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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Voxels/VoxelRasterization.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Voxels/VoxelRasterization.cs
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index 0000000..a99fddc
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Voxels/VoxelRasterization.cs
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+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;
+
+ 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, Mathf.CeilToInt((graphSpaceLimits.x - graphSpaceBounds.min.x) / cellSize));
+ var cropZ = Mathf.Min(depth - 1, 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;
+ }
+ }
+ }
+ }
+ }
+ }
+}