486 lines
16 KiB
C#

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<float3> vertices;
public UnsafeSpan<int> triangles;
public int area;
/// <summary>World bounds of the mesh. Assumed to already be multiplied with the matrix</summary>
public Bounds bounds;
public Matrix4x4 matrix;
/// <summary>
/// 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.
/// </summary>
public bool solid;
/// <summary>If true, both sides of the mesh will be walkable. If false, only the side that the normal points towards will be walkable</summary>
public bool doubleSided;
/// <summary>If true, the <see cref="area"/> will be interpreted as a node tag and applied to the final nodes</summary>
public bool areaIsTag;
/// <summary>
/// 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.
/// </summary>
public bool flatten;
}
[BurstCompile(CompileSynchronously = true)]
public struct JobVoxelize : IJob {
[ReadOnly]
public NativeArray<RasterizationMesh> inputMeshes;
[ReadOnly]
public NativeArray<int> bucket;
/// <summary>Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]</summary>
public int voxelWalkableClimb;
/// <summary>
/// Minimum floor to 'ceiling' height that will still allow the floor area to
/// be considered walkable. [Limit: >= 3] [Units: vx]
/// </summary>
public uint voxelWalkableHeight;
/// <summary>The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]</summary>
public float cellSize;
/// <summary>The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]</summary>
public float cellHeight;
/// <summary>The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]</summary>
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<float3>(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<ushort>(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<ushort> output;
public void Execute () {
var distances = new NativeArray<ushort>(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;
}
}
}
}
}
}
}