using UnityEngine; using System.Collections.Generic; using Pathfinding.Util; namespace Pathfinding { [AddComponentMenu("Pathfinding/Modifiers/Funnel")] [System.Serializable] /// /// Simplifies paths on navmesh graphs using the funnel algorithm. /// The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it. /// This makes paths on navmeshes look much cleaner and smoother. /// [Open online documentation to see images] /// /// The funnel modifier also works on grid graphs however since it only simplifies the paths within the nodes which the original path visited it may not always /// simplify the path as much as you would like it to. The can be a better fit for grid graphs. /// [Open online documentation to see images] /// /// \ingroup modifiers /// See: http://digestingduck.blogspot.se/2010/03/simple-stupid-funnel-algorithm.html /// [HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_funnel_modifier.php")] public class FunnelModifier : MonoModifier { /// /// Determines if twists and bends should be straightened out before running the funnel algorithm. /// If the unwrap option is disabled the funnel will simply be projected onto the XZ plane. /// If the unwrap option is enabled then the funnel may be oriented arbitrarily and may have twists and bends. /// This makes it possible to support the funnel algorithm in XY space as well as in more complicated cases, such /// as on curved worlds. /// /// Note: This has a performance overhead, so if you do not need it you can disable it to improve /// performance. /// /// [Open online documentation to see images] /// /// See: for more example images. /// /// Note: This is required if you want to use the funnel modifier for 2D games (i.e in the XY plane). /// public bool unwrap = true; /// /// Insert a vertex every time the path crosses a portal instead of only at the corners of the path. /// The resulting path will have exactly one vertex per portal if this is enabled. /// This may introduce vertices with the same position in the output (esp. in corners where many portals meet). /// [Open online documentation to see images] /// public bool splitAtEveryPortal; #if UNITY_EDITOR [UnityEditor.MenuItem("CONTEXT/Seeker/Add Funnel Modifier")] public static void AddComp (UnityEditor.MenuCommand command) { (command.context as Component).gameObject.AddComponent(typeof(FunnelModifier)); } #endif public override int Order { get { return 10; } } public override void Apply (Path p) { if (p.path == null || p.path.Count == 0 || p.vectorPath == null || p.vectorPath.Count == 0) { return; } List funnelPath = ListPool.Claim(); // Split the path into different parts (separated by custom links) // and run the funnel algorithm on each of them in turn var parts = Funnel.SplitIntoParts(p); if (parts.Count == 0) { // As a really special case, it might happen that the path contained only a single node // and that node was part of a custom link (e.g added by the NodeLink2 component). // In that case the SplitIntoParts method will not know what to do with it because it is // neither a link (as only 1 of the 2 nodes of the link was part of the path) nor a normal // path part. So it will skip it. This will cause it to return an empty list. // In that case we want to simply keep the original path, which is just a single point. return; } for (int i = 0; i < parts.Count; i++) { var part = parts[i]; if (!part.isLink) { var portals = Funnel.ConstructFunnelPortals(p.path, part); var result = Funnel.Calculate(portals, unwrap, splitAtEveryPortal); funnelPath.AddRange(result); ListPool.Release(ref portals.left); ListPool.Release(ref portals.right); ListPool.Release(ref result); } else { // non-link parts will add the start/end points for the adjacent parts. // So if there is no non-link part before this one, then we need to add the start point of the link // and if there is no non-link part after this one, then we need to add the end point. if (i == 0 || parts[i-1].isLink) { funnelPath.Add(part.startPoint); } if (i == parts.Count - 1 || parts[i+1].isLink) { funnelPath.Add(part.endPoint); } } } UnityEngine.Assertions.Assert.IsTrue(funnelPath.Count >= 1); ListPool.Release(ref parts); // Pool the previous vectorPath ListPool.Release(ref p.vectorPath); p.vectorPath = funnelPath; } } }