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486
Assets/NavMeshComponents/Scripts/NavMeshSurface.cs
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486
Assets/NavMeshComponents/Scripts/NavMeshSurface.cs
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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namespace UnityEngine.AI
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{
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public enum CollectObjects
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{
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All = 0,
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Volume = 1,
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Children = 2,
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}
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[ExecuteAlways]
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[DefaultExecutionOrder(-102)]
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[AddComponentMenu("Navigation/NavMeshSurface", 30)]
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[HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")]
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public class NavMeshSurface : MonoBehaviour
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{
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[SerializeField]
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int m_AgentTypeID;
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public int agentTypeID { get { return m_AgentTypeID; } set { m_AgentTypeID = value; } }
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[SerializeField]
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CollectObjects m_CollectObjects = CollectObjects.All;
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public CollectObjects collectObjects { get { return m_CollectObjects; } set { m_CollectObjects = value; } }
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[SerializeField]
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Vector3 m_Size = new Vector3(10.0f, 10.0f, 10.0f);
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public Vector3 size { get { return m_Size; } set { m_Size = value; } }
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[SerializeField]
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Vector3 m_Center = new Vector3(0, 2.0f, 0);
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public Vector3 center { get { return m_Center; } set { m_Center = value; } }
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[SerializeField]
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LayerMask m_LayerMask = ~0;
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public LayerMask layerMask { get { return m_LayerMask; } set { m_LayerMask = value; } }
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[SerializeField]
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NavMeshCollectGeometry m_UseGeometry = NavMeshCollectGeometry.RenderMeshes;
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public NavMeshCollectGeometry useGeometry { get { return m_UseGeometry; } set { m_UseGeometry = value; } }
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[SerializeField]
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int m_DefaultArea;
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public int defaultArea { get { return m_DefaultArea; } set { m_DefaultArea = value; } }
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[SerializeField]
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bool m_IgnoreNavMeshAgent = true;
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public bool ignoreNavMeshAgent { get { return m_IgnoreNavMeshAgent; } set { m_IgnoreNavMeshAgent = value; } }
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[SerializeField]
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bool m_IgnoreNavMeshObstacle = true;
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public bool ignoreNavMeshObstacle { get { return m_IgnoreNavMeshObstacle; } set { m_IgnoreNavMeshObstacle = value; } }
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[SerializeField]
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bool m_OverrideTileSize;
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public bool overrideTileSize { get { return m_OverrideTileSize; } set { m_OverrideTileSize = value; } }
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[SerializeField]
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int m_TileSize = 256;
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public int tileSize { get { return m_TileSize; } set { m_TileSize = value; } }
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[SerializeField]
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bool m_OverrideVoxelSize;
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public bool overrideVoxelSize { get { return m_OverrideVoxelSize; } set { m_OverrideVoxelSize = value; } }
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[SerializeField]
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float m_VoxelSize;
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public float voxelSize { get { return m_VoxelSize; } set { m_VoxelSize = value; } }
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// Currently not supported advanced options
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[SerializeField]
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bool m_BuildHeightMesh;
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public bool buildHeightMesh { get { return m_BuildHeightMesh; } set { m_BuildHeightMesh = value; } }
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// Reference to whole scene navmesh data asset.
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[UnityEngine.Serialization.FormerlySerializedAs("m_BakedNavMeshData")]
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[SerializeField]
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NavMeshData m_NavMeshData;
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public NavMeshData navMeshData { get { return m_NavMeshData; } set { m_NavMeshData = value; } }
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// Do not serialize - runtime only state.
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NavMeshDataInstance m_NavMeshDataInstance;
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Vector3 m_LastPosition = Vector3.zero;
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Quaternion m_LastRotation = Quaternion.identity;
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static readonly List<NavMeshSurface> s_NavMeshSurfaces = new List<NavMeshSurface>();
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public static List<NavMeshSurface> activeSurfaces
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{
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get { return s_NavMeshSurfaces; }
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}
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void OnEnable()
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{
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Register(this);
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AddData();
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}
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void OnDisable()
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{
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RemoveData();
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Unregister(this);
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}
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public void AddData()
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{
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#if UNITY_EDITOR
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var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this);
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var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(this);
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if (isPrefab)
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{
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//Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.",
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// gameObject.name, name);
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return;
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}
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#endif
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if (m_NavMeshDataInstance.valid)
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return;
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if (m_NavMeshData != null)
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{
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m_NavMeshDataInstance = NavMesh.AddNavMeshData(m_NavMeshData, transform.position, transform.rotation);
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m_NavMeshDataInstance.owner = this;
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}
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m_LastPosition = transform.position;
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m_LastRotation = transform.rotation;
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}
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public void RemoveData()
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{
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m_NavMeshDataInstance.Remove();
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m_NavMeshDataInstance = new NavMeshDataInstance();
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}
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public NavMeshBuildSettings GetBuildSettings()
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{
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var buildSettings = NavMesh.GetSettingsByID(m_AgentTypeID);
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if (buildSettings.agentTypeID == -1)
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{
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Debug.LogWarning("No build settings for agent type ID " + agentTypeID, this);
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buildSettings.agentTypeID = m_AgentTypeID;
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}
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if (overrideTileSize)
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{
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buildSettings.overrideTileSize = true;
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buildSettings.tileSize = tileSize;
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}
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if (overrideVoxelSize)
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{
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buildSettings.overrideVoxelSize = true;
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buildSettings.voxelSize = voxelSize;
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}
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return buildSettings;
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}
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public void BuildNavMesh()
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{
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var sources = CollectSources();
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// Use unscaled bounds - this differs in behaviour from e.g. collider components.
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// But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here.
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var sourcesBounds = new Bounds(m_Center, Abs(m_Size));
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if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children)
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{
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sourcesBounds = CalculateWorldBounds(sources);
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}
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var data = NavMeshBuilder.BuildNavMeshData(GetBuildSettings(),
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sources, sourcesBounds, transform.position, transform.rotation);
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if (data != null)
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{
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data.name = gameObject.name;
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RemoveData();
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m_NavMeshData = data;
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if (isActiveAndEnabled)
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AddData();
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}
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}
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public AsyncOperation UpdateNavMesh(NavMeshData data)
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{
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var sources = CollectSources();
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// Use unscaled bounds - this differs in behaviour from e.g. collider components.
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// But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here.
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var sourcesBounds = new Bounds(m_Center, Abs(m_Size));
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if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children)
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sourcesBounds = CalculateWorldBounds(sources);
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return NavMeshBuilder.UpdateNavMeshDataAsync(data, GetBuildSettings(), sources, sourcesBounds);
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}
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static void Register(NavMeshSurface surface)
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{
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#if UNITY_EDITOR
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var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(surface);
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var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(surface);
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if (isPrefab)
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{
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//Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.",
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// surface.gameObject.name, surface.name);
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return;
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}
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#endif
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if (s_NavMeshSurfaces.Count == 0)
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NavMesh.onPreUpdate += UpdateActive;
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if (!s_NavMeshSurfaces.Contains(surface))
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s_NavMeshSurfaces.Add(surface);
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}
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static void Unregister(NavMeshSurface surface)
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{
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s_NavMeshSurfaces.Remove(surface);
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if (s_NavMeshSurfaces.Count == 0)
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NavMesh.onPreUpdate -= UpdateActive;
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}
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static void UpdateActive()
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{
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for (var i = 0; i < s_NavMeshSurfaces.Count; ++i)
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s_NavMeshSurfaces[i].UpdateDataIfTransformChanged();
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}
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void AppendModifierVolumes(ref List<NavMeshBuildSource> sources)
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{
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#if UNITY_EDITOR
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var myStage = StageUtility.GetStageHandle(gameObject);
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if (!myStage.IsValid())
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return;
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#endif
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// Modifiers
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List<NavMeshModifierVolume> modifiers;
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if (m_CollectObjects == CollectObjects.Children)
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{
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modifiers = new List<NavMeshModifierVolume>(GetComponentsInChildren<NavMeshModifierVolume>());
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modifiers.RemoveAll(x => !x.isActiveAndEnabled);
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}
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else
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{
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modifiers = NavMeshModifierVolume.activeModifiers;
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}
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foreach (var m in modifiers)
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{
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if ((m_LayerMask & (1 << m.gameObject.layer)) == 0)
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continue;
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if (!m.AffectsAgentType(m_AgentTypeID))
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continue;
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#if UNITY_EDITOR
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if (!myStage.Contains(m.gameObject))
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continue;
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#endif
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var mcenter = m.transform.TransformPoint(m.center);
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var scale = m.transform.lossyScale;
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var msize = new Vector3(m.size.x * Mathf.Abs(scale.x), m.size.y * Mathf.Abs(scale.y), m.size.z * Mathf.Abs(scale.z));
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var src = new NavMeshBuildSource();
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src.shape = NavMeshBuildSourceShape.ModifierBox;
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src.transform = Matrix4x4.TRS(mcenter, m.transform.rotation, Vector3.one);
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src.size = msize;
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src.area = m.area;
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sources.Add(src);
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}
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}
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List<NavMeshBuildSource> CollectSources()
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{
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var sources = new List<NavMeshBuildSource>();
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var markups = new List<NavMeshBuildMarkup>();
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List<NavMeshModifier> modifiers;
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if (m_CollectObjects == CollectObjects.Children)
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{
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modifiers = new List<NavMeshModifier>(GetComponentsInChildren<NavMeshModifier>());
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modifiers.RemoveAll(x => !x.isActiveAndEnabled);
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}
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else
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{
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modifiers = NavMeshModifier.activeModifiers;
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}
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foreach (var m in modifiers)
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{
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if ((m_LayerMask & (1 << m.gameObject.layer)) == 0)
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continue;
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if (!m.AffectsAgentType(m_AgentTypeID))
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continue;
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var markup = new NavMeshBuildMarkup();
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markup.root = m.transform;
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markup.overrideArea = m.overrideArea;
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markup.area = m.area;
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markup.ignoreFromBuild = m.ignoreFromBuild;
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markups.Add(markup);
|
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}
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#if UNITY_EDITOR
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if (!EditorApplication.isPlaying)
|
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{
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if (m_CollectObjects == CollectObjects.All)
|
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{
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UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
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null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
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}
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else if (m_CollectObjects == CollectObjects.Children)
|
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{
|
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UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
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transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
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}
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else if (m_CollectObjects == CollectObjects.Volume)
|
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{
|
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Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
|
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var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size));
|
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UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
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worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources);
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}
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}
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else
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#endif
|
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{
|
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if (m_CollectObjects == CollectObjects.All)
|
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{
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NavMeshBuilder.CollectSources(null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
|
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}
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else if (m_CollectObjects == CollectObjects.Children)
|
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{
|
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NavMeshBuilder.CollectSources(transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
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}
|
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else if (m_CollectObjects == CollectObjects.Volume)
|
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{
|
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Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
|
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var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size));
|
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NavMeshBuilder.CollectSources(worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
|
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}
|
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}
|
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|
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if (m_IgnoreNavMeshAgent)
|
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sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshAgent>() != null));
|
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|
||||
if (m_IgnoreNavMeshObstacle)
|
||||
sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshObstacle>() != null));
|
||||
|
||||
AppendModifierVolumes(ref sources);
|
||||
|
||||
return sources;
|
||||
}
|
||||
|
||||
static Vector3 Abs(Vector3 v)
|
||||
{
|
||||
return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));
|
||||
}
|
||||
|
||||
static Bounds GetWorldBounds(Matrix4x4 mat, Bounds bounds)
|
||||
{
|
||||
var absAxisX = Abs(mat.MultiplyVector(Vector3.right));
|
||||
var absAxisY = Abs(mat.MultiplyVector(Vector3.up));
|
||||
var absAxisZ = Abs(mat.MultiplyVector(Vector3.forward));
|
||||
var worldPosition = mat.MultiplyPoint(bounds.center);
|
||||
var worldSize = absAxisX * bounds.size.x + absAxisY * bounds.size.y + absAxisZ * bounds.size.z;
|
||||
return new Bounds(worldPosition, worldSize);
|
||||
}
|
||||
|
||||
Bounds CalculateWorldBounds(List<NavMeshBuildSource> sources)
|
||||
{
|
||||
// Use the unscaled matrix for the NavMeshSurface
|
||||
Matrix4x4 worldToLocal = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
|
||||
worldToLocal = worldToLocal.inverse;
|
||||
|
||||
var result = new Bounds();
|
||||
foreach (var src in sources)
|
||||
{
|
||||
switch (src.shape)
|
||||
{
|
||||
case NavMeshBuildSourceShape.Mesh:
|
||||
{
|
||||
var m = src.sourceObject as Mesh;
|
||||
result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, m.bounds));
|
||||
break;
|
||||
}
|
||||
case NavMeshBuildSourceShape.Terrain:
|
||||
{
|
||||
// Terrain pivot is lower/left corner - shift bounds accordingly
|
||||
var t = src.sourceObject as TerrainData;
|
||||
result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(0.5f * t.size, t.size)));
|
||||
break;
|
||||
}
|
||||
case NavMeshBuildSourceShape.Box:
|
||||
case NavMeshBuildSourceShape.Sphere:
|
||||
case NavMeshBuildSourceShape.Capsule:
|
||||
case NavMeshBuildSourceShape.ModifierBox:
|
||||
result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(Vector3.zero, src.size)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Inflate the bounds a bit to avoid clipping co-planar sources
|
||||
result.Expand(0.1f);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool HasTransformChanged()
|
||||
{
|
||||
if (m_LastPosition != transform.position) return true;
|
||||
if (m_LastRotation != transform.rotation) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
void UpdateDataIfTransformChanged()
|
||||
{
|
||||
if (HasTransformChanged())
|
||||
{
|
||||
RemoveData();
|
||||
AddData();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
bool UnshareNavMeshAsset()
|
||||
{
|
||||
// Nothing to unshare
|
||||
if (m_NavMeshData == null)
|
||||
return false;
|
||||
|
||||
// Prefab parent owns the asset reference
|
||||
var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this);
|
||||
var isPersistentObject = EditorUtility.IsPersistent(this);
|
||||
if (isInPreviewScene || isPersistentObject)
|
||||
return false;
|
||||
|
||||
// An instance can share asset reference only with its prefab parent
|
||||
var prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(this) as NavMeshSurface;
|
||||
if (prefab != null && prefab.navMeshData == navMeshData)
|
||||
return false;
|
||||
|
||||
// Don't allow referencing an asset that's assigned to another surface
|
||||
for (var i = 0; i < s_NavMeshSurfaces.Count; ++i)
|
||||
{
|
||||
var surface = s_NavMeshSurfaces[i];
|
||||
if (surface != this && surface.m_NavMeshData == m_NavMeshData)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Asset is not referenced by known surfaces
|
||||
return false;
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (UnshareNavMeshAsset())
|
||||
{
|
||||
Debug.LogWarning("Duplicating NavMeshSurface does not duplicate the referenced navmesh data", this);
|
||||
m_NavMeshData = null;
|
||||
}
|
||||
|
||||
var settings = NavMesh.GetSettingsByID(m_AgentTypeID);
|
||||
if (settings.agentTypeID != -1)
|
||||
{
|
||||
// When unchecking the override control, revert to automatic value.
|
||||
const float kMinVoxelSize = 0.01f;
|
||||
if (!m_OverrideVoxelSize)
|
||||
m_VoxelSize = settings.agentRadius / 3.0f;
|
||||
if (m_VoxelSize < kMinVoxelSize)
|
||||
m_VoxelSize = kMinVoxelSize;
|
||||
|
||||
// When unchecking the override control, revert to default value.
|
||||
const int kMinTileSize = 16;
|
||||
const int kMaxTileSize = 1024;
|
||||
const int kDefaultTileSize = 256;
|
||||
|
||||
if (!m_OverrideTileSize)
|
||||
m_TileSize = kDefaultTileSize;
|
||||
// Make sure tilesize is in sane range.
|
||||
if (m_TileSize < kMinTileSize)
|
||||
m_TileSize = kMinTileSize;
|
||||
if (m_TileSize > kMaxTileSize)
|
||||
m_TileSize = kMaxTileSize;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue