702 lines
30 KiB
C#
702 lines
30 KiB
C#
using UnityEngine;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Pathfinding.Util;
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using UnityEngine.Profiling;
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using System.Collections.Generic;
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using Pathfinding.Jobs;
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using Pathfinding.Graphs.Grid.Jobs;
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using Pathfinding.Collections;
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using Unity.Jobs.LowLevel.Unsafe;
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namespace Pathfinding.Graphs.Grid {
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public struct GridGraphNodeData {
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public Allocator allocationMethod;
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public int numNodes;
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/// <summary>
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/// Bounds for the part of the graph that this data represents.
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/// For example if the first layer of a layered grid graph is being updated between x=10 and x=20, z=5 and z=15
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/// then this will be IntBounds(xmin=10, ymin=0, zmin=5, xmax=20, ymax=0, zmax=15)
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/// </summary>
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public IntBounds bounds;
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/// <summary>
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/// Number of layers that the data contains.
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/// For a non-layered grid graph this will always be 1.
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/// </summary>
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public int layers => bounds.size.y;
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/// <summary>
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/// Positions of all nodes.
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid
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/// - BeforeConnections: Valid
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/// - AfterConnections: Valid
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<Vector3> positions;
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/// <summary>
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/// Bitpacked connections of all nodes.
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///
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/// Connections are stored in different formats depending on <see cref="layeredDataLayout"/>.
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/// You can use <see cref="LayeredGridAdjacencyMapper"/> and <see cref="FlatGridAdjacencyMapper"/> to access connections for the different data layouts.
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Invalid
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/// - BeforeConnections: Invalid
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/// - AfterConnections: Valid
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/// - AfterErosion: Valid (but will be overwritten)
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<ulong> connections;
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/// <summary>
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/// Bitpacked connections of all nodes.
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid
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/// - BeforeConnections: Valid
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/// - AfterConnections: Valid
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<uint> penalties;
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/// <summary>
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/// Tags of all nodes
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid (but if erosion uses tags then it will be overwritten later)
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/// - BeforeConnections: Valid (but if erosion uses tags then it will be overwritten later)
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/// - AfterConnections: Valid (but if erosion uses tags then it will be overwritten later)
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<int> tags;
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/// <summary>
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/// Normals of all nodes.
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/// If height testing is disabled the normal will be (0,1,0) for all nodes.
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/// If a node doesn't exist (only happens in layered grid graphs) or if the height raycast didn't hit anything then the normal will be (0,0,0).
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid
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/// - BeforeConnections: Valid
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/// - AfterConnections: Valid
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<float4> normals;
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/// <summary>
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/// Walkability of all nodes before erosion happens.
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid (it will be combined with collision testing later)
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/// - BeforeConnections: Valid
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/// - AfterConnections: Valid
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<bool> walkable;
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/// <summary>
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/// Walkability of all nodes after erosion happens. This is the final walkability of the nodes.
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/// If no erosion is used then the data will just be copied from the <see cref="walkable"/> array.
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Invalid
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/// - BeforeConnections: Invalid
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/// - AfterConnections: Invalid
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/// - AfterErosion: Valid
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/// - PostProcess: Valid
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/// </summary>
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public NativeArray<bool> walkableWithErosion;
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/// <summary>
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/// True if the data may have multiple layers.
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/// For layered data the nodes are laid out as `data[y*width*depth + z*width + x]`.
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/// For non-layered data the nodes are laid out as `data[z*width + x]` (which is equivalent to the above layout assuming y=0).
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///
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/// This also affects how node connections are stored. You can use <see cref="LayeredGridAdjacencyMapper"/> and <see cref="FlatGridAdjacencyMapper"/> to access
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/// connections for the different data layouts.
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/// </summary>
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public bool layeredDataLayout;
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public void AllocateBuffers (JobDependencyTracker dependencyTracker) {
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Profiler.BeginSample("Allocating buffers");
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// Allocate buffers for jobs
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// Allocating buffers with uninitialized memory is much faster if no jobs assume anything about their contents
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if (dependencyTracker != null) {
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positions = dependencyTracker.NewNativeArray<Vector3>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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normals = dependencyTracker.NewNativeArray<float4>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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connections = dependencyTracker.NewNativeArray<ulong>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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penalties = dependencyTracker.NewNativeArray<uint>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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walkable = dependencyTracker.NewNativeArray<bool>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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walkableWithErosion = dependencyTracker.NewNativeArray<bool>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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tags = dependencyTracker.NewNativeArray<int>(numNodes, allocationMethod, NativeArrayOptions.ClearMemory);
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} else {
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positions = new NativeArray<Vector3>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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normals = new NativeArray<float4>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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connections = new NativeArray<ulong>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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penalties = new NativeArray<uint>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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walkable = new NativeArray<bool>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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walkableWithErosion = new NativeArray<bool>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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tags = new NativeArray<int>(numNodes, allocationMethod, NativeArrayOptions.ClearMemory);
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}
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Profiler.EndSample();
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}
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public void TrackBuffers (JobDependencyTracker dependencyTracker) {
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if (positions.IsCreated) dependencyTracker.Track(positions);
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if (normals.IsCreated) dependencyTracker.Track(normals);
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if (connections.IsCreated) dependencyTracker.Track(connections);
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if (penalties.IsCreated) dependencyTracker.Track(penalties);
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if (walkable.IsCreated) dependencyTracker.Track(walkable);
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if (walkableWithErosion.IsCreated) dependencyTracker.Track(walkableWithErosion);
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if (tags.IsCreated) dependencyTracker.Track(tags);
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}
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public void PersistBuffers (JobDependencyTracker dependencyTracker) {
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dependencyTracker.Persist(positions);
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dependencyTracker.Persist(normals);
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dependencyTracker.Persist(connections);
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dependencyTracker.Persist(penalties);
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dependencyTracker.Persist(walkable);
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dependencyTracker.Persist(walkableWithErosion);
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dependencyTracker.Persist(tags);
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}
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public void Dispose () {
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bounds = default;
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numNodes = 0;
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if (positions.IsCreated) positions.Dispose();
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if (normals.IsCreated) normals.Dispose();
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if (connections.IsCreated) connections.Dispose();
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if (penalties.IsCreated) penalties.Dispose();
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if (walkable.IsCreated) walkable.Dispose();
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if (walkableWithErosion.IsCreated) walkableWithErosion.Dispose();
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if (tags.IsCreated) tags.Dispose();
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}
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public JobHandle Rotate2D (int dx, int dz, JobHandle dependency) {
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var size = bounds.size;
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unsafe {
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var jobs = stackalloc JobHandle[7];
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jobs[0] = positions.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[1] = normals.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[2] = connections.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[3] = penalties.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[4] = walkable.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[5] = walkableWithErosion.Rotate3D(size, dx, dz).Schedule(dependency);
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jobs[6] = tags.Rotate3D(size, dx, dz).Schedule(dependency);
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return JobHandleUnsafeUtility.CombineDependencies(jobs, 7);
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}
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}
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public void ResizeLayerCount (int layerCount, JobDependencyTracker dependencyTracker) {
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if (layerCount > layers) {
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var oldData = this;
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this.bounds.max.y = layerCount;
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this.numNodes = bounds.volume;
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this.AllocateBuffers(dependencyTracker);
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// Ensure the normals for the upper layers are zeroed out.
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// All other node data in the upper layers can be left uninitialized.
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this.normals.MemSet(float4.zero).Schedule(dependencyTracker);
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this.walkable.MemSet(false).Schedule(dependencyTracker);
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this.walkableWithErosion.MemSet(false).Schedule(dependencyTracker);
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new JobCopyBuffers {
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input = oldData,
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output = this,
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copyPenaltyAndTags = true,
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bounds = oldData.bounds,
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}.Schedule(dependencyTracker);
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}
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if (layerCount < layers) {
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throw new System.ArgumentException("Cannot reduce the number of layers");
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}
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}
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struct LightReader : GridIterationUtilities.ISliceAction {
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public GridNodeBase[] nodes;
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public UnsafeSpan<Vector3> nodePositions;
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public UnsafeSpan<bool> nodeWalkable;
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[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
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public void Execute (uint outerIdx, uint innerIdx) {
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// The data bounds may have more layers than the existing nodes if a new layer is being added.
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// We can only copy from the nodes that exist.
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if (outerIdx < nodes.Length) {
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var node = nodes[outerIdx];
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if (node != null) {
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nodePositions[innerIdx] = (Vector3)node.position;
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nodeWalkable[innerIdx] = node.Walkable;
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return;
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}
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}
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// Fallback in case the node was null (only happens for layered grid graphs),
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// or if we are adding more layers to the graph, in which case we are outside
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// the bounds of the nodes array.
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nodePositions[innerIdx] = Vector3.zero;
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nodeWalkable[innerIdx] = false;
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}
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}
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public void ReadFromNodesForConnectionCalculations (GridNodeBase[] nodes, Slice3D slice, JobHandle nodesDependsOn, NativeArray<float4> graphNodeNormals, JobDependencyTracker dependencyTracker) {
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bounds = slice.slice;
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numNodes = slice.slice.volume;
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Profiler.BeginSample("Allocating buffers");
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positions = new NativeArray<Vector3>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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normals = new NativeArray<float4>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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connections = new NativeArray<ulong>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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walkableWithErosion = new NativeArray<bool>(numNodes, allocationMethod, NativeArrayOptions.UninitializedMemory);
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Profiler.EndSample();
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Profiler.BeginSample("Reading node data");
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var reader = new LightReader {
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nodes = nodes,
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nodePositions = this.positions.AsUnsafeSpan(),
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nodeWalkable = this.walkableWithErosion.AsUnsafeSpan(),
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};
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GridIterationUtilities.ForEachCellIn3DSlice(slice, ref reader);
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Profiler.EndSample();
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ReadNodeNormals(slice, graphNodeNormals, dependencyTracker);
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}
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void ReadNodeNormals (Slice3D slice, NativeArray<float4> graphNodeNormals, JobDependencyTracker dependencyTracker) {
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UnityEngine.Assertions.Assert.IsTrue(graphNodeNormals.IsCreated);
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// Read the normal data from the graphNodeNormals array and copy it to the nodeNormals array.
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// The nodeArrayBounds may have fewer layers than the readBounds if layers are being added.
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// This means we can copy only a subset of the normals.
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// We MemSet the array to zero first to avoid any uninitialized data remaining.
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// TODO: Do clamping in caller
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//var clampedReadBounds = new IntBounds(readBounds.min, new int3(readBounds.max.x, math.min(nodeArrayBounds.y, readBounds.max.y), readBounds.max.z));
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if (dependencyTracker != null) {
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normals.MemSet(float4.zero).Schedule(dependencyTracker);
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new JobCopyRectangle<float4> {
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input = graphNodeNormals,
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output = normals,
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inputSlice = slice,
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outputSlice = new Slice3D(bounds, slice.slice),
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}.Schedule(dependencyTracker);
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} else {
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Profiler.BeginSample("ReadNodeNormals");
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normals.AsUnsafeSpan().FillZeros();
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JobCopyRectangle<float4>.Copy(graphNodeNormals, normals, slice, new Slice3D(bounds, slice.slice));
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Profiler.EndSample();
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}
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}
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public static GridGraphNodeData ReadFromNodes (GridNodeBase[] nodes, Slice3D slice, JobHandle nodesDependsOn, NativeArray<float4> graphNodeNormals, Allocator allocator, bool layeredDataLayout, JobDependencyTracker dependencyTracker) {
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var nodeData = new GridGraphNodeData {
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allocationMethod = allocator,
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numNodes = slice.slice.volume,
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bounds = slice.slice,
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layeredDataLayout = layeredDataLayout,
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};
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nodeData.AllocateBuffers(dependencyTracker);
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// This is a managed type, we need to trick Unity to allow this inside of a job
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var nodesHandle = System.Runtime.InteropServices.GCHandle.Alloc(nodes);
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var job = new JobReadNodeData {
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nodesHandle = nodesHandle,
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nodePositions = nodeData.positions,
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nodePenalties = nodeData.penalties,
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nodeTags = nodeData.tags,
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nodeConnections = nodeData.connections,
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nodeWalkableWithErosion = nodeData.walkableWithErosion,
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nodeWalkable = nodeData.walkable,
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slice = slice,
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}.ScheduleBatch(nodeData.numNodes, math.max(2000, nodeData.numNodes/16), dependencyTracker, nodesDependsOn);
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dependencyTracker.DeferFree(nodesHandle, job);
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if (graphNodeNormals.IsCreated) nodeData.ReadNodeNormals(slice, graphNodeNormals, dependencyTracker);
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return nodeData;
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}
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public GridGraphNodeData ReadFromNodesAndCopy (GridNodeBase[] nodes, Slice3D slice, JobHandle nodesDependsOn, NativeArray<float4> graphNodeNormals, bool copyPenaltyAndTags, JobDependencyTracker dependencyTracker) {
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var newData = GridGraphNodeData.ReadFromNodes(nodes, slice, nodesDependsOn, graphNodeNormals, allocationMethod, layeredDataLayout, dependencyTracker);
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// Overwrite a rectangle in the center with the data from this object.
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// In the end we will have newly calculated data in the middle and data read from nodes along the borders
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newData.CopyFrom(this, copyPenaltyAndTags, dependencyTracker);
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return newData;
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}
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public void CopyFrom(GridGraphNodeData other, bool copyPenaltyAndTags, JobDependencyTracker dependencyTracker) => CopyFrom(other, IntBounds.Intersection(bounds, other.bounds), copyPenaltyAndTags, dependencyTracker);
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public void CopyFrom (GridGraphNodeData other, IntBounds bounds, bool copyPenaltyAndTags, JobDependencyTracker dependencyTracker) {
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var job = new JobCopyBuffers {
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input = other,
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output = this,
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copyPenaltyAndTags = copyPenaltyAndTags,
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bounds = bounds,
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};
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if (dependencyTracker != null) {
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job.Schedule(dependencyTracker);
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} else {
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#if UNITY_2022_2_OR_NEWER
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job.RunByRef();
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#else
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job.Run();
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#endif
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}
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}
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public JobHandle AssignToNodes (GridNodeBase[] nodes, int3 nodeArrayBounds, IntBounds writeMask, uint graphIndex, JobHandle nodesDependsOn, JobDependencyTracker dependencyTracker) {
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// This is a managed type, we need to trick Unity to allow this inside of a job
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var nodesHandle = System.Runtime.InteropServices.GCHandle.Alloc(nodes);
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// Assign the data to the nodes (in parallel for performance)
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// This will also dirty all nodes, but that is a thread-safe operation.
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var job2 = new JobWriteNodeData {
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nodesHandle = nodesHandle,
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graphIndex = graphIndex,
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nodePositions = positions,
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nodePenalties = penalties,
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nodeTags = tags,
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nodeConnections = connections,
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nodeWalkableWithErosion = walkableWithErosion,
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nodeWalkable = walkable,
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nodeArrayBounds = nodeArrayBounds,
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dataBounds = bounds,
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writeMask = writeMask,
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}.ScheduleBatch(writeMask.volume, math.max(1000, writeMask.volume/16), dependencyTracker, nodesDependsOn);
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dependencyTracker.DeferFree(nodesHandle, job2);
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return job2;
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}
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}
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public struct GridGraphScanData {
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/// <summary>
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/// Tracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually.
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/// Always use when scheduling jobs.
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/// </summary>
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public JobDependencyTracker dependencyTracker;
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/// <summary>The up direction of the graph, in world space</summary>
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public Vector3 up;
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/// <summary>Transforms graph-space to world space</summary>
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public GraphTransform transform;
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/// <summary>Data for all nodes in the graph update that is being calculated</summary>
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public GridGraphNodeData nodes;
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/// <summary>
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/// Bounds of the data arrays.
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/// Deprecated: Use nodes.bounds or heightHitsBounds depending on if you are using the heightHits array or not
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/// </summary>
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[System.Obsolete("Use nodes.bounds or heightHitsBounds depending on if you are using the heightHits array or not")]
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public IntBounds bounds => nodes.bounds;
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/// <summary>
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/// True if the data may have multiple layers.
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/// For layered data the nodes are laid out as `data[y*width*depth + z*width + x]`.
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/// For non-layered data the nodes are laid out as `data[z*width + x]` (which is equivalent to the above layout assuming y=0).
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///
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/// Deprecated: Use nodes.layeredDataLayout instead
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/// </summary>
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[System.Obsolete("Use nodes.layeredDataLayout instead")]
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public bool layeredDataLayout => nodes.layeredDataLayout;
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/// <summary>
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/// Raycasts hits used for height testing.
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/// This data is only valid if height testing is enabled, otherwise the array is uninitialized (heightHits.IsCreated will be false).
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///
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/// Data is valid in these passes:
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/// - BeforeCollision: Valid (if height testing is enabled)
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/// - BeforeConnections: Valid (if height testing is enabled)
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/// - AfterConnections: Valid (if height testing is enabled)
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/// - AfterErosion: Valid (if height testing is enabled)
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/// - PostProcess: Valid (if height testing is enabled)
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///
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/// Warning: This array does not have the same size as the arrays in <see cref="nodes"/>. It will usually be slightly smaller. See <see cref="heightHitsBounds"/>.
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/// </summary>
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public NativeArray<RaycastHit> heightHits;
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/// <summary>
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/// Bounds for the <see cref="heightHits"/> array.
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///
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/// During an update, the scan data may contain more nodes than we are doing height testing for.
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/// For a few nodes around the update, the data will be read from the existing graph, instead. This is done for performance.
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/// This means that there may not be any height testing information these nodes.
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/// However, all nodes that will be written to will always have height testing information.
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/// </summary>
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public IntBounds heightHitsBounds;
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/// <summary>
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/// Node positions.
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/// Deprecated: Use <see cref="nodes.positions"/> instead
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/// </summary>
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[System.Obsolete("Use nodes.positions instead")]
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public NativeArray<Vector3> nodePositions => nodes.positions;
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/// <summary>
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/// Node connections.
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/// Deprecated: Use <see cref="nodes.connections"/> instead
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/// </summary>
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[System.Obsolete("Use nodes.connections instead")]
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public NativeArray<ulong> nodeConnections => nodes.connections;
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|
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/// <summary>
|
|
/// Node penalties.
|
|
/// Deprecated: Use <see cref="nodes.penalties"/> instead
|
|
/// </summary>
|
|
[System.Obsolete("Use nodes.penalties instead")]
|
|
public NativeArray<uint> nodePenalties => nodes.penalties;
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|
|
|
/// <summary>
|
|
/// Node tags.
|
|
/// Deprecated: Use <see cref="nodes.tags"/> instead
|
|
/// </summary>
|
|
[System.Obsolete("Use nodes.tags instead")]
|
|
public NativeArray<int> nodeTags => nodes.tags;
|
|
|
|
/// <summary>
|
|
/// Node normals.
|
|
/// Deprecated: Use <see cref="nodes.normals"/> instead
|
|
/// </summary>
|
|
[System.Obsolete("Use nodes.normals instead")]
|
|
public NativeArray<float4> nodeNormals => nodes.normals;
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|
|
|
/// <summary>
|
|
/// Node walkability.
|
|
/// Deprecated: Use <see cref="nodes.walkable"/> instead
|
|
/// </summary>
|
|
[System.Obsolete("Use nodes.walkable instead")]
|
|
public NativeArray<bool> nodeWalkable => nodes.walkable;
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|
|
|
/// <summary>
|
|
/// Node walkability with erosion.
|
|
/// Deprecated: Use <see cref="nodes.walkableWithErosion"/> instead
|
|
/// </summary>
|
|
[System.Obsolete("Use nodes.walkableWithErosion instead")]
|
|
public NativeArray<bool> nodeWalkableWithErosion => nodes.walkableWithErosion;
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|
|
|
public void SetDefaultPenalties (uint initialPenalty) {
|
|
nodes.penalties.MemSet(initialPenalty).Schedule(dependencyTracker);
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|
}
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|
|
|
public void SetDefaultNodePositions (GraphTransform transform) {
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|
new JobNodeGridLayout {
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|
graphToWorld = transform.matrix,
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|
bounds = nodes.bounds,
|
|
nodePositions = nodes.positions,
|
|
}.Schedule(dependencyTracker);
|
|
}
|
|
|
|
public JobHandle HeightCheck (GraphCollision collision, int maxHits, IntBounds recalculationBounds, NativeArray<int> outLayerCount, float characterHeight, Allocator allocator) {
|
|
// For some reason the physics code crashes when allocating raycastCommands with UninitializedMemory, even though I have verified that every
|
|
// element in the array is set to a well defined value before the physics code gets to it... Mysterious.
|
|
var cellCount = recalculationBounds.size.x * recalculationBounds.size.z;
|
|
var raycastCommands = dependencyTracker.NewNativeArray<RaycastCommand>(cellCount, allocator, NativeArrayOptions.ClearMemory);
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|
|
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heightHits = dependencyTracker.NewNativeArray<RaycastHit>(cellCount * maxHits, allocator, NativeArrayOptions.ClearMemory);
|
|
heightHitsBounds = recalculationBounds;
|
|
|
|
// Due to floating point inaccuracies we don't want the rays to end *exactly* at the base of the graph
|
|
// The rays may or may not hit colliders with the exact same y coordinate.
|
|
// We extend the rays a bit to ensure they always hit
|
|
const float RayLengthMargin = 0.01f;
|
|
var prepareJob = new JobPrepareGridRaycast {
|
|
graphToWorld = transform.matrix,
|
|
bounds = recalculationBounds,
|
|
physicsScene = Physics.defaultPhysicsScene,
|
|
raycastOffset = up * collision.fromHeight,
|
|
raycastDirection = -up * (collision.fromHeight + RayLengthMargin),
|
|
raycastMask = collision.heightMask,
|
|
raycastCommands = raycastCommands,
|
|
}.Schedule(dependencyTracker);
|
|
|
|
if (maxHits > 1) {
|
|
// Skip this distance between each hit.
|
|
// It is pretty arbitrarily chosen, but it must be lower than characterHeight.
|
|
// If it would be set too low then many thin colliders stacked on top of each other could lead to a very large number of hits
|
|
// that will not lead to any walkable nodes anyway.
|
|
float minStep = characterHeight * 0.5f;
|
|
var dependency = new JobRaycastAll(raycastCommands, heightHits, Physics.defaultPhysicsScene, maxHits, allocator, dependencyTracker, minStep).Schedule(prepareJob);
|
|
|
|
dependency = new JobMaxHitCount {
|
|
hits = heightHits,
|
|
maxHits = maxHits,
|
|
layerStride = cellCount,
|
|
maxHitCount = outLayerCount,
|
|
}.Schedule(dependency);
|
|
|
|
return dependency;
|
|
} else {
|
|
dependencyTracker.ScheduleBatch(raycastCommands, heightHits, 2048);
|
|
outLayerCount[0] = 1;
|
|
return default;
|
|
}
|
|
}
|
|
|
|
public void CopyHits (IntBounds recalculationBounds) {
|
|
// Copy the hit points and normals to separate arrays
|
|
// Ensure the normals for the upper layers are zeroed out.
|
|
nodes.normals.MemSet(float4.zero).Schedule(dependencyTracker);
|
|
new JobCopyHits {
|
|
hits = heightHits,
|
|
points = nodes.positions,
|
|
normals = nodes.normals,
|
|
slice = new Slice3D(nodes.bounds, recalculationBounds),
|
|
}.Schedule(dependencyTracker);
|
|
}
|
|
|
|
public void CalculateWalkabilityFromHeightData (bool useRaycastNormal, bool unwalkableWhenNoGround, float maxSlope, float characterHeight) {
|
|
new JobNodeWalkability {
|
|
useRaycastNormal = useRaycastNormal,
|
|
unwalkableWhenNoGround = unwalkableWhenNoGround,
|
|
maxSlope = maxSlope,
|
|
up = up,
|
|
nodeNormals = nodes.normals,
|
|
nodeWalkable = nodes.walkable,
|
|
nodePositions = nodes.positions.Reinterpret<float3>(),
|
|
characterHeight = characterHeight,
|
|
layerStride = nodes.bounds.size.x*nodes.bounds.size.z,
|
|
}.Schedule(dependencyTracker);
|
|
}
|
|
|
|
public IEnumerator<JobHandle> CollisionCheck (GraphCollision collision, IntBounds calculationBounds) {
|
|
if (collision.type == ColliderType.Ray && !collision.use2D) {
|
|
var collisionCheckResult = dependencyTracker.NewNativeArray<bool>(nodes.numNodes, nodes.allocationMethod, NativeArrayOptions.UninitializedMemory);
|
|
collision.JobCollisionRay(nodes.positions, collisionCheckResult, up, nodes.allocationMethod, dependencyTracker);
|
|
nodes.walkable.BitwiseAndWith(collisionCheckResult).WithLength(nodes.numNodes).Schedule(dependencyTracker);
|
|
return null;
|
|
|
|
// Before Unity 2023.3, these features compile, but they will cause memory corruption in some cases, due to a bug in Unity
|
|
#if UNITY_2022_2_OR_NEWER && UNITY_2023_3_OR_NEWER && UNITY_HAS_FIXED_MEMORY_CORRUPTION_ISSUE
|
|
} else if (collision.type == ColliderType.Capsule && !collision.use2D) {
|
|
var collisionCheckResult = dependencyTracker.NewNativeArray<bool>(nodes.numNodes, nodes.allocationMethod, NativeArrayOptions.UninitializedMemory);
|
|
collision.JobCollisionCapsule(nodes.positions, collisionCheckResult, up, nodes.allocationMethod, dependencyTracker);
|
|
nodes.walkable.BitwiseAndWith(collisionCheckResult).WithLength(nodes.numNodes).Schedule(dependencyTracker);
|
|
return null;
|
|
} else if (collision.type == ColliderType.Sphere && !collision.use2D) {
|
|
var collisionCheckResult = dependencyTracker.NewNativeArray<bool>(nodes.numNodes, nodes.allocationMethod, NativeArrayOptions.UninitializedMemory);
|
|
collision.JobCollisionSphere(nodes.positions, collisionCheckResult, up, nodes.allocationMethod, dependencyTracker);
|
|
nodes.walkable.BitwiseAndWith(collisionCheckResult).WithLength(nodes.numNodes).Schedule(dependencyTracker);
|
|
return null;
|
|
#endif
|
|
} else {
|
|
// This part can unfortunately not be jobified yet
|
|
return new JobCheckCollisions {
|
|
nodePositions = nodes.positions,
|
|
collisionResult = nodes.walkable,
|
|
collision = collision,
|
|
}.ExecuteMainThreadJob(dependencyTracker);
|
|
}
|
|
}
|
|
|
|
public void Connections (float maxStepHeight, bool maxStepUsesSlope, IntBounds calculationBounds, NumNeighbours neighbours, bool cutCorners, bool use2D, bool useErodedWalkability, float characterHeight) {
|
|
var job = new JobCalculateGridConnections {
|
|
maxStepHeight = maxStepHeight,
|
|
maxStepUsesSlope = maxStepUsesSlope,
|
|
graphToWorld = transform.matrix,
|
|
bounds = calculationBounds.Offset(-nodes.bounds.min),
|
|
arrayBounds = nodes.bounds.size,
|
|
neighbours = neighbours,
|
|
use2D = use2D,
|
|
cutCorners = cutCorners,
|
|
nodeWalkable = (useErodedWalkability ? nodes.walkableWithErosion : nodes.walkable).AsUnsafeSpanNoChecks(),
|
|
nodePositions = nodes.positions.AsUnsafeSpanNoChecks(),
|
|
nodeNormals = nodes.normals.AsUnsafeSpanNoChecks(),
|
|
nodeConnections = nodes.connections.AsUnsafeSpanNoChecks(),
|
|
characterHeight = characterHeight,
|
|
layeredDataLayout = nodes.layeredDataLayout,
|
|
};
|
|
|
|
if (dependencyTracker != null) {
|
|
job.ScheduleBatch(calculationBounds.size.z, 20, dependencyTracker);
|
|
} else {
|
|
job.RunBatch(calculationBounds.size.z);
|
|
}
|
|
|
|
// For single layer graphs this will have already been done in the JobCalculateGridConnections job
|
|
// but for layered grid graphs we need to handle things differently because the data layout is different.
|
|
// It needs to be done after all axis aligned connections have been calculated.
|
|
if (nodes.layeredDataLayout) {
|
|
var job2 = new JobFilterDiagonalConnections {
|
|
slice = new Slice3D(nodes.bounds, calculationBounds),
|
|
neighbours = neighbours,
|
|
cutCorners = cutCorners,
|
|
nodeConnections = nodes.connections.AsUnsafeSpanNoChecks(),
|
|
};
|
|
if (dependencyTracker != null) {
|
|
job2.ScheduleBatch(calculationBounds.size.z, 20, dependencyTracker);
|
|
} else {
|
|
job2.RunBatch(calculationBounds.size.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Erosion (NumNeighbours neighbours, int erodeIterations, IntBounds erosionWriteMask, bool erosionUsesTags, int erosionStartTag, int erosionTagsPrecedenceMask) {
|
|
if (!nodes.layeredDataLayout) {
|
|
new JobErosion<FlatGridAdjacencyMapper> {
|
|
bounds = nodes.bounds,
|
|
writeMask = erosionWriteMask,
|
|
neighbours = neighbours,
|
|
nodeConnections = nodes.connections,
|
|
erosion = erodeIterations,
|
|
nodeWalkable = nodes.walkable,
|
|
outNodeWalkable = nodes.walkableWithErosion,
|
|
nodeTags = nodes.tags,
|
|
erosionUsesTags = erosionUsesTags,
|
|
erosionStartTag = erosionStartTag,
|
|
erosionTagsPrecedenceMask = erosionTagsPrecedenceMask,
|
|
}.Schedule(dependencyTracker);
|
|
} else {
|
|
new JobErosion<LayeredGridAdjacencyMapper> {
|
|
bounds = nodes.bounds,
|
|
writeMask = erosionWriteMask,
|
|
neighbours = neighbours,
|
|
nodeConnections = nodes.connections,
|
|
erosion = erodeIterations,
|
|
nodeWalkable = nodes.walkable,
|
|
outNodeWalkable = nodes.walkableWithErosion,
|
|
nodeTags = nodes.tags,
|
|
erosionUsesTags = erosionUsesTags,
|
|
erosionStartTag = erosionStartTag,
|
|
erosionTagsPrecedenceMask = erosionTagsPrecedenceMask,
|
|
}.Schedule(dependencyTracker);
|
|
}
|
|
}
|
|
|
|
public void AssignNodeConnections (GridNodeBase[] nodes, int3 nodeArrayBounds, IntBounds writeBounds) {
|
|
var bounds = this.nodes.bounds;
|
|
var writeDataOffset = writeBounds.min - bounds.min;
|
|
var nodeConnections = this.nodes.connections.AsUnsafeReadOnlySpan();
|
|
for (int y = 0; y < writeBounds.size.y; y++) {
|
|
var yoffset = (y + writeBounds.min.y)*nodeArrayBounds.x*nodeArrayBounds.z;
|
|
for (int z = 0; z < writeBounds.size.z; z++) {
|
|
var zoffset = yoffset + (z + writeBounds.min.z)*nodeArrayBounds.x + writeBounds.min.x;
|
|
var zoffset2 = (y+writeDataOffset.y)*bounds.size.x*bounds.size.z + (z+writeDataOffset.z)*bounds.size.x + writeDataOffset.x;
|
|
for (int x = 0; x < writeBounds.size.x; x++) {
|
|
var node = nodes[zoffset + x];
|
|
var dataIdx = zoffset2 + x;
|
|
var conn = nodeConnections[dataIdx];
|
|
|
|
if (node == null) continue;
|
|
|
|
if (node is LevelGridNode lgnode) {
|
|
lgnode.SetAllConnectionInternal(conn);
|
|
} else {
|
|
var gnode = node as GridNode;
|
|
gnode.SetAllConnectionInternal((int)conn);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|