289 lines
11 KiB
C#

using Pathfinding.Jobs;
using Pathfinding.Util;
using Pathfinding.Graphs.Navmesh.Voxelization.Burst;
using Pathfinding.Collections;
using Unity.Burst;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using UnityEngine;
using Unity.Profiling;
namespace Pathfinding.Graphs.Navmesh.Jobs {
/// <summary>
/// Scratch space for building navmesh tiles using voxelization.
///
/// This uses quite a lot of memory, so it is used by a single worker thread for multiple tiles in order to minimize allocations.
/// </summary>
public struct TileBuilderBurst : IArenaDisposable {
public LinkedVoxelField linkedVoxelField;
public CompactVoxelField compactVoxelField;
public NativeList<ushort> distanceField;
public NativeQueue<Int3> tmpQueue1;
public NativeQueue<Int3> tmpQueue2;
public NativeList<VoxelContour> contours;
public NativeList<int> contourVertices;
public VoxelMesh voxelMesh;
public TileBuilderBurst (int width, int depth, int voxelWalkableHeight, int maximumVoxelYCoord) {
linkedVoxelField = new LinkedVoxelField(width, depth, maximumVoxelYCoord);
compactVoxelField = new CompactVoxelField(width, depth, voxelWalkableHeight, Allocator.Persistent);
tmpQueue1 = new NativeQueue<Int3>(Allocator.Persistent);
tmpQueue2 = new NativeQueue<Int3>(Allocator.Persistent);
distanceField = new NativeList<ushort>(0, Allocator.Persistent);
contours = new NativeList<VoxelContour>(Allocator.Persistent);
contourVertices = new NativeList<int>(Allocator.Persistent);
voxelMesh = new VoxelMesh {
verts = new NativeList<Int3>(Allocator.Persistent),
tris = new NativeList<int>(Allocator.Persistent),
areas = new NativeList<int>(Allocator.Persistent),
};
}
void IArenaDisposable.DisposeWith (DisposeArena arena) {
arena.Add(linkedVoxelField);
arena.Add(compactVoxelField);
arena.Add(distanceField);
arena.Add(tmpQueue1);
arena.Add(tmpQueue2);
arena.Add(contours);
arena.Add(contourVertices);
arena.Add(voxelMesh);
}
}
/// <summary>
/// Builds tiles from a polygon soup using voxelization.
///
/// This job takes the following steps:
/// - Voxelize the input meshes
/// - Filter and process the resulting voxelization in various ways to remove unwanted artifacts and make it better suited for pathfinding.
/// - Extract a walkable surface from the voxelization.
/// - Triangulate this surface and create navmesh tiles from it.
///
/// This job uses work stealing to distribute the work between threads. The communication happens using a shared queue and the <see cref="currentTileCounter"/> atomic variable.
/// </summary>
[BurstCompile(CompileSynchronously = true)]
// TODO: [BurstCompile(FloatMode = FloatMode.Fast)]
public struct JobBuildTileMeshFromVoxels : IJob {
public TileBuilderBurst tileBuilder;
[ReadOnly]
public TileBuilder.BucketMapping inputMeshes;
[ReadOnly]
public NativeArray<Bounds> tileGraphSpaceBounds;
public Matrix4x4 voxelToTileSpace;
/// <summary>
/// Limits of the graph space bounds for the whole graph on the XZ plane.
///
/// Used to crop the border tiles to exactly the limits of the graph's bounding box.
/// </summary>
public Vector2 graphSpaceLimits;
[NativeDisableUnsafePtrRestriction]
public unsafe TileMesh.TileMeshUnsafe* outputMeshes;
/// <summary>Max number of tiles to process in this job</summary>
public int maxTiles;
public int voxelWalkableClimb;
public uint voxelWalkableHeight;
public float cellSize;
public float cellHeight;
public float maxSlope;
public RecastGraph.DimensionMode dimensionMode;
public RecastGraph.BackgroundTraversability backgroundTraversability;
public Matrix4x4 graphToWorldSpace;
public int characterRadiusInVoxels;
public int tileBorderSizeInVoxels;
public int minRegionSize;
public float maxEdgeLength;
public float contourMaxError;
[ReadOnly]
public NativeArray<JobBuildRegions.RelevantGraphSurfaceInfo> relevantGraphSurfaces;
public RecastGraph.RelevantGraphSurfaceMode relevantGraphSurfaceMode;
[NativeDisableUnsafePtrRestriction]
public unsafe int* currentTileCounter;
public void SetOutputMeshes (NativeArray<TileMesh.TileMeshUnsafe> arr) {
unsafe {
outputMeshes = (TileMesh.TileMeshUnsafe*)arr.GetUnsafeReadOnlyPtr();
}
}
public void SetCounter (NativeReference<int> counter) {
unsafe {
// Note: The pointer cast is only necessary when using early versions of the collections package.
currentTileCounter = (int*)counter.GetUnsafePtr();
}
}
private static readonly ProfilerMarker MarkerVoxelize = new ProfilerMarker("Voxelize");
private static readonly ProfilerMarker MarkerFilterLedges = new ProfilerMarker("FilterLedges");
private static readonly ProfilerMarker MarkerFilterLowHeightSpans = new ProfilerMarker("FilterLowHeightSpans");
private static readonly ProfilerMarker MarkerBuildCompactField = new ProfilerMarker("BuildCompactField");
private static readonly ProfilerMarker MarkerBuildConnections = new ProfilerMarker("BuildConnections");
private static readonly ProfilerMarker MarkerErodeWalkableArea = new ProfilerMarker("ErodeWalkableArea");
private static readonly ProfilerMarker MarkerBuildDistanceField = new ProfilerMarker("BuildDistanceField");
private static readonly ProfilerMarker MarkerBuildRegions = new ProfilerMarker("BuildRegions");
private static readonly ProfilerMarker MarkerBuildContours = new ProfilerMarker("BuildContours");
private static readonly ProfilerMarker MarkerBuildMesh = new ProfilerMarker("BuildMesh");
private static readonly ProfilerMarker MarkerConvertAreasToTags = new ProfilerMarker("ConvertAreasToTags");
private static readonly ProfilerMarker MarkerRemoveDuplicateVertices = new ProfilerMarker("RemoveDuplicateVertices");
private static readonly ProfilerMarker MarkerTransformTileCoordinates = new ProfilerMarker("TransformTileCoordinates");
public void Execute () {
for (int k = 0; k < maxTiles; k++) {
// Grab the next tile index that we should calculate
int i;
unsafe {
i = System.Threading.Interlocked.Increment(ref UnsafeUtility.AsRef<int>(currentTileCounter)) - 1;
}
if (i >= tileGraphSpaceBounds.Length) return;
tileBuilder.linkedVoxelField.ResetLinkedVoxelSpans();
if (dimensionMode == RecastGraph.DimensionMode.Dimension2D && backgroundTraversability == RecastGraph.BackgroundTraversability.Walkable) {
tileBuilder.linkedVoxelField.SetWalkableBackground();
}
var bucketStart = i > 0 ? inputMeshes.bucketRanges[i-1] : 0;
var bucketEnd = inputMeshes.bucketRanges[i];
MarkerVoxelize.Begin();
new JobVoxelize {
inputMeshes = inputMeshes.meshes,
bucket = inputMeshes.pointers.GetSubArray(bucketStart, bucketEnd - bucketStart),
voxelWalkableClimb = voxelWalkableClimb,
voxelWalkableHeight = voxelWalkableHeight,
cellSize = cellSize,
cellHeight = cellHeight,
maxSlope = maxSlope,
graphTransform = graphToWorldSpace,
graphSpaceBounds = tileGraphSpaceBounds[i],
graphSpaceLimits = graphSpaceLimits,
voxelArea = tileBuilder.linkedVoxelField,
}.Execute();
MarkerVoxelize.End();
MarkerFilterLedges.Begin();
new JobFilterLedges {
field = tileBuilder.linkedVoxelField,
voxelWalkableClimb = voxelWalkableClimb,
voxelWalkableHeight = voxelWalkableHeight,
cellSize = cellSize,
cellHeight = cellHeight,
}.Execute();
MarkerFilterLedges.End();
MarkerFilterLowHeightSpans.Begin();
new JobFilterLowHeightSpans {
field = tileBuilder.linkedVoxelField,
voxelWalkableHeight = voxelWalkableHeight,
}.Execute();
MarkerFilterLowHeightSpans.End();
MarkerBuildCompactField.Begin();
new JobBuildCompactField {
input = tileBuilder.linkedVoxelField,
output = tileBuilder.compactVoxelField,
}.Execute();
MarkerBuildCompactField.End();
MarkerBuildConnections.Begin();
new JobBuildConnections {
field = tileBuilder.compactVoxelField,
voxelWalkableHeight = (int)voxelWalkableHeight,
voxelWalkableClimb = voxelWalkableClimb,
}.Execute();
MarkerBuildConnections.End();
MarkerErodeWalkableArea.Begin();
new JobErodeWalkableArea {
field = tileBuilder.compactVoxelField,
radius = characterRadiusInVoxels,
}.Execute();
MarkerErodeWalkableArea.End();
MarkerBuildDistanceField.Begin();
new JobBuildDistanceField {
field = tileBuilder.compactVoxelField,
output = tileBuilder.distanceField,
}.Execute();
MarkerBuildDistanceField.End();
MarkerBuildRegions.Begin();
new JobBuildRegions {
field = tileBuilder.compactVoxelField,
distanceField = tileBuilder.distanceField,
borderSize = tileBorderSizeInVoxels,
minRegionSize = Mathf.RoundToInt(minRegionSize),
srcQue = tileBuilder.tmpQueue1,
dstQue = tileBuilder.tmpQueue2,
relevantGraphSurfaces = relevantGraphSurfaces,
relevantGraphSurfaceMode = relevantGraphSurfaceMode,
cellSize = cellSize,
cellHeight = cellHeight,
graphTransform = graphToWorldSpace,
graphSpaceBounds = tileGraphSpaceBounds[i],
}.Execute();
MarkerBuildRegions.End();
MarkerBuildContours.Begin();
new JobBuildContours {
field = tileBuilder.compactVoxelField,
maxError = contourMaxError,
maxEdgeLength = maxEdgeLength,
buildFlags = VoxelUtilityBurst.RC_CONTOUR_TESS_WALL_EDGES | VoxelUtilityBurst.RC_CONTOUR_TESS_TILE_EDGES,
cellSize = cellSize,
outputContours = tileBuilder.contours,
outputVerts = tileBuilder.contourVertices,
}.Execute();
MarkerBuildContours.End();
MarkerBuildMesh.Begin();
new JobBuildMesh {
contours = tileBuilder.contours,
contourVertices = tileBuilder.contourVertices,
mesh = tileBuilder.voxelMesh,
field = tileBuilder.compactVoxelField,
}.Execute();
MarkerBuildMesh.End();
unsafe {
TileMesh.TileMeshUnsafe* outputTileMesh = outputMeshes + i;
MarkerConvertAreasToTags.Begin();
new JobConvertAreasToTags {
areas = tileBuilder.voxelMesh.areas,
}.Execute();
MarkerConvertAreasToTags.End();
MarkerRemoveDuplicateVertices.Begin();
new MeshUtility.JobRemoveDuplicateVertices {
vertices = tileBuilder.voxelMesh.verts,
triangles = tileBuilder.voxelMesh.tris,
tags = tileBuilder.voxelMesh.areas,
}.Execute();
MarkerRemoveDuplicateVertices.End();
MarkerTransformTileCoordinates.Begin();
new JobTransformTileCoordinates {
vertices = tileBuilder.voxelMesh.verts.AsUnsafeSpan(),
matrix = voxelToTileSpace,
}.Execute();
MarkerTransformTileCoordinates.End();
*outputTileMesh = new TileMesh.TileMeshUnsafe {
// Convert the buffers to spans that own their memory.
verticesInTileSpace = tileBuilder.voxelMesh.verts.AsUnsafeSpan().Clone(Allocator.Persistent),
triangles = tileBuilder.voxelMesh.tris.AsUnsafeSpan().Clone(Allocator.Persistent),
tags = tileBuilder.voxelMesh.areas.AsUnsafeSpan().Reinterpret<uint>().Clone(Allocator.Persistent),
};
}
}
}
}
}