using UnityEngine; using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; using Pathfinding.Jobs; using UnityEngine.Assertions; namespace Pathfinding.Graphs.Grid.Jobs { /// /// Calculates erosion. /// Note that to ensure that connections are completely up to date after updating a node you /// have to calculate the connections for both the changed node and its neighbours. /// /// In a layered grid graph, this will recalculate the connections for all nodes /// in the (x,z) cell (it may have multiple layers of nodes). /// /// See: CalculateConnections(GridNodeBase) /// [BurstCompile] public struct JobErosion : IJob where AdjacencyMapper : GridAdjacencyMapper, new() { public IntBounds bounds; public IntBounds writeMask; public NumNeighbours neighbours; public int erosion; public bool erosionUsesTags; public int erosionStartTag; [ReadOnly] public NativeArray nodeConnections; [ReadOnly] public NativeArray nodeWalkable; [WriteOnly] public NativeArray outNodeWalkable; public NativeArray nodeTags; public int erosionTagsPrecedenceMask; // Note: the first 3 connections are to nodes with a higher x or z coordinate // The last 3 connections are to nodes with a lower x or z coordinate // This is required for the grassfire transform to work properly // This is a permutation of GridGraph.hexagonNeighbourIndices static readonly int[] hexagonNeighbourIndices = { 1, 2, 5, 0, 3, 7 }; public void Execute () { var slice = new Slice3D(bounds, bounds); var size = slice.slice.size; slice.AssertMatchesOuter(nodeConnections); slice.AssertMatchesOuter(nodeWalkable); slice.AssertMatchesOuter(outNodeWalkable); slice.AssertMatchesOuter(nodeTags); Assert.IsTrue(bounds.Contains(writeMask)); var(outerStrideX, outerStrideY, outerStrideZ) = slice.outerStrides; var(innerStrideX, innerStrideY, innerStrideZ) = slice.innerStrides; NativeArray neighbourOffsets = new NativeArray(8, Allocator.Temp, NativeArrayOptions.UninitializedMemory); for (int i = 0; i < 8; i++) neighbourOffsets[i] = GridGraph.neighbourZOffsets[i] * innerStrideZ + GridGraph.neighbourXOffsets[i] * innerStrideX; var erosionDistances = new NativeArray(slice.length, Allocator.Temp, NativeArrayOptions.ClearMemory); var adjacencyMapper = new AdjacencyMapper(); var layers = adjacencyMapper.LayerCount(slice.slice); var outerOffset = slice.outerStartIndex; if (neighbours == NumNeighbours.Six) { // Use the grassfire transform: https://en.wikipedia.org/wiki/Grassfire_transform extended to hexagonal graphs for (int z = 1; z < size.z - 1; z++) { for (int x = 1; x < size.x - 1; x++) { for (int y = 0; y < layers; y++) { // Note: This is significantly faster than using csum, because burst can optimize it better int outerIndex = z * outerStrideZ + x * outerStrideX + y * outerStrideY + outerOffset; var innerIndexXZ = z * innerStrideZ + x * innerStrideX; int innerIndex = innerIndexXZ + y * innerStrideY; int v = int.MaxValue; for (int i = 3; i < 6; i++) { int connection = hexagonNeighbourIndices[i]; if (!adjacencyMapper.HasConnection(outerIndex, connection, nodeConnections)) v = -1; else v = math.min(v, erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, connection, nodeConnections, neighbourOffsets, innerStrideY)]); } erosionDistances[innerIndex] = v + 1; } } } for (int z = size.z - 2; z > 0; z--) { for (int x = size.x - 2; x > 0; x--) { for (int y = 0; y < layers; y++) { int outerIndex = z * outerStrideZ + x * outerStrideX + y * outerStrideY + outerOffset; var innerIndexXZ = z * innerStrideZ + x * innerStrideX; int innerIndex = innerIndexXZ + y * innerStrideY; int v = int.MaxValue; for (int i = 3; i < 6; i++) { int connection = hexagonNeighbourIndices[i]; if (!adjacencyMapper.HasConnection(outerIndex, connection, nodeConnections)) v = -1; else v = math.min(v, erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, connection, nodeConnections, neighbourOffsets, innerStrideY)]); } erosionDistances[innerIndex] = math.min(erosionDistances[innerIndex], v + 1); } } } } else { /* Index offset to get neighbour nodes. Added to a node's index to get a neighbour node index. * * \code * Z * | * | * * 6 2 5 * \ | / * -- 3 - X - 1 ----- X * / | \ * 7 0 4 * * | * | * \endcode */ const int DirectionDown = 0; const int DirectionRight = 1; const int DirectionUp = 2; const int DirectionLeft = 3; // Use the grassfire transform: https://en.wikipedia.org/wiki/Grassfire_transform for (int z = 1; z < size.z - 1; z++) { for (int x = 1; x < size.x - 1; x++) { for (int y = 0; y < layers; y++) { int outerIndex = z * outerStrideZ + x * outerStrideX + y * outerStrideY + outerOffset; var innerIndexXZ = z * innerStrideZ + x * innerStrideX; int innerIndex = innerIndexXZ + y * innerStrideY; var v1 = -1; if (adjacencyMapper.HasConnection(outerIndex, DirectionDown, nodeConnections)) v1 = erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, DirectionDown, nodeConnections, neighbourOffsets, innerStrideY)]; var v2 = -1; if (adjacencyMapper.HasConnection(outerIndex, DirectionLeft, nodeConnections)) v2 = erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, DirectionLeft, nodeConnections, neighbourOffsets, innerStrideY)]; erosionDistances[innerIndex] = math.min(v1, v2) + 1; } } } for (int z = size.z - 2; z > 0; z--) { for (int x = size.x - 2; x > 0; x--) { for (int y = 0; y < layers; y++) { int outerIndex = z * outerStrideZ + x * outerStrideX + y * outerStrideY + outerOffset; var innerIndexXZ = z * innerStrideZ + x * innerStrideX; int innerIndex = innerIndexXZ + y * innerStrideY; var v1 = -1; if (adjacencyMapper.HasConnection(outerIndex, DirectionUp, nodeConnections)) v1 = erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, DirectionUp, nodeConnections, neighbourOffsets, innerStrideY)]; var v2 = -1; if (adjacencyMapper.HasConnection(outerIndex, DirectionRight, nodeConnections)) v2 = erosionDistances[adjacencyMapper.GetNeighbourIndex(innerIndexXZ, innerIndex, DirectionRight, nodeConnections, neighbourOffsets, innerStrideY)]; erosionDistances[innerIndex] = math.min(erosionDistances[outerIndex], math.min(v1, v2) + 1); } } } } var relativeWriteMask = writeMask.Offset(-bounds.min); // Erosion tags are allowed to overwrite the ones the user specifies, as well as the ones that are already reserved for erosion. for (int i = erosionStartTag; i < erosionStartTag + erosion; i++) erosionTagsPrecedenceMask |= 1 << i; for (int y = relativeWriteMask.min.y; y < relativeWriteMask.max.y; y++) { for (int z = relativeWriteMask.min.z; z < relativeWriteMask.max.z; z++) { for (int x = relativeWriteMask.min.x; x < relativeWriteMask.max.x; x++) { int outerIndex = x * outerStrideX + y * outerStrideY + z * outerStrideZ + outerOffset; int innerIndex = x * innerStrideX + y * innerStrideY + z * innerStrideZ; if (erosionUsesTags) { var prevTag = nodeTags[outerIndex]; outNodeWalkable[outerIndex] = nodeWalkable[outerIndex]; if (erosionDistances[innerIndex] < erosion) { if (((erosionTagsPrecedenceMask >> prevTag) & 0x1) != 0) { nodeTags[outerIndex] = nodeWalkable[outerIndex] ? math.min(GraphNode.MaxTagIndex, erosionDistances[innerIndex] + erosionStartTag) : 0; } } else if (prevTag >= erosionStartTag && prevTag < erosionStartTag + erosion) { // If the node already had a tag that was reserved for erosion, but it shouldn't have that tag, then we remove it. nodeTags[outerIndex] = 0; } } else { outNodeWalkable[outerIndex] = nodeWalkable[outerIndex] & (erosionDistances[innerIndex] >= erosion); } } } } } } }