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