namespace Pathfinding.RVO { using UnityEngine; using Pathfinding.ECS.RVO; using Unity.Burst; using Unity.Jobs; using Unity.Mathematics; using Unity.Collections; using Pathfinding.Drawing; /// /// Quadtree for quick nearest neighbour search of rvo agents. /// See: Pathfinding.RVO.Simulator /// public struct RVOQuadtreeBurst { const int LeafSize = 16; const int MaxDepth = 10; NativeArray agents; NativeArray childPointers; NativeArray boundingBoxBuffer; NativeArray agentCountBuffer; NativeArray agentPositions; NativeArray agentRadii; NativeArray maxSpeeds; NativeArray maxRadius; NativeArray nodeAreas; MovementPlane movementPlane; const int LeafNodeBit = 1 << 30; const int BitPackingShift = 15; const int BitPackingMask = (1 << BitPackingShift) - 1; const int MaxAgents = BitPackingMask; /// /// 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. /// 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(4, Allocator.Persistent); agentCountBuffer = new NativeArray(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 agentPositions, NativeArray agentVersions, NativeArray agentSpeeds, NativeArray 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 { /// Length should be greater or equal to agentPositions.Length public NativeArray agents; [ReadOnly] public NativeArray agentPositions; [ReadOnly] public NativeArray agentVersions; [ReadOnly] public NativeArray agentSpeeds; [ReadOnly] public NativeArray agentRadii; /// Should have size 2 [WriteOnly] public NativeArray outBoundingBox; /// Should have size 1 [WriteOnly] public NativeArray outAgentCount; /// Should have size: InnerNodeCountUpperBound(numAgents) public NativeArray outChildPointers; /// Should have size: InnerNodeCountUpperBound(numAgents) public NativeArray outMaxSpeeds; /// Should have size: InnerNodeCountUpperBound(numAgents) public NativeArray outMaxRadius; /// Should have size: InnerNodeCountUpperBound(numAgents) public NativeArray outArea; [WriteOnly] public NativeArray outAgentPositions; [WriteOnly] public NativeArray outAgentRadii; public int numAgents; public MovementPlane movementPlane; static int Partition (NativeSlice indices, int startIndex, int endIndex, NativeSlice 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(agentPositions).SliceWithStride(0); var ys = new NativeSlice(agentPositions).SliceWithStride(4); var zs = new NativeSlice(agentPositions).SliceWithStride(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(agentPositions).SliceWithStride(0); var ys = new NativeSlice(agentPositions).SliceWithStride(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(agentPositions).SliceWithStride(0); var zs = new NativeSlice(agentPositions).SliceWithStride(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.Copy(agentPositions, outAgentPositions, numAgents); NativeArray.Copy(agentRadii, outAgentRadii, numAgents); } } public struct QuadtreeQuery { public float3 position; public float speed, timeHorizon, agentRadius; public int outputStartIndex, maxCount; public NativeArray result; public NativeArray 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); } } } } /// Find the total agent area inside the circle at position with the given radius 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); } } } } }