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https://github.com/GTA-ASM/SanAndreasUnity
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first attempt at pathfinding
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257
Assets/Scripts/Behaviours/PathfindingManager.cs
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257
Assets/Scripts/Behaviours/PathfindingManager.cs
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using SanAndreasUnity.Importing.Paths;
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using SanAndreasUnity.Utilities;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours
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{
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public class PathfindingManager : StartupSingleton<PathfindingManager>
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{
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public class PathResult
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{
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public bool IsSuccess { get; set; }
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public List<PathNodeId> Nodes { get; set; }
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public float TimeElapsed { get; set; }
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}
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public class NodeComparer : IComparer<PathNodeId>
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{
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private readonly NodePathfindingData[][] m_nodePathfindingDatas;
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public NodeComparer(NodePathfindingData[][] nodePathfindingDatas)
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{
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m_nodePathfindingDatas = nodePathfindingDatas;
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}
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int IComparer<PathNodeId>.Compare(PathNodeId a, PathNodeId b)
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{
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return m_nodePathfindingDatas[a.AreaID][a.NodeID].f.CompareTo(
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m_nodePathfindingDatas[b.AreaID][b.NodeID].f);
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}
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}
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public BackgroundJobRunner BackgroundJobRunner { get; } = new BackgroundJobRunner();
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[SerializeField] private ushort m_maxTimePerFrameMs = 0;
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private NodePathfindingData[][] m_nodePathfindingDatas = null;
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private readonly List<PathNodeId> m_modifiedDatas = new List<PathNodeId>();
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protected override void OnSingletonStart()
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{
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this.BackgroundJobRunner.EnsureBackgroundThreadStarted();
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}
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protected override void OnSingletonDisable()
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{
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this.BackgroundJobRunner.ShutDown();
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}
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void OnLoaderFinished()
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{
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m_nodePathfindingDatas = new NodePathfindingData[NodeReader.NodeFiles.Count][];
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for (int i = 0; i < m_nodePathfindingDatas.Length; i++)
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{
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m_nodePathfindingDatas[i] = new NodePathfindingData[NodeReader.NodeFiles[i].NumOfPedNodes + NodeReader.NodeFiles[i].NumOfVehNodes];
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}
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}
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void Update()
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{
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this.BackgroundJobRunner.UpdateJobs(m_maxTimePerFrameMs);
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}
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public void FindPath(Vector3 source, Vector3 destination, Action<PathResult> callback)
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{
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this.BackgroundJobRunner.RegisterJob(new BackgroundJobRunner.Job<PathResult>()
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{
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action = () => FindPathInBackground(source, destination),
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callbackFinish = callback,
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priority = 1,
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});
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}
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private PathResult FindPathInBackground(Vector3 sourcePos, Vector3 destinationPos)
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{
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var stopwatch = Stopwatch.StartNew();
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PathResult pathResult = new PathResult { IsSuccess = false };
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// find closest node of source position
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/*var closestSourceEdge = NodeReader.GetAreasInRadius(sourcePos, 300f)
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.SelectMany(_ => _.PedNodes)
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.Where(_ => Vector3.Distance(_.Position, sourcePos) < 1000f)
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.SelectMany(_ => NodeReader.GetAllLinkedNodes(_).Select(ln => (n1: _, n2: ln)))
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.MinBy(_ => MathUtils.DistanceFromPointToLineSegment(sourcePos, _.n1.Position, _.n2.Position), default);*/
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var closestSourceNode = NodeReader.GetAreasInRadius(sourcePos, 300f)
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.SelectMany(_ => _.PedNodes)
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.MinBy(_ => Vector3.Distance(_.Position, sourcePos), PathNode.InvalidNode);
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if (closestSourceNode.Equals(PathNode.InvalidNode))
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return pathResult;
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// find closest node of destination position
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var closestDestinationNode = NodeReader.GetAreasInRadius(destinationPos, 300f)
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.SelectMany(_ => _.PedNodes)
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.MinBy(_ => Vector3.Distance(_.Position, destinationPos), PathNode.InvalidNode);
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if (closestDestinationNode.Equals(PathNode.InvalidNode))
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return pathResult;
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this.RestoreModifiedDatas();
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var closedList = new HashSet<PathNodeId>();
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var openList = new SortedSet<PathNodeId>(new NodeComparer(m_nodePathfindingDatas));
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PathNodeId startId = closestSourceNode.Id;
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PathNodeId targetId = closestDestinationNode.Id;
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var startData = GetData(startId);
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startData.f = startData.g + CalculateHeuristic(startId, targetId);
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SetData(startId, startData);
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openList.Add(startId);
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while (openList.Count > 0)
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{
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PathNodeId idN = openList.Min; // TODO: optimize ; call Remove() ;
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if (idN.Equals(targetId))
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{
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pathResult.Nodes = BuildPath(idN);
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pathResult.IsSuccess = true;
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break;
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}
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var nodeN = NodeReader.GetNodeById(idN);
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var areaN = NodeReader.GetAreaById(idN.AreaID);
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var dataN = GetData(idN);
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for (int i = 0; i < nodeN.LinkCount; i++)
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{
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NodeLink link = areaN.NodeLinks[nodeN.BaseLinkID + i];
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PathNodeId idM = link.PathNodeId;
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var dataM = GetData(idM);
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float totalWeight = dataN.g + link.Length;
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if (!openList.Contains(idM) && !closedList.Contains(idM))
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{
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dataM.parentId = idN;
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dataM.hasParent = true;
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dataM.g = totalWeight;
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dataM.f = dataM.g + CalculateHeuristic(idM, targetId);
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SetData(idM, dataM);
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openList.Add(idM);
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}
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else
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{
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if (totalWeight < dataM.g)
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{
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dataM.parentId = idN;
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dataM.hasParent = true;
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dataM.g = totalWeight;
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dataM.f = dataM.g + CalculateHeuristic(idM, targetId);
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SetData(idM, dataM);
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if (closedList.Contains(idM))
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{
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closedList.Remove(idM);
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openList.Add(idM);
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}
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}
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}
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}
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openList.Remove(idN);
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closedList.Add(idN);
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}
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int numModifiedDatas = m_modifiedDatas.Count;
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RestoreModifiedDatas();
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pathResult.TimeElapsed = (float)stopwatch.Elapsed.TotalSeconds;
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UnityEngine.Debug.Log($"Path finding finished: time {pathResult.TimeElapsed}, num nodes {pathResult.Nodes?.Count ?? 0}, numModifiedDatas {numModifiedDatas}");
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return pathResult;
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}
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private NodePathfindingData GetData(PathNodeId id)
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{
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return m_nodePathfindingDatas[id.AreaID][id.NodeID];
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}
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private void SetData(PathNodeId id, NodePathfindingData data)
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{
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m_nodePathfindingDatas[id.AreaID][id.NodeID] = data;
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m_modifiedDatas.Add(id);
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}
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private void SetDataNoRemember(PathNodeId id, NodePathfindingData data)
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{
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m_nodePathfindingDatas[id.AreaID][id.NodeID] = data;
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}
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private float CalculateHeuristic(PathNodeId source, PathNodeId destination)
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{
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return Vector3.Distance(
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NodeReader.GetNodeById(source).Position,
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NodeReader.GetNodeById(destination).Position);
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}
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private void RestoreModifiedDatas()
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{
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foreach (var id in m_modifiedDatas)
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{
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var data = GetResettedData();
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SetDataNoRemember(id, data);
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}
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m_modifiedDatas.Clear();
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}
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private static NodePathfindingData GetResettedData()
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{
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var data = new NodePathfindingData();
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data.parentId = PathNodeId.InvalidId;
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return data;
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}
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private List<PathNodeId> BuildPath(PathNodeId root)
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{
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var list = new List<PathNodeId>();
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PathNodeId n = root;
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var data = GetData(n);
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while (data.hasParent)
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{
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list.Add(n);
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n = data.parentId;
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data = GetData(n);
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}
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list.Add(n);
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list.Reverse();
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return list;
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}
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}
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}
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11
Assets/Scripts/Behaviours/PathfindingManager.cs.meta
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11
Assets/Scripts/Behaviours/PathfindingManager.cs.meta
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@ -34,12 +34,38 @@ namespace SanAndreasUnity.Importing.Paths
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}
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}
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public struct PathNodeId : IEquatable<PathNodeId>
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{
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public int AreaID { get; set; }
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public int NodeID { get; set; }
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public bool Equals(PathNodeId other)
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{
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return AreaID == other.AreaID && NodeID == other.NodeID;
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}
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public override int GetHashCode()
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{
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return ((AreaID << 5) + AreaID) ^ NodeID;
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}
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public static PathNodeId InvalidId => new PathNodeId { AreaID = -1, NodeID = -1 };
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}
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public struct NodePathfindingData
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{
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public float f, g;
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public PathNodeId parentId;
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public bool hasParent;
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}
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public struct PathNode : IEquatable<PathNode>
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{
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public UnityEngine.Vector3 Position { get; set; }
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public int BaseLinkID { get; set; }
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public int AreaID { get; set; }
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public int NodeID { get; set; }
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public PathNodeId Id => new PathNodeId { AreaID = AreaID, NodeID = NodeID };
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public float PathWidth { get; set; }
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public int NodeType { get; set; } // enum
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public int LinkCount { get; set; }
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{
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return AreaID == other.AreaID && NodeID == other.NodeID;
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}
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public static PathNode InvalidNode => new PathNode { AreaID = -1, NodeID = -1 };
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}
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public struct NavNode
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@ -72,6 +100,7 @@ namespace SanAndreasUnity.Importing.Paths
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{
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public int AreaID { get; set; }
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public int NodeID { get; set; }
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public PathNodeId PathNodeId => new PathNodeId { AreaID = AreaID, NodeID = NodeID };
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public int Length { get; set; }
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}
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@ -122,6 +151,11 @@ namespace SanAndreasUnity.Importing.Paths
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return NodeFiles[id];
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}
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public static PathNode GetNodeById(PathNodeId id)
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{
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return NodeFiles[id.AreaID].GetNodeById(id.NodeID);
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}
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public static Vector2Int GetAreaIndexesFromPosition(UnityEngine.Vector3 position, bool clamp)
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{
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return new Vector2Int(
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21
Assets/Scripts/Utilities/MathUtils.cs
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21
Assets/Scripts/Utilities/MathUtils.cs
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using UnityEngine;
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namespace SanAndreasUnity.Utilities
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{
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public static class MathUtils
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{
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public static float DistanceFromPointToLineSegment(Vector3 p, Vector3 v, Vector3 w)
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{
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// Return minimum distance between line segment vw and point p
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float l2 = Vector3.SqrMagnitude(v - w); // i.e. |w-v|^2 - avoid a sqrt
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if (l2 == 0.0f) return Vector3.Distance(p, v); // v == w case
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// Consider the line extending the segment, parameterized as v + t (w - v).
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// We find projection of point p onto the line.
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// It falls where t = [(p-v) . (w-v)] / |w-v|^2
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// We clamp t from [0,1] to handle points outside the segment vw.
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float t = Mathf.Max(0, Mathf.Min(1, Vector3.Dot(p - v, w - v) / l2));
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Vector3 projection = v + t * (w - v); // Projection falls on the segment
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return Vector3.Distance(p, projection);
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}
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}
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}
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11
Assets/Scripts/Utilities/MathUtils.cs.meta
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11
Assets/Scripts/Utilities/MathUtils.cs.meta
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