DotRecastNetSim/test/DotRecast.Detour.Dynamic.Test/DynamicNavMeshTest.cs

79 lines
3.6 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using DotRecast.Core;
using DotRecast.Detour.Dynamic.Colliders;
using DotRecast.Detour.Dynamic.Io;
using DotRecast.Detour.QueryResults;
using NUnit.Framework;
namespace DotRecast.Detour.Dynamic.Test;
[Parallelizable]
public class DynamicNavMeshTest
{
private static readonly RcVec3f START_POS = RcVec3f.Of(70.87453f, 0.0010070801f, 86.69021f);
private static readonly RcVec3f END_POS = RcVec3f.Of(-50.22061f, 0.0010070801f, -70.761444f);
private static readonly RcVec3f EXTENT = RcVec3f.Of(0.1f, 0.1f, 0.1f);
private static readonly RcVec3f SPHERE_POS = RcVec3f.Of(45.381645f, 0.0010070801f, 52.68981f);
[Test]
public void E2eTest()
{
byte[] bytes = Loader.ToBytes("test_tiles.voxels");
using var ms = new MemoryStream(bytes);
using var bis = new BinaryReader(ms);
// load voxels from file
VoxelFileReader reader = new VoxelFileReader();
VoxelFile f = reader.Read(bis);
// create dynamic navmesh
DynamicNavMesh mesh = new DynamicNavMesh(f);
// build navmesh asynchronously using multiple threads
Task<bool> future = mesh.Build(Task.Factory);
// wait for build to complete
bool _ = future.Result;
// create new query
NavMeshQuery query = new NavMeshQuery(mesh.NavMesh());
IQueryFilter filter = new DefaultQueryFilter();
// find path
FindNearestPolyResult start = query.FindNearestPoly(START_POS, EXTENT, filter).result;
FindNearestPolyResult end = query.FindNearestPoly(END_POS, EXTENT, filter).result;
List<long> path = query.FindPath(start.GetNearestRef(), end.GetNearestRef(), start.GetNearestPos(),
end.GetNearestPos(), filter, NavMeshQuery.DT_FINDPATH_ANY_ANGLE, float.MaxValue).result;
// check path length without any obstacles
Assert.That(path.Count, Is.EqualTo(16));
// place obstacle
ICollider colldier = new SphereCollider(SPHERE_POS, 20, SampleAreaModifications.SAMPLE_POLYAREA_TYPE_GROUND, 0.1f);
long colliderId = mesh.AddCollider(colldier);
// update navmesh asynchronously
future = mesh.Update(Task.Factory);
// wait for update to complete
_ = future.Result;
// create new query
query = new NavMeshQuery(mesh.NavMesh());
// find path again
start = query.FindNearestPoly(START_POS, EXTENT, filter).result;
end = query.FindNearestPoly(END_POS, EXTENT, filter).result;
path = query.FindPath(start.GetNearestRef(), end.GetNearestRef(), start.GetNearestPos(), end.GetNearestPos(), filter,
NavMeshQuery.DT_FINDPATH_ANY_ANGLE, float.MaxValue).result;
// check path length with obstacles
Assert.That(path.Count, Is.EqualTo(19));
// remove obstacle
mesh.RemoveCollider(colliderId);
// update navmesh asynchronously
future = mesh.Update(Task.Factory);
// wait for update to complete
_ = future.Result;
// create new query
query = new NavMeshQuery(mesh.NavMesh());
// find path one more time
start = query.FindNearestPoly(START_POS, EXTENT, filter).result;
end = query.FindNearestPoly(END_POS, EXTENT, filter).result;
path = query.FindPath(start.GetNearestRef(), end.GetNearestRef(), start.GetNearestPos(), end.GetNearestPos(), filter,
NavMeshQuery.DT_FINDPATH_ANY_ANGLE, float.MaxValue).result;
// path length should be back to the initial value
Assert.That(path.Count, Is.EqualTo(16));
}
}