void FGameplayDebuggerCategory_Navmesh::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
#if WITH_RECAST
	ARecastNavMesh* NavData = nullptr;

	APawn* PlayerPawn = OwnerPC ? OwnerPC->GetPawnOrSpectator() : nullptr;
	APawn* DebugActorAsPawn = Cast<APawn>(DebugActor);
	APawn* DestPawn = DebugActorAsPawn ? DebugActorAsPawn : PlayerPawn;
	if (DestPawn)
	{
		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(OwnerPC->GetWorld());
		const FNavAgentProperties& NavAgentProperties = DestPawn->GetNavAgentPropertiesRef();
		NavData = Cast<ARecastNavMesh>(NavSys->GetNavDataForProps(NavAgentProperties));
	}

	if (NavData)
	{
		// add 3x3 neighborhood of target
		const FVector TargetLocation = DestPawn->GetActorLocation();

		TArray<int32> TileSet;
		int32 TileX = 0;
		int32 TileY = 0;
		const int32 DeltaX[] = { 0, 1, 1, 0, -1, -1, -1, 0, 1 };
		const int32 DeltaY[] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };

		int32 TargetTileX = 0;
		int32 TargetTileY = 0;
		NavData->GetNavMeshTileXY(TargetLocation, TargetTileX, TargetTileY);
		for (int32 Idx = 0; Idx < ARRAY_COUNT(DeltaX); Idx++)
		{
			const int32 NeiX = TargetTileX + DeltaX[Idx];
			const int32 NeiY = TargetTileY + DeltaY[Idx];
			NavData->GetNavMeshTilesAt(NeiX, NeiY, TileSet);
		}

		const int32 DetailFlags =
			(1 << static_cast<int32>(ENavMeshDetailFlags::PolyEdges)) |
			(1 << static_cast<int32>(ENavMeshDetailFlags::FilledPolys)) |
			(1 << static_cast<int32>(ENavMeshDetailFlags::NavLinks));

		NavmeshRenderData.GatherData(NavData, DetailFlags, TileSet);
	}
#endif // WITH_RECAST
}
예제 #2
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bool AAIController::BuildPathfindingQuery(const FAIMoveRequest& MoveRequest, FPathFindingQuery& Query) const
{
    bool bResult = false;

    UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
    const ANavigationData* NavData = (NavSys == nullptr) ? nullptr :
                                     MoveRequest.IsUsingPathfinding() ? NavSys->GetNavDataForProps(GetNavAgentPropertiesRef()) :
                                     NavSys->GetAbstractNavData();

    if (NavData)
    {
        FVector GoalLocation = MoveRequest.GetGoalLocation();
        if (MoveRequest.IsMoveToActorRequest())
        {
            const INavAgentInterface* NavGoal = Cast<const INavAgentInterface>(MoveRequest.GetGoalActor());
            if (NavGoal)
            {
                const FVector Offset = NavGoal->GetMoveGoalOffset(this);
                GoalLocation = FQuatRotationTranslationMatrix(MoveRequest.GetGoalActor()->GetActorQuat(), NavGoal->GetNavAgentLocation()).TransformPosition(Offset);
            }
            else
            {
                GoalLocation = MoveRequest.GetGoalActor()->GetActorLocation();
            }
        }

        FSharedConstNavQueryFilter NavFilter = UNavigationQueryFilter::GetQueryFilter(*NavData, this, MoveRequest.GetNavigationFilter());
        Query = FPathFindingQuery(*this, *NavData, GetNavAgentLocation(), GoalLocation, NavFilter);
        Query.SetAllowPartialPaths(MoveRequest.IsUsingPartialPaths());

        if (PathFollowingComponent)
        {
            PathFollowingComponent->OnPathfindingQuery(Query);
        }

        bResult = true;
    }
    else
    {
        UE_VLOG(this, LogAINavigation, Warning, TEXT("Unable to find NavigationData instance while calling AAIController::BuildPathfindingQuery"));
    }

    return bResult;
}
ARecastNavMesh* UGameplayDebuggingComponent::GetNavData()
{
    UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
    if (NavSys == NULL)
    {
        return NULL;
    }

    // Try to get the correct nav-mesh relative to the selected actor.
    APawn* TargetPawn = Cast<APawn>(TargetActor);
    if (TargetPawn != NULL)
    {
        const FNavAgentProperties* NavAgentProperties = TargetPawn->GetNavAgentProperties();
        if (NavAgentProperties != NULL)
        {
            return Cast<ARecastNavMesh>(NavSys->GetNavDataForProps(*NavAgentProperties));
        }
    }

    // If it wasn't found, just get the main nav-mesh data.
    return Cast<ARecastNavMesh>(NavSys->GetMainNavData(FNavigationSystem::DontCreate));
}
예제 #4
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bool AAIController::PreparePathfinding(const FAIMoveRequest& MoveRequest, FPathFindingQuery& Query)
{
	UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
	if (NavSys)
	{
		ANavigationData* NavData = MoveRequest.IsUsingPathfinding() ?
			NavSys->GetNavDataForProps(GetNavAgentPropertiesRef()) :
			NavSys->GetAbstractNavData();

		FVector GoalLocation = MoveRequest.GetGoalLocation();
		if (MoveRequest.HasGoalActor())
		{
			const INavAgentInterface* NavGoal = Cast<const INavAgentInterface>(MoveRequest.GetGoalActor());
			if (NavGoal)
			{
				const FVector Offset = NavGoal->GetMoveGoalOffset(this);
				GoalLocation = FRotationTranslationMatrix(MoveRequest.GetGoalActor()->GetActorRotation(), NavGoal->GetNavAgentLocation()).TransformPosition(Offset);
			}
			else
			{
				GoalLocation = MoveRequest.GetGoalActor()->GetActorLocation();
			}
		}

		Query = FPathFindingQuery(this, NavData, GetNavAgentLocation(), GoalLocation, UNavigationQueryFilter::GetQueryFilter(NavData, MoveRequest.GetNavigationFilter()));
		Query.SetAllowPartialPaths(MoveRequest.IsUsingPartialPaths());

		if (PathFollowingComponent)
		{
			PathFollowingComponent->OnPathfindingQuery(Query);
		}

		return true;
	}

	return false;
}
예제 #5
0
bool AAIController::PreparePathfinding(FPathFindingQuery& Query, const FVector& Dest, AActor* Goal, bool bUsePathfinding, TSubclassOf<class UNavigationQueryFilter> FilterClass)
{
	UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
	if (NavSys)
	{
		ANavigationData* NavData = bUsePathfinding ?
			NavSys->GetNavDataForProps(GetNavAgentPropertiesRef()) :
			NavSys->GetAbstractNavData();

		FVector GoalLocation = Dest;
		if (Goal)
		{
			const INavAgentInterface* NavGoal = Cast<const INavAgentInterface>(Goal);
			if (NavGoal)
			{
				const FVector Offset = NavGoal->GetMoveGoalOffset(this);
				GoalLocation = FRotationTranslationMatrix(Goal->GetActorRotation(), NavGoal->GetNavAgentLocation()).TransformPosition(Offset);
			}
			else
			{
				GoalLocation = Goal->GetActorLocation();
			}
		}

		Query = FPathFindingQuery(this, NavData, GetNavAgentLocation(), GoalLocation, UNavigationQueryFilter::GetQueryFilter(NavData, FilterClass));

		if (PathFollowingComponent)
		{
			PathFollowingComponent->OnPathfindingQuery(Query);
		}

		return true;
	}

	return false;
}
void FGameplayDebuggerCategory_AI::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
	APawn* MyPawn = Cast<APawn>(DebugActor);
	ACharacter* MyChar = Cast<ACharacter>(MyPawn);
	DataPack.PawnName = MyPawn ? MyPawn->GetHumanReadableName() : FString(TEXT("{red}No selected pawn."));
	DataPack.bIsUsingCharacter = (MyChar != nullptr);

	AAIController* MyController = MyPawn ? Cast<AAIController>(MyPawn->Controller) : nullptr;
	DataPack.bHasController = (MyController != nullptr);
	if (MyController)
	{
		if (MyController->IsPendingKill() == false)
		{
			DataPack.ControllerName = MyController->GetName();
		}
		else
		{
			DataPack.ControllerName = TEXT("Controller PENDING KILL");
		}
	}
	else
	{
		DataPack.ControllerName = TEXT("No Controller");
	}

	if (MyPawn && !MyPawn->IsPendingKill())
	{
		UCharacterMovementComponent* CharMovementComp = MyChar ? MyChar->GetCharacterMovement() : nullptr;
		if (CharMovementComp)
		{
			UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
			AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
			DataPack.MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : FString(TEXT("None"));
			DataPack.MovementModeInfo = CharMovementComp->GetMovementName();
		}

		UBehaviorTreeComponent* BehaviorComp = MyController ? Cast<UBehaviorTreeComponent>(MyController->BrainComponent) : nullptr;
		DataPack.bIsUsingBehaviorTree = (BehaviorComp != nullptr);
		if (BehaviorComp)
		{
			DataPack.CurrentAITask = BehaviorComp->DescribeActiveTasks();
			DataPack.CurrentAIState = BehaviorComp->IsRunning() ? TEXT("Running") : BehaviorComp->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
			DataPack.CurrentAIAssets = BehaviorComp->DescribeActiveTrees();
		}

		UGameplayTasksComponent* TasksComponent = MyController ? MyController->GetGameplayTasksComponent() : nullptr;
		DataPack.bIsUsingGameplayTasks = (TasksComponent != nullptr);
		if (TasksComponent)
		{
			for (FConstGameplayTaskIterator It = TasksComponent->GetTickingTaskIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TickingTaskInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTickingTasks++;
				}
			}

			for (FConstGameplayTaskIterator It = TasksComponent->GetPriorityQueueIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TaskQueueInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTasksInQueue++;
				}
			}
		}

		DataPack.MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : FString();

		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
		const ANavigationData* NavData = MyController && NavSys ? NavSys->GetNavDataForProps(MyController->GetNavAgentPropertiesRef()) : nullptr;
		DataPack.NavDataInfo = NavData ? NavData->GetConfig().Name.ToString() : FString();

		CollectPathData(MyController);
	}
	else
	{
		PathDataPack.PathCorridor.Reset();
		PathDataPack.PathPoints.Reset();
	}
}