using UnityEngine;
using System.Collections.Generic;
namespace Pathfinding {
///
/// Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it.
/// When the object has moved or rotated at least world units
/// then it will call AstarPath.UpdateGraphs and update the graph around it.
///
/// Make sure that any children colliders do not extend beyond the bounds of the collider attached to the
/// GameObject that the DynamicGridObstacle component is attached to since this script only updates the graph
/// around the bounds of the collider on the same GameObject.
///
/// An update will be triggered whenever the bounding box of the attached collider has changed (moved/expanded/etc.) by at least world units or if
/// the GameObject has rotated enough so that the outmost point of the object has moved at least world units.
///
/// This script works with both 2D colliders and normal 3D colliders.
///
/// Note: This script works best with a GridGraph, PointGraph or LayerGridGraph
/// You can use this with recast graphs as well. However since recast graph updates are much slower it is recommended to use the component if at all possible.
///
/// See: AstarPath.UpdateGraphs
/// See: graph-updates (view in online documentation for working links)
/// See: navmeshcutting (view in online documentation for working links)
///
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_dynamic_grid_obstacle.php")]
public class DynamicGridObstacle : GraphModifier {
/// Collider to get bounds information from
Collider coll;
/// 2D Collider to get bounds information from
Collider2D coll2D;
/// Cached transform component
Transform tr;
/// The minimum change in world units along one of the axis of the bounding box of the collider to trigger a graph update
public float updateError = 1;
///
/// Time in seconds between bounding box checks.
/// If AstarPath.batchGraphUpdates is enabled, it is not beneficial to have a checkTime much lower
/// than AstarPath.graphUpdateBatchingInterval because that will just add extra unnecessary graph updates.
///
/// In real time seconds (based on Time.realtimeSinceStartup).
///
public float checkTime = 0.2F;
/// Bounds of the collider the last time the graphs were updated
Bounds prevBounds;
/// Rotation of the collider the last time the graphs were updated
Quaternion prevRotation;
/// True if the collider was enabled last time the graphs were updated
bool prevEnabled;
float lastCheckTime = -9999;
Queue pendingGraphUpdates = new Queue();
Bounds bounds {
get {
if (coll != null) {
return coll.bounds;
} else {
var b = coll2D.bounds;
// Make sure the bounding box stretches close to infinitely along the Z axis (which is the axis perpendicular to the 2D plane).
// We don't want any change along the Z axis to make a difference.
b.extents += new Vector3(0, 0, 10000);
return b;
}
}
}
bool colliderEnabled {
get {
return coll != null ? coll.enabled : coll2D.enabled;
}
}
protected override void Awake () {
base.Awake();
coll = GetComponent();
coll2D = GetComponent();
tr = transform;
if (coll == null && coll2D == null && Application.isPlaying) {
throw new System.Exception("A collider or 2D collider must be attached to the GameObject(" + gameObject.name + ") for the DynamicGridObstacle to work");
}
prevBounds = bounds;
prevRotation = tr.rotation;
// Make sure we update the graph as soon as we find that the collider is enabled
prevEnabled = false;
}
public override void OnPostScan () {
// Make sure we find the collider
// AstarPath.Awake may run before Awake on this component
if (coll == null) Awake();
// In case the object was in the scene from the start and the graphs
// were scanned then we ignore the first update since it is unnecessary.
if (coll != null) prevEnabled = colliderEnabled;
}
void Update () {
if (!Application.isPlaying) return;
if (coll == null && coll2D == null) {
Debug.LogError("Removed collider from DynamicGridObstacle", this);
enabled = false;
return;
}
// Check if the previous graph updates have been completed yet.
// We don't want to update the graph again until the last graph updates are done.
// This is particularly important for recast graphs for which graph updates can take a long time.
while (pendingGraphUpdates.Count > 0 && pendingGraphUpdates.Peek().stage != GraphUpdateStage.Pending) {
pendingGraphUpdates.Dequeue();
}
if (AstarPath.active == null || AstarPath.active.isScanning || Time.realtimeSinceStartup - lastCheckTime < checkTime || !Application.isPlaying || pendingGraphUpdates.Count > 0) {
return;
}
lastCheckTime = Time.realtimeSinceStartup;
if (colliderEnabled) {
// The current bounds of the collider
Bounds newBounds = bounds;
var newRotation = tr.rotation;
Vector3 minDiff = prevBounds.min - newBounds.min;
Vector3 maxDiff = prevBounds.max - newBounds.max;
var extents = newBounds.extents.magnitude;
// This is the distance that a point furthest out on the bounding box
// would have moved due to the changed rotation of the object
var errorFromRotation = extents*Quaternion.Angle(prevRotation, newRotation)*Mathf.Deg2Rad;
// If the difference between the previous bounds and the new bounds is greater than some value, update the graphs
if (minDiff.sqrMagnitude > updateError*updateError || maxDiff.sqrMagnitude > updateError*updateError ||
errorFromRotation > updateError || !prevEnabled) {
// Update the graphs as soon as possible
DoUpdateGraphs();
}
} else {
// Collider has just been disabled
if (prevEnabled) {
DoUpdateGraphs();
}
}
}
///
/// Revert graphs when disabled.
/// When the DynamicObstacle is disabled or destroyed, a last graph update should be done to revert nodes to their original state
///
protected override void OnDisable () {
base.OnDisable();
if (AstarPath.active != null && Application.isPlaying) {
var guo = new GraphUpdateObject(prevBounds);
pendingGraphUpdates.Enqueue(guo);
AstarPath.active.UpdateGraphs(guo);
prevEnabled = false;
}
// Stop caring about pending graph updates if this object is disabled.
// This avoids a memory leak since `Update` will never be called again to remove pending updates
// that have been completed.
pendingGraphUpdates.Clear();
}
///
/// Update the graphs around this object.
/// Note: The graphs will not be updated immediately since the pathfinding threads need to be paused first.
/// If you want to guarantee that the graphs have been updated then call AstarPath.active.FlushGraphUpdates()
/// after the call to this method.
///
public void DoUpdateGraphs () {
if (coll == null && coll2D == null) return;
// Required to ensure we get the most up to date bounding box from the physics engine
UnityEngine.Physics.SyncTransforms();
UnityEngine.Physics2D.SyncTransforms();
if (!colliderEnabled) {
// If the collider is not enabled, then col.bounds will empty
// so just update prevBounds
var guo = new GraphUpdateObject(prevBounds);
pendingGraphUpdates.Enqueue(guo);
AstarPath.active.UpdateGraphs(guo);
} else {
Bounds newBounds = bounds;
Bounds merged = newBounds;
merged.Encapsulate(prevBounds);
// Check what seems to be fastest, to update the union of prevBounds and newBounds in a single request
// or to update them separately, the smallest volume is usually the fastest
if (BoundsVolume(merged) < BoundsVolume(newBounds) + BoundsVolume(prevBounds)) {
// Send an update request to update the nodes inside the 'merged' volume
var guo = new GraphUpdateObject(merged);
pendingGraphUpdates.Enqueue(guo);
AstarPath.active.UpdateGraphs(guo);
} else {
// Send two update request to update the nodes inside the 'prevBounds' and 'newBounds' volumes
var guo1 = new GraphUpdateObject(prevBounds);
var guo2 = new GraphUpdateObject(newBounds);
pendingGraphUpdates.Enqueue(guo1);
pendingGraphUpdates.Enqueue(guo2);
AstarPath.active.UpdateGraphs(guo1);
AstarPath.active.UpdateGraphs(guo2);
}
#if ASTARDEBUG
Debug.DrawLine(prevBounds.min, prevBounds.max, Color.yellow);
Debug.DrawLine(newBounds.min, newBounds.max, Color.red);
#endif
prevBounds = newBounds;
}
prevEnabled = colliderEnabled;
prevRotation = tr.rotation;
// Set this here as well since the DoUpdateGraphs method can be called from other scripts
lastCheckTime = Time.realtimeSinceStartup;
}
/// Volume of a Bounds object. X*Y*Z
static float BoundsVolume (Bounds b) {
return System.Math.Abs(b.size.x * b.size.y * b.size.z);
}
}
}