152 lines
5.1 KiB
C#
152 lines
5.1 KiB
C#
using UnityEngine;
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using UnityEngine.AI;
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namespace InfiniteWorld.VoxelWorld.Contracts
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{
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/// <summary>
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/// Captures the nav-relevant state of one chunk at a specific version so sidecar systems can rebuild from immutable inputs.
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/// </summary>
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public readonly struct ChunkNavSourceSnapshot
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{
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public ChunkNavSourceSnapshot(Vector2Int coord, int version, ChunkNavBuildSourceDescriptor[] sources)
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{
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Coord = coord;
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Version = version;
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Sources = sources;
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}
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/// <summary>
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/// Chunk coordinate this snapshot was produced for.
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/// </summary>
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public Vector2Int Coord { get; }
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/// <summary>
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/// Version of the chunk runtime state used to generate this snapshot.
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/// </summary>
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public int Version { get; }
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/// <summary>
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/// Stable nav build descriptors derived from the chunk's current geometry.
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/// </summary>
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public ChunkNavBuildSourceDescriptor[] Sources { get; }
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}
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/// <summary>
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/// Describes one build source in a format that can be consumed without direct references to world internals or scene scans.
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/// </summary>
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public readonly struct ChunkNavBuildSourceDescriptor
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{
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public ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape shape, Matrix4x4 transform, Vector3 size, Mesh mesh, int area)
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{
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Shape = shape;
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Transform = transform;
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Size = size;
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Mesh = mesh;
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Area = area;
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}
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/// <summary>
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/// Unity NavMesh source shape represented by this descriptor.
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/// </summary>
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public NavMeshBuildSourceShape Shape { get; }
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/// <summary>
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/// World transform used when the descriptor is converted into a runtime build source.
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/// </summary>
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public Matrix4x4 Transform { get; }
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/// <summary>
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/// Source size for primitive shapes such as box-based ground coverage.
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/// </summary>
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public Vector3 Size { get; }
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/// <summary>
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/// Source mesh for mesh-based obstacles or walkable surfaces when applicable.
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/// </summary>
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public Mesh Mesh { get; }
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/// <summary>
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/// Nav area assigned to the resulting build source.
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/// </summary>
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public int Area { get; }
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/// <summary>
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/// Creates a compact descriptor for box-based chunk geometry such as ground slabs.
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/// </summary>
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public static ChunkNavBuildSourceDescriptor CreateBox(Matrix4x4 transform, Vector3 size, int area = 0)
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{
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return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Box, transform, size, null, area);
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}
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/// <summary>
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/// Creates a compact descriptor for mesh-based chunk geometry such as carved terrain or obstacles.
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/// </summary>
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public static ChunkNavBuildSourceDescriptor CreateMesh(Matrix4x4 transform, Mesh mesh, int area = 0)
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{
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return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Mesh, transform, Vector3.zero, mesh, area);
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}
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}
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/// <summary>
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/// Represents one gameplay-driven point that should influence nav coverage planning and clustering.
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/// </summary>
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public readonly struct WorldInterestPoint
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{
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public WorldInterestPoint(Vector3 position, float priority, WorldInterestKind kind)
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{
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Position = position;
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Priority = priority;
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Kind = kind;
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}
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/// <summary>
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/// World position the planner should consider when shaping coverage.
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/// </summary>
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public Vector3 Position { get; }
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/// <summary>
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/// Relative weight used to prioritize coverage near more important interest points.
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/// </summary>
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public float Priority { get; }
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/// <summary>
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/// Category of interest so diagnostics can distinguish players, spawn anchors, hints and future AI sources.
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/// </summary>
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public WorldInterestKind Kind { get; }
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}
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/// <summary>
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/// Lightweight read-model snapshot describing one currently managed nav coverage window.
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/// </summary>
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public readonly struct NavCoverageWindowSnapshot
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{
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public NavCoverageWindowSnapshot(int id, Bounds bounds, NavCoverageState state, int interestCount)
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{
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Id = id;
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Bounds = bounds;
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State = state;
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InterestCount = interestCount;
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}
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/// <summary>
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/// Stable runtime identifier of the coverage window.
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/// </summary>
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public int Id { get; }
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/// <summary>
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/// World-space bounds the window currently covers for pathing readiness.
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/// </summary>
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public Bounds Bounds { get; }
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/// <summary>
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/// Current lifecycle state of the window in the build scheduler.
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/// </summary>
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public NavCoverageState State { get; }
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/// <summary>
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/// Number of interest points currently collapsed into this window.
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/// </summary>
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public int InterestCount { get; }
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}
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}
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