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 Vector3f START_POS = Vector3f.Of(70.87453f, 0.0010070801f, 86.69021f); private static readonly Vector3f END_POS = Vector3f.Of(-50.22061f, 0.0010070801f, -70.761444f); private static readonly Vector3f EXTENT = Vector3f.Of(0.1f, 0.1f, 0.1f); private static readonly Vector3f SPHERE_POS = Vector3f.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 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 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)); } }