296 lines
11 KiB
C#

using Pathfinding.Jobs;
using Unity.Collections;
using Unity.Mathematics;
namespace Pathfinding.Graphs.Navmesh.Voxelization.Burst {
struct CellMinMax {
public int objectID;
public int min;
public int max;
}
public struct LinkedVoxelField : IArenaDisposable {
public const uint MaxHeight = 65536;
public const int MaxHeightInt = 65536;
/// <summary>
/// Constant for default LinkedVoxelSpan top and bottom values.
/// It is important with the U since ~0 != ~0U
/// This can be used to check if a LinkedVoxelSpan is valid and not just the default span
/// </summary>
public const uint InvalidSpanValue = ~0U;
/// <summary>Initial estimate on the average number of spans (layers) in the voxel representation. Should be greater or equal to 1</summary>
public const float AvgSpanLayerCountEstimate = 8;
/// <summary>The width of the field along the x-axis. [Limit: >= 0] [Units: voxels]</summary>
public int width;
/// <summary>The depth of the field along the z-axis. [Limit: >= 0] [Units: voxels]</summary>
public int depth;
/// <summary>The maximum height coordinate. [Limit: >= 0, <= MaxHeight] [Units: voxels]</summary>
public int height;
public bool flatten;
public NativeList<LinkedVoxelSpan> linkedSpans;
private NativeList<int> removedStack;
private NativeList<CellMinMax> linkedCellMinMax;
public LinkedVoxelField (int width, int depth, int height) {
this.width = width;
this.depth = depth;
this.height = height;
this.flatten = true;
linkedSpans = new NativeList<LinkedVoxelSpan>(0, Allocator.Persistent);
removedStack = new NativeList<int>(128, Allocator.Persistent);
linkedCellMinMax = new NativeList<CellMinMax>(0, Allocator.Persistent);
}
void IArenaDisposable.DisposeWith (DisposeArena arena) {
arena.Add(linkedSpans);
arena.Add(removedStack);
arena.Add(linkedCellMinMax);
}
public void ResetLinkedVoxelSpans () {
int len = width * depth;
LinkedVoxelSpan df = new LinkedVoxelSpan(InvalidSpanValue, InvalidSpanValue, -1, -1);
linkedSpans.ResizeUninitialized(len);
linkedCellMinMax.Resize(len, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < len; i++) {
linkedSpans[i] = df;
linkedCellMinMax[i] = new CellMinMax {
objectID = -1,
min = 0,
max = 0,
};
}
removedStack.Clear();
}
void PushToSpanRemovedStack (int index) {
removedStack.Add(index);
}
public int GetSpanCount () {
int count = 0;
int wd = width*depth;
for (int x = 0; x < wd; x++) {
for (int s = x; s != -1 && linkedSpans[s].bottom != InvalidSpanValue; s = linkedSpans[s].next) {
count += linkedSpans[s].area != 0 ? 1 : 0;
}
}
return count;
}
public void ResolveSolid (int index, int objectID, int voxelWalkableClimb) {
var minmax = linkedCellMinMax[index];
if (minmax.objectID != objectID) return;
if (minmax.min < minmax.max - 1) {
// Add a span for the solid part of the object.
//
// This span ends at max-1 (where max is the top of the original object).
// This is to avoid issues when merging spans with different areas.
// Assume we had 3 spans like:
// y=0..5 walkable span from another object, area=2
// y=9..10 walkable span, area=3
// and min=0, max=10 for the current object.
// If we added a span for the whole solid range (0..10), then it will first get merged with the 0..5 span, receiving its area (assuming walkable climb was high enough),
// and then get merged with the 9..10 span, replacing its area. This would make the final area be 2, instead of 3 like it should be.
// If we instead add a solid span for the range 0..9, then the tie breaking will ensure that the final area is 3.
// Spans are always at least 1 voxel tall, so the solid span will always get merged with the original span.
AddLinkedSpan(index, minmax.min, minmax.max-1, CompactVoxelField.UnwalkableArea, voxelWalkableClimb, objectID);
}
}
public void SetWalkableBackground () {
int wd = width*depth;
for (int i = 0; i < wd; i++) {
linkedSpans[i] = new LinkedVoxelSpan(0, 1, 1);
}
}
public void AddFlattenedSpan (int index, int area) {
if (linkedSpans[index].bottom == InvalidSpanValue) {
linkedSpans[index] = new LinkedVoxelSpan(0, 1, area);
} else {
// The prioritized area is (in order):
// - the unwalkable area (area=0)
// - the higher valued area
linkedSpans[index] = new LinkedVoxelSpan(0, 1, linkedSpans[index].area == 0 || area == 0 ? 0 : math.max(linkedSpans[index].area, area));
}
}
public void AddLinkedSpan (int index, int bottom, int top, int area, int voxelWalkableClimb, int objectID) {
var minmax = linkedCellMinMax[index];
if (minmax.objectID != objectID) {
linkedCellMinMax[index] = new CellMinMax {
objectID = objectID,
min = bottom,
max = top,
};
} else {
minmax.min = math.min(minmax.min, bottom);
minmax.max = math.max(minmax.max, top);
linkedCellMinMax[index] = minmax;
}
// Clamp to bounding box. If the span was outside the bbox, then bottom will become greater than top.
top = math.min(top, height);
bottom = math.max(bottom, 0);
// Skip span if below or above the bounding box or if the span is zero voxels tall
if (bottom >= top) return;
var utop = (uint)top;
var ubottom = (uint)bottom;
// linkedSpans[index] is the span with the lowest y-coordinate at the position x,z such that index=x+z*width
// i.e linkedSpans is a 2D array laid out in a 1D array (for performance and simplicity)
// Check if there is a root span, otherwise we can just add a new (valid) span and exit
if (linkedSpans[index].bottom == InvalidSpanValue) {
linkedSpans[index] = new LinkedVoxelSpan(ubottom, utop, area);
return;
}
int prev = -1;
// Original index, the first span we visited
int oindex = index;
while (index != -1) {
var current = linkedSpans[index];
if (current.bottom > utop) {
// If the current span's bottom higher up than the span we want to insert's top, then they do not intersect
// and we should just insert a new span here
break;
} else if (current.top < ubottom) {
// The current span and the span we want to insert do not intersect
// so just skip to the next span (it might intersect)
prev = index;
index = current.next;
} else {
// Intersection! Merge the spans
// If two spans have almost the same upper y coordinate then
// we don't just pick the area from the topmost span.
// Instead we pick the maximum of the two areas.
// This ensures that unwalkable spans that end up at the same y coordinate
// as a walkable span (very common for vertical surfaces that meet a walkable surface at a ledge)
// do not end up making the surface unwalkable.
// This is also important for larger distances when there are very small obstacles on the ground.
// For example if a small rock happened to have a surface that was greater than the max slope angle,
// then its surface would be unwalkable. Without this check, even if the rock was tiny, it would
// create a hole in the navmesh.
// voxelWalkableClimb is flagMergeDistance, when a walkable flag is favored before an unwalkable one
// So if a walkable span intersects an unwalkable span, the walkable span can be up to voxelWalkableClimb
// below the unwalkable span and the merged span will still be walkable.
// If both spans are walkable we use the area from the topmost span.
if (math.abs((int)utop - (int)current.top) < voxelWalkableClimb && (area == CompactVoxelField.UnwalkableArea || current.area == CompactVoxelField.UnwalkableArea)) {
// linkedSpans[index] is the lowest span, but we might use that span's area anyway if it is walkable
area = math.max(area, current.area);
} else {
// Pick the area from the topmost span
if (utop < current.top) area = current.area;
}
// Find the new bottom and top for the merged span
ubottom = math.min(current.bottom, ubottom);
utop = math.max(current.top, utop);
// Find the next span in the linked list
int next = current.next;
if (prev != -1) {
// There is a previous span
// Remove this span from the linked list
// TODO: Kinda slow. Check what asm is generated.
var p = linkedSpans[prev];
p.next = next;
linkedSpans[prev] = p;
// Add this span index to a list for recycling
PushToSpanRemovedStack(index);
// Move to the next span in the list
index = next;
} else if (next != -1) {
// This was the root span and there is a span left in the linked list
// Remove this span from the linked list by assigning the next span as the root span
linkedSpans[oindex] = linkedSpans[next];
// Recycle the old span index
PushToSpanRemovedStack(next);
// Move to the next span in the list
// NOP since we just removed the current span, the next span
// we want to visit will have the same index as we are on now (i.e oindex)
} else {
// This was the root span and there are no other spans in the linked list
// Just replace the root span with the merged span and exit
linkedSpans[oindex] = new LinkedVoxelSpan(ubottom, utop, area);
return;
}
}
}
// We now have a merged span that needs to be inserted
// and connected with the existing spans
// The new merged span will be inserted right after 'prev' (if it exists, otherwise before index)
// Take a node from the recycling stack if possible
// Otherwise create a new node (well, just a new index really)
int nextIndex;
if (removedStack.Length > 0) {
// Pop
nextIndex = removedStack[removedStack.Length - 1];
removedStack.RemoveAtSwapBack(removedStack.Length - 1);
} else {
nextIndex = linkedSpans.Length;
linkedSpans.Resize(linkedSpans.Length + 1, NativeArrayOptions.UninitializedMemory);
}
if (prev != -1) {
linkedSpans[nextIndex] = new LinkedVoxelSpan(ubottom, utop, area, linkedSpans[prev].next);
// TODO: Check asm
var p = linkedSpans[prev];
p.next = nextIndex;
linkedSpans[prev] = p;
} else {
linkedSpans[nextIndex] = linkedSpans[oindex];
linkedSpans[oindex] = new LinkedVoxelSpan(ubottom, utop, area, nextIndex);
}
}
}
public struct LinkedVoxelSpan {
public uint bottom;
public uint top;
public int next;
/*Area
* 0 is an unwalkable span (triangle face down)
* 1 is a walkable span (triangle face up)
*/
public int area;
public LinkedVoxelSpan (uint bottom, uint top, int area) {
this.bottom = bottom; this.top = top; this.area = area; this.next = -1;
}
public LinkedVoxelSpan (uint bottom, uint top, int area, int next) {
this.bottom = bottom; this.top = top; this.area = area; this.next = next;
}
}
}