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;
}
}
}