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Find Path Tester for Unity Experimental Navigation
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using Unity.Collections; | |
using Unity.Mathematics; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.AI; | |
using UnityEngine.Experimental.AI; | |
[ExecuteInEditMode] | |
public class PathTester : MonoBehaviour | |
{ | |
public Transform Source; | |
public Transform Target; | |
public PathFindingSystem System; | |
public enum PathFindingSystem | |
{ | |
Default = 0, | |
Experimental, | |
} | |
void Update() | |
{ | |
if (Source == null || Target == null) | |
return; | |
if (System == PathFindingSystem.Default) | |
{ | |
NavMeshPath pathResult = new NavMeshPath(); | |
if (NavMesh.CalculatePath(Source.position, Target.position, NavMesh.AllAreas, pathResult)) | |
{ | |
DebugDrawPath(pathResult.corners); | |
} | |
} | |
else if (System == PathFindingSystem.Experimental) | |
{ | |
var agentId = GetAgentTypeId("Humanoid"); | |
if (TryFindPath(Source.position, Target.position, agentId, 0.1f, NavMesh.AllAreas, out Vector3[] path)) | |
{ | |
DebugDrawPath(path); | |
} | |
} | |
} | |
bool TryFindPath(Vector3 start, Vector3 end, int agentId, float agentRadius, int areas, out Vector3[] path) | |
{ | |
const int maxPathLength = 100; | |
using (var result = new NativeArray<PolygonId>(100, Allocator.Persistent)) | |
using (var query = new NavMeshQuery(NavMeshWorld.GetDefaultWorld(), Allocator.Persistent, 100)) | |
{ | |
var from = query.MapLocation(start, Vector3.one * 10, 0); | |
var to = query.MapLocation(end, Vector3.one * 10, 0); | |
var status = query.BeginFindPath(from, to, areas); | |
int maxIterations = 1024; | |
while (true) | |
{ | |
switch (status) | |
{ | |
case PathQueryStatus.InProgress: | |
status = query.UpdateFindPath(maxIterations, out int currentIterations); | |
break; | |
case PathQueryStatus.Success: | |
var finalStatus = query.EndFindPath(out int pathLength); | |
var pathResult = query.GetPathResult(result); | |
var straightPath = new NativeArray<NavMeshLocation>(pathLength, Allocator.Temp); | |
var straightPathFlags = new NativeArray<StraightPathFlags>(pathLength, Allocator.Temp); | |
var vertexSide = new NativeArray<float>(pathLength, Allocator.Temp); | |
try | |
{ | |
int straightPathCount = 0; | |
var pathStatus = PathUtils.FindStraightPath(query, start, end, result, pathLength, ref straightPath, ref straightPathFlags, ref vertexSide, ref straightPathCount, maxPathLength); | |
if (pathStatus == PathQueryStatus.Success) | |
{ | |
path = new Vector3[straightPathCount]; | |
for (int i = 0; i < straightPathCount; i++) | |
{ | |
path[i] = straightPath[i].position; | |
} | |
return true; | |
} | |
path = default; | |
Debug.Log($"Nav query failed with the status: {status}"); | |
return false; | |
} | |
finally | |
{ | |
straightPath.Dispose(); | |
straightPathFlags.Dispose(); | |
vertexSide.Dispose(); | |
} | |
case PathQueryStatus.Failure: | |
path = default; | |
return false; | |
default: | |
Debug.Log($"Nav query failed with the status: {status}"); | |
path = default; | |
return false; | |
} | |
} | |
} | |
} | |
private int GetAgentTypeId(string agentName) | |
{ | |
var count = NavMesh.GetSettingsCount(); | |
for (var i = 0; i < count; i++) | |
{ | |
var id = NavMesh.GetSettingsByIndex(i).agentTypeID; | |
if (NavMesh.GetSettingsNameFromID(id) == agentName) | |
return i; | |
} | |
throw new ArgumentException($"NavMeshAgent with name '{agentName}' not found"); | |
} | |
private void DebugDrawPath(Vector3[] corners) | |
{ | |
if (corners.Length > 0) | |
{ | |
Debug.DrawLine(Source.transform.position, corners[0], Color.blue); | |
for (int i = 1; i < corners.Length; i++) | |
{ | |
Debug.DrawLine(corners[i - 1], corners[i], Color.blue); | |
} | |
Debug.DrawLine(Target.transform.position, corners[corners.Length-1], Color.blue); | |
} | |
} | |
// | |
// Copyright (c) 2009-2010 Mikko Mononen [email protected] | |
// | |
// This software is provided 'as-is', without any express or implied | |
// warranty. In no event will the authors be held liable for any damages | |
// arising from the use of this software. | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it | |
// freely, subject to the following restrictions: | |
// 1. The origin of this software must not be misrepresented; you must not | |
// claim that you wrote the original software. If you use this software | |
// in a product, an acknowledgment in the product documentation would be | |
// appreciated but is not required. | |
// 2. Altered source versions must be plainly marked as such, and must not be | |
// misrepresented as being the original software. | |
// 3. This notice may not be removed or altered from any source distribution. | |
// | |
// The original source code has been modified by Unity Technologies, Zulfa Juniadi and Jeffrey Vella. | |
// This code is from https://github.com/zulfajuniadi/unity-ecs-navmesh/blob/master/Assets/NavJob/Systems/NavMeshQuerySystem.cs | |
[Flags] | |
public enum StraightPathFlags | |
{ | |
Start = 0x01, // The vertex is the start position. | |
End = 0x02, // The vertex is the end position. | |
OffMeshConnection = 0x04 // The vertex is start of an off-mesh link. | |
} | |
public class PathUtils | |
{ | |
public static float Perp2D(Vector3 u, Vector3 v) | |
{ | |
return u.z * v.x - u.x * v.z; | |
} | |
public static void Swap(ref Vector3 a, ref Vector3 b) | |
{ | |
var temp = a; | |
a = b; | |
b = temp; | |
} | |
// Retrace portals between corners and register if type of polygon changes | |
public static int RetracePortals(NavMeshQuery query, int startIndex, int endIndex, NativeSlice<PolygonId> path, int n, Vector3 termPos, ref NativeArray<NavMeshLocation> straightPath, ref NativeArray<StraightPathFlags> straightPathFlags, int maxStraightPath) | |
{ | |
for (var k = startIndex; k < endIndex - 1; ++k) | |
{ | |
var type1 = query.GetPolygonType(path[k]); | |
var type2 = query.GetPolygonType(path[k + 1]); | |
if (type1 != type2) | |
{ | |
Vector3 l, r; | |
var status = query.GetPortalPoints(path[k], path[k + 1], out l, out r); | |
float3 cpa1, cpa2; | |
GeometryUtils.SegmentSegmentCPA(out cpa1, out cpa2, l, r, straightPath[n - 1].position, termPos); | |
straightPath[n] = query.CreateLocation(cpa1, path[k + 1]); | |
straightPathFlags[n] = (type2 == NavMeshPolyTypes.OffMeshConnection) ? StraightPathFlags.OffMeshConnection : 0; | |
if (++n == maxStraightPath) | |
{ | |
return maxStraightPath; | |
} | |
} | |
} | |
if (n > straightPath.Length-1) // Fix for IndexOutOfRangeException with one point on straightPath[n] | |
{ | |
return n; | |
} | |
straightPath[n] = query.CreateLocation(termPos, path[endIndex]); | |
straightPathFlags[n] = query.GetPolygonType(path[endIndex]) == NavMeshPolyTypes.OffMeshConnection ? StraightPathFlags.OffMeshConnection : 0; | |
return ++n; | |
} | |
public static PathQueryStatus FindStraightPath(NavMeshQuery query, Vector3 startPos, Vector3 endPos, NativeSlice<PolygonId> path, int pathSize, ref NativeArray<NavMeshLocation> straightPath, ref NativeArray<StraightPathFlags> straightPathFlags, ref NativeArray<float> vertexSide, ref int straightPathCount, int maxStraightPath) | |
{ | |
if (!query.IsValid(path[0])) | |
{ | |
straightPath[0] = new NavMeshLocation(); // empty terminator | |
return PathQueryStatus.Failure; // | PathQueryStatus.InvalidParam; | |
} | |
straightPath[0] = query.CreateLocation(startPos, path[0]); | |
straightPathFlags[0] = StraightPathFlags.Start; | |
var apexIndex = 0; | |
var n = 1; | |
if (pathSize > 1) | |
{ | |
var startPolyWorldToLocal = query.PolygonWorldToLocalMatrix(path[0]); | |
var apex = startPolyWorldToLocal.MultiplyPoint(startPos); | |
var left = new Vector3(0, 0, 0); // Vector3.zero accesses a static readonly which does not work in burst yet | |
var right = new Vector3(0, 0, 0); | |
var leftIndex = -1; | |
var rightIndex = -1; | |
for (var i = 1; i <= pathSize; ++i) | |
{ | |
var polyWorldToLocal = query.PolygonWorldToLocalMatrix(path[apexIndex]); | |
Vector3 vl, vr; | |
if (i == pathSize) | |
{ | |
vl = vr = polyWorldToLocal.MultiplyPoint(endPos); | |
} | |
else | |
{ | |
var success = query.GetPortalPoints(path[i - 1], path[i], out vl, out vr); | |
if (!success) | |
{ | |
return PathQueryStatus.Failure; // | PathQueryStatus.InvalidParam; | |
} | |
vl = polyWorldToLocal.MultiplyPoint(vl); | |
vr = polyWorldToLocal.MultiplyPoint(vr); | |
} | |
vl = vl - apex; | |
vr = vr - apex; | |
// Ensure left/right ordering | |
if (Perp2D(vl, vr) < 0) | |
Swap(ref vl, ref vr); | |
// Terminate funnel by turning | |
if (Perp2D(left, vr) < 0) | |
{ | |
var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); | |
var termPos = polyLocalToWorld.MultiplyPoint(apex + left); | |
n = RetracePortals(query, apexIndex, leftIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); | |
if (vertexSide.Length > 0) | |
{ | |
vertexSide[n - 1] = -1; | |
} | |
//Debug.Log("LEFT"); | |
if (n == maxStraightPath) | |
{ | |
straightPathCount = n; | |
return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; | |
} | |
apex = polyWorldToLocal.MultiplyPoint(termPos); | |
left.Set(0, 0, 0); | |
right.Set(0, 0, 0); | |
i = apexIndex = leftIndex; | |
continue; | |
} | |
if (Perp2D(right, vl) > 0) | |
{ | |
var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); | |
var termPos = polyLocalToWorld.MultiplyPoint(apex + right); | |
n = RetracePortals(query, apexIndex, rightIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); | |
if (vertexSide.Length > 0) | |
{ | |
vertexSide[n - 1] = 1; | |
} | |
//Debug.Log("RIGHT"); | |
if (n == maxStraightPath) | |
{ | |
straightPathCount = n; | |
return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; | |
} | |
apex = polyWorldToLocal.MultiplyPoint(termPos); | |
left.Set(0, 0, 0); | |
right.Set(0, 0, 0); | |
i = apexIndex = rightIndex; | |
continue; | |
} | |
// Narrow funnel | |
if (Perp2D(left, vl) >= 0) | |
{ | |
left = vl; | |
leftIndex = i; | |
} | |
if (Perp2D(right, vr) <= 0) | |
{ | |
right = vr; | |
rightIndex = i; | |
} | |
} | |
} | |
// Remove the the next to last if duplicate point - e.g. start and end positions are the same | |
// (in which case we have get a single point) | |
if (n > 0 && (straightPath[n - 1].position == endPos)) | |
n--; | |
n = RetracePortals(query, apexIndex, pathSize - 1, path, n, endPos, ref straightPath, ref straightPathFlags, maxStraightPath); | |
if (vertexSide.Length > 0) | |
{ | |
vertexSide[n - 1] = 0; | |
} | |
if (n == maxStraightPath) | |
{ | |
straightPathCount = n; | |
return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; | |
} | |
// Fix flag for final path point | |
straightPathFlags[n - 1] = StraightPathFlags.End; | |
straightPathCount = n; | |
return PathQueryStatus.Success; | |
} | |
} | |
public class GeometryUtils | |
{ | |
// Calculate the closest point of approach for line-segment vs line-segment. | |
public static bool SegmentSegmentCPA(out float3 c0, out float3 c1, float3 p0, float3 p1, float3 q0, float3 q1) | |
{ | |
var u = p1 - p0; | |
var v = q1 - q0; | |
var w0 = p0 - q0; | |
float a = math.dot(u, u); | |
float b = math.dot(u, v); | |
float c = math.dot(v, v); | |
float d = math.dot(u, w0); | |
float e = math.dot(v, w0); | |
float den = (a * c - b * b); | |
float sc, tc; | |
if (den == 0) | |
{ | |
sc = 0; | |
tc = d / b; | |
// todo: handle b = 0 (=> a and/or c is 0) | |
} | |
else | |
{ | |
sc = (b * e - c * d) / (a * c - b * b); | |
tc = (a * e - b * d) / (a * c - b * b); | |
} | |
c0 = math.lerp(p0, p1, sc); | |
c1 = math.lerp(q0, q1, tc); | |
return den != 0; | |
} | |
} | |
} |
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