vector3.up;
Vector3 origin;
public float minimumHeight;
///
/// Gets or sets the points of the polygon in the shape.
/// These points should be specified in clockwise order.
/// Will automatically calculate the convex hull if is set to true
///
public Vector3[] points {
get {
return _points;
}
set {
_points = value;
if (convex) CalculateConvexHull();
}
}
///
/// Sets if the convex hull of the points should be calculated.
/// Convex hulls are faster but non-convex hulls can be used to specify more complicated shapes.
///
public bool convex {
get {
return _convex;
}
set {
if (_convex != value && value) {
CalculateConvexHull();
}
_convex = value;
}
}
public GraphUpdateShape () {
}
///
/// Construct a shape.
/// See:
///
/// Contour of the shape in local space with respect to the matrix (i.e the shape should be in the XZ plane, the Y coordinate will only affect the bounds)
/// If true, the convex hull of the points will be calculated.
/// local to world space matrix for the points. The matrix determines the up direction of the shape.
/// If the points would be in the XZ plane only, the shape would not have a height and then it might not
/// include any points inside it (as testing for inclusion is done in 3D space when updating graphs). This ensures
/// that the shape has at least the minimum height (in the up direction that the matrix specifies).
public GraphUpdateShape (Vector3[] points, bool convex, Matrix4x4 matrix, float minimumHeight) {
this.convex = convex;
this.points = points;
origin = matrix.MultiplyPoint3x4(Vector3.zero);
right = matrix.MultiplyPoint3x4(Vector3.right) - origin;
up = matrix.MultiplyPoint3x4(Vector3.up) - origin;
forward = matrix.MultiplyPoint3x4(Vector3.forward) - origin;
this.minimumHeight = minimumHeight;
}
void CalculateConvexHull () {
_convexPoints = points != null? Polygon.ConvexHullXZ(points) : null;
}
/// World space bounding box of this shape
public Bounds GetBounds () {
return GetBounds(convex ? _convexPoints : points, right, up, forward, origin, minimumHeight);
}
public static Bounds GetBounds (Vector3[] points, Matrix4x4 matrix, float minimumHeight) {
var origin = matrix.MultiplyPoint3x4(Vector3.zero);
var right = matrix.MultiplyPoint3x4(Vector3.right) - origin;
var up = matrix.MultiplyPoint3x4(Vector3.up) - origin;
var forward = matrix.MultiplyPoint3x4(Vector3.forward) - origin;
return GetBounds(points, right, up, forward, origin, minimumHeight);
}
static Bounds GetBounds (Vector3[] points, Vector3 right, Vector3 up, Vector3 forward, Vector3 origin, float minimumHeight) {
if (points == null || points.Length == 0) return new Bounds();
float miny = points[0].y, maxy = points[0].y;
for (int i = 0; i < points.Length; i++) {
miny = Mathf.Min(miny, points[i].y);
maxy = Mathf.Max(maxy, points[i].y);
}
var extraHeight = Mathf.Max(minimumHeight - (maxy - miny), 0) * 0.5f;
miny -= extraHeight;
maxy += extraHeight;
Vector3 min = right * points[0].x + up * points[0].y + forward * points[0].z;
Vector3 max = min;
for (int i = 0; i < points.Length; i++) {
var p = right * points[i].x + forward * points[i].z;
var p1 = p + up * miny;
var p2 = p + up * maxy;
min = Vector3.Min(min, p1);
min = Vector3.Min(min, p2);
max = Vector3.Max(max, p1);
max = Vector3.Max(max, p2);
}
return new Bounds((min+max)*0.5F + origin, max-min);
}
public bool Contains (GraphNode node) {
return Contains((Vector3)node.position);
}
public bool Contains (Vector3 point) {
// Transform to local space (shape in the XZ plane)
point -= origin;
var localSpacePoint = new Vector3(Vector3.Dot(point, right)/right.sqrMagnitude, 0, Vector3.Dot(point, forward)/forward.sqrMagnitude);
if (convex) {
if (_convexPoints == null) return false;
for (int i = 0, j = _convexPoints.Length-1; i < _convexPoints.Length; j = i, i++) {
if (VectorMath.RightOrColinearXZ(_convexPoints[i], _convexPoints[j], localSpacePoint)) return false;
}
return true;
} else {
return _points != null && Polygon.ContainsPointXZ(_points, localSpacePoint);
}
}
}
}