99 lines
3.9 KiB
C#

using Pathfinding.Util;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
using Pathfinding.Collections;
using Pathfinding.Sync;
namespace Pathfinding.Graphs.Navmesh.Jobs {
/// <summary>
/// Builds tiles from raw mesh vertices and indices.
///
/// This job takes the following steps:
/// - Transform all vertices using the <see cref="meshToGraph"/> matrix.
/// - Remove duplicate vertices
/// - If <see cref="recalculateNormals"/> is enabled: ensure all triangles are laid out in the clockwise direction.
/// </summary>
[BurstCompile(FloatMode = FloatMode.Default)]
public struct JobBuildTileMeshFromVertices : IJob {
public NativeArray<Vector3> vertices;
public NativeArray<int> indices;
public Matrix4x4 meshToGraph;
public NativeArray<TileMesh.TileMeshUnsafe> outputBuffers;
public bool recalculateNormals;
[BurstCompile(FloatMode = FloatMode.Fast)]
public struct JobTransformTileCoordinates : IJob {
public NativeArray<Vector3> vertices;
public NativeArray<Int3> outputVertices;
public Matrix4x4 matrix;
public void Execute () {
if (vertices.Length != outputVertices.Length) throw new System.ArgumentException("Input and output arrays must have the same length");
for (int i = 0; i < vertices.Length; i++) {
outputVertices[i] = (Int3)matrix.MultiplyPoint3x4(vertices[i]);
}
}
}
public static Promise<TileBuilder.TileBuilderOutput> Schedule (NativeArray<Vector3> vertices, NativeArray<int> indices, Matrix4x4 meshToGraph, bool recalculateNormals) {
if (vertices.Length > NavmeshBase.VertexIndexMask) throw new System.ArgumentException("Too many vertices in the navmesh graph. Provided " + vertices.Length + ", but the maximum number of vertices per tile is " + NavmeshBase.VertexIndexMask + ". You can raise this limit by enabling ASTAR_RECAST_LARGER_TILES in the A* Inspector Optimizations tab");
var outputBuffers = new NativeArray<TileMesh.TileMeshUnsafe>(1, Allocator.Persistent);
var job = new JobBuildTileMeshFromVertices {
vertices = vertices,
indices = indices,
meshToGraph = meshToGraph,
outputBuffers = outputBuffers,
recalculateNormals = recalculateNormals,
}.Schedule();
return new Promise<TileBuilder.TileBuilderOutput>(job, new TileBuilder.TileBuilderOutput {
// TODO: Tile world size is wrong
tileMeshes = new TileMeshesUnsafe(outputBuffers, new IntRect(0, 0, 0, 0), new Vector2(100000, 100000)),
});
}
public void Execute () {
var int3vertices = new NativeList<Int3>(vertices.Length, Allocator.Temp);
int3vertices.Length = vertices.Length;
var tags = new NativeList<int>(indices.Length / 3, Allocator.Temp);
tags.Length = indices.Length / 3;
var triangles = new NativeList<int>(indices.Length, Allocator.Temp);
triangles.AddRange(indices);
new JobTransformTileCoordinates {
vertices = vertices,
outputVertices = int3vertices.AsArray(),
matrix = meshToGraph,
}.Execute();
unsafe {
UnityEngine.Assertions.Assert.IsTrue(this.outputBuffers.Length == 1);
var tile = (TileMesh.TileMeshUnsafe*) this.outputBuffers.GetUnsafePtr();
new MeshUtility.JobRemoveDuplicateVertices {
vertices = int3vertices,
triangles = triangles,
tags = tags,
}.Execute();
// Convert the buffers to spans that own their memory.
// The spans may be smaller than the underlaying allocation,
// but the whole allocation will be freed using the span's Free method.
tile->verticesInTileSpace = int3vertices.AsUnsafeSpan<Int3>().Clone(Allocator.Persistent);
tile->triangles = triangles.AsUnsafeSpan<int>().Clone(Allocator.Persistent);
tile->tags = tags.AsUnsafeSpan().Reinterpret<uint>().Clone(Allocator.Persistent);
if (recalculateNormals) {
MeshUtility.MakeTrianglesClockwise(ref tile->verticesInTileSpace, ref tile->triangles);
}
}
int3vertices.Dispose();
}
}
}