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using UnityEngine;
using Unity.Collections;
using Unity.Burst;
using Unity.Jobs;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
namespace Pathfinding.Util {
#if MODULE_COLLECTIONS_2_1_0_OR_NEWER
using NativeHashMapInt3Int = Unity.Collections.NativeHashMap<Int3, int>;
#else
using NativeHashMapInt3Int = Unity.Collections.NativeParallelHashMap<Int3, int>;
#endif
/// <summary>Helper class for working with meshes efficiently</summary>
[BurstCompile]
static class MeshUtility {
public static void GetMeshData (Mesh.MeshDataArray meshData, int meshIndex, out NativeArray<Vector3> vertices, out NativeArray<int> indices) {
var rawMeshData = meshData[meshIndex];
vertices = new NativeArray<Vector3>(rawMeshData.vertexCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
rawMeshData.GetVertices(vertices);
int totalIndices = 0;
for (int subMeshIndex = 0; subMeshIndex < rawMeshData.subMeshCount; subMeshIndex++) {
totalIndices += rawMeshData.GetSubMesh(subMeshIndex).indexCount;
}
indices = new NativeArray<int>(totalIndices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
int offset = 0;
for (int subMeshIndex = 0; subMeshIndex < rawMeshData.subMeshCount; subMeshIndex++) {
var submesh = rawMeshData.GetSubMesh(subMeshIndex);
rawMeshData.GetIndices(indices.GetSubArray(offset, submesh.indexCount), subMeshIndex);
offset += submesh.indexCount;
}
}
/// <summary>
/// Flips triangles such that they are all clockwise in graph space.
///
/// The triangles may not be clockwise in world space since the graphs can be rotated.
///
/// The triangles array will be modified in-place.
/// </summary>
[BurstCompile]
public static void MakeTrianglesClockwise (ref UnsafeSpan<Int3> vertices, ref UnsafeSpan<int> triangles) {
for (int i = 0; i < triangles.Length; i += 3) {
// Make sure the triangle is clockwise in graph space (it may not be in world space since the graphs can be rotated)
// Note that we also modify the original triangle array because if the graph is cached then we will re-initialize the nodes from that array and assume all triangles are clockwise.
if (!VectorMath.IsClockwiseXZ(vertices[triangles[i+0]], vertices[triangles[i+1]], vertices[triangles[i+2]])) {
var tmp = triangles[i+0];
triangles[i+0] = triangles[i+2];
triangles[i+2] = tmp;
}
}
}
/// <summary>Removes duplicate vertices from the array and updates the triangle array.</summary>
[BurstCompile]
public struct JobRemoveDuplicateVertices : IJob {
[ReadOnly]
public NativeArray<Int3> vertices;
[ReadOnly]
public NativeArray<int> triangles;
[ReadOnly]
public NativeArray<int> tags;
public unsafe UnsafeAppendBuffer* outputVertices; // Element Type Int3
public unsafe UnsafeAppendBuffer* outputTriangles; // Element Type int
public unsafe UnsafeAppendBuffer* outputTags; // Element Type uint
public static int3 cross(int3 x, int3 y) => (x * y.yzx - x.yzx * y).yzx;
public void Execute () {
int numDegenerate = 0;
unsafe {
outputVertices->Reset();
outputTriangles->Reset();
outputTags->Reset();
var firstVerts = new NativeHashMapInt3Int(vertices.Length, Allocator.Temp);
// Remove duplicate vertices
var compressedPointers = new NativeArray<int>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
int count = 0;
for (int i = 0; i < vertices.Length; i++) {
if (firstVerts.TryAdd(vertices[i], count)) {
compressedPointers[i] = count;
outputVertices->Add(vertices[i]);
count++;
} else {
// There are some cases, rare but still there, that vertices are identical
compressedPointers[i] = firstVerts[vertices[i]];
}
}
for (int i = 0, j = 0; i < triangles.Length; i += 3, j++) {
var a = triangles[i+0];
var b = triangles[i+1];
var c = triangles[i+2];
// In some cases, users feed a navmesh graph a mesh with degenerate triangles.
// These are triangles with a zero area.
// We must remove these as they can otherwise cause issues for the JobCalculateTriangleConnections job, and they are generally just bad to include a navmesh.
// Note: This cross product calculation can result in overflows if the triangle is large, but since we check for equality with zero it should not be a problem in practice.
if (math.all(cross(vertices.ReinterpretLoad<int3>(b) - vertices.ReinterpretLoad<int3>(a), vertices.ReinterpretLoad<int3>(c) - vertices.ReinterpretLoad<int3>(a)) == 0)) {
// Degenerate triangle
numDegenerate++;
continue;
}
outputTriangles->Add(new int3(compressedPointers[a], compressedPointers[b], compressedPointers[c]));
outputTags->Add(tags[j]);
}
}
if (numDegenerate > 0) {
Debug.LogWarning($"Input mesh contained {numDegenerate} degenerate triangles. These have been removed.\nA degenerate triangle is a triangle with zero area. It resembles a line or a point.");
}
}
}
}
}
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