using UnityEngine; using Unity.Collections; using Unity.Mathematics; using Unity.Jobs; using Unity.Burst; namespace Pathfinding.Graphs.Navmesh.Voxelization.Burst { using Pathfinding.Util; using Unity.Collections.LowLevel.Unsafe; using Pathfinding.Collections; public struct RasterizationMesh { public UnsafeSpan vertices; public UnsafeSpan triangles; public int area; /// World bounds of the mesh. Assumed to already be multiplied with the matrix public Bounds bounds; public Matrix4x4 matrix; /// /// If true then the mesh will be treated as solid and its interior will be unwalkable. /// The unwalkable region will be the minimum to maximum y coordinate in each cell. /// public bool solid; /// If true, both sides of the mesh will be walkable. If false, only the side that the normal points towards will be walkable public bool doubleSided; /// If true, the will be interpreted as a node tag and applied to the final nodes public bool areaIsTag; /// /// If true, the mesh will be flattened to the base of the graph during rasterization. /// /// This is intended for rasterizing 2D meshes which always lie in a single plane. /// /// This will also cause unwalkable spans have precedence over walkable ones at all times, instead of /// only when the unwalkable span is sufficiently high up over a walkable span. Since when flattening, /// "sufficiently high up" makes no sense. /// public bool flatten; } [BurstCompile(CompileSynchronously = true)] public struct JobVoxelize : IJob { [ReadOnly] public NativeArray inputMeshes; [ReadOnly] public NativeArray bucket; /// Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx] public int voxelWalkableClimb; /// /// Minimum floor to 'ceiling' height that will still allow the floor area to /// be considered walkable. [Limit: >= 3] [Units: vx] /// public uint voxelWalkableHeight; /// The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu] public float cellSize; /// The y-axis cell size to use for fields. [Limit: > 0] [Units: wu] public float cellHeight; /// The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees] public float maxSlope; public Matrix4x4 graphTransform; public Bounds graphSpaceBounds; public Vector2 graphSpaceLimits; public LinkedVoxelField voxelArea; public void Execute () { // Transform from voxel space to graph space. // then scale from voxel space (one unit equals one voxel) // Finally add min Matrix4x4 voxelMatrix = Matrix4x4.TRS(graphSpaceBounds.min, Quaternion.identity, Vector3.one) * Matrix4x4.Scale(new Vector3(cellSize, cellHeight, cellSize)); // Transform from voxel space to world space // add half a voxel to fix rounding var transform = graphTransform * voxelMatrix * Matrix4x4.Translate(new Vector3(0.5f, 0, 0.5f)); var world2voxelMatrix = transform.inverse; // Cosine of the slope limit in voxel space (some tweaks are needed because the voxel space might be stretched out along the y axis) float slopeLimit = math.cos(math.atan((cellSize/cellHeight)*math.tan(maxSlope*Mathf.Deg2Rad))); // Temporary arrays used for rasterization var clipperOrig = new VoxelPolygonClipper(); var clipperX1 = new VoxelPolygonClipper(); var clipperX2 = new VoxelPolygonClipper(); var clipperZ1 = new VoxelPolygonClipper(); var clipperZ2 = new VoxelPolygonClipper(); // Find the largest lengths of vertex arrays and check for meshes which can be skipped int maxVerts = 0; for (int m = 0; m < bucket.Length; m++) { maxVerts = math.max(inputMeshes[bucket[m]].vertices.Length, maxVerts); } // Create buffer, here vertices will be stored multiplied with the local-to-voxel-space matrix var verts = new NativeArray(maxVerts, Allocator.Temp, NativeArrayOptions.UninitializedMemory); int width = voxelArea.width; int depth = voxelArea.depth; // These will be width-1 and depth-1 respectively for all but the last tile row and column of the graph var cropX = Mathf.Min(width - 1, float.IsPositiveInfinity(graphSpaceLimits.x) ? int.MaxValue : Mathf.CeilToInt((graphSpaceLimits.x - graphSpaceBounds.min.x) / cellSize)); var cropZ = Mathf.Min(depth - 1, float.IsPositiveInfinity(graphSpaceLimits.y) ? int.MaxValue : Mathf.CeilToInt((graphSpaceLimits.y - graphSpaceBounds.min.z) / cellSize)); // This loop is the hottest place in the whole rasterization process // it usually accounts for around 50% of the time for (int m = 0; m < bucket.Length; m++) { RasterizationMesh mesh = inputMeshes[bucket[m]]; var meshMatrix = mesh.matrix; // Flip the orientation of all faces if the mesh is scaled in such a way // that the face orientations would change // This happens for example if a mesh has a negative scale along an odd number of axes // e.g it happens for the scale (-1, 1, 1) but not for (-1, -1, 1) or (1,1,1) var flipOrientation = VectorMath.ReversesFaceOrientations(meshMatrix); var vs = mesh.vertices; var tris = mesh.triangles; // Transform vertices first to world space and then to voxel space var localToVoxelMatrix = (float4x4)(world2voxelMatrix * mesh.matrix); for (int i = 0; i < vs.Length; i++) verts[i] = math.transform(localToVoxelMatrix, vs[i]); int mesharea = mesh.area; if (mesh.areaIsTag) { mesharea |= VoxelUtilityBurst.TagReg; } var meshBounds = new IntRect(); for (int i = 0; i < tris.Length; i += 3) { float3 p1 = verts[tris[i]]; float3 p2 = verts[tris[i+1]]; float3 p3 = verts[tris[i+2]]; if (flipOrientation) { var tmp = p1; p1 = p3; p3 = tmp; } int minX = (int)math.min(math.min(p1.x, p2.x), p3.x); int minZ = (int)math.min(math.min(p1.z, p2.z), p3.z); int maxX = (int)math.ceil(math.max(math.max(p1.x, p2.x), p3.x)); int maxZ = (int)math.ceil(math.max(math.max(p1.z, p2.z), p3.z)); // Check if the mesh is completely out of bounds if (minX > cropX || minZ > cropZ || maxX < 0 || maxZ < 0) continue; minX = math.clamp(minX, 0, cropX); maxX = math.clamp(maxX, 0, cropX); minZ = math.clamp(minZ, 0, cropZ); maxZ = math.clamp(maxZ, cropZ, cropZ); if (i == 0) meshBounds = new IntRect(minX, minZ, minX, minZ); meshBounds.xmin = math.min(meshBounds.xmin, minX); meshBounds.xmax = math.max(meshBounds.xmax, maxX); meshBounds.ymin = math.min(meshBounds.ymin, minZ); meshBounds.ymax = math.max(meshBounds.ymax, maxZ); // Check max slope float3 normal = math.cross(p2-p1, p3-p1); float cosSlopeAngle = math.normalizesafe(normal).y; if (mesh.doubleSided) cosSlopeAngle = math.abs(cosSlopeAngle); int area = cosSlopeAngle < slopeLimit ? CompactVoxelField.UnwalkableArea : 1 + mesharea; clipperOrig[0] = p1; clipperOrig[1] = p2; clipperOrig[2] = p3; clipperOrig.n = 3; for (int x = minX; x <= maxX; x++) { clipperOrig.ClipPolygonAlongX(ref clipperX1, 1f, -x+0.5f); if (clipperX1.n < 3) { continue; } clipperX1.ClipPolygonAlongX(ref clipperX2, -1F, x+0.5F); if (clipperX2.n < 3) { continue; } float clampZ1, clampZ2; unsafe { clampZ1 = clampZ2 = clipperX2.z[0]; for (int q = 1; q < clipperX2.n; q++) { float val = clipperX2.z[q]; clampZ1 = math.min(clampZ1, val); clampZ2 = math.max(clampZ2, val); } } int clampZ1I = math.clamp((int)math.round(clampZ1), 0, cropX); int clampZ2I = math.clamp((int)math.round(clampZ2), 0, cropZ); for (int z = clampZ1I; z <= clampZ2I; z++) { clipperX2.ClipPolygonAlongZWithYZ(ref clipperZ1, 1F, -z+0.5F); if (clipperZ1.n < 3) { continue; } clipperZ1.ClipPolygonAlongZWithY(ref clipperZ2, -1F, z+0.5F); if (clipperZ2.n < 3) { continue; } if (mesh.flatten) { voxelArea.AddFlattenedSpan(z*width+x, area); } else { float sMin, sMax; unsafe { var u = clipperZ2.y[0]; sMin = sMax = u; for (int q = 1; q < clipperZ2.n; q++) { float val = clipperZ2.y[q]; sMin = math.min(sMin, val); sMax = math.max(sMax, val); } } int maxi = (int)math.ceil(sMax); // Make sure mini >= 0 int mini = (int)sMin; // Make sure the span is at least 1 voxel high maxi = math.max(mini+1, maxi); voxelArea.AddLinkedSpan(z*width+x, mini, maxi, area, voxelWalkableClimb, m); } } } } if (mesh.solid) { for (int z = meshBounds.ymin; z <= meshBounds.ymax; z++) { for (int x = meshBounds.xmin; x <= meshBounds.xmax; x++) { voxelArea.ResolveSolid(z*voxelArea.width + x, m, voxelWalkableClimb); } } } } } } [BurstCompile(CompileSynchronously = true)] struct JobBuildCompactField : IJob { public LinkedVoxelField input; public CompactVoxelField output; public void Execute () { output.BuildFromLinkedField(input); } } [BurstCompile(CompileSynchronously = true)] struct JobBuildConnections : IJob { public CompactVoxelField field; public int voxelWalkableHeight; public int voxelWalkableClimb; public void Execute () { int wd = field.width*field.depth; // Build voxel connections for (int z = 0, pz = 0; z < wd; z += field.width, pz++) { for (int x = 0; x < field.width; x++) { CompactVoxelCell c = field.cells[x+z]; for (int i = (int)c.index, ni = (int)(c.index+c.count); i < ni; i++) { CompactVoxelSpan s = field.spans[i]; s.con = 0xFFFFFFFF; for (int d = 0; d < 4; d++) { int nx = x+VoxelUtilityBurst.DX[d]; int nz = z+VoxelUtilityBurst.DZ[d]*field.width; if (nx < 0 || nz < 0 || nz >= wd || nx >= field.width) { continue; } CompactVoxelCell nc = field.cells[nx+nz]; for (int k = nc.index, nk = (int)(nc.index+nc.count); k < nk; k++) { CompactVoxelSpan ns = field.spans[k]; int bottom = System.Math.Max(s.y, ns.y); int top = System.Math.Min((int)s.y+(int)s.h, (int)ns.y+(int)ns.h); if ((top-bottom) >= voxelWalkableHeight && System.Math.Abs((int)ns.y - (int)s.y) <= voxelWalkableClimb) { uint connIdx = (uint)k - (uint)nc.index; if (connIdx > CompactVoxelField.MaxLayers) { #if ENABLE_UNITY_COLLECTIONS_CHECKS throw new System.Exception("Too many layers"); #else break; #endif } s.SetConnection(d, connIdx); break; } } } field.spans[i] = s; } } } } } [BurstCompile(CompileSynchronously = true)] struct JobErodeWalkableArea : IJob { public CompactVoxelField field; public int radius; public void Execute () { var distances = new NativeArray(field.spans.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory); VoxelUtilityBurst.CalculateDistanceField(field, distances); for (int i = 0; i < distances.Length; i++) { // Note multiplied with 2 because the distance field increments distance by 2 for each voxel (and 3 for diagonal) if (distances[i] < radius*2) { field.areaTypes[i] = CompactVoxelField.UnwalkableArea; } } } } [BurstCompile(CompileSynchronously = true)] struct JobBuildDistanceField : IJob { public CompactVoxelField field; public NativeList output; public void Execute () { var distances = new NativeArray(field.spans.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory); VoxelUtilityBurst.CalculateDistanceField(field, distances); output.ResizeUninitialized(field.spans.Length); VoxelUtilityBurst.BoxBlur(field, distances, output.AsArray()); } } [BurstCompile(CompileSynchronously = true)] struct JobFilterLowHeightSpans : IJob { public LinkedVoxelField field; public uint voxelWalkableHeight; public void Execute () { int wd = field.width*field.depth; //Filter all ledges var spans = field.linkedSpans; for (int z = 0, pz = 0; z < wd; z += field.width, pz++) { for (int x = 0; x < field.width; x++) { for (int s = z+x; s != -1 && spans[s].bottom != LinkedVoxelField.InvalidSpanValue; s = spans[s].next) { uint bottom = spans[s].top; uint top = spans[s].next != -1 ? spans[spans[s].next].bottom : LinkedVoxelField.MaxHeight; if (top - bottom < voxelWalkableHeight) { var span = spans[s]; span.area = CompactVoxelField.UnwalkableArea; spans[s] = span; } } } } } } [BurstCompile(CompileSynchronously = true)] struct JobFilterLedges : IJob { public LinkedVoxelField field; public uint voxelWalkableHeight; public int voxelWalkableClimb; public float cellSize; public float cellHeight; // Code almost completely ripped from Recast public void Execute () { // Use an UnsafeSpan to be able to use the ref-return values in order to directly assign fields on spans. var spans = field.linkedSpans.AsUnsafeSpan(); int wd = field.width*field.depth; int width = field.width; // Filter all ledges for (int z = 0, pz = 0; z < wd; z += width, pz++) { for (int x = 0; x < width; x++) { if (spans[x+z].bottom == LinkedVoxelField.InvalidSpanValue) continue; for (int s = x+z; s != -1; s = spans[s].next) { // Skip non-walkable spans if (spans[s].area == CompactVoxelField.UnwalkableArea) { continue; } // Points on the edge of the voxel field will always have at least 1 out-of-bounds neighbour if (x == 0 || z == 0 || z == (wd-width) || x == (width-1)) { spans[s].area = CompactVoxelField.UnwalkableArea; continue; } int bottom = (int)spans[s].top; int top = spans[s].next != -1 ? (int)spans[spans[s].next].bottom : (int)LinkedVoxelField.MaxHeight; // Find neighbours' minimum height. int minNeighborHeight = (int)LinkedVoxelField.MaxHeight; // Min and max height of accessible neighbours. int accessibleNeighborMinHeight = (int)spans[s].top; int accessibleNeighborMaxHeight = accessibleNeighborMinHeight; for (int d = 0; d < 4; d++) { int nx = x + VoxelUtilityBurst.DX[d]; int nz = z + VoxelUtilityBurst.DZ[d]*width; int nsx = nx+nz; int nbottom = -voxelWalkableClimb; int ntop = spans[nsx].bottom != LinkedVoxelField.InvalidSpanValue ? (int)spans[nsx].bottom : (int)LinkedVoxelField.MaxHeight; // Skip neighbour if the gap between the spans is too small. if (math.min(top, ntop) - math.max(bottom, nbottom) > voxelWalkableHeight) { minNeighborHeight = math.min(minNeighborHeight, nbottom - bottom); } // Loop through the rest of the spans if (spans[nsx].bottom != LinkedVoxelField.InvalidSpanValue) { for (int ns = nsx; ns != -1; ns = spans[ns].next) { ref var nSpan = ref spans[ns]; nbottom = (int)nSpan.top; // Break the loop if it is no longer possible for the spans to overlap. // This is purely a performance optimization if (nbottom > top - voxelWalkableHeight) break; ntop = nSpan.next != -1 ? (int)spans[nSpan.next].bottom : (int)LinkedVoxelField.MaxHeight; // Check the overlap of the ranges (bottom,top) and (nbottom,ntop) // This is the minimum height when moving from the top surface of span #s to the top surface of span #ns if (math.min(top, ntop) - math.max(bottom, nbottom) > voxelWalkableHeight) { minNeighborHeight = math.min(minNeighborHeight, nbottom - bottom); // Find min/max accessible neighbour height. if (math.abs(nbottom - bottom) <= voxelWalkableClimb) { if (nbottom < accessibleNeighborMinHeight) { accessibleNeighborMinHeight = nbottom; } if (nbottom > accessibleNeighborMaxHeight) { accessibleNeighborMaxHeight = nbottom; } } } } } } // The current span is close to a ledge if the drop to any // neighbour span is less than the walkableClimb. // Additionally, if the difference between all neighbours is too large, // we are at steep slope: mark the span as ledge. if (minNeighborHeight < -voxelWalkableClimb || (accessibleNeighborMaxHeight - accessibleNeighborMinHeight) > voxelWalkableClimb) { spans[s].area = CompactVoxelField.UnwalkableArea; } } } } } } }