Pathfinding.LayerGridGraph.UpdateArea C# (CSharp) Method

UpdateArea() public method

public UpdateArea ( GraphUpdateObject o ) : void
o GraphUpdateObject
return void
		public new void UpdateArea (GraphUpdateObject o) {
			
			if (nodes == null || nodes.Length != width*depth*layerCount) {
				Debug.LogWarning ("The Grid Graph is not scanned, cannot update area ");
				//Not scanned
				return;
			}
			
			//Copy the bounds
			Bounds b = o.bounds;
			
			//Matrix inverse 
			//node.position = matrix.MultiplyPoint3x4 (new Vector3 (x+0.5F,0,z+0.5F));
			
			Vector3 min, max;
			GetBoundsMinMax (b,inverseMatrix,out min, out max);
			
			int minX = Mathf.RoundToInt (min.x-0.5F);
			int maxX = Mathf.RoundToInt (max.x-0.5F);
			
			int minZ = Mathf.RoundToInt (min.z-0.5F);
			int maxZ = Mathf.RoundToInt (max.z-0.5F);
			//We now have coordinates in local space (i.e 1 unit = 1 node)
			
			IntRect originalRect = new IntRect(minX,minZ,maxX,maxZ);
			IntRect affectRect = originalRect;
			
			IntRect gridRect = new IntRect(0,0,width-1,depth-1);
			
			IntRect physicsRect = originalRect;
			
#if ASTARDEBUG
			Matrix4x4 debugMatrix = matrix;
			debugMatrix *= Matrix4x4.TRS (new Vector3(0.5f,0,0.5f),Quaternion.identity,Vector3.one);
			
			originalRect.DebugDraw (debugMatrix,Color.red);
#endif
			
			bool willChangeWalkability = o.updatePhysics || o.modifyWalkability;
			
			bool willChangeNodeInstances = (o is LayerGridGraphUpdate ? ((LayerGridGraphUpdate)o).recalculateNodes : false);
			bool preserveExistingNodes = (o is LayerGridGraphUpdate ? ((LayerGridGraphUpdate)o).preserveExistingNodes : true);
			
			int erosion = o.updateErosion ? erodeIterations : 0;
			
			if (o.trackChangedNodes	&& willChangeNodeInstances) {
				Debug.LogError ("Cannot track changed nodes when creating or deleting nodes.\nWill not update LayerGridGraph");
				return;
			}
			
			//Calculate the largest bounding box which might be affected
			
			if (o.updatePhysics && !o.modifyWalkability) {
				//Add the collision.diameter margin for physics calls
				if (collision.collisionCheck) {
					Vector3 margin = new Vector3 (collision.diameter,0,collision.diameter)*0.5F;
					
					min -= margin*1.02F;//0.02 safety margin, physics is rarely very accurate
					max += margin*1.02F;
					
					physicsRect = new IntRect(
					                            Mathf.RoundToInt (min.x-0.5F),
					                            Mathf.RoundToInt (min.z-0.5F),
					                            Mathf.RoundToInt (max.x-0.5F),
					                            Mathf.RoundToInt (max.z-0.5F)
					                            );
					
					affectRect = IntRect.Union (physicsRect, affectRect);
				}
			}
			
			if (willChangeWalkability || erosion > 0) {
				//Add affect radius for erosion. +1 for updating connectivity info at the border
				affectRect = affectRect.Expand (erosion + 1);
			}
			
			IntRect clampedRect = IntRect.Intersection (affectRect,gridRect);
			
			//Mark nodes that might be changed
			if (!willChangeNodeInstances) {
				for (int x = clampedRect.xmin; x <= clampedRect.xmax;x++) {
					for (int z = clampedRect.ymin;z <= clampedRect.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							o.WillUpdateNode (nodes[y*width*depth + z*width+x]);
						}
					}
				}
			}
			
			//Update Physics
			if (o.updatePhysics && !o.modifyWalkability) {
				
				collision.Initialize (matrix,nodeSize);
				
				clampedRect = IntRect.Intersection (physicsRect,gridRect);
				
				bool addedNodes = false;
				
				for (int x = clampedRect.xmin; x <= clampedRect.xmax;x++) {
					for (int z = clampedRect.ymin;z <= clampedRect.ymax;z++) {
						/** \todo FIX */
						addedNodes |= RecalculateCell (x,z,preserveExistingNodes);
					}
				}
				
				for (int x = clampedRect.xmin; x <= clampedRect.xmax;x++) {
					for (int z = clampedRect.ymin;z <= clampedRect.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
							
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
							CalculateConnections (nodes,node,x,z,y);
						}
					}
				}
			}
			
			//Apply GUO
			
			clampedRect = IntRect.Intersection (originalRect, gridRect);
			for (int x = clampedRect.xmin; x <= clampedRect.xmax;x++) {
				for (int z = clampedRect.ymin;z <= clampedRect.ymax;z++) {
					for (int y=0;y<layerCount;y++) {
						int index = y*width*depth + z*width+x;
						
						LevelGridNode node = nodes[index] as LevelGridNode;
						
						if (node == null) continue;
						
						if (willChangeWalkability) {
							node.Walkable = node.WalkableErosion;
							if (o.bounds.Contains ((Vector3)node.position)) o.Apply (node);
							node.WalkableErosion = node.Walkable;
						} else {
							if (o.bounds.Contains ((Vector3)node.position)) o.Apply (node);
						}
					}
				}
			}
			
#if ASTARDEBUG
			physicsRect.DebugDraw (debugMatrix,Color.blue);
			affectRect.DebugDraw (debugMatrix,Color.black);
#endif
			
			//Recalculate connections
			if (willChangeWalkability && erosion == 0) {
				
				clampedRect = IntRect.Intersection (affectRect, gridRect);
				for (int x = clampedRect.xmin; x <= clampedRect.xmax;x++) {
					for (int z = clampedRect.ymin;z <= clampedRect.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
						
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
							CalculateConnections (nodes,node,x,z,y);
						}
					}
				}
			} else if (willChangeWalkability && erosion > 0) {
				
				
				clampedRect = IntRect.Union (originalRect, physicsRect);
				
				IntRect erosionRect1 = clampedRect.Expand (erosion);
				IntRect erosionRect2 = erosionRect1.Expand (erosion);
				
				erosionRect1 = IntRect.Intersection (erosionRect1,gridRect);
				erosionRect2 = IntRect.Intersection (erosionRect2,gridRect);
				
#if ASTARDEBUG
				erosionRect1.DebugDraw (debugMatrix,Color.magenta);
				erosionRect2.DebugDraw (debugMatrix,Color.cyan);
#endif
				
				/*
				all nodes inside clampedRect might have had their walkability changed
				all nodes inside erosionRect1 might get affected by erosion from clampedRect and erosionRect2
				all nodes inside erosionRect2 (but outside erosionRect1) will be reset to previous walkability
				after calculation since their erosion might not be correctly calculated (nodes outside erosionRect2 would maybe have effect)
				*/
				
				for (int x = erosionRect2.xmin; x <= erosionRect2.xmax;x++) {
					for (int z = erosionRect2.ymin;z <= erosionRect2.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
						
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
							bool tmp = node.Walkable;
							node.Walkable = node.WalkableErosion;
							
							if (!erosionRect1.Contains (x,z)) {
								//Save the border's walkabilty data in bit 16 (will be reset later)
								node.TmpWalkable = tmp;
							}
						}
					}
				}
				
				for (int x = erosionRect2.xmin; x <= erosionRect2.xmax;x++) {
					for (int z = erosionRect2.ymin;z <= erosionRect2.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
						
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
#if ASTARDEBUG
							if (!node.walkable)
								Debug.DrawRay ((Vector3)node.position, Vector3.up*2,Color.red);
#endif				
							CalculateConnections (nodes,node,x,z,y);
						}
					}
				}
				
				//Erode the walkable area
				ErodeWalkableArea (erosionRect2.xmin,erosionRect2.ymin,erosionRect2.xmax+1,erosionRect2.ymax+1);
				
				for (int x = erosionRect2.xmin; x <= erosionRect2.xmax;x++) {
					for (int z = erosionRect2.ymin;z <= erosionRect2.ymax;z++) {
						if (erosionRect1.Contains (x,z)) continue;
						
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
							
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
							//Restore temporarily stored data
							node.Walkable = node.TmpWalkable;
						}
					}
				}
				
				//Recalculate connections of all affected nodes
				for (int x = erosionRect2.xmin; x <= erosionRect2.xmax;x++) {
					for (int z = erosionRect2.ymin;z <= erosionRect2.ymax;z++) {
						for (int y=0;y<layerCount;y++) {
							int index = y*width*depth + z*width+x;
							
							LevelGridNode node = nodes[index] as LevelGridNode;
							
							if (node == null) continue;
							
							CalculateConnections (nodes,node,x,z,y);
						}
					}
				}
			}
			//Debug.LogError ("No support for Graph Updates to Layered Grid Graphs");
		}