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path: root/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/RVO/RVOQuadtreeBurst.cs
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/RVO/RVOQuadtreeBurst.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/RVO/RVOQuadtreeBurst.cs
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/RVO/RVOQuadtreeBurst.cs
@@ -0,0 +1,698 @@
+namespace Pathfinding.RVO {
+ using UnityEngine;
+ using Pathfinding.ECS.RVO;
+ using Unity.Burst;
+ using Unity.Jobs;
+ using Unity.Mathematics;
+ using Unity.Collections;
+ using Pathfinding.Drawing;
+
+ /// <summary>
+ /// Quadtree for quick nearest neighbour search of rvo agents.
+ /// See: Pathfinding.RVO.Simulator
+ /// </summary>
+ public struct RVOQuadtreeBurst {
+ const int LeafSize = 16;
+ const int MaxDepth = 10;
+
+ NativeArray<int> agents;
+ NativeArray<int> childPointers;
+ NativeArray<float3> boundingBoxBuffer;
+ NativeArray<int> agentCountBuffer;
+ NativeArray<float3> agentPositions;
+ NativeArray<float> agentRadii;
+ NativeArray<float> maxSpeeds;
+ NativeArray<float> maxRadius;
+ NativeArray<float> nodeAreas;
+ MovementPlane movementPlane;
+
+ const int LeafNodeBit = 1 << 30;
+ const int BitPackingShift = 15;
+ const int BitPackingMask = (1 << BitPackingShift) - 1;
+ const int MaxAgents = BitPackingMask;
+
+ /// <summary>
+ /// For a given number, contains the index of the first non-zero bit.
+ /// Only the values 0 through 15 are used when movementPlane is XZ or XY.
+ ///
+ /// Use bytes instead of ints to save some precious L1 cache memory.
+ /// </summary>
+ static readonly byte[] ChildLookup = new byte[256];
+
+ static RVOQuadtreeBurst() {
+ for (int v = 0; v < 256; v++) {
+ for (int i = 0; i < 8; i++) {
+ if (((v >> i) & 0x1) != 0) {
+ ChildLookup[v] = (byte)i;
+ break;
+ }
+ }
+ }
+ }
+
+ public Rect bounds {
+ get {
+ return boundingBoxBuffer.IsCreated ? Rect.MinMaxRect(boundingBoxBuffer[0].x, boundingBoxBuffer[0].y, boundingBoxBuffer[1].x, boundingBoxBuffer[1].y) : new Rect();
+ }
+ }
+
+ static int InnerNodeCountUpperBound (int numAgents, MovementPlane movementPlane) {
+ // Every LeafSize number of nodes can cause a split at most MaxDepth
+ // number of times. Each split needs 4 (or 8) units of space.
+ // Round the value up by adding LeafSize-1 to the numerator.
+ // This is an upper bound. Most likely the tree will contain significantly fewer nodes.
+ return ((movementPlane == MovementPlane.Arbitrary ? 8 : 4) * MaxDepth * numAgents + LeafSize-1)/LeafSize;
+ }
+
+ public void Dispose () {
+ agents.Dispose();
+ childPointers.Dispose();
+ boundingBoxBuffer.Dispose();
+ agentCountBuffer.Dispose();
+ maxSpeeds.Dispose();
+ maxRadius.Dispose();
+ nodeAreas.Dispose();
+ agentPositions.Dispose();
+ agentRadii.Dispose();
+ }
+
+ void Reserve (int minSize) {
+ if (!boundingBoxBuffer.IsCreated) {
+ boundingBoxBuffer = new NativeArray<float3>(4, Allocator.Persistent);
+ agentCountBuffer = new NativeArray<int>(1, Allocator.Persistent);
+ }
+ // Create a new agent's array. Round up to nearest multiple multiple of 2 to avoid re-allocating often if the agent count slowly increases
+ int roundedAgents = math.ceilpow2(minSize);
+ Util.Memory.Realloc(ref agents, roundedAgents, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref agentPositions, roundedAgents, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref agentRadii, roundedAgents, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref childPointers, InnerNodeCountUpperBound(roundedAgents, movementPlane), Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref maxSpeeds, childPointers.Length, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref nodeAreas, childPointers.Length, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ Util.Memory.Realloc(ref maxRadius, childPointers.Length, Allocator.Persistent, NativeArrayOptions.ClearMemory);
+ }
+
+ public JobBuild BuildJob (NativeArray<float3> agentPositions, NativeArray<AgentIndex> agentVersions, NativeArray<float> agentSpeeds, NativeArray<float> agentRadii, int numAgents, MovementPlane movementPlane) {
+ if (numAgents >= MaxAgents) throw new System.Exception("Too many agents. Cannot have more than " + MaxAgents);
+ Reserve(numAgents);
+
+ this.movementPlane = movementPlane;
+
+ return new JobBuild {
+ agents = agents,
+ agentVersions = agentVersions,
+ agentPositions = agentPositions,
+ agentSpeeds = agentSpeeds,
+ agentRadii = agentRadii,
+ outMaxSpeeds = maxSpeeds,
+ outMaxRadius = maxRadius,
+ outArea = nodeAreas,
+ outAgentRadii = this.agentRadii, // Will be copied. These are copied so that the quadtree remains in a valid state even after new agents have been added/removed. This is important for the QueryArea method which may be called at any time.
+ outAgentPositions = this.agentPositions, // Will be copied
+ outBoundingBox = boundingBoxBuffer,
+ outAgentCount = agentCountBuffer,
+ outChildPointers = childPointers,
+ numAgents = numAgents,
+ movementPlane = movementPlane,
+ };
+ }
+
+ [BurstCompile(CompileSynchronously = true, FloatMode = FloatMode.Fast)]
+ public struct JobBuild : IJob {
+ /// <summary>Length should be greater or equal to agentPositions.Length</summary>
+ public NativeArray<int> agents;
+
+ [ReadOnly]
+ public NativeArray<float3> agentPositions;
+
+ [ReadOnly]
+ public NativeArray<AgentIndex> agentVersions;
+
+ [ReadOnly]
+ public NativeArray<float> agentSpeeds;
+
+ [ReadOnly]
+ public NativeArray<float> agentRadii;
+
+ /// <summary>Should have size 2</summary>
+ [WriteOnly]
+ public NativeArray<float3> outBoundingBox;
+
+ /// <summary>Should have size 1</summary>
+ [WriteOnly]
+ public NativeArray<int> outAgentCount;
+
+ /// <summary>Should have size: InnerNodeCountUpperBound(numAgents)</summary>
+ public NativeArray<int> outChildPointers;
+
+ /// <summary>Should have size: InnerNodeCountUpperBound(numAgents)</summary>
+ public NativeArray<float> outMaxSpeeds;
+
+ /// <summary>Should have size: InnerNodeCountUpperBound(numAgents)</summary>
+ public NativeArray<float> outMaxRadius;
+
+ /// <summary>Should have size: InnerNodeCountUpperBound(numAgents)</summary>
+ public NativeArray<float> outArea;
+
+ [WriteOnly]
+ public NativeArray<float3> outAgentPositions;
+
+ [WriteOnly]
+ public NativeArray<float> outAgentRadii;
+
+ public int numAgents;
+
+ public MovementPlane movementPlane;
+
+ static int Partition (NativeSlice<int> indices, int startIndex, int endIndex, NativeSlice<float> coordinates, float splitPoint) {
+ for (int i = startIndex; i < endIndex; i++) {
+ if (coordinates[indices[i]] > splitPoint) {
+ endIndex--;
+ var tmp = indices[i];
+ indices[i] = indices[endIndex];
+ indices[endIndex] = tmp;
+ i--;
+ }
+ }
+ return endIndex;
+ }
+
+ void BuildNode (float3 boundsMin, float3 boundsMax, int depth, int agentsStart, int agentsEnd, int nodeOffset, ref int firstFreeChild) {
+ if (agentsEnd - agentsStart > LeafSize && depth < MaxDepth) {
+ if (movementPlane == MovementPlane.Arbitrary) {
+ // Split the node into 8 equally sized (by volume) child nodes
+ var xs = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(0);
+ var ys = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(4);
+ var zs = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(8);
+
+ float3 boundsMid = (boundsMin + boundsMax) * 0.5f;
+ int s0 = agentsStart;
+ int s8 = agentsEnd;
+ int s4 = Partition(agents, s0, s8, xs, boundsMid.x);
+ int s2 = Partition(agents, s0, s4, ys, boundsMid.y);
+ int s6 = Partition(agents, s4, s8, ys, boundsMid.y);
+ int s1 = Partition(agents, s0, s2, zs, boundsMid.z);
+ int s3 = Partition(agents, s2, s4, zs, boundsMid.z);
+ int s5 = Partition(agents, s4, s6, zs, boundsMid.z);
+ int s7 = Partition(agents, s6, s8, zs, boundsMid.z);
+
+ // Note: guaranteed to be large enough
+ int childIndex = firstFreeChild;
+ outChildPointers[nodeOffset] = childIndex;
+ firstFreeChild += 8;
+
+ // x y z
+ // low low low
+ // low low high
+ // low high low
+ // low high high
+ // high low low
+ // high low high
+ // high high low
+ // high high high
+ var min = boundsMin;
+ var mid = boundsMid;
+ var max = boundsMax;
+ BuildNode(new float3(min.x, min.y, min.z), new float3(mid.x, mid.y, mid.z), depth + 1, s0, s1, childIndex + 0, ref firstFreeChild);
+ BuildNode(new float3(min.x, min.y, mid.z), new float3(mid.x, mid.y, max.z), depth + 1, s1, s2, childIndex + 1, ref firstFreeChild);
+ BuildNode(new float3(min.x, mid.y, min.z), new float3(mid.x, max.y, mid.z), depth + 1, s2, s3, childIndex + 2, ref firstFreeChild);
+ BuildNode(new float3(min.x, mid.y, mid.z), new float3(mid.x, max.y, max.z), depth + 1, s3, s4, childIndex + 3, ref firstFreeChild);
+ BuildNode(new float3(mid.x, min.y, min.z), new float3(max.x, mid.y, mid.z), depth + 1, s4, s5, childIndex + 4, ref firstFreeChild);
+ BuildNode(new float3(mid.x, min.y, mid.z), new float3(max.x, mid.y, max.z), depth + 1, s5, s6, childIndex + 5, ref firstFreeChild);
+ BuildNode(new float3(mid.x, mid.y, min.z), new float3(max.x, max.y, mid.z), depth + 1, s6, s7, childIndex + 6, ref firstFreeChild);
+ BuildNode(new float3(mid.x, mid.y, mid.z), new float3(max.x, max.y, max.z), depth + 1, s7, s8, childIndex + 7, ref firstFreeChild);
+ } else if (movementPlane == MovementPlane.XY) {
+ // Split the node into 4 equally sized (by area) child nodes
+ var xs = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(0);
+ var ys = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(4);
+
+ float3 boundsMid = (boundsMin + boundsMax) * 0.5f;
+ int s0 = agentsStart;
+ int s4 = agentsEnd;
+ int s2 = Partition(agents, s0, s4, xs, boundsMid.x);
+ int s1 = Partition(agents, s0, s2, ys, boundsMid.y);
+ int s3 = Partition(agents, s2, s4, ys, boundsMid.y);
+
+ // Note: guaranteed to be large enough
+ int childIndex = firstFreeChild;
+ outChildPointers[nodeOffset] = childIndex;
+ firstFreeChild += 4;
+
+ // x y
+ // low low
+ // low high
+ // high low
+ // high high
+ BuildNode(new float3(boundsMin.x, boundsMin.y, boundsMin.z), new float3(boundsMid.x, boundsMid.y, boundsMax.z), depth + 1, s0, s1, childIndex + 0, ref firstFreeChild);
+ BuildNode(new float3(boundsMin.x, boundsMid.y, boundsMin.z), new float3(boundsMid.x, boundsMax.y, boundsMax.z), depth + 1, s1, s2, childIndex + 1, ref firstFreeChild);
+ BuildNode(new float3(boundsMid.x, boundsMin.y, boundsMin.z), new float3(boundsMax.x, boundsMid.y, boundsMax.z), depth + 1, s2, s3, childIndex + 2, ref firstFreeChild);
+ BuildNode(new float3(boundsMid.x, boundsMid.y, boundsMin.z), new float3(boundsMax.x, boundsMax.y, boundsMax.z), depth + 1, s3, s4, childIndex + 3, ref firstFreeChild);
+ } else {
+ // Split the node into 4 equally sized (by area) child nodes
+ var xs = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(0);
+ var zs = new NativeSlice<float3>(agentPositions).SliceWithStride<float>(8);
+
+ float3 boundsMid = (boundsMin + boundsMax) * 0.5f;
+ int s0 = agentsStart;
+ int s4 = agentsEnd;
+ int s2 = Partition(agents, s0, s4, xs, boundsMid.x);
+ int s1 = Partition(agents, s0, s2, zs, boundsMid.z);
+ int s3 = Partition(agents, s2, s4, zs, boundsMid.z);
+
+ // Note: guaranteed to be large enough
+ int childIndex = firstFreeChild;
+ outChildPointers[nodeOffset] = childIndex;
+ firstFreeChild += 4;
+
+ // x z
+ // low low
+ // low high
+ // high low
+ // high high
+ BuildNode(new float3(boundsMin.x, boundsMin.y, boundsMin.z), new float3(boundsMid.x, boundsMax.y, boundsMid.z), depth + 1, s0, s1, childIndex + 0, ref firstFreeChild);
+ BuildNode(new float3(boundsMin.x, boundsMin.y, boundsMid.z), new float3(boundsMid.x, boundsMax.y, boundsMax.z), depth + 1, s1, s2, childIndex + 1, ref firstFreeChild);
+ BuildNode(new float3(boundsMid.x, boundsMin.y, boundsMin.z), new float3(boundsMax.x, boundsMax.y, boundsMid.z), depth + 1, s2, s3, childIndex + 2, ref firstFreeChild);
+ BuildNode(new float3(boundsMid.x, boundsMin.y, boundsMid.z), new float3(boundsMax.x, boundsMax.y, boundsMax.z), depth + 1, s3, s4, childIndex + 3, ref firstFreeChild);
+ }
+ } else {
+ // Bitpack the start and end indices
+ outChildPointers[nodeOffset] = agentsStart | (agentsEnd << BitPackingShift) | LeafNodeBit;
+ }
+ }
+
+ void CalculateSpeeds (int nodeCount) {
+ for (int i = nodeCount - 1; i >= 0; i--) {
+ if ((outChildPointers[i] & LeafNodeBit) != 0) {
+ int startIndex = outChildPointers[i] & BitPackingMask;
+ int endIndex = (outChildPointers[i] >> BitPackingShift) & BitPackingMask;
+ float speed = 0;
+ for (int j = startIndex; j < endIndex; j++) speed = math.max(speed, agentSpeeds[agents[j]]);
+ outMaxSpeeds[i] = speed;
+
+ float radius = 0;
+ for (int j = startIndex; j < endIndex; j++) radius = math.max(radius, agentRadii[agents[j]]);
+ outMaxRadius[i] = radius;
+
+ float area = 0;
+ for (int j = startIndex; j < endIndex; j++) area += agentRadii[agents[j]]*agentRadii[agents[j]];
+ outArea[i] = area;
+ } else {
+ // Take the maximum of all child speeds
+ // This is guaranteed to have been calculated already because we do the loop in reverse and child indices are always greater than the current index
+ int childIndex = outChildPointers[i];
+ if (movementPlane == MovementPlane.Arbitrary) {
+ // 8 children
+ float maxSpeed = 0;
+ float maxRadius = 0;
+ float area = 0;
+ for (int j = 0; j < 8; j++) {
+ maxSpeed = math.max(maxSpeed, outMaxSpeeds[childIndex + j]);
+ maxRadius = math.max(maxRadius, outMaxSpeeds[childIndex + j]);
+ area += outArea[childIndex + j];
+ }
+ outMaxSpeeds[i] = maxSpeed;
+ outMaxRadius[i] = maxRadius;
+ outArea[i] = area;
+ } else {
+ // 4 children
+ outMaxSpeeds[i] = math.max(math.max(outMaxSpeeds[childIndex], outMaxSpeeds[childIndex+1]), math.max(outMaxSpeeds[childIndex+2], outMaxSpeeds[childIndex+3]));
+ outMaxRadius[i] = math.max(math.max(outMaxRadius[childIndex], outMaxRadius[childIndex+1]), math.max(outMaxRadius[childIndex+2], outMaxRadius[childIndex+3]));
+
+ // Sum of child areas
+ outArea[i] = outArea[childIndex] + outArea[childIndex+1] + outArea[childIndex+2] + outArea[childIndex+3];
+ }
+ }
+ }
+ }
+
+ public void Execute () {
+ float3 mn = float.PositiveInfinity;
+ float3 mx = float.NegativeInfinity;
+ int existingAgentCount = 0;
+ for (int i = 0; i < numAgents; i++) {
+ if (agentVersions[i].Valid) {
+ agents[existingAgentCount++] = i;
+ mn = math.min(mn, agentPositions[i]);
+ mx = math.max(mx, agentPositions[i]);
+ }
+ }
+
+ outAgentCount[0] = existingAgentCount;
+
+ if (existingAgentCount == 0) {
+ outBoundingBox[0] = outBoundingBox[1] = float3.zero;
+ return;
+ }
+
+ outBoundingBox[0] = mn;
+ outBoundingBox[1] = mx;
+
+ int firstFreeChild = 1;
+ BuildNode(mn, mx, 0, 0, existingAgentCount, 0, ref firstFreeChild);
+
+ CalculateSpeeds(firstFreeChild);
+
+ NativeArray<float3>.Copy(agentPositions, outAgentPositions, numAgents);
+ NativeArray<float>.Copy(agentRadii, outAgentRadii, numAgents);
+ }
+ }
+
+ public struct QuadtreeQuery {
+ public float3 position;
+ public float speed, timeHorizon, agentRadius;
+ public int outputStartIndex, maxCount;
+ public NativeArray<int> result;
+ public NativeArray<float> resultDistances;
+ }
+
+ public void QueryKNearest (QuadtreeQuery query) {
+ if (!agents.IsCreated) return;
+ float maxRadius = float.PositiveInfinity;
+
+ for (int i = 0; i < query.maxCount; i++) query.result[query.outputStartIndex + i] = -1;
+ for (int i = 0; i < query.maxCount; i++) query.resultDistances[i] = float.PositiveInfinity;
+
+ QueryRec(ref query, 0, boundingBoxBuffer[0], boundingBoxBuffer[1], ref maxRadius);
+ }
+
+ void QueryRec (ref QuadtreeQuery query, int treeNodeIndex, float3 nodeMin, float3 nodeMax, ref float maxRadius) {
+ // Note: the second agentRadius usage should actually be the radius of the other agents, not this agent
+ // Determine the radius that we need to search to take all agents into account
+ // but for performance reasons and for simplicity we assume that agents have approximately the same radius.
+ // Thus an agent with a very small radius may in some cases detect an agent with a very large radius too late
+ // however this effect should be minor.
+ var radius = math.min(math.max((maxSpeeds[treeNodeIndex] + query.speed)*query.timeHorizon, query.agentRadius) + query.agentRadius, maxRadius);
+ float3 p = query.position;
+
+ if ((childPointers[treeNodeIndex] & LeafNodeBit) != 0) {
+ // Leaf node
+ int maxCount = query.maxCount;
+ int startIndex = childPointers[treeNodeIndex] & BitPackingMask;
+ int endIndex = (childPointers[treeNodeIndex] >> BitPackingShift) & BitPackingMask;
+
+ var result = query.result;
+ var resultDistances = query.resultDistances;
+ for (int j = startIndex; j < endIndex; j++) {
+ var agent = agents[j];
+ float sqrDistance = math.lengthsq(p - agentPositions[agent]);
+ if (sqrDistance < radius*radius) {
+ // Close enough
+
+ // Insert the agent into the results list using insertion sort
+ for (int k = 0; k < maxCount; k++) {
+ if (sqrDistance < resultDistances[k]) {
+ // Move the remaining items one step in the array
+ for (int q = maxCount - 1; q > k; q--) {
+ result[query.outputStartIndex + q] = result[query.outputStartIndex + q-1];
+ resultDistances[q] = resultDistances[q-1];
+ }
+ result[query.outputStartIndex + k] = agent;
+ resultDistances[k] = sqrDistance;
+
+ if (k == maxCount - 1) {
+ // We reached the end of the array. This means that we just updated the largest distance.
+ // We can use this to restrict the future search. We know that no other agent distance we find can be larger than this value.
+ maxRadius = math.min(maxRadius, math.sqrt(sqrDistance));
+ radius = math.min(radius, maxRadius);
+ }
+ break;
+ }
+ }
+ }
+ }
+ } else {
+ // Not a leaf node
+ int childrenStartIndex = childPointers[treeNodeIndex];
+
+ float3 nodeMid = (nodeMin + nodeMax) * 0.5f;
+ if (movementPlane == MovementPlane.Arbitrary) {
+ // First visit the child that overlaps the query position.
+ // This is important to do first as it usually reduces the maxRadius significantly
+ // and thus reduces the number of children we have to search later.
+ var mainChildIndex = (p.x < nodeMid.x ? 0 : 4) | (p.y < nodeMid.y ? 0 : 2) | (p.z < nodeMid.z ? 0 : 1);
+ {
+ var selector = new bool3((mainChildIndex & 0x4) != 0, (mainChildIndex & 0x2) != 0, (mainChildIndex & 0x1) != 0);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + mainChildIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ }
+
+ // Visit a child if a cube with sides of length 2*radius (centered at p) touches the child.
+ // We calculate this info for all 8 children at the same time.
+ // Each child contains three checks, one for each axis.
+ // For example for the child which is lower than mid on the x-axis and z-axis, but higher than mid on the y axis
+ // the check we want to do looks like: (p.x - radius < nodeMid.x && p.y + radius > nodeMid.y && p.z - radius < nodeMid.z)
+ var lessThanMid = p - radius < nodeMid;
+ var greaterThanMid = p + radius > nodeMid;
+ // If for example lessThanMid.x is false, then we can exclude all 4 children that require that check
+ var branch1 = math.select(new int3(0b11110000, 0b11001100, 0b10101010), new int3(0xFF, 0xFF, 0xFF), lessThanMid);
+ var branch2 = math.select(new int3(0b00001111, 0b00110011, 0b01010101), new int3(0xFF, 0xFF, 0xFF), greaterThanMid);
+ var toVisitByAxis = branch1 & branch2;
+ // Combine the checks for each axis
+ // Bitmask of which children we want to visit (1 = visit, 0 = don't visit)
+ var childrenToVisit = toVisitByAxis.x & toVisitByAxis.y & toVisitByAxis.z;
+
+ childrenToVisit &= ~(1 << mainChildIndex);
+
+ // Loop over all children that we will visit.
+ // It's nice with a loop because we will usually only have a single branch.
+ while (childrenToVisit != 0) {
+ var childIndex = ChildLookup[childrenToVisit];
+ var selector = new bool3((childIndex & 0x4) != 0, (childIndex & 0x2) != 0, (childIndex & 0x1) != 0);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + childIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ childrenToVisit &= ~(1 << childIndex);
+ }
+ } else if (movementPlane == MovementPlane.XY) {
+ var mainChildIndex = (p.x < nodeMid.x ? 0 : 2) | (p.y < nodeMid.y ? 0 : 1);
+ {
+ // Note: mx.z will become nodeMid.z which is technically incorrect, but we don't care about the Z coordinate here anyway
+ var selector = new bool3((mainChildIndex & 0x2) != 0, (mainChildIndex & 0x1) != 0, false);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + mainChildIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ }
+
+ var lessThanMid = p.xy - radius < nodeMid.xy;
+ var greaterThanMid = p.xy + radius > nodeMid.xy;
+
+ var v = new bool4(lessThanMid.x & lessThanMid.y, lessThanMid.x & greaterThanMid.y, greaterThanMid.x & lessThanMid.y, greaterThanMid.x & greaterThanMid.y);
+ // Build a bitmask of which children to visit
+ var childrenToVisit = (v.x ? 1 : 0) | (v.y ? 2 : 0) | (v.z ? 4 : 0) | (v.w ? 8 : 0);
+ childrenToVisit &= ~(1 << mainChildIndex);
+
+ // Loop over all children that we will visit.
+ // It's nice with a loop because we will usually only have a single branch.
+ while (childrenToVisit != 0) {
+ var childIndex = ChildLookup[childrenToVisit];
+ // Note: mx.z will become nodeMid.z which is technically incorrect, but we don't care about the Z coordinate here anyway
+ var selector = new bool3((childIndex & 0x2) != 0, (childIndex & 0x1) != 0, false);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + childIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ childrenToVisit &= ~(1 << childIndex);
+ }
+ } else {
+ var mainChildIndex = (p.x < nodeMid.x ? 0 : 2) | (p.z < nodeMid.z ? 0 : 1);
+ {
+ // Note: mx.y will become nodeMid.y which is technically incorrect, but we don't care about the Y coordinate here anyway
+ var selector = new bool3((mainChildIndex & 0x2) != 0, false, (mainChildIndex & 0x1) != 0);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + mainChildIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ }
+
+ var lessThanMid = p.xz - radius < nodeMid.xz;
+ var greaterThanMid = p.xz + radius > nodeMid.xz;
+
+ var v = new bool4(lessThanMid.x & lessThanMid.y, lessThanMid.x & greaterThanMid.y, greaterThanMid.x & lessThanMid.y, greaterThanMid.x & greaterThanMid.y);
+ var childrenToVisit = (v.x ? 1 : 0) | (v.y ? 2 : 0) | (v.z ? 4 : 0) | (v.w ? 8 : 0);
+ childrenToVisit &= ~(1 << mainChildIndex);
+
+ while (childrenToVisit != 0) {
+ var childIndex = ChildLookup[childrenToVisit];
+ // Note: mx.y will become nodeMid.y which is technically incorrect, but we don't care about the Y coordinate here anyway
+ var selector = new bool3((childIndex & 0x2) != 0, false, (childIndex & 0x1) != 0);
+
+ var mn = math.select(nodeMin, nodeMid, selector);
+ var mx = math.select(nodeMid, nodeMax, selector);
+ QueryRec(ref query, childrenStartIndex + childIndex, mn, mx, ref maxRadius);
+ radius = math.min(radius, maxRadius);
+ childrenToVisit &= ~(1 << childIndex);
+ }
+ }
+ }
+ }
+
+ /// <summary>Find the total agent area inside the circle at position with the given radius</summary>
+ public float QueryArea (float3 position, float radius) {
+ if (!agents.IsCreated || agentCountBuffer[0] == 0) return 0f;
+ return math.PI * QueryAreaRec(0, position, radius, boundingBoxBuffer[0], boundingBoxBuffer[1]);
+ }
+
+ float QueryAreaRec (int treeNodeIndex, float3 p, float radius, float3 nodeMin, float3 nodeMax) {
+ float3 nodeMid = (nodeMin + nodeMax) * 0.5f;
+ // Radius of a circle that is guaranteed to cover the entire node
+ float nodeRadius = math.length(nodeMax - nodeMid);
+ float dist = math.lengthsq(nodeMid - p);
+ var maxAgentRadius = maxRadius[treeNodeIndex];
+ var thresholdDistance = radius - (nodeRadius + maxAgentRadius);
+
+ if (thresholdDistance > 0 && dist < thresholdDistance*thresholdDistance) {
+ // Node is completely inside the circle. Return the precalculated area of all agents inside the node.
+ return nodeAreas[treeNodeIndex];
+ }
+
+ if (dist > (radius + (nodeRadius + maxAgentRadius))*(radius + (nodeRadius + maxAgentRadius))) {
+ return 0;
+ }
+
+ if ((childPointers[treeNodeIndex] & LeafNodeBit) != 0) {
+ // Leaf node
+ // Node is partially inside the circle
+
+ int startIndex = childPointers[treeNodeIndex] & BitPackingMask;
+ int endIndex = (childPointers[treeNodeIndex] >> BitPackingShift) & BitPackingMask;
+
+ float k = 0;
+ float area = 0;
+ for (int j = startIndex; j < endIndex; j++) {
+ var agent = agents[j];
+ k += agentRadii[agent]*agentRadii[agent];
+ float sqrDistance = math.lengthsq(p - agentPositions[agent]);
+ float agentRadius = agentRadii[agent];
+ if (sqrDistance < (radius + agentRadius)*(radius + agentRadius)) {
+ float innerRadius = radius - agentRadius;
+ // Slight approximation at the edge of the circle.
+ // This is the approximate fraction of the agent that is inside the circle.
+ float fractionInside = sqrDistance < innerRadius*innerRadius ? 1.0f : 1.0f - (math.sqrt(sqrDistance) - innerRadius) / (2*agentRadius);
+ area += agentRadius*agentRadius * fractionInside;
+ }
+ }
+ return area;
+ } else {
+ float area = 0;
+ // Not a leaf node
+ int childIndex = childPointers[treeNodeIndex];
+ float radiusWithMargin = radius + maxAgentRadius;
+ if (movementPlane == MovementPlane.Arbitrary) {
+ bool3 lower = (p - radiusWithMargin) < nodeMid;
+ bool3 upper = (p + radiusWithMargin) > nodeMid;
+ if (lower[0]) {
+ if (lower[1]) {
+ if (lower[2]) area += QueryAreaRec(childIndex + 0, p, radius, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMid.y, nodeMid.z));
+ if (upper[2]) area += QueryAreaRec(childIndex + 1, p, radius, new float3(nodeMin.x, nodeMin.y, nodeMid.z), new float3(nodeMid.x, nodeMid.y, nodeMax.z));
+ }
+ if (upper[1]) {
+ if (lower[2]) area += QueryAreaRec(childIndex + 2, p, radius, new float3(nodeMin.x, nodeMid.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMid.z));
+ if (upper[2]) area += QueryAreaRec(childIndex + 3, p, radius, new float3(nodeMin.x, nodeMid.y, nodeMid.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z));
+ }
+ }
+ if (upper[0]) {
+ if (lower[1]) {
+ if (lower[2]) area += QueryAreaRec(childIndex + 4, p, radius, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMid.y, nodeMid.z));
+ if (upper[2]) area += QueryAreaRec(childIndex + 5, p, radius, new float3(nodeMid.x, nodeMin.y, nodeMid.z), new float3(nodeMax.x, nodeMid.y, nodeMax.z));
+ }
+ if (upper[1]) {
+ if (lower[2]) area += QueryAreaRec(childIndex + 6, p, radius, new float3(nodeMid.x, nodeMid.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMid.z));
+ if (upper[2]) area += QueryAreaRec(childIndex + 7, p, radius, new float3(nodeMid.x, nodeMid.y, nodeMid.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z));
+ }
+ }
+ } else if (movementPlane == MovementPlane.XY) {
+ bool2 lower = (p - radiusWithMargin).xy < nodeMid.xy;
+ bool2 upper = (p + radiusWithMargin).xy > nodeMid.xy;
+ if (lower[0]) {
+ if (lower[1]) area += QueryAreaRec(childIndex + 0, p, radius, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMid.y, nodeMax.z));
+ if (upper[1]) area += QueryAreaRec(childIndex + 1, p, radius, new float3(nodeMin.x, nodeMid.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z));
+ }
+ if (upper[0]) {
+ if (lower[1]) area += QueryAreaRec(childIndex + 2, p, radius, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMid.y, nodeMax.z));
+ if (upper[1]) area += QueryAreaRec(childIndex + 3, p, radius, new float3(nodeMid.x, nodeMid.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z));
+ }
+ } else {
+ bool2 lower = (p - radiusWithMargin).xz < nodeMid.xz;
+ bool2 upper = (p + radiusWithMargin).xz > nodeMid.xz;
+ if (lower[0]) {
+ if (lower[1]) area += QueryAreaRec(childIndex + 0, p, radius, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMid.z));
+ if (upper[1]) area += QueryAreaRec(childIndex + 1, p, radius, new float3(nodeMin.x, nodeMin.y, nodeMid.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z));
+ }
+ if (upper[0]) {
+ if (lower[1]) area += QueryAreaRec(childIndex + 2, p, radius, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMid.z));
+ if (upper[1]) area += QueryAreaRec(childIndex + 3, p, radius, new float3(nodeMid.x, nodeMin.y, nodeMid.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z));
+ }
+ }
+ return area;
+ }
+ }
+
+ [BurstCompile]
+ public struct DebugDrawJob : IJob {
+ public CommandBuilder draw;
+ [ReadOnly]
+ public RVOQuadtreeBurst quadtree;
+
+ public void Execute () {
+ quadtree.DebugDraw(draw);
+ }
+ }
+
+ public void DebugDraw (CommandBuilder draw) {
+ if (!agentCountBuffer.IsCreated) return;
+ var numAgents = agentCountBuffer[0];
+ if (numAgents == 0) return;
+
+ DebugDraw(0, boundingBoxBuffer[0], boundingBoxBuffer[1], draw);
+ for (int i = 0; i < numAgents; i++) {
+ draw.Cross(agentPositions[agents[i]], 0.5f, Palette.Colorbrewer.Set1.Red);
+ }
+ }
+
+ void DebugDraw (int nodeIndex, float3 nodeMin, float3 nodeMax, CommandBuilder draw) {
+ float3 nodeMid = (nodeMin + nodeMax) * 0.5f;
+
+ draw.WireBox(nodeMid, nodeMax - nodeMin, Palette.Colorbrewer.Set1.Orange);
+
+ if ((childPointers[nodeIndex] & LeafNodeBit) != 0) {
+ int startIndex = childPointers[nodeIndex] & BitPackingMask;
+ int endIndex = (childPointers[nodeIndex] >> BitPackingShift) & BitPackingMask;
+
+ for (int j = startIndex; j < endIndex; j++) {
+ draw.Line(nodeMid, agentPositions[agents[j]], Color.black);
+ }
+ } else {
+ int childIndex = childPointers[nodeIndex];
+ if (movementPlane == MovementPlane.Arbitrary) {
+ DebugDraw(childIndex + 0, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMid.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 1, new float3(nodeMin.x, nodeMin.y, nodeMid.z), new float3(nodeMid.x, nodeMid.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 2, new float3(nodeMin.x, nodeMid.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 3, new float3(nodeMin.x, nodeMid.y, nodeMid.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 4, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMid.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 5, new float3(nodeMid.x, nodeMin.y, nodeMid.z), new float3(nodeMax.x, nodeMid.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 6, new float3(nodeMid.x, nodeMid.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 7, new float3(nodeMid.x, nodeMid.y, nodeMid.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z), draw);
+ } else if (movementPlane == MovementPlane.XY) {
+ DebugDraw(childIndex + 0, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMid.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 1, new float3(nodeMin.x, nodeMid.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 2, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMid.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 3, new float3(nodeMid.x, nodeMid.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z), draw);
+ } else {
+ DebugDraw(childIndex + 0, new float3(nodeMin.x, nodeMin.y, nodeMin.z), new float3(nodeMid.x, nodeMax.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 1, new float3(nodeMin.x, nodeMin.y, nodeMid.z), new float3(nodeMid.x, nodeMax.y, nodeMax.z), draw);
+ DebugDraw(childIndex + 2, new float3(nodeMid.x, nodeMin.y, nodeMin.z), new float3(nodeMax.x, nodeMax.y, nodeMid.z), draw);
+ DebugDraw(childIndex + 3, new float3(nodeMid.x, nodeMin.y, nodeMid.z), new float3(nodeMax.x, nodeMax.y, nodeMax.z), draw);
+ }
+ }
+ }
+ }
+}