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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
namespace Sandbox;
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/// <summary>
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/// Updates NavMeshAgent ground positions in parallel during PrePhysicsStep.
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/// </summary>
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internal sealed class NavMeshGameSystem : GameObjectSystem
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{
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public NavMeshGameSystem( Scene scene ) : base( scene )
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{
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// Listen to StartFixedUpdate to run before physics
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Listen( Stage.StartFixedUpdate, -100, UpdateAgentGoundZ, "UpdateAgentGroundZ" );
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}
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void UpdateAgentGoundZ()
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{
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var agents = Scene.GetAll<NavMeshAgent>();
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if ( agents.Count() == 0 ) return;
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Sandbox.Utility.Parallel.ForEach( agents, FindPhysicsGroundZ );
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}
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/// <summary>
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/// We are tracing in the following interval (scale not accurate)
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/// x
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/// |
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/// | We start a certain distance above the agents capsules center
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/// |
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/// |
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/// |
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/// -------
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/// | | |
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/// | x | -- Trace Start (in lower third)
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/// | | |
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/// -------
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/// |
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/// |
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/// ~~~~~~~ -- Potential ground
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/// |
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/// |
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/// |
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/// x We trace down the same distance
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///
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/// In case of multiple hits we prefer the once closest to the agent's capsule center
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/// </summary>
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private void FindPhysicsGroundZ( NavMeshAgent agent )
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{
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if ( agent.agentInternal == null ) return;
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if ( agent.timeUntilNextGroundTrace > 0f )
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{
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return;
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}
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// Introduce some random jitter so not all agents trace on the same frame
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agent.timeUntilNextGroundTrace = Random.Shared.Int( 2, 4 ) * Time.Delta;
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var footRadius = agent.agentInternal.option.radius * 0.1f;
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var traceStartOffset = MathF.Max( 64f, Scene.NavMesh.AgentHeight ) * 8f;
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var navMeshPos = agent.AgentPosition;
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var traceStart = navMeshPos + Vector3.Up * Scene.NavMesh.AgentHeight * 0.3f;
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var baseTrace =
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Scene.Trace
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.IgnoreDynamic()
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.IgnoreGameObjectHierarchy( agent.GameObject )
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.WithAnyTags( Scene.NavMesh.IncludedBodies )
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.WithoutTags( Scene.NavMesh.ExcludedBodies );
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if ( !Scene.NavMesh.IncludeStaticBodies )
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{
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baseTrace = baseTrace.IgnoreStatic();
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}
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if ( !Scene.NavMesh.IncludeKeyframedBodies )
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{
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baseTrace = baseTrace.IgnoreKeyframed();
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}
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var downTrace = baseTrace.Sphere( footRadius, traceStart, traceStart + Vector3.Down * traceStartOffset );
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var upTrace = baseTrace.Sphere( footRadius, traceStart, traceStart + Vector3.Up * traceStartOffset );
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var downResult = downTrace.Run();
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var upResult = upTrace.Run();
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var bestZ = 0f;
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var closestDistanceToTraceStart = float.MaxValue;
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// Process downTrace result
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if ( downResult.Hit )
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{
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var distance = MathF.Abs( downResult.HitPosition.z - traceStart.z );
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if ( distance < closestDistanceToTraceStart )
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{
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bestZ = downResult.HitPosition.z;
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closestDistanceToTraceStart = distance;
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}
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}
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// Process upTrace result
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if ( upResult.Hit )
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{
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var distance = MathF.Abs( upResult.HitPosition.z - traceStart.z );
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if ( distance < closestDistanceToTraceStart )
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{
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bestZ = upResult.HitPosition.z;
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}
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}
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agent.groundTraceZ = bestZ;
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}
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}
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