1162 lines
34 KiB
C#
1162 lines
34 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Runtime.InteropServices;
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using HG;
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using Unity.Collections;
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using UnityEngine;
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namespace RoR2.Navigation;
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[CreateAssetMenu(menuName = "RoR2/NodeGraph")]
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[PreferBinarySerialization]
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public class NodeGraph : ScriptableObject
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{
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[Serializable]
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public struct NodeIndex : IEquatable<NodeIndex>
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{
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public int nodeIndex;
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public static readonly NodeIndex invalid = new NodeIndex(-1);
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public NodeIndex(int nodeIndex)
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{
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this.nodeIndex = nodeIndex;
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}
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public static bool operator ==(NodeIndex lhs, NodeIndex rhs)
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{
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return lhs.nodeIndex == rhs.nodeIndex;
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}
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public static bool operator !=(NodeIndex lhs, NodeIndex rhs)
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{
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return lhs.nodeIndex != rhs.nodeIndex;
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}
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public override bool Equals(object other)
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{
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if (other is NodeIndex)
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{
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return ((NodeIndex)other).nodeIndex == nodeIndex;
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}
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return false;
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}
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public override int GetHashCode()
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{
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return nodeIndex;
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}
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public bool Equals(NodeIndex other)
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{
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return nodeIndex == other.nodeIndex;
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}
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}
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[Serializable]
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public struct LinkIndex
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{
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public int linkIndex;
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public static readonly LinkIndex invalid = new LinkIndex
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{
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linkIndex = -1
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};
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public static bool operator ==(LinkIndex lhs, LinkIndex rhs)
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{
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return lhs.linkIndex == rhs.linkIndex;
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}
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public static bool operator !=(LinkIndex lhs, LinkIndex rhs)
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{
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return lhs.linkIndex != rhs.linkIndex;
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}
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public override bool Equals(object other)
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{
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if (other is LinkIndex)
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{
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return ((LinkIndex)other).linkIndex == linkIndex;
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}
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return false;
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}
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public override int GetHashCode()
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{
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return linkIndex;
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}
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}
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[Serializable]
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public struct LinkListIndex
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{
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public int index;
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public uint size;
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}
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[Serializable]
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public struct Node
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{
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public Vector3 position;
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public LinkListIndex linkListIndex;
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public HullMask forbiddenHulls;
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public SerializableBitArray lineOfSightMask;
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public byte gateIndex;
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public NodeFlags flags;
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}
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[Serializable]
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public struct Link
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{
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public NodeIndex nodeIndexA;
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public NodeIndex nodeIndexB;
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public float distanceScore;
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public float maxSlope;
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public float minJumpHeight;
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public int hullMask;
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public int jumpHullMask;
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public byte gateIndex;
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}
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private struct NodePositionGetter : IPosition3Getter<NodeIndex>
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{
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private readonly NodeGraph nodeGraph;
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public NodePositionGetter(NodeGraph nodeGraph)
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{
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this.nodeGraph = nodeGraph;
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}
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public Vector3 GetPosition3(NodeIndex item)
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{
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return nodeGraph.nodes[item.nodeIndex].position;
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}
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}
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public readonly struct PathRequestPosition
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{
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public readonly NodeIndex? nodeIndex;
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public readonly Vector3? position;
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private PathRequestPosition(NodeIndex nodeIndex)
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{
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this.nodeIndex = nodeIndex;
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position = null;
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}
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private PathRequestPosition(Vector3 position)
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{
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nodeIndex = null;
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this.position = position;
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}
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public static implicit operator PathRequestPosition(NodeIndex nodeIndex)
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{
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return new PathRequestPosition(nodeIndex);
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}
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public static implicit operator PathRequestPosition(Vector3 position)
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{
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return new PathRequestPosition(position);
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}
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}
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public class PathRequest
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{
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public Path path;
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public PathRequestPosition startPos;
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public PathRequestPosition endPos;
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public HullClassification hullClassification;
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public float maxSlope;
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public float maxJumpHeight;
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public float maxSpeed;
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public PathRequest()
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{
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Init();
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}
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public void Reset()
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{
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Init();
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}
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private void Init()
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{
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path = null;
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startPos = NodeIndex.invalid;
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endPos = NodeIndex.invalid;
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hullClassification = HullClassification.Human;
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maxSlope = 0f;
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maxJumpHeight = 0f;
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maxSpeed = 0f;
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}
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}
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private static class NodeFilters
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{
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public interface INodeCheckFilterComponent
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{
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bool CheckNode(NodeGraph nodeGraph, ref Node node);
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}
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public struct NodeCheckFilterAnd<TFilterA, TFilterB> : INodeCheckFilterComponent where TFilterA : INodeCheckFilterComponent where TFilterB : INodeCheckFilterComponent
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{
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private TFilterA filterA;
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private TFilterB filterB;
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public NodeCheckFilterAnd(TFilterA filterA, TFilterB filterB)
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{
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this.filterA = filterA;
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this.filterB = filterB;
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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if (filterA.CheckNode(nodeGraph, ref node))
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{
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return filterB.CheckNode(nodeGraph, ref node);
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}
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return false;
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}
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}
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public struct NodeSearchFilter<TNodeCheckFilter> : IBlockMapSearchFilter<NodeIndex> where TNodeCheckFilter : INodeCheckFilterComponent
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{
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private readonly NodeGraph nodeGraph;
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private TNodeCheckFilter nodeCheckFilter;
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public NodeSearchFilter(NodeGraph nodeGraph, TNodeCheckFilter nodeCheckFilter)
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{
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this.nodeGraph = nodeGraph;
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this.nodeCheckFilter = nodeCheckFilter;
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}
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public bool CheckItem(NodeIndex item, ref bool shouldFinish)
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{
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return nodeCheckFilter.CheckNode(nodeGraph, ref nodeGraph.nodes[item.nodeIndex]);
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}
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}
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public readonly struct NodeHullFilter : INodeCheckFilterComponent
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{
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private readonly HullMask hullMask;
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public NodeHullFilter(HullMask hullMask)
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{
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this.hullMask = hullMask;
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}
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public NodeHullFilter(HullClassification hullClassification)
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{
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hullMask = (HullMask)(1 << (int)hullClassification);
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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return (node.forbiddenHulls & hullMask) == 0;
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}
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}
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public readonly struct NodeFlagsFilter : INodeCheckFilterComponent
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{
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private readonly NodeFlags requiredFlags;
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private readonly NodeFlags forbiddenFlags;
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public NodeFlagsFilter(NodeFlags requiredFlags, NodeFlags forbiddenFlags)
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{
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this.requiredFlags = requiredFlags;
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this.forbiddenFlags = forbiddenFlags;
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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NodeFlags flags = node.flags;
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if ((flags & forbiddenFlags) == 0)
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{
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return (flags & requiredFlags) == requiredFlags;
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}
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return false;
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}
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}
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[StructLayout(LayoutKind.Sequential, Size = 1)]
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public readonly struct NodeAvailableFilter : INodeCheckFilterComponent
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{
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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if (node.gateIndex != 0)
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{
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return nodeGraph.openGates[node.gateIndex];
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}
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return true;
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}
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}
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public struct NodeMinDistanceFilter : INodeCheckFilterComponent
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{
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private readonly Vector3 position;
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private readonly float minDistanceSqr;
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public NodeMinDistanceFilter(Vector3 position, float minDistance)
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{
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this.position = position;
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minDistanceSqr = minDistance * minDistance;
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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return (node.position - position).sqrMagnitude >= minDistanceSqr;
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}
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}
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public struct NodeRaycastFilter : INodeCheckFilterComponent
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{
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private readonly Vector3 raycastOrigin;
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private readonly Vector3 raycastOffset;
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private readonly int maxRaycasts;
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private int raycastsPerformed;
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public NodeRaycastFilter(Vector3 raycastOrigin, Vector3 raycastOffset, int maxRaycasts)
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{
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this.raycastOrigin = raycastOrigin + raycastOffset;
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this.raycastOffset = raycastOffset;
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this.maxRaycasts = maxRaycasts;
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raycastsPerformed = 0;
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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if (raycastsPerformed < maxRaycasts)
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{
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raycastsPerformed++;
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if (Physics.Linecast(raycastOrigin, node.position + raycastOffset, out var _, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
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{
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return false;
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}
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}
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return true;
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}
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}
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public struct NodeOverheadFilter : INodeCheckFilterComponent
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{
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private Vector3 position;
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private bool enabled;
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public NodeOverheadFilter(Vector3 position, bool enabled)
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{
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this.position = position;
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this.enabled = enabled;
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}
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public bool CheckNode(NodeGraph nodeGraph, ref Node node)
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{
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if (enabled && Vector3.Dot((node.position - position).normalized, Vector3.up) > 0.70710677f)
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{
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return false;
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}
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return true;
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}
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}
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public static NodeSearchFilter<TFilter> Create<TFilter>(NodeGraph nodeGraph, TFilter nodeCheckFilter) where TFilter : INodeCheckFilterComponent
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{
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return new NodeSearchFilter<TFilter>(nodeGraph, nodeCheckFilter);
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}
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public static NodeCheckFilterAnd<TFilterA, TFilterB> And<TFilterA, TFilterB>(TFilterA filterA, TFilterB filterB) where TFilterA : INodeCheckFilterComponent where TFilterB : INodeCheckFilterComponent
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{
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return new NodeCheckFilterAnd<TFilterA, TFilterB>(filterA, filterB);
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}
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public static NodeCheckFilterAnd<TFilterA, NodeCheckFilterAnd<TFilterB, TFilterC>> And<TFilterA, TFilterB, TFilterC>(TFilterA filterA, TFilterB filterB, TFilterC filterC) where TFilterA : INodeCheckFilterComponent where TFilterB : INodeCheckFilterComponent where TFilterC : INodeCheckFilterComponent
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{
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return And(filterA, And(filterB, filterC));
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}
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public static NodeCheckFilterAnd<TFilterA, NodeCheckFilterAnd<TFilterB, NodeCheckFilterAnd<TFilterC, TFilterD>>> And<TFilterA, TFilterB, TFilterC, TFilterD>(TFilterA filterA, TFilterB filterB, TFilterC filterC, TFilterD filterD) where TFilterA : INodeCheckFilterComponent where TFilterB : INodeCheckFilterComponent where TFilterC : INodeCheckFilterComponent where TFilterD : INodeCheckFilterComponent
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{
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return And(filterA, And(filterB, filterC, filterD));
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}
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public static NodeCheckFilterAnd<TFilterA, NodeCheckFilterAnd<TFilterB, NodeCheckFilterAnd<TFilterC, NodeCheckFilterAnd<TFilterD, TFilterE>>>> And<TFilterA, TFilterB, TFilterC, TFilterD, TFilterE>(TFilterA filterA, TFilterB filterB, TFilterC filterC, TFilterD filterD, TFilterE filterE) where TFilterA : INodeCheckFilterComponent where TFilterB : INodeCheckFilterComponent where TFilterC : INodeCheckFilterComponent where TFilterD : INodeCheckFilterComponent where TFilterE : INodeCheckFilterComponent
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{
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return And(filterA, And(filterB, filterC, filterD, filterE));
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}
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}
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[SerializeField]
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private Node[] nodes = Array.Empty<Node>();
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[SerializeField]
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private Link[] links = Array.Empty<Link>();
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[SerializeField]
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private List<string> gateNames = new List<string> { "" };
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private bool[] openGates = new bool[256];
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public Vector3 cellSize = new Vector3(15f, 30f, 15f);
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private BlockMap<NodeIndex, NodePositionGetter> blockMap = new BlockMap<NodeIndex, NodePositionGetter>();
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private FixedSizeArrayPool<bool> boolPerNodePool = new FixedSizeArrayPool<bool>(0);
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private FixedSizeArrayPool<float> floatPerNodePool = new FixedSizeArrayPool<float>(0);
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private FixedSizeArrayPool<NodeIndex> nodePerNodePool = new FixedSizeArrayPool<NodeIndex>(0);
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private FixedSizeArrayPool<LinkIndex> linkPerNodePool = new FixedSizeArrayPool<LinkIndex>(0);
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private const float overheadDotLimit = 0.70710677f;
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private void OnNodeCountChanged()
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{
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boolPerNodePool.lengthOfArrays = nodes.Length;
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floatPerNodePool.lengthOfArrays = nodes.Length;
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nodePerNodePool.lengthOfArrays = nodes.Length;
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linkPerNodePool.lengthOfArrays = nodes.Length;
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}
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private void Awake()
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{
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OnNodeCountChanged();
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RebuildBlockMap();
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}
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private void RebuildBlockMap()
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{
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NativeArray<NodeIndex> nativeArray = new NativeArray<NodeIndex>(nodes.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < nodes.Length; i++)
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{
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nativeArray[i] = new NodeIndex(i);
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}
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try
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{
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blockMap.SetCellSize(cellSize);
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blockMap.Set(new NativeArrayIListWrapper<NodeIndex>(nativeArray), nativeArray.Length, new NodePositionGetter(this));
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}
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finally
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{
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nativeArray.Dispose();
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}
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}
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public void Clear()
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||
|
{
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nodes = Array.Empty<Node>();
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links = Array.Empty<Link>();
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gateNames.Clear();
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gateNames.Add("");
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blockMap.Reset();
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OnNodeCountChanged();
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}
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||
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public void SetNodes(ReadOnlyCollection<MapNode> mapNodes, ReadOnlyCollection<SerializableBitArray> lineOfSightMasks)
|
||
|
{
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||
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Clear();
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||
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Dictionary<MapNode, NodeIndex> dictionary = new Dictionary<MapNode, NodeIndex>();
|
||
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List<Node> list = new List<Node>();
|
||
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List<Link> list2 = new List<Link>();
|
||
|
for (int i = 0; i < mapNodes.Count; i++)
|
||
|
{
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||
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MapNode key = mapNodes[i];
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||
|
dictionary[key] = new NodeIndex(i);
|
||
|
}
|
||
|
for (int j = 0; j < mapNodes.Count; j++)
|
||
|
{
|
||
|
MapNode mapNode = mapNodes[j];
|
||
|
NodeIndex nodeIndexA = dictionary[mapNode];
|
||
|
int count = list2.Count;
|
||
|
for (int k = 0; k < mapNode.links.Count; k++)
|
||
|
{
|
||
|
MapNode.Link link = mapNode.links[k];
|
||
|
if (!dictionary.ContainsKey(link.nodeB))
|
||
|
{
|
||
|
Debug.LogErrorFormat(link.nodeB, "[{0}] Node {1} was not registered.", k, link.nodeB);
|
||
|
}
|
||
|
list2.Add(new Link
|
||
|
{
|
||
|
nodeIndexA = nodeIndexA,
|
||
|
nodeIndexB = dictionary[link.nodeB],
|
||
|
distanceScore = link.distanceScore,
|
||
|
minJumpHeight = link.minJumpHeight,
|
||
|
hullMask = link.hullMask,
|
||
|
jumpHullMask = link.jumpHullMask,
|
||
|
gateIndex = RegisterGateName(link.gateName)
|
||
|
});
|
||
|
}
|
||
|
HullMask hullMask = mapNode.forbiddenHulls;
|
||
|
for (HullClassification hullClassification = HullClassification.Human; hullClassification < HullClassification.Count; hullClassification++)
|
||
|
{
|
||
|
bool flag = false;
|
||
|
int num = 1 << (int)hullClassification;
|
||
|
List<MapNode.Link> list3 = mapNode.links;
|
||
|
for (int l = 0; l < list3.Count; l++)
|
||
|
{
|
||
|
if ((list3[l].hullMask & num) != 0)
|
||
|
{
|
||
|
flag = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (!flag)
|
||
|
{
|
||
|
hullMask = (HullMask)((int)hullMask | num);
|
||
|
}
|
||
|
}
|
||
|
list.Add(new Node
|
||
|
{
|
||
|
position = mapNode.transform.position,
|
||
|
linkListIndex = new LinkListIndex
|
||
|
{
|
||
|
index = count,
|
||
|
size = (uint)mapNode.links.Count
|
||
|
},
|
||
|
forbiddenHulls = hullMask,
|
||
|
flags = mapNode.flags,
|
||
|
lineOfSightMask = new SerializableBitArray(lineOfSightMasks[j]),
|
||
|
gateIndex = RegisterGateName(mapNode.gateName)
|
||
|
});
|
||
|
}
|
||
|
nodes = list.ToArray();
|
||
|
links = list2.ToArray();
|
||
|
OnNodeCountChanged();
|
||
|
RebuildBlockMap();
|
||
|
}
|
||
|
|
||
|
public Vector3 GetQuadraticCoordinates(float t, Vector3 startPos, Vector3 apexPos, Vector3 endPos)
|
||
|
{
|
||
|
return Mathf.Pow(1f - t, 2f) * startPos + 2f * t * (1f - t) * apexPos + Mathf.Pow(t, 2f) * endPos;
|
||
|
}
|
||
|
|
||
|
public Mesh GenerateLinkDebugMesh(HullMask hullMask)
|
||
|
{
|
||
|
using WireMeshBuilder wireMeshBuilder = new WireMeshBuilder();
|
||
|
Link[] array = links;
|
||
|
for (int i = 0; i < array.Length; i++)
|
||
|
{
|
||
|
Link link = array[i];
|
||
|
if (((uint)link.hullMask & (uint)hullMask) == 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Vector3 position = nodes[link.nodeIndexA.nodeIndex].position;
|
||
|
Vector3 position2 = nodes[link.nodeIndexB.nodeIndex].position;
|
||
|
Vector3 vector = (position + position2) * 0.5f;
|
||
|
bool num = ((uint)link.jumpHullMask & (uint)hullMask) != 0;
|
||
|
Color color = (num ? Color.cyan : Color.green);
|
||
|
if (num)
|
||
|
{
|
||
|
Vector3 apexPos = vector;
|
||
|
apexPos.y = position.y + link.minJumpHeight;
|
||
|
int num2 = 8;
|
||
|
Vector3 p = position;
|
||
|
for (int j = 1; j <= num2; j++)
|
||
|
{
|
||
|
if (j > num2 / 2)
|
||
|
{
|
||
|
color.a = 0.1f;
|
||
|
}
|
||
|
Vector3 quadraticCoordinates = GetQuadraticCoordinates((float)j / (float)num2, position, apexPos, position2);
|
||
|
wireMeshBuilder.AddLine(p, color, quadraticCoordinates, color);
|
||
|
p = quadraticCoordinates;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Color c = color;
|
||
|
c.a = 0.1f;
|
||
|
wireMeshBuilder.AddLine(position, color, (position + position2) * 0.5f, c);
|
||
|
}
|
||
|
}
|
||
|
return wireMeshBuilder.GenerateMesh();
|
||
|
}
|
||
|
|
||
|
public void DebugDrawLinks(HullClassification hull)
|
||
|
{
|
||
|
int num = 1 << (int)hull;
|
||
|
Link[] array = links;
|
||
|
for (int i = 0; i < array.Length; i++)
|
||
|
{
|
||
|
Link link = array[i];
|
||
|
if ((link.hullMask & num) == 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
Vector3 position = nodes[link.nodeIndexA.nodeIndex].position;
|
||
|
Vector3 position2 = nodes[link.nodeIndexB.nodeIndex].position;
|
||
|
Vector3 vector = (position + position2) * 0.5f;
|
||
|
bool num2 = (link.jumpHullMask & num) != 0;
|
||
|
Color color = (num2 ? Color.cyan : Color.green);
|
||
|
if (num2)
|
||
|
{
|
||
|
Vector3 apexPos = vector;
|
||
|
apexPos.y = position.y + link.minJumpHeight;
|
||
|
int num3 = 8;
|
||
|
Vector3 start = position;
|
||
|
for (int j = 1; j <= num3; j++)
|
||
|
{
|
||
|
if (j > num3 / 2)
|
||
|
{
|
||
|
color.a = 0.1f;
|
||
|
}
|
||
|
Vector3 quadraticCoordinates = GetQuadraticCoordinates((float)j / (float)num3, position, apexPos, position2);
|
||
|
Debug.DrawLine(start, quadraticCoordinates, color, 10f);
|
||
|
start = quadraticCoordinates;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.DrawLine(position, vector, color, 10f, depthTest: false);
|
||
|
Color color2 = color;
|
||
|
color2.a = 0.1f;
|
||
|
Debug.DrawLine(vector, position2, color2, 10f, depthTest: false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void DebugDrawPath(Vector3 startPos, Vector3 endPos)
|
||
|
{
|
||
|
Path path = new Path(this);
|
||
|
ComputePath(new PathRequest
|
||
|
{
|
||
|
startPos = startPos,
|
||
|
endPos = endPos,
|
||
|
path = path,
|
||
|
hullClassification = HullClassification.Human
|
||
|
}).Wait();
|
||
|
if (path.status == PathStatus.Valid)
|
||
|
{
|
||
|
for (int i = 1; i < path.waypointsCount; i++)
|
||
|
{
|
||
|
Debug.DrawLine(nodes[path[i - 1].nodeIndex.nodeIndex].position, nodes[path[i].nodeIndex.nodeIndex].position, Color.red, 10f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void DebugHighlightNodesWithNoLinks()
|
||
|
{
|
||
|
Node[] array = nodes;
|
||
|
for (int i = 0; i < array.Length; i++)
|
||
|
{
|
||
|
Node node = array[i];
|
||
|
if (node.linkListIndex.size == 0)
|
||
|
{
|
||
|
Debug.DrawRay(node.position, Vector3.up * 100f, Color.cyan, 60f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public int GetNodeCount()
|
||
|
{
|
||
|
return nodes.Length;
|
||
|
}
|
||
|
|
||
|
public List<NodeIndex> GetActiveNodesForHullMask(HullMask hullMask)
|
||
|
{
|
||
|
List<NodeIndex> list = new List<NodeIndex>(nodes.Length);
|
||
|
GetActiveNodesForHullMask(hullMask, list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public void GetActiveNodesForHullMask(HullMask hullMask, List<NodeIndex> dest)
|
||
|
{
|
||
|
dest.Capacity = Math.Max(dest.Capacity, nodes.Length);
|
||
|
for (int i = 0; i < nodes.Length; i++)
|
||
|
{
|
||
|
if ((nodes[i].forbiddenHulls & hullMask) == 0 && (nodes[i].gateIndex == 0 || openGates[nodes[i].gateIndex]))
|
||
|
{
|
||
|
dest.Add(new NodeIndex(i));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public List<NodeIndex> GetActiveNodesForHullMaskWithFlagConditions(HullMask hullMask, NodeFlags requiredFlags, NodeFlags forbiddenFlags)
|
||
|
{
|
||
|
List<NodeIndex> list = new List<NodeIndex>(nodes.Length);
|
||
|
GetActiveNodesForHullMaskWithFlagConditions(hullMask, requiredFlags, forbiddenFlags, list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public void GetActiveNodesForHullMaskWithFlagConditions(HullMask hullMask, NodeFlags requiredFlags, NodeFlags forbiddenFlags, List<NodeIndex> dest)
|
||
|
{
|
||
|
for (int i = 0; i < nodes.Length; i++)
|
||
|
{
|
||
|
NodeFlags flags = nodes[i].flags;
|
||
|
if ((flags & forbiddenFlags) == 0 && (flags & requiredFlags) == requiredFlags && (nodes[i].forbiddenHulls & hullMask) == 0 && (nodes[i].gateIndex == 0 || openGates[nodes[i].gateIndex]))
|
||
|
{
|
||
|
dest.Add(new NodeIndex(i));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public List<NodeIndex> FindNodesInRange(Vector3 position, float minRange, float maxRange, HullMask hullMask)
|
||
|
{
|
||
|
List<NodeIndex> list = new List<NodeIndex>();
|
||
|
FindNodesInRange(position, minRange, maxRange, hullMask, list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public void FindNodesInRange(Vector3 position, float minRange, float maxRange, HullMask hullMask, List<NodeIndex> dest)
|
||
|
{
|
||
|
NodeFilters.NodeSearchFilter<NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeHullFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeAvailableFilter, NodeFilters.NodeMinDistanceFilter>>> filter = NodeFilters.Create(this, NodeFilters.And(new NodeFilters.NodeHullFilter(hullMask), default(NodeFilters.NodeAvailableFilter), new NodeFilters.NodeMinDistanceFilter(position, minRange)));
|
||
|
blockMap.GetNearestItemsWhichPassFilter(position, maxRange, ref filter, dest);
|
||
|
}
|
||
|
|
||
|
public List<NodeIndex> FindNodesInRangeWithFlagConditions(Vector3 position, float minRange, float maxRange, HullMask hullMask, NodeFlags requiredFlags, NodeFlags forbiddenFlags, bool preventOverhead)
|
||
|
{
|
||
|
List<NodeIndex> list = new List<NodeIndex>();
|
||
|
FindNodesInRangeWithFlagConditions(position, minRange, maxRange, hullMask, requiredFlags, forbiddenFlags, preventOverhead, list);
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
public void FindNodesInRangeWithFlagConditions(Vector3 position, float minRange, float maxRange, HullMask hullMask, NodeFlags requiredFlags, NodeFlags forbiddenFlags, bool preventOverhead, List<NodeIndex> dest)
|
||
|
{
|
||
|
NodeFilters.NodeSearchFilter<NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeFlagsFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeHullFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeAvailableFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeOverheadFilter, NodeFilters.NodeMinDistanceFilter>>>>> filter = NodeFilters.Create(this, NodeFilters.And(new NodeFilters.NodeFlagsFilter(requiredFlags, forbiddenFlags), new NodeFilters.NodeHullFilter(hullMask), default(NodeFilters.NodeAvailableFilter), new NodeFilters.NodeOverheadFilter(position, preventOverhead), new NodeFilters.NodeMinDistanceFilter(position, minRange)));
|
||
|
blockMap.GetNearestItemsWhichPassFilter(position, maxRange, ref filter, dest);
|
||
|
}
|
||
|
|
||
|
public bool GetNodePosition(NodeIndex nodeIndex, out Vector3 position)
|
||
|
{
|
||
|
if (nodeIndex != NodeIndex.invalid && nodeIndex.nodeIndex < nodes.Length)
|
||
|
{
|
||
|
position = nodes[nodeIndex.nodeIndex].position;
|
||
|
return true;
|
||
|
}
|
||
|
position = Vector3.zero;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool GetNodeFlags(NodeIndex nodeIndex, out NodeFlags flags)
|
||
|
{
|
||
|
if (nodeIndex != NodeIndex.invalid && nodeIndex.nodeIndex < nodes.Length)
|
||
|
{
|
||
|
flags = nodes[nodeIndex.nodeIndex].flags;
|
||
|
return true;
|
||
|
}
|
||
|
flags = NodeFlags.None;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public LinkIndex[] GetActiveNodeLinks(NodeIndex nodeIndex)
|
||
|
{
|
||
|
if (nodeIndex != NodeIndex.invalid && nodeIndex.nodeIndex < nodes.Length)
|
||
|
{
|
||
|
LinkListIndex linkListIndex = nodes[nodeIndex.nodeIndex].linkListIndex;
|
||
|
LinkIndex[] array = new LinkIndex[linkListIndex.size];
|
||
|
int index = linkListIndex.index;
|
||
|
for (int i = 0; i < linkListIndex.size; i++)
|
||
|
{
|
||
|
array[i] = new LinkIndex
|
||
|
{
|
||
|
linkIndex = index++
|
||
|
};
|
||
|
}
|
||
|
return array;
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public void GetActiveNodeLinks(NodeIndex nodeIndex, List<LinkIndex> results)
|
||
|
{
|
||
|
if (nodeIndex != NodeIndex.invalid && nodeIndex.nodeIndex < nodes.Length)
|
||
|
{
|
||
|
LinkListIndex linkListIndex = nodes[nodeIndex.nodeIndex].linkListIndex;
|
||
|
int index = linkListIndex.index;
|
||
|
for (int i = 0; i < linkListIndex.size; i++)
|
||
|
{
|
||
|
results.Add(new LinkIndex
|
||
|
{
|
||
|
linkIndex = index++
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public bool TestNodeLineOfSight(NodeIndex nodeIndexA, NodeIndex nodeIndexB)
|
||
|
{
|
||
|
if (nodeIndexA != NodeIndex.invalid && nodeIndexA.nodeIndex < nodes.Length && nodeIndexB != NodeIndex.invalid && nodeIndexB.nodeIndex < nodes.Length)
|
||
|
{
|
||
|
return nodes[nodeIndexA.nodeIndex].lineOfSightMask[nodeIndexB.nodeIndex];
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool GetPositionAlongLink(LinkIndex linkIndex, float t, out Vector3 position)
|
||
|
{
|
||
|
if (linkIndex != LinkIndex.invalid && linkIndex.linkIndex < links.Length)
|
||
|
{
|
||
|
position = Vector3.LerpUnclamped(nodes[links[linkIndex.linkIndex].nodeIndexA.nodeIndex].position, nodes[links[linkIndex.linkIndex].nodeIndexB.nodeIndex].position, t);
|
||
|
return true;
|
||
|
}
|
||
|
position = Vector3.zero;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool IsLinkSuitableForHull(LinkIndex linkIndex, HullClassification hullClassification)
|
||
|
{
|
||
|
if (linkIndex != LinkIndex.invalid && linkIndex.linkIndex < links.Length)
|
||
|
{
|
||
|
if ((links[linkIndex.linkIndex].hullMask & (1 << (int)hullClassification)) != 0)
|
||
|
{
|
||
|
if (links[linkIndex.linkIndex].gateIndex != 0)
|
||
|
{
|
||
|
return openGates[links[linkIndex.linkIndex].gateIndex];
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool IsLinkSuitableForHull(LinkIndex linkIndex, HullMask hullMask)
|
||
|
{
|
||
|
if (linkIndex != LinkIndex.invalid && linkIndex.linkIndex < links.Length)
|
||
|
{
|
||
|
if (((uint)links[linkIndex.linkIndex].hullMask & (uint)hullMask) != 0)
|
||
|
{
|
||
|
if (links[linkIndex.linkIndex].gateIndex != 0)
|
||
|
{
|
||
|
return openGates[links[linkIndex.linkIndex].gateIndex];
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public NodeIndex GetLinkStartNode(LinkIndex linkIndex)
|
||
|
{
|
||
|
if (linkIndex != LinkIndex.invalid && linkIndex.linkIndex < links.Length)
|
||
|
{
|
||
|
return links[linkIndex.linkIndex].nodeIndexA;
|
||
|
}
|
||
|
return NodeIndex.invalid;
|
||
|
}
|
||
|
|
||
|
public NodeIndex GetLinkEndNode(LinkIndex linkIndex)
|
||
|
{
|
||
|
if (linkIndex != LinkIndex.invalid && linkIndex.linkIndex < links.Length)
|
||
|
{
|
||
|
return links[linkIndex.linkIndex].nodeIndexB;
|
||
|
}
|
||
|
return NodeIndex.invalid;
|
||
|
}
|
||
|
|
||
|
public NodeIndex FindClosestNode(Vector3 position, HullClassification hullClassification, float maxDistance = float.PositiveInfinity)
|
||
|
{
|
||
|
NodeFilters.NodeSearchFilter<NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeHullFilter, NodeFilters.NodeAvailableFilter>> filter = NodeFilters.Create(this, NodeFilters.And(new NodeFilters.NodeHullFilter(hullClassification), default(NodeFilters.NodeAvailableFilter)));
|
||
|
if (blockMap.GetNearestItemWhichPassesFilter(position, maxDistance, ref filter, out var dest))
|
||
|
{
|
||
|
return dest;
|
||
|
}
|
||
|
return NodeIndex.invalid;
|
||
|
}
|
||
|
|
||
|
public NodeIndex FindClosestNodeWithRaycast(Vector3 position, HullClassification hullClassification, float maxDistance, int maxRaycasts)
|
||
|
{
|
||
|
NodeFilters.NodeSearchFilter<NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeHullFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeAvailableFilter, NodeFilters.NodeRaycastFilter>>> filter = NodeFilters.Create(this, NodeFilters.And(new NodeFilters.NodeHullFilter(hullClassification), default(NodeFilters.NodeAvailableFilter), new NodeFilters.NodeRaycastFilter(position, new Vector3(0f, 0.2f, 0f), 3)));
|
||
|
if (blockMap.GetNearestItemWhichPassesFilter(position, maxDistance, ref filter, out var dest))
|
||
|
{
|
||
|
return dest;
|
||
|
}
|
||
|
return NodeIndex.invalid;
|
||
|
}
|
||
|
|
||
|
public NodeIndex FindClosestNodeWithFlagConditions(Vector3 position, HullClassification hullClassification, NodeFlags requiredFlags, NodeFlags forbiddenFlags, bool preventOverhead)
|
||
|
{
|
||
|
NodeFilters.NodeSearchFilter<NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeFlagsFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeHullFilter, NodeFilters.NodeCheckFilterAnd<NodeFilters.NodeAvailableFilter, NodeFilters.NodeOverheadFilter>>>> filter = NodeFilters.Create(this, NodeFilters.And(new NodeFilters.NodeFlagsFilter(requiredFlags, forbiddenFlags), new NodeFilters.NodeHullFilter(hullClassification), default(NodeFilters.NodeAvailableFilter), new NodeFilters.NodeOverheadFilter(position, preventOverhead)));
|
||
|
if (blockMap.GetNearestItemWhichPassesFilter(position, float.PositiveInfinity, ref filter, out var dest))
|
||
|
{
|
||
|
return dest;
|
||
|
}
|
||
|
return NodeIndex.invalid;
|
||
|
}
|
||
|
|
||
|
private float HeuristicCostEstimate(Vector3 startPos, Vector3 endPos)
|
||
|
{
|
||
|
return Vector3.Distance(startPos, endPos);
|
||
|
}
|
||
|
|
||
|
private static float DistanceXZ(Vector3 a, Vector3 b)
|
||
|
{
|
||
|
a.y = 0f;
|
||
|
b.y = 0f;
|
||
|
return Vector3.Distance(a, b);
|
||
|
}
|
||
|
|
||
|
private static void ArrayRemoveNodeIndex(NodeIndex[] array, NodeIndex value, int count)
|
||
|
{
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
if (array[i] == value)
|
||
|
{
|
||
|
array[i] = array[count - 1];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void ArrayRemoveNodeIndexFromCachedPosition(NodeIndex[] array, int arrayIndex, int count)
|
||
|
{
|
||
|
array[arrayIndex] = array[count - 1];
|
||
|
}
|
||
|
|
||
|
public PathTask ComputePath(PathRequest pathRequest)
|
||
|
{
|
||
|
bool[] array = boolPerNodePool.Request();
|
||
|
bool[] array2 = boolPerNodePool.Request();
|
||
|
NodeIndex[] array3 = nodePerNodePool.Request();
|
||
|
LinkIndex[] array4 = linkPerNodePool.Request();
|
||
|
ArrayUtils.SetAll(array4, in LinkIndex.invalid);
|
||
|
float[] array5 = floatPerNodePool.Request();
|
||
|
float value = float.PositiveInfinity;
|
||
|
ArrayUtils.SetAll(array5, in value);
|
||
|
float[] array6 = floatPerNodePool.Request();
|
||
|
value = float.PositiveInfinity;
|
||
|
ArrayUtils.SetAll(array6, in value);
|
||
|
try
|
||
|
{
|
||
|
ResolveNodePosition(in pathRequest.startPos, out var dest2, 100f, 2);
|
||
|
ResolveNodePosition(in pathRequest.endPos, out var dest3, 500f, 0);
|
||
|
PathTask pathTask = new PathTask(pathRequest.path);
|
||
|
pathTask.status = PathTask.TaskStatus.Running;
|
||
|
if (dest2.nodeIndex == NodeIndex.invalid.nodeIndex || dest3.nodeIndex == NodeIndex.invalid.nodeIndex)
|
||
|
{
|
||
|
pathRequest.path.Clear();
|
||
|
pathTask.status = PathTask.TaskStatus.Complete;
|
||
|
pathTask.wasReachable = false;
|
||
|
return pathTask;
|
||
|
}
|
||
|
int num = 1 << (int)pathRequest.hullClassification;
|
||
|
array2[dest2.nodeIndex] = true;
|
||
|
int num2 = 1;
|
||
|
array3[0] = dest2;
|
||
|
array5[dest2.nodeIndex] = 0f;
|
||
|
array6[dest2.nodeIndex] = HeuristicCostEstimate(nodes[dest2.nodeIndex].position, nodes[dest3.nodeIndex].position);
|
||
|
int arrayIndex = -1;
|
||
|
while (num2 > 0)
|
||
|
{
|
||
|
NodeIndex nodeIndex = NodeIndex.invalid;
|
||
|
float num3 = float.PositiveInfinity;
|
||
|
for (int i = 0; i < num2; i++)
|
||
|
{
|
||
|
int nodeIndex2 = array3[i].nodeIndex;
|
||
|
if (array6[nodeIndex2] <= num3)
|
||
|
{
|
||
|
num3 = array6[nodeIndex2];
|
||
|
nodeIndex = new NodeIndex(nodeIndex2);
|
||
|
arrayIndex = i;
|
||
|
}
|
||
|
}
|
||
|
if (nodeIndex.nodeIndex == dest3.nodeIndex)
|
||
|
{
|
||
|
ReconstructPath(pathRequest.path, array4, array4[nodeIndex.nodeIndex], pathRequest);
|
||
|
pathTask.status = PathTask.TaskStatus.Complete;
|
||
|
pathTask.wasReachable = true;
|
||
|
return pathTask;
|
||
|
}
|
||
|
array2[nodeIndex.nodeIndex] = false;
|
||
|
ArrayRemoveNodeIndexFromCachedPosition(array3, arrayIndex, num2);
|
||
|
num2--;
|
||
|
array[nodeIndex.nodeIndex] = true;
|
||
|
LinkListIndex linkListIndex = nodes[nodeIndex.nodeIndex].linkListIndex;
|
||
|
LinkIndex linkIndex = default(LinkIndex);
|
||
|
linkIndex.linkIndex = linkListIndex.index;
|
||
|
LinkIndex linkIndex2 = linkIndex;
|
||
|
linkIndex = default(LinkIndex);
|
||
|
linkIndex.linkIndex = linkListIndex.index + (int)linkListIndex.size;
|
||
|
for (LinkIndex linkIndex3 = linkIndex; linkIndex2.linkIndex < linkIndex3.linkIndex; linkIndex2.linkIndex++)
|
||
|
{
|
||
|
Link link = links[linkIndex2.linkIndex];
|
||
|
NodeIndex nodeIndexB = link.nodeIndexB;
|
||
|
if (array[nodeIndexB.nodeIndex])
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if ((num & link.jumpHullMask) != 0 && links[linkIndex2.linkIndex].minJumpHeight > 0f)
|
||
|
{
|
||
|
Vector3 position = nodes[link.nodeIndexA.nodeIndex].position;
|
||
|
Vector3 position2 = nodes[link.nodeIndexB.nodeIndex].position;
|
||
|
if (Trajectory.CalculateApex(Trajectory.CalculateInitialYSpeed(Trajectory.CalculateGroundTravelTime(pathRequest.maxSpeed, DistanceXZ(position, position2)), position2.y - position.y)) > pathRequest.maxJumpHeight)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if ((link.hullMask & num) != 0 && (link.gateIndex == 0 || openGates[link.gateIndex]))
|
||
|
{
|
||
|
float distanceScore = link.distanceScore;
|
||
|
float num4 = array5[nodeIndex.nodeIndex] + distanceScore;
|
||
|
if (!array2[nodeIndexB.nodeIndex])
|
||
|
{
|
||
|
array2[nodeIndexB.nodeIndex] = true;
|
||
|
array3[num2] = nodeIndexB;
|
||
|
num2++;
|
||
|
}
|
||
|
else if (num4 >= array5[nodeIndexB.nodeIndex])
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
array4[nodeIndexB.nodeIndex] = linkIndex2;
|
||
|
array5[nodeIndexB.nodeIndex] = num4;
|
||
|
array6[nodeIndexB.nodeIndex] = num4 + HeuristicCostEstimate(nodes[nodeIndexB.nodeIndex].position, nodes[dest3.nodeIndex].position);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
pathRequest.path.Clear();
|
||
|
pathTask.status = PathTask.TaskStatus.Complete;
|
||
|
return pathTask;
|
||
|
}
|
||
|
catch (Exception ex)
|
||
|
{
|
||
|
Debug.LogError($"ComputePath exception: {ex}\n\n{ex.StackTrace}");
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
floatPerNodePool.Return(array6, FixedSizeArrayPool<float>.ClearType.NONE);
|
||
|
floatPerNodePool.Return(array5, FixedSizeArrayPool<float>.ClearType.NONE);
|
||
|
linkPerNodePool.Return(array4, FixedSizeArrayPool<LinkIndex>.ClearType.NONE);
|
||
|
nodePerNodePool.Return(array3, FixedSizeArrayPool<NodeIndex>.ClearType.CLEAR);
|
||
|
boolPerNodePool.Return(array2, FixedSizeArrayPool<bool>.ClearType.CLEAR);
|
||
|
boolPerNodePool.Return(array, FixedSizeArrayPool<bool>.ClearType.CLEAR);
|
||
|
}
|
||
|
return null;
|
||
|
void ResolveNodePosition(in PathRequestPosition pathRequestPosition, out NodeIndex dest, float maxSearchDistance, int maxRaycasts)
|
||
|
{
|
||
|
if (pathRequestPosition.nodeIndex.HasValue)
|
||
|
{
|
||
|
dest = pathRequestPosition.nodeIndex.Value;
|
||
|
}
|
||
|
else if (pathRequestPosition.position.HasValue)
|
||
|
{
|
||
|
dest = FindClosestNodeWithRaycast(pathRequestPosition.position.Value, pathRequest.hullClassification, maxSearchDistance, maxRaycasts);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
dest = NodeIndex.invalid;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private LinkIndex Resolve(LinkIndex[] cameFrom, LinkIndex current)
|
||
|
{
|
||
|
if (current.linkIndex < 0 || current.linkIndex > links.Length)
|
||
|
{
|
||
|
Debug.LogFormat("Link {0} is out of range [0,{1})", current.linkIndex, links.Length);
|
||
|
}
|
||
|
NodeIndex nodeIndexA = links[current.linkIndex].nodeIndexA;
|
||
|
return cameFrom[nodeIndexA.nodeIndex];
|
||
|
}
|
||
|
|
||
|
private void ReconstructPath(Path path, LinkIndex[] cameFrom, LinkIndex current, PathRequest pathRequest)
|
||
|
{
|
||
|
int num = 1 << (int)pathRequest.hullClassification;
|
||
|
path.Clear();
|
||
|
if (current != LinkIndex.invalid)
|
||
|
{
|
||
|
path.PushWaypointToFront(links[current.linkIndex].nodeIndexB, 0f);
|
||
|
}
|
||
|
while (current != LinkIndex.invalid)
|
||
|
{
|
||
|
NodeIndex nodeIndexB = links[current.linkIndex].nodeIndexB;
|
||
|
float minJumpHeight = 0f;
|
||
|
if ((num & links[current.linkIndex].jumpHullMask) != 0 && links[current.linkIndex].minJumpHeight > 0f)
|
||
|
{
|
||
|
Vector3 position = nodes[links[current.linkIndex].nodeIndexA.nodeIndex].position;
|
||
|
Vector3 position2 = nodes[links[current.linkIndex].nodeIndexB.nodeIndex].position;
|
||
|
minJumpHeight = Trajectory.CalculateApex(Trajectory.CalculateInitialYSpeed(Trajectory.CalculateGroundTravelTime(pathRequest.maxSpeed, DistanceXZ(position, position2)), position2.y - position.y));
|
||
|
}
|
||
|
path.PushWaypointToFront(nodeIndexB, minJumpHeight);
|
||
|
if (cameFrom[links[current.linkIndex].nodeIndexA.nodeIndex] == LinkIndex.invalid)
|
||
|
{
|
||
|
path.PushWaypointToFront(links[current.linkIndex].nodeIndexA, 0f);
|
||
|
}
|
||
|
current = cameFrom[links[current.linkIndex].nodeIndexA.nodeIndex];
|
||
|
}
|
||
|
path.status = PathStatus.Valid;
|
||
|
}
|
||
|
|
||
|
private byte RegisterGateName(string gateName)
|
||
|
{
|
||
|
if (string.IsNullOrEmpty(gateName))
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
int num = gateNames.IndexOf(gateName);
|
||
|
if (num == -1)
|
||
|
{
|
||
|
num = gateNames.Count;
|
||
|
if (num >= 256)
|
||
|
{
|
||
|
Debug.LogErrorFormat(this, "Nodegraph cannot have more than 255 gate names. Nodegraph={0} gateName={1}", this, gateName);
|
||
|
num = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gateNames.Add(gateName);
|
||
|
}
|
||
|
}
|
||
|
return (byte)num;
|
||
|
}
|
||
|
|
||
|
public bool IsGateOpen(string gateName)
|
||
|
{
|
||
|
int num = gateNames.IndexOf(gateName);
|
||
|
if (num == -1)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return openGates[num];
|
||
|
}
|
||
|
|
||
|
public void SetGateState(string gateName, bool open)
|
||
|
{
|
||
|
TrySetGateState(gateName, open);
|
||
|
}
|
||
|
|
||
|
public bool TrySetGateState(string gateName, bool open)
|
||
|
{
|
||
|
int num = gateNames.IndexOf(gateName);
|
||
|
if (num == -1)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
openGates[num] = open;
|
||
|
return true;
|
||
|
}
|
||
|
}
|