using UnityEngine; using System.Collections.Generic; // Empty namespace declaration to avoid errors in the free version // Which does not have any classes in the RVO namespace namespace Pathfinding.RVO {} namespace Pathfinding { using Pathfinding.Util; #if UNITY_5_0 /// Used in Unity 5.0 since the HelpURLAttribute was first added in Unity 5.1 public class HelpURLAttribute : Attribute { } #endif [System.Serializable] /// Stores editor colors public class AstarColor { public Color _SolidColor; public Color _UnwalkableNode; public Color _BoundsHandles; public Color _ConnectionLowLerp; public Color _ConnectionHighLerp; public Color _MeshEdgeColor; /// /// Holds user set area colors. /// Use GetAreaColor to get an area color /// public Color[] _AreaColors; public static Color SolidColor = new Color(30/255f, 102/255f, 201/255f, 0.9F); public static Color UnwalkableNode = new Color(1, 0, 0, 0.5F); public static Color BoundsHandles = new Color(0.29F, 0.454F, 0.741F, 0.9F); public static Color ConnectionLowLerp = new Color(0, 1, 0, 0.5F); public static Color ConnectionHighLerp = new Color(1, 0, 0, 0.5F); public static Color MeshEdgeColor = new Color(0, 0, 0, 0.5F); private static Color[] AreaColors = new Color[1]; public static int ColorHash () { var hash = SolidColor.GetHashCode() ^ UnwalkableNode.GetHashCode() ^ BoundsHandles.GetHashCode() ^ ConnectionLowLerp.GetHashCode() ^ ConnectionHighLerp.GetHashCode() ^ MeshEdgeColor.GetHashCode(); for (int i = 0; i < AreaColors.Length; i++) hash = 7*hash ^ AreaColors[i].GetHashCode(); return hash; } /// /// Returns an color for an area, uses both user set ones and calculated. /// If the user has set a color for the area, it is used, but otherwise the color is calculated using AstarMath.IntToColor /// See: /// public static Color GetAreaColor (uint area) { if (area >= AreaColors.Length) return AstarMath.IntToColor((int)area, 1F); return AreaColors[(int)area]; } /// /// Returns an color for a tag, uses both user set ones and calculated. /// If the user has set a color for the tag, it is used, but otherwise the color is calculated using AstarMath.IntToColor /// See: /// public static Color GetTagColor (uint tag) { if (tag >= AreaColors.Length) return AstarMath.IntToColor((int)tag, 1F); return AreaColors[(int)tag]; } /// /// Pushes all local variables out to static ones. /// This is done because that makes it so much easier to access the colors during Gizmo rendering /// and it has a positive performance impact as well (gizmo rendering is hot code). /// It is a bit ugly though, but oh well. /// public void PushToStatic (AstarPath astar) { _AreaColors = _AreaColors ?? new Color[1]; SolidColor = _SolidColor; UnwalkableNode = _UnwalkableNode; BoundsHandles = _BoundsHandles; ConnectionLowLerp = _ConnectionLowLerp; ConnectionHighLerp = _ConnectionHighLerp; MeshEdgeColor = _MeshEdgeColor; AreaColors = _AreaColors; } public AstarColor () { // Set default colors _SolidColor = new Color(30/255f, 102/255f, 201/255f, 0.9F); _UnwalkableNode = new Color(1, 0, 0, 0.5F); _BoundsHandles = new Color(0.29F, 0.454F, 0.741F, 0.9F); _ConnectionLowLerp = new Color(0, 1, 0, 0.5F); _ConnectionHighLerp = new Color(1, 0, 0, 0.5F); _MeshEdgeColor = new Color(0, 0, 0, 0.5F); } } /// /// Returned by graph ray- or linecasts containing info about the hit. /// This is the return value by the methods. /// Some members will also be initialized even if nothing was hit, see the individual member descriptions for more info. /// /// [Open online documentation to see images] /// public struct GraphHitInfo { /// /// Start of the line/ray. /// Note that the point passed to the Linecast method will be clamped to the closest point on the navmesh. /// public Vector3 origin; /// /// Hit point. /// In case no obstacle was hit then this will be set to the endpoint of the line. /// public Vector3 point; /// /// Node which contained the edge which was hit. /// If the linecast did not hit anything then this will be set to the last node along the line's path (the one which contains the endpoint). /// /// For layered grid graphs the linecast will return true (i.e: no free line of sight) if when walking the graph we ended up at X,Z coordinate for the end node /// even if end node was on a different level (e.g the floor below or above in a building). In this case no node edge was really hit so this field will still be null. /// public GraphNode node; /// /// Where the tangent starts. and together actually describes the edge which was hit. /// [Open online documentation to see images] /// public Vector3 tangentOrigin; /// /// Tangent of the edge which was hit. /// [Open online documentation to see images] /// public Vector3 tangent; /// Distance from to public float distance { get { return (point-origin).magnitude; } } public GraphHitInfo (Vector3 point) { tangentOrigin = Vector3.zero; origin = Vector3.zero; this.point = point; node = null; tangent = Vector3.zero; } } /// Nearest node constraint. Constrains which nodes will be returned by the function public class NNConstraint { /// /// Graphs treated as valid to search on. /// This is a bitmask meaning that bit 0 specifies whether or not the first graph in the graphs list should be able to be included in the search, /// bit 1 specifies whether or not the second graph should be included and so on. /// /// // Enables the first and third graphs to be included, but not the rest /// myNNConstraint.graphMask = (1 << 0) | (1 << 2); /// /// /// GraphMask mask1 = GraphMask.FromGraphName("My Grid Graph"); /// GraphMask mask2 = GraphMask.FromGraphName("My Other Grid Graph"); /// /// NNConstraint nn = NNConstraint.Default; /// /// nn.graphMask = mask1 | mask2; /// /// // Find the node closest to somePoint which is either in 'My Grid Graph' OR in 'My Other Grid Graph' /// var info = AstarPath.active.GetNearest(somePoint, nn); /// /// /// Note: This does only affect which nodes are returned from a call, if a valid graph is connected to an invalid graph using a node link then it might be searched anyway. /// /// See: /// See: /// See: bitmasks (view in online documentation for working links) /// public GraphMask graphMask = -1; /// Only treat nodes in the area as suitable. Does not affect anything if is less than 0 (zero) public bool constrainArea; /// Area ID to constrain to. Will not affect anything if less than 0 (zero) or if is false public int area = -1; /// Constrain the search to only walkable or unwalkable nodes depending on . public bool constrainWalkability = true; /// /// Only search for walkable or unwalkable nodes if is enabled. /// If true, only walkable nodes will be searched for, otherwise only unwalkable nodes will be searched for. /// Does not affect anything if if false. /// public bool walkable = true; /// /// if available, do an XZ check instead of checking on all axes. /// The navmesh/recast graph supports this. /// /// 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] /// /// The navmesh/recast graphs also contain a global option for this: . /// public bool distanceXZ; /// /// Sets if tags should be constrained. /// See: /// public bool constrainTags = true; /// /// Nodes which have any of these tags set are suitable. /// This is a bitmask, i.e bit 0 indicates that tag 0 is good, bit 3 indicates tag 3 is good etc. /// See: /// See: /// See: bitmasks (view in online documentation for working links) /// public int tags = -1; /// /// Constrain distance to node. /// Uses distance from . /// If this is false, it will completely ignore the distance limit. /// /// If there are no suitable nodes within the distance limit then the search will terminate with a null node as a result. /// Note: This value is not used in this class, it is used by the AstarPath.GetNearest function. /// public bool constrainDistance = true; /// /// Returns whether or not the graph conforms to this NNConstraint's rules. /// Note that only the first 31 graphs are considered using this function. /// If the has bit 31 set (i.e the last graph possible to fit in the mask), all graphs /// above index 31 will also be considered suitable. /// public virtual bool SuitableGraph (int graphIndex, NavGraph graph) { return graphMask.Contains(graphIndex); } /// Returns whether or not the node conforms to this NNConstraint's rules public virtual bool Suitable (GraphNode node) { if (constrainWalkability && node.Walkable != walkable) return false; if (constrainArea && area >= 0 && node.Area != area) return false; if (constrainTags && ((tags >> (int)node.Tag) & 0x1) == 0) return false; return true; } /// /// The default NNConstraint. /// Equivalent to new NNConstraint (). /// This NNConstraint has settings which works for most, it only finds walkable nodes /// and it constrains distance set by A* Inspector -> Settings -> Max Nearest Node Distance /// public static NNConstraint Default { get { return new NNConstraint(); } } /// Returns a constraint which does not filter the results public static NNConstraint None { get { return new NNConstraint { constrainWalkability = false, constrainArea = false, constrainTags = false, constrainDistance = false, graphMask = -1, }; } } /// Default constructor. Equals to the property public NNConstraint () { } } /// /// A special NNConstraint which can use different logic for the start node and end node in a path. /// A PathNNConstraint can be assigned to the Path.nnConstraint field, the path will first search for the start node, then it will call and proceed with searching for the end node (nodes in the case of a MultiTargetPath).\n /// The default PathNNConstraint will constrain the end point to lie inside the same area as the start point. /// public class PathNNConstraint : NNConstraint { public static new PathNNConstraint Default { get { return new PathNNConstraint { constrainArea = true }; } } /// Called after the start node has been found. This is used to get different search logic for the start and end nodes in a path public virtual void SetStart (GraphNode node) { if (node != null) { area = (int)node.Area; } else { constrainArea = false; } } } /// /// Internal result of a nearest node query. /// See: NNInfo /// public struct NNInfoInternal { /// /// Closest node found. /// This node is not necessarily accepted by any NNConstraint passed. /// See: constrainedNode /// public GraphNode node; /// /// Optional to be filled in. /// If the search will be able to find the constrained node without any extra effort it can fill it in. /// public GraphNode constrainedNode; /// The position clamped to the closest point on the . public Vector3 clampedPosition; /// Clamped position for the optional constrainedNode public Vector3 constClampedPosition; public NNInfoInternal (GraphNode node) { this.node = node; constrainedNode = null; clampedPosition = Vector3.zero; constClampedPosition = Vector3.zero; UpdateInfo(); } /// Updates and from node positions public void UpdateInfo () { clampedPosition = node != null ? (Vector3)node.position : Vector3.zero; constClampedPosition = constrainedNode != null ? (Vector3)constrainedNode.position : Vector3.zero; } } /// Result of a nearest node query public struct NNInfo { /// Closest node public readonly GraphNode node; /// /// Closest point on the navmesh. /// This is the query position clamped to the closest point on the . /// public readonly Vector3 position; /// /// Closest point on the navmesh. /// Deprecated: This field has been renamed to /// [System.Obsolete("This field has been renamed to 'position'")] public Vector3 clampedPosition { get { return position; } } public NNInfo (NNInfoInternal internalInfo) { node = internalInfo.node; position = internalInfo.clampedPosition; } public static explicit operator Vector3(NNInfo ob) { return ob.position; } public static explicit operator GraphNode(NNInfo ob) { return ob.node; } } /// /// Progress info for e.g a progressbar. /// Used by the scan functions in the project /// See: /// public struct Progress { /// Current progress as a value between 0 and 1 public readonly float progress; /// Description of what is currently being done public readonly string description; public Progress (float progress, string description) { this.progress = progress; this.description = description; } public Progress MapTo (float min, float max, string prefix = null) { return new Progress(Mathf.Lerp(min, max, progress), prefix + description); } public override string ToString () { return progress.ToString("0.0") + " " + description; } } /// Graphs which can be updated during runtime public interface IUpdatableGraph { /// /// Updates an area using the specified . /// /// Notes to implementators. /// This function should (in order): /// -# Call o.WillUpdateNode on the GUO for every node it will update, it is important that this is called BEFORE any changes are made to the nodes. /// -# Update walkabilty using special settings such as the usePhysics flag used with the GridGraph. /// -# Call Apply on the GUO for every node which should be updated with the GUO. /// -# Update connectivity info if appropriate (GridGraphs updates connectivity, but most other graphs don't since then the connectivity cannot be recovered later). /// void UpdateArea(GraphUpdateObject o); /// /// May be called on the Unity thread before starting the update. /// See: CanUpdateAsync /// void UpdateAreaInit(GraphUpdateObject o); /// /// May be called on the Unity thread after executing the update. /// See: CanUpdateAsync /// void UpdateAreaPost(GraphUpdateObject o); GraphUpdateThreading CanUpdateAsync(GraphUpdateObject o); } /// Info about if a graph update has been applied or not public enum GraphUpdateStage { /// /// The graph update object has been created, but not used for anything yet. /// This is the default value. /// Created, /// The graph update has been sent to the pathfinding system and is scheduled to be applied to the graphs Pending, /// The graph update has been applied to all graphs Applied, /// /// The graph update has been aborted and will not be applied. /// This can happen if the AstarPath component is destroyed while a graph update is queued to be applied. /// Aborted, } /// /// Represents a collection of settings used to update nodes in a specific region of a graph. /// See: AstarPath.UpdateGraphs /// See: graph-updates (view in online documentation for working links) /// public class GraphUpdateObject { /// /// The bounds to update nodes within. /// Defined in world space. /// public Bounds bounds; /// /// Controlls if a flood fill will be carried out after this GUO has been applied. /// Disabling this can be used to gain a performance boost, but use with care. /// If you are sure that a GUO will not modify walkability or connections. You can set this to false. /// For example when only updating penalty values it can save processing power when setting this to false. Especially on large graphs. /// Note: If you set this to false, even though it does change e.g walkability, it can lead to paths returning that they failed even though there is a path, /// or the try to search the whole graph for a path even though there is none, and will in the processes use wast amounts of processing power. /// /// If using the basic GraphUpdateObject (not a derived class), a quick way to check if it is going to need a flood fill is to check if is true or is true. /// /// Deprecated: Not necessary anymore /// [System.Obsolete("Not necessary anymore")] public bool requiresFloodFill { set {} } /// /// Use physics checks to update nodes. /// When updating a grid graph and this is true, the nodes' position and walkability will be updated using physics checks /// with settings from "Collision Testing" and "Height Testing". /// /// When updating a PointGraph, setting this to true will make it re-evaluate all connections in the graph which passes through the . /// /// This has no effect when updating GridGraphs if is turned on. /// You should not combine and . /// /// On RecastGraphs, having this enabled will trigger a complete recalculation of all tiles intersecting the bounds. /// This is quite slow (but powerful). If you only want to update e.g penalty on existing nodes, leave it disabled. /// public bool updatePhysics = true; /// /// Reset penalties to their initial values when updating grid graphs and is true. /// If you want to keep old penalties even when you update the graph you may want to disable this option. /// /// The images below shows two overlapping graph update objects, the right one happened to be applied before the left one. They both have updatePhysics = true and are /// set to increase the penalty of the nodes by some amount. /// /// The first image shows the result when resetPenaltyOnPhysics is false. Both penalties are added correctly. /// [Open online documentation to see images] /// /// This second image shows when resetPenaltyOnPhysics is set to true. The first GUO is applied correctly, but then the second one (the left one) is applied /// and during its updating, it resets the penalties first and then adds penalty to the nodes. The result is that the penalties from both GUOs are not added together. /// The green patch in at the border is there because physics recalculation (recalculation of the position of the node, checking for obstacles etc.) affects a slightly larger /// area than the original GUO bounds because of the Grid Graph -> Collision Testing -> Diameter setting (it is enlarged by that value). So some extra nodes have their penalties reset. /// /// [Open online documentation to see images] /// public bool resetPenaltyOnPhysics = true; /// /// Update Erosion for GridGraphs. /// When enabled, erosion will be recalculated for grid graphs /// after the GUO has been applied. /// /// In the below image you can see the different effects you can get with the different values.\n /// The first image shows the graph when no GUO has been applied. The blue box is not identified as an obstacle by the graph, the reason /// there are unwalkable nodes around it is because there is a height difference (nodes are placed on top of the box) so erosion will be applied (an erosion value of 2 is used in this graph). /// The orange box is identified as an obstacle, so the area of unwalkable nodes around it is a bit larger since both erosion and collision has made /// nodes unwalkable.\n /// The GUO used simply sets walkability to true, i.e making all nodes walkable. /// /// [Open online documentation to see images] /// /// When updateErosion=True, the reason the blue box still has unwalkable nodes around it is because there is still a height difference /// so erosion will still be applied. The orange box on the other hand has no height difference and all nodes are set to walkable.\n /// \n /// When updateErosion=False, all nodes walkability are simply set to be walkable in this example. /// /// See: Pathfinding.GridGraph /// public bool updateErosion = true; /// /// NNConstraint to use. /// The Pathfinding.NNConstraint.SuitableGraph function will be called on the NNConstraint to enable filtering of which graphs to update.\n /// Note: As the Pathfinding.NNConstraint.SuitableGraph function is A* Pathfinding Project Pro only, this variable doesn't really affect anything in the free version. /// public NNConstraint nnConstraint = NNConstraint.None; /// /// Penalty to add to the nodes. /// A penalty of 1000 is equivalent to the cost of moving 1 world unit. /// public int addPenalty; /// /// If true, all nodes' walkable variable will be set to . /// It is not recommended to combine this with since then you will just overwrite /// what calculated. /// public bool modifyWalkability; /// If is true, the nodes' walkable variable will be set to this value public bool setWalkability; /// If true, all nodes' tag will be set to public bool modifyTag; /// If is true, all nodes' tag will be set to this value public int setTag; /// /// Track which nodes are changed and save backup data. /// Used internally to revert changes if needed. /// public bool trackChangedNodes; /// /// Nodes which were updated by this GraphUpdateObject. /// Will only be filled if is true. /// Note: It might take a few frames for graph update objects to be applied. /// If you need this info immediately, use . /// public List changedNodes; private List backupData; private List backupPositionData; /// /// A shape can be specified if a bounds object does not give enough precision. /// Note that if you set this, you should set the bounds so that it encloses the shape /// because the bounds will be used as an initial fast check for which nodes that should /// be updated. /// public GraphUpdateShape shape; /// /// Info about if a graph update has been applied or not. /// Either an enum (see STAGE_CREATED and associated constants) /// or a non-negative count of the number of graphs that are waiting to apply this graph update. /// internal int internalStage = STAGE_CREATED; internal const int STAGE_CREATED = -1; internal const int STAGE_PENDING = -2; internal const int STAGE_ABORTED = -3; internal const int STAGE_APPLIED = 0; /// Info about if a graph update has been applied or not public GraphUpdateStage stage { get { switch (internalStage) { case STAGE_CREATED: return GraphUpdateStage.Created; case STAGE_APPLIED: return GraphUpdateStage.Applied; case STAGE_ABORTED: return GraphUpdateStage.Aborted; // Positive numbers means it is currently being applied, so it is also pending. default: case STAGE_PENDING: return GraphUpdateStage.Pending; } } } /// /// Should be called on every node which is updated with this GUO before it is updated. /// See: /// /// The node to save fields for. If null, nothing will be done public virtual void WillUpdateNode (GraphNode node) { if (trackChangedNodes && node != null) { if (changedNodes == null) { changedNodes = ListPool.Claim(); backupData = ListPool.Claim(); backupPositionData = ListPool.Claim(); } changedNodes.Add(node); backupPositionData.Add(node.position); backupData.Add(node.Penalty); backupData.Add(node.Flags); #if !ASTAR_NO_GRID_GRAPH var gridNode = node as GridNode; if (gridNode != null) backupData.Add(gridNode.InternalGridFlags); #endif } } /// /// Reverts penalties and flags (which includes walkability) on every node which was updated using this GUO. /// Data for reversion is only saved if is true. /// /// Note: Not all data is saved. The saved data includes: penalties, walkability, tags, area, position and for grid graphs (not layered) it also includes connection data. /// /// This method modifies the graph. So it must be called inside while it is safe to modify the graph, for example inside a work item as shown in the example below. /// /// \miscsnippets MiscSnippets.cs GraphUpdateObject.RevertFromBackup /// /// See: blocking (view in online documentation for working links) /// See: /// public virtual void RevertFromBackup () { if (trackChangedNodes) { if (changedNodes == null) return; int counter = 0; for (int i = 0; i < changedNodes.Count; i++) { changedNodes[i].Penalty = backupData[counter]; counter++; // Restore the flags, but not the HierarchicalNodeIndex as that could screw up some internal datastructures var tmp = changedNodes[i].HierarchicalNodeIndex; changedNodes[i].Flags = backupData[counter]; changedNodes[i].HierarchicalNodeIndex = tmp; counter++; #if !ASTAR_NO_GRID_GRAPH var gridNode = changedNodes[i] as GridNode; if (gridNode != null) { gridNode.InternalGridFlags = (ushort)backupData[counter]; counter++; } #endif changedNodes[i].position = backupPositionData[i]; changedNodes[i].SetConnectivityDirty(); } ListPool.Release(ref changedNodes); ListPool.Release(ref backupData); ListPool.Release(ref backupPositionData); } else { throw new System.InvalidOperationException("Changed nodes have not been tracked, cannot revert from backup. Please set trackChangedNodes to true before applying the update."); } } /// Updates the specified node using this GUO's settings public virtual void Apply (GraphNode node) { if (shape == null || shape.Contains(node)) { //Update penalty and walkability node.Penalty = (uint)(node.Penalty+addPenalty); if (modifyWalkability) { node.Walkable = setWalkability; } //Update tags if (modifyTag) node.Tag = (uint)setTag; } } public GraphUpdateObject () { } /// Creates a new GUO with the specified bounds public GraphUpdateObject (Bounds b) { bounds = b; } } /// Graph which has a well defined transformation from graph space to world space public interface ITransformedGraph { GraphTransform transform { get; } } /// Graph which supports the Linecast method public interface IRaycastableGraph { bool Linecast(Vector3 start, Vector3 end); bool Linecast(Vector3 start, Vector3 end, GraphNode hint); bool Linecast(Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit); bool Linecast(Vector3 start, Vector3 end, GraphNode hint, out GraphHitInfo hit, List trace); bool Linecast(Vector3 start, Vector3 end, out GraphHitInfo hit, List trace, System.Func filter); } /// /// Integer Rectangle. /// Uses an inclusive coordinate range. /// /// Works almost like UnityEngine.Rect but with integer coordinates /// [System.Serializable] public struct IntRect { public int xmin, ymin, xmax, ymax; public IntRect (int xmin, int ymin, int xmax, int ymax) { this.xmin = xmin; this.xmax = xmax; this.ymin = ymin; this.ymax = ymax; } public bool Contains (int x, int y) { return !(x < xmin || y < ymin || x > xmax || y > ymax); } public int Width { get { return xmax-xmin+1; } } public int Height { get { return ymax-ymin+1; } } public int Area { get { return Width * Height; } } /// /// Returns if this rectangle is valid. /// An invalid rect could have e.g xmin > xmax. /// Rectamgles with a zero area area invalid. /// public bool IsValid () { return xmin <= xmax && ymin <= ymax; } public static bool operator == (IntRect a, IntRect b) { return a.xmin == b.xmin && a.xmax == b.xmax && a.ymin == b.ymin && a.ymax == b.ymax; } public static bool operator != (IntRect a, IntRect b) { return a.xmin != b.xmin || a.xmax != b.xmax || a.ymin != b.ymin || a.ymax != b.ymax; } public override bool Equals (System.Object obj) { var rect = (IntRect)obj; return xmin == rect.xmin && xmax == rect.xmax && ymin == rect.ymin && ymax == rect.ymax; } public override int GetHashCode () { return xmin*131071 ^ xmax*3571 ^ ymin*3109 ^ ymax*7; } /// /// Returns the intersection rect between the two rects. /// The intersection rect is the area which is inside both rects. /// If the rects do not have an intersection, an invalid rect is returned. /// See: IsValid /// public static IntRect Intersection (IntRect a, IntRect b) { return new IntRect( System.Math.Max(a.xmin, b.xmin), System.Math.Max(a.ymin, b.ymin), System.Math.Min(a.xmax, b.xmax), System.Math.Min(a.ymax, b.ymax) ); } /// Returns if the two rectangles intersect each other public static bool Intersects (IntRect a, IntRect b) { return !(a.xmin > b.xmax || a.ymin > b.ymax || a.xmax < b.xmin || a.ymax < b.ymin); } /// /// Returns a new rect which contains both input rects. /// This rectangle may contain areas outside both input rects as well in some cases. /// public static IntRect Union (IntRect a, IntRect b) { return new IntRect( System.Math.Min(a.xmin, b.xmin), System.Math.Min(a.ymin, b.ymin), System.Math.Max(a.xmax, b.xmax), System.Math.Max(a.ymax, b.ymax) ); } /// Returns a new IntRect which is expanded to contain the point public IntRect ExpandToContain (int x, int y) { return new IntRect( System.Math.Min(xmin, x), System.Math.Min(ymin, y), System.Math.Max(xmax, x), System.Math.Max(ymax, y) ); } /// Returns a new rect which is expanded by range in all directions. /// How far to expand. Negative values are permitted. public IntRect Expand (int range) { return new IntRect(xmin-range, ymin-range, xmax+range, ymax+range ); } public override string ToString () { return "[x: "+xmin+"..."+xmax+", y: " + ymin +"..."+ymax+"]"; } /// Draws some debug lines representing the rect public void DebugDraw (GraphTransform transform, Color color) { Vector3 p1 = transform.Transform(new Vector3(xmin, 0, ymin)); Vector3 p2 = transform.Transform(new Vector3(xmin, 0, ymax)); Vector3 p3 = transform.Transform(new Vector3(xmax, 0, ymax)); Vector3 p4 = transform.Transform(new Vector3(xmax, 0, ymin)); Debug.DrawLine(p1, p2, color); Debug.DrawLine(p2, p3, color); Debug.DrawLine(p3, p4, color); Debug.DrawLine(p4, p1, color); } } /// /// Holds a bitmask of graphs. /// This bitmask can hold up to 32 graphs. /// /// The bitmask can be converted to and from integers implicitly. /// /// /// GraphMask mask1 = GraphMask.FromGraphName("My Grid Graph"); /// GraphMask mask2 = GraphMask.FromGraphName("My Other Grid Graph"); /// /// NNConstraint nn = NNConstraint.Default; /// /// nn.graphMask = mask1 | mask2; /// /// // Find the node closest to somePoint which is either in 'My Grid Graph' OR in 'My Other Grid Graph' /// var info = AstarPath.active.GetNearest(somePoint, nn); /// /// /// See: bitmasks (view in online documentation for working links) /// [System.Serializable] public struct GraphMask { /// Bitmask representing the mask public int value; /// A mask containing every graph public static GraphMask everything { get { return new GraphMask(-1); } } public GraphMask (int value) { this.value = value; } public static implicit operator int(GraphMask mask) { return mask.value; } public static implicit operator GraphMask (int mask) { return new GraphMask(mask); } /// Combines two masks to form the intersection between them public static GraphMask operator & (GraphMask lhs, GraphMask rhs) { return new GraphMask(lhs.value & rhs.value); } /// Combines two masks to form the union of them public static GraphMask operator | (GraphMask lhs, GraphMask rhs) { return new GraphMask(lhs.value | rhs.value); } /// Inverts the mask public static GraphMask operator ~ (GraphMask lhs) { return new GraphMask(~lhs.value); } /// True if this mask contains the graph with the given graph index public bool Contains (int graphIndex) { return ((value >> graphIndex) & 1) != 0; } /// A bitmask containing the given graph public static GraphMask FromGraph (NavGraph graph) { return 1 << (int)graph.graphIndex; } public override string ToString () { return value.ToString(); } /// /// A bitmask containing the first graph with the given name. /// /// GraphMask mask1 = GraphMask.FromGraphName("My Grid Graph"); /// GraphMask mask2 = GraphMask.FromGraphName("My Other Grid Graph"); /// /// NNConstraint nn = NNConstraint.Default; /// /// nn.graphMask = mask1 | mask2; /// /// // Find the node closest to somePoint which is either in 'My Grid Graph' OR in 'My Other Grid Graph' /// var info = AstarPath.active.GetNearest(somePoint, nn); /// /// public static GraphMask FromGraphName (string graphName) { var graph = AstarData.active.data.FindGraph(g => g.name == graphName); if (graph == null) throw new System.ArgumentException("Could not find any graph with the name '" + graphName + "'"); return FromGraph(graph); } } #region Delegates /* Delegate with on Path object as parameter. * This is used for callbacks when a path has finished calculation.\n * Example function: * \snippet MiscSnippets.cs OnPathDelegate */ public delegate void OnPathDelegate(Path p); public delegate void OnGraphDelegate(NavGraph graph); public delegate void OnScanDelegate(AstarPath script); /// Deprecated: public delegate void OnScanStatus(Progress progress); #endregion #region Enums public enum GraphUpdateThreading { /// /// Call UpdateArea in the unity thread. /// This is the default value. /// Not compatible with SeparateThread. /// UnityThread = 0, /// Call UpdateArea in a separate thread. Not compatible with UnityThread. SeparateThread = 1 << 0, /// Calls UpdateAreaInit in the Unity thread before everything else UnityInit = 1 << 1, /// /// Calls UpdateAreaPost in the Unity thread after everything else. /// This is used together with SeparateThread to apply the result of the multithreaded /// calculations to the graph without modifying it at the same time as some other script /// might be using it (e.g calling GetNearest). /// UnityPost = 1 << 2, /// Combination of SeparateThread and UnityInit SeparateAndUnityInit = SeparateThread | UnityInit } /// How path results are logged by the system public enum PathLog { /// Does not log anything. This is recommended for release since logging path results has a performance overhead. None, /// Logs basic info about the paths Normal, /// Includes additional info Heavy, /// Same as heavy, but displays the info in-game using GUI InGame, /// Same as normal, but logs only paths which returned an error OnlyErrors } /// /// How to estimate the cost of moving to the destination during pathfinding. /// /// The heuristic is the estimated cost from the current node to the target. /// The different heuristics have roughly the same performance except not using any heuristic at all ( /// which is usually significantly slower. /// /// In the image below you can see a comparison of the different heuristic options for an 8-connected grid and /// for a 4-connected grid. /// Note that all paths within the green area will all have the same length. The only difference between the heuristics /// is which of those paths of the same length that will be chosen. /// Note that while the Diagonal Manhattan and Manhattan options seem to behave very differently on an 8-connected grid /// they only do it in this case because of very small rounding errors. Usually they behave almost identically on 8-connected grids. /// /// [Open online documentation to see images] /// /// Generally for a 4-connected grid graph the Manhattan option should be used as it is the true distance on a 4-connected grid. /// For an 8-connected grid graph the Diagonal Manhattan option is the mathematically most correct option, however the Euclidean option /// is often preferred, especially if you are simplifying the path afterwards using modifiers. /// /// For any graph that is not grid based the Euclidean option is the best one to use. /// /// See: Wikipedia: A* search_algorithm /// public enum Heuristic { /// Manhattan distance. See: https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan, /// /// Manhattan distance, but allowing diagonal movement as well. /// Note: This option is currently hard coded for the XZ plane. It will be equivalent to Manhattan distance if you try to use it in the XY plane (i.e for a 2D game). /// DiagonalManhattan, /// Ordinary distance. See: https://en.wikipedia.org/wiki/Euclidean_distance Euclidean, /// /// Use no heuristic at all. /// This reduces the pathfinding algorithm to Dijkstra's algorithm. /// This is usually significantly slower compared to using a heuristic, which is why the A* algorithm is usually preferred over Dijkstra's algorithm. /// You may have to use this if you have a very non-standard graph. For example a world with a wraparound playfield (think Civilization or Asteroids) and you have custom links /// with a zero cost from one end of the map to the other end. Usually the A* algorithm wouldn't find the wraparound links because it wouldn't think to look in that direction. /// See: https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm /// None } /// How to visualize the graphs in the editor public enum GraphDebugMode { /// Draw the graphs with a single solid color SolidColor, /// /// Use the G score of the last calculated paths to color the graph. /// The G score is the cost from the start node to the given node. /// See: https://en.wikipedia.org/wiki/A*_search_algorithm /// G, /// /// Use the H score (heuristic) of the last calculated paths to color the graph. /// The H score is the estimated cost from the current node to the target. /// See: https://en.wikipedia.org/wiki/A*_search_algorithm /// H, /// /// Use the F score of the last calculated paths to color the graph. /// The F score is the G score + the H score, or in other words the estimated cost total cost of the path. /// See: https://en.wikipedia.org/wiki/A*_search_algorithm /// F, /// /// Use the penalty of each node to color the graph. /// This does not show penalties added by tags. /// See: graph-updates (view in online documentation for working links) /// See: /// Penalty, /// /// Visualize the connected components of the graph. /// A node with a given color can reach any other node with the same color. /// /// See: /// See: https://en.wikipedia.org/wiki/Connected_component_(graph_theory) /// Areas, /// /// Use the tag of each node to color the graph. /// See: tags (view in online documentation for working links) /// See: /// Tags, /// /// Visualize the hierarchical graph structure of the graph. /// This is mostly for internal use. /// See: /// HierarchicalNode, } /// Number of threads to use public enum ThreadCount { AutomaticLowLoad = -1, AutomaticHighLoad = -2, None = 0, One = 1, Two, Three, Four, Five, Six, Seven, Eight } /// Internal state of a path in the pipeline public enum PathState { Created = 0, PathQueue = 1, Processing = 2, ReturnQueue = 3, Returned = 4 } /// State of a path request public enum PathCompleteState { /// /// The path has not been calculated yet. /// See: /// NotCalculated = 0, /// /// The path calculation is done, but it failed. /// See: /// Error = 1, /// The path has been successfully calculated Complete = 2, /// /// The path has been calculated, but only a partial path could be found. /// See: /// Partial = 3, } /// What to do when the character is close to the destination public enum CloseToDestinationMode { /// The character will stop as quickly as possible when within endReachedDistance (field that exist on most movement scripts) units from the destination Stop, /// The character will continue to the exact position of the destination ContinueToExactDestination, } /// Indicates the side of a line that a point lies on public enum Side : byte { /// The point lies exactly on the line Colinear = 0, /// The point lies on the left side of the line Left = 1, /// The point lies on the right side of the line Right = 2 } public enum InspectorGridHexagonNodeSize { /// Value is the distance between two opposing sides in the hexagon Width, /// Value is the distance between two opposing vertices in the hexagon Diameter, /// Value is the raw node size of the grid NodeSize } public enum InspectorGridMode { Grid, IsometricGrid, Hexagonal, Advanced } /// /// Determines which direction the agent moves in. /// For 3D games you most likely want the ZAxisIsForward option as that is the convention for 3D games. /// For 2D games you most likely want the YAxisIsForward option as that is the convention for 2D games. /// public enum OrientationMode { ZAxisForward, YAxisForward, } #endregion } namespace Pathfinding.Util { /// Prevents code stripping. See: https://docs.unity3d.com/Manual/ManagedCodeStripping.html public class PreserveAttribute : System.Attribute { } }