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NavMeshSurface - support for tree colliders #101

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120 changes: 109 additions & 11 deletions Assets/NavMeshComponents/Scripts/NavMeshSurface.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;

namespace UnityEngine.AI
Expand Down Expand Up @@ -281,6 +282,15 @@ List<NavMeshBuildSource> CollectSources()
NavMeshBuilder.CollectSources(worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources);
}

for (int i = 0; i < sources.Count; i++)
{
TerrainData terrain;
if (sources[i].sourceObject.TryCast(out terrain))
{
CollectTrees(sources[i].component, terrain, sources[i].transform, m_LayerMask, 1, sources);
}
}

if (m_IgnoreNavMeshAgent)
sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshAgent>() != null));

Expand All @@ -292,6 +302,94 @@ List<NavMeshBuildSource> CollectSources()
return sources;
}

private static void CollectTrees(Component owner, TerrainData terrain, Matrix4x4 transform, int layerMask, int area, List<NavMeshBuildSource> sources)
{
var size = terrain.size;

foreach (var tree in terrain.treeInstances)
{
var proto = terrain.treePrototypes[tree.prototypeIndex].prefab;
var pos = Vector3.Scale(tree.position, size);
var rot = Quaternion.AngleAxis(Mathf.Rad2Deg * tree.rotation, Vector3.up);
var scale = new Vector3(tree.widthScale, tree.heightScale, tree.widthScale);
scale = Vector3.one;
var treeLocal = Matrix4x4.TRS(pos, rot, scale);

foreach (var collider in proto.GetComponentsInChildren<Collider>())
{
// Take into account layer mask
if (((1 << collider.gameObject.layer) & layerMask) != 0)
{
Matrix4x4 colliderMatrix = proto.transform.worldToLocalMatrix * collider.transform.localToWorldMatrix;

NavMeshBuildSource src = new NavMeshBuildSource();
src.area = area;
src.component = owner;
src.sourceObject = null;
if (SetCollider(collider, transform * treeLocal * colliderMatrix, ref src))
{
sources.Add(src);
}
}
}
}
}

private static bool SetCollider(Collider collider, Matrix4x4 transform, ref NavMeshBuildSource source)
{
BoxCollider box;
SphereCollider sphere;
CapsuleCollider capsule;
MeshCollider mesh;
if (collider.TryCast(out sphere))
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if (collider is SphereCollider sphere), etc

{
// Size is supposed to be radius, but it's actually diameter
source.shape = NavMeshBuildSourceShape.Sphere;
source.size = sphere.radius * 2 * Vector3.one;
source.transform = transform * Matrix4x4.Translate(sphere.center);
return true;
}
else if (collider.TryCast(out capsule))
{
// Capsule is expected to be in y-axis
var rot = Matrix4x4.identity;
if (capsule.direction == 0)
{
rot = Matrix4x4.Rotate(Quaternion.AngleAxis(90, Vector3.forward));
}
else if (capsule.direction == 2)
{
rot = Matrix4x4.Rotate(Quaternion.AngleAxis(90, Vector3.right));
}

// Size is supposed to be (radius, height, radius), but it's actually diameter instead of radius
source.shape = NavMeshBuildSourceShape.Capsule;
source.size = new Vector3(capsule.radius * 2, capsule.height, capsule.radius * 2);
source.transform = transform * Matrix4x4.Translate(capsule.center) * rot;
return true;
}
else if (collider.TryCast(out box))
{
source.shape = NavMeshBuildSourceShape.Box;
source.size = box.size;
source.transform = transform * Matrix4x4.Translate(box.center);
return true;
}
else if (collider.TryCast(out mesh))
{
source.shape = NavMeshBuildSourceShape.Mesh;
source.size = Vector3.one;
source.transform = transform;
source.sourceObject = mesh.sharedMesh;
return true;
}
else
{
Debug.LogWarning("NavMeshSource tree collider not supported: " + collider.GetType().Name);
return false;
}
}

static Vector3 Abs(Vector3 v)
{
return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z));
Expand Down Expand Up @@ -319,18 +417,18 @@ Bounds CalculateWorldBounds(List<NavMeshBuildSource> sources)
switch (src.shape)
{
case NavMeshBuildSourceShape.Mesh:
{
var m = src.sourceObject as Mesh;
result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, m.bounds));
break;
}
{
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;
}
{
// 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:
Expand Down
15 changes: 15 additions & 0 deletions Assets/NavMeshComponents/Scripts/ObjectExtensions.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

public static class ObjectExtensions
{
public static bool TryCast<TIn, TOut>(this TIn obj, out TOut result)
where TIn : class
where TOut : class
{
result = obj as TOut;
return result != null;
}
}
11 changes: 11 additions & 0 deletions Assets/NavMeshComponents/Scripts/ObjectExtensions.cs.meta

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