using Pathfinding.Util; using System.Collections.Generic; using UnityEngine; namespace Pathfinding { /// /// Contains useful functions for working with paths and nodes. /// This class works a lot with the class, a useful function to get nodes is AstarPath.GetNearest. /// See: /// See: /// See: /// \ingroup utils /// public static class PathUtilities { /// /// Returns if there is a walkable path from node1 to node2. /// This method is extremely fast because it only uses precalculated information. /// /// /// GraphNode node1 = AstarPath.active.GetNearest(point1, NNConstraint.Default).node; /// GraphNode node2 = AstarPath.active.GetNearest(point2, NNConstraint.Default).node; /// /// if (PathUtilities.IsPathPossible(node1, node2)) { /// // Yay, there is a path between those two nodes /// } /// /// /// See: graph-updates (view in online documentation for working links) /// See: /// public static bool IsPathPossible (GraphNode node1, GraphNode node2) { return node1.Walkable && node2.Walkable && node1.Area == node2.Area; } /// /// Returns if there are walkable paths between all nodes. /// /// See: graph-updates (view in online documentation for working links) /// /// Returns true for empty lists. /// /// See: /// public static bool IsPathPossible (List nodes) { if (nodes.Count == 0) return true; uint area = nodes[0].Area; for (int i = 0; i < nodes.Count; i++) if (!nodes[i].Walkable || nodes[i].Area != area) return false; return true; } /// /// Returns if there are walkable paths between all nodes. /// See: graph-updates (view in online documentation for working links) /// /// This method will actually only check if the first node can reach all other nodes. However this is /// equivalent in 99% of the cases since almost always the graph connections are bidirectional. /// If you are not aware of any cases where you explicitly create unidirectional connections /// this method can be used without worries. /// /// Returns true for empty lists /// /// Warning: This method is significantly slower than the IsPathPossible method which does not take a tagMask /// /// See: /// public static bool IsPathPossible (List nodes, int tagMask) { if (nodes.Count == 0) return true; // Make sure that the first node has a valid tag if (((tagMask >> (int)nodes[0].Tag) & 1) == 0) return false; // Fast check first if (!IsPathPossible(nodes)) return false; // Make sure that the first node can reach all other nodes var reachable = GetReachableNodes(nodes[0], tagMask); bool result = true; // Make sure that the first node can reach all other nodes for (int i = 1; i < nodes.Count; i++) { if (!reachable.Contains(nodes[i])) { result = false; break; } } // Pool the temporary list ListPool.Release(ref reachable); return result; } /// /// Returns all nodes reachable from the seed node. /// This function performs a DFS (depth-first-search) or flood fill of the graph and returns all nodes which can be reached from /// the seed node. In almost all cases this will be identical to returning all nodes which have the same area as the seed node. /// In the editor areas are displayed as different colors of the nodes. /// The only case where it will not be so is when there is a one way path from some part of the area to the seed node /// but no path from the seed node to that part of the graph. /// /// The returned list is not sorted in any particular way. /// /// Depending on the number of reachable nodes, this function can take quite some time to calculate /// so don't use it too often or it might affect the framerate of your game. /// /// See: bitmasks (view in online documentation for working links). /// /// Returns: A List containing all nodes reachable from the seed node. /// For better memory management the returned list should be pooled, see Pathfinding.Util.ListPool. /// /// The node to start the search from. /// Optional mask for tags. This is a bitmask. /// Optional filter for which nodes to search. You can combine this with tagMask = -1 to make the filter determine everything. /// Only walkable nodes are searched regardless of the filter. If the filter function returns false the node will be treated as unwalkable. public static List GetReachableNodes (GraphNode seed, int tagMask = -1, System.Func filter = null) { Stack dfsStack = StackPool.Claim(); List reachable = ListPool.Claim(); /// TODO: Pool var map = new HashSet(); System.Action callback; // Check if we can use the fast path if (tagMask == -1 && filter == null) { callback = (GraphNode node) => { if (node.Walkable && map.Add(node)) { reachable.Add(node); dfsStack.Push(node); } }; } else { callback = (GraphNode node) => { if (node.Walkable && ((tagMask >> (int)node.Tag) & 0x1) != 0 && map.Add(node)) { if (filter != null && !filter(node)) return; reachable.Add(node); dfsStack.Push(node); } }; } callback(seed); while (dfsStack.Count > 0) { dfsStack.Pop().GetConnections(callback); } StackPool.Release(dfsStack); return reachable; } static Queue BFSQueue; static Dictionary BFSMap; /// /// Returns all nodes up to a given node-distance from the seed node. /// This function performs a BFS (breadth-first search) or flood fill of the graph and returns all nodes within a specified node distance which can be reached from /// the seed node. In almost all cases when depth is large enough this will be identical to returning all nodes which have the same area as the seed node. /// In the editor areas are displayed as different colors of the nodes. /// The only case where it will not be so is when there is a one way path from some part of the area to the seed node /// but no path from the seed node to that part of the graph. /// /// The returned list is sorted by node distance from the seed node /// i.e distance is measured in the number of nodes the shortest path from seed to that node would pass through. /// Note that the distance measurement does not take heuristics, penalties or tag penalties. /// /// Depending on the number of nodes, this function can take quite some time to calculate /// so don't use it too often or it might affect the framerate of your game. /// /// Returns: A List containing all nodes reachable up to a specified node distance from the seed node. /// For better memory management the returned list should be pooled, see Pathfinding.Util.ListPool /// /// Warning: This method is not thread safe. Only use it from the Unity thread (i.e normal game code). /// /// The video below shows the BFS result with varying values of depth. Points are sampled on the nodes using . /// [Open online documentation to see videos] /// /// The node to start the search from. /// The maximum node-distance from the seed node. /// Optional mask for tags. This is a bitmask. /// Optional filter for which nodes to search. You can combine this with depth = int.MaxValue and tagMask = -1 to make the filter determine everything. /// Only walkable nodes are searched regardless of the filter. If the filter function returns false the node will be treated as unwalkable. public static List BFS (GraphNode seed, int depth, int tagMask = -1, System.Func filter = null) { #if ASTAR_PROFILE System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch(); watch.Start(); #endif BFSQueue = BFSQueue ?? new Queue(); var que = BFSQueue; BFSMap = BFSMap ?? new Dictionary(); var map = BFSMap; // Even though we clear at the end of this function, it is good to // do it here as well in case the previous invocation of the method // threw an exception for some reason // and didn't clear the que and map que.Clear(); map.Clear(); List result = ListPool.Claim(); int currentDist = -1; System.Action callback; if (tagMask == -1) { callback = node => { if (node.Walkable && !map.ContainsKey(node)) { if (filter != null && !filter(node)) return; map.Add(node, currentDist+1); result.Add(node); que.Enqueue(node); } }; } else { callback = node => { if (node.Walkable && ((tagMask >> (int)node.Tag) & 0x1) != 0 && !map.ContainsKey(node)) { if (filter != null && !filter(node)) return; map.Add(node, currentDist+1); result.Add(node); que.Enqueue(node); } }; } callback(seed); while (que.Count > 0) { GraphNode n = que.Dequeue(); currentDist = map[n]; if (currentDist >= depth) break; n.GetConnections(callback); } que.Clear(); map.Clear(); #if ASTAR_PROFILE watch.Stop(); Debug.Log((1000*watch.Elapsed.TotalSeconds).ToString("0.0 ms")); #endif return result; } /// /// Returns points in a spiral centered around the origin with a minimum clearance from other points. /// The points are laid out on the involute of a circle /// See: http://en.wikipedia.org/wiki/Involute /// Which has some nice properties. /// All points are separated by clearance world units. /// This method is O(n), yes if you read the code you will see a binary search, but that binary search /// has an upper bound on the number of steps, so it does not yield a log factor. /// /// Note: Consider recycling the list after usage to reduce allocations. /// See: Pathfinding.Util.ListPool /// public static List GetSpiralPoints (int count, float clearance) { List pts = ListPool.Claim(count); // The radius of the smaller circle used for generating the involute of a circle // Calculated from the separation distance between the turns float a = clearance/(2*Mathf.PI); float t = 0; pts.Add(InvoluteOfCircle(a, t)); for (int i = 0; i < count; i++) { Vector3 prev = pts[pts.Count-1]; // d = -t0/2 + sqrt( t0^2/4 + 2d/a ) // Minimum angle (radians) which would create an arc distance greater than clearance float d = -t/2 + Mathf.Sqrt(t*t/4 + 2*clearance/a); // Binary search for separating this point and the previous one float mn = t + d; float mx = t + 2*d; while (mx - mn > 0.01f) { float mid = (mn + mx)/2; Vector3 p = InvoluteOfCircle(a, mid); if ((p - prev).sqrMagnitude < clearance*clearance) { mn = mid; } else { mx = mid; } } pts.Add(InvoluteOfCircle(a, mx)); t = mx; } return pts; } /// /// Returns the XZ coordinate of the involute of circle. /// See: http://en.wikipedia.org/wiki/Involute /// private static Vector3 InvoluteOfCircle (float a, float t) { return new Vector3(a*(Mathf.Cos(t) + t*Mathf.Sin(t)), 0, a*(Mathf.Sin(t) - t*Mathf.Cos(t))); } /// /// Will calculate a number of points around p which are on the graph and are separated by clearance from each other. /// This is like GetPointsAroundPoint except that previousPoints are treated as being in world space. /// The average of the points will be found and then that will be treated as the group center. /// /// The point to generate points around /// The graph to use for linecasting. If you are only using one graph, you can get this by AstarPath.active.graphs[0] as IRaycastableGraph. /// Note that not all graphs are raycastable, recast, navmesh and grid graphs are raycastable. On recast and navmesh it works the best. /// The points to use for reference. Note that these are in world space. /// The new points will overwrite the existing points in the list. The result will be in world space. /// The final points will be at most this distance from p. /// The points will if possible be at least this distance from each other. public static void GetPointsAroundPointWorld (Vector3 p, IRaycastableGraph g, List previousPoints, float radius, float clearanceRadius) { if (previousPoints.Count == 0) return; Vector3 avg = Vector3.zero; for (int i = 0; i < previousPoints.Count; i++) avg += previousPoints[i]; avg /= previousPoints.Count; for (int i = 0; i < previousPoints.Count; i++) previousPoints[i] -= avg; GetPointsAroundPoint(p, g, previousPoints, radius, clearanceRadius); } /// /// Will calculate a number of points around center which are on the graph and are separated by clearance from each other. /// The maximum distance from center to any point will be radius. /// Points will first be tried to be laid out as previousPoints and if that fails, random points will be selected. /// This is great if you want to pick a number of target points for group movement. If you pass all current agent points from e.g the group's average position /// this method will return target points so that the units move very little within the group, this is often aesthetically pleasing and reduces jitter if using /// some kind of local avoidance. /// /// TODO: Write unit tests /// /// The point to generate points around /// The graph to use for linecasting. If you are only using one graph, you can get this by AstarPath.active.graphs[0] as IRaycastableGraph. /// Note that not all graphs are raycastable, recast, navmesh and grid graphs are raycastable. On recast and navmesh it works the best. /// The points to use for reference. Note that these should not be in world space. They are treated as relative to center. /// The new points will overwrite the existing points in the list. The result will be in world space, not relative to center. /// The final points will be at most this distance from center. /// The points will if possible be at least this distance from each other. public static void GetPointsAroundPoint (Vector3 center, IRaycastableGraph g, List previousPoints, float radius, float clearanceRadius) { if (g == null) throw new System.ArgumentNullException("g"); var graph = g as NavGraph; if (graph == null) throw new System.ArgumentException("g is not a NavGraph"); NNInfoInternal nn = graph.GetNearestForce(center, NNConstraint.Default); center = nn.clampedPosition; if (nn.node == null) { // No valid point to start from return; } // Make sure the enclosing circle has a radius which can pack circles with packing density 0.5 radius = Mathf.Max(radius, 1.4142f*clearanceRadius*Mathf.Sqrt(previousPoints.Count)); //Mathf.Sqrt(previousPoints.Count*clearanceRadius*2)); clearanceRadius *= clearanceRadius; for (int i = 0; i < previousPoints.Count; i++) { Vector3 dir = previousPoints[i]; float magn = dir.magnitude; if (magn > 0) dir /= magn; float newMagn = radius;//magn > radius ? radius : magn; dir *= newMagn; GraphHitInfo hit; int tests = 0; while (true) { Vector3 pt = center + dir; if (g.Linecast(center, pt, nn.node, out hit)) { if (hit.point == Vector3.zero) { // Oops, linecast actually failed completely // try again unless we have tried lots of times // then we just continue anyway tests++; if (tests > 8) { previousPoints[i] = pt; break; } } else { pt = hit.point; } } bool worked = false; for (float q = 0.1f; q <= 1.0f; q += 0.05f) { Vector3 qt = Vector3.Lerp(center, pt, q); worked = true; for (int j = 0; j < i; j++) { if ((previousPoints[j] - qt).sqrMagnitude < clearanceRadius) { worked = false; break; } } // Abort after 8 tests or when we have found a valid point if (worked || tests > 8) { worked = true; previousPoints[i] = qt; break; } } // Break out of nested loop if (worked) { break; } // If we could not find a valid point, reduce the clearance radius slightly to improve // the chances next time clearanceRadius *= 0.9f; // This will pick points in 2D closer to the edge of the circle with a higher probability dir = Random.onUnitSphere * Mathf.Lerp(newMagn, radius, tests / 5); dir.y = 0; tests++; } } } /// /// Returns randomly selected points on the specified nodes with each point being separated by clearanceRadius from each other. /// Selecting points ON the nodes only works for TriangleMeshNode (used by Recast Graph and Navmesh Graph) and GridNode (used by GridGraph). /// For other node types, only the positions of the nodes will be used. /// /// clearanceRadius will be reduced if no valid points can be found. /// /// Note: This method assumes that the nodes in the list have the same type for some special cases. /// More specifically if the first node is not a TriangleMeshNode or a GridNode, it will use a fast path /// which assumes that all nodes in the list have the same surface area (which usually is a surface area of zero and the /// nodes are all PointNodes). /// public static List GetPointsOnNodes (List nodes, int count, float clearanceRadius = 0) { if (nodes == null) throw new System.ArgumentNullException("nodes"); if (nodes.Count == 0) throw new System.ArgumentException("no nodes passed"); List pts = ListPool.Claim(count); // Square clearanceRadius *= clearanceRadius; if (clearanceRadius > 0 || nodes[0] is TriangleMeshNode #if !ASTAR_NO_GRID_GRAPH || nodes[0] is GridNode #endif ) { // Accumulated area of all nodes List accs = ListPool.Claim(nodes.Count); // Total area of all nodes so far float tot = 0; for (int i = 0; i < nodes.Count; i++) { var surfaceArea = nodes[i].SurfaceArea(); // Ensures that even if the nodes have a surface area of 0, a random one will still be picked // instead of e.g always picking the first or the last one. surfaceArea += 0.001f; tot += surfaceArea; accs.Add(tot); } for (int i = 0; i < count; i++) { //Pick point int testCount = 0; int testLimit = 10; bool worked = false; while (!worked) { worked = true; // If no valid points could be found, progressively lower the clearance radius until such a point is found if (testCount >= testLimit) { // Note that clearanceRadius is a squared radius clearanceRadius *= 0.9f*0.9f; testLimit += 10; if (testLimit > 100) clearanceRadius = 0; } // Pick a random node among the ones in the list weighted by their area float tg = Random.value*tot; int v = accs.BinarySearch(tg); if (v < 0) v = ~v; if (v >= nodes.Count) { // Cover edge cases worked = false; continue; } var node = nodes[v]; var p = node.RandomPointOnSurface(); // Test if it is some distance away from the other points if (clearanceRadius > 0) { for (int j = 0; j < pts.Count; j++) { if ((pts[j]-p).sqrMagnitude < clearanceRadius) { worked = false; break; } } } if (worked) { pts.Add(p); break; } testCount++; } } ListPool.Release(ref accs); } else { // Fast path, assumes all nodes have the same area (usually zero) for (int i = 0; i < count; i++) { pts.Add((Vector3)nodes[Random.Range(0, nodes.Count)].RandomPointOnSurface()); } } return pts; } } }