ProjectDDD/Packages/com.arongranberg.astar/Core/ECS/Systems/MovementPlaneFromGraphSystem.cs
2025-07-08 19:46:31 +09:00

248 lines
9.4 KiB
C#

#pragma warning disable CS0282
#if MODULE_ENTITIES
using Unity.Entities;
using Unity.Mathematics;
using Unity.Burst;
using Unity.Collections;
namespace Pathfinding.ECS {
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Pathfinding;
using Pathfinding.Util;
using Pathfinding.Collections;
using Unity.Transforms;
using UnityEngine.Profiling;
[UpdateBefore(typeof(RepairPathSystem))]
[UpdateInGroup(typeof(AIMovementSystemGroup))]
[RequireMatchingQueriesForUpdate]
[BurstCompile]
public partial struct MovementPlaneFromGraphSystem : ISystem {
public EntityQuery entityQueryGraph;
public EntityQuery entityQueryNormal;
// Store the queue in a GCHandle to avoid restrictions on ISystem
GCHandle graphNodeQueue;
public void OnCreate (ref SystemState state) {
entityQueryGraph = state.GetEntityQuery(ComponentType.ReadOnly<MovementState>(), ComponentType.ReadWrite<AgentMovementPlane>(), ComponentType.ReadOnly<AgentMovementPlaneSource>());
entityQueryGraph.SetSharedComponentFilter(new AgentMovementPlaneSource { value = MovementPlaneSource.Graph });
entityQueryNormal = state.GetEntityQuery(
ComponentType.ReadWrite<ManagedState>(),
ComponentType.ReadOnly<LocalTransform>(),
ComponentType.ReadWrite<AgentMovementPlane>(),
ComponentType.ReadOnly<AgentCylinderShape>(),
ComponentType.ReadOnly<AgentMovementPlaneSource>()
);
entityQueryNormal.AddSharedComponentFilter(new AgentMovementPlaneSource { value = MovementPlaneSource.NavmeshNormal });
graphNodeQueue = GCHandle.Alloc(new List<GraphNode>(32));
}
public void OnDestroy (ref SystemState state) {
graphNodeQueue.Free();
}
public void OnUpdate (ref SystemState systemState) {
var graphs = AstarPath.active?.data.graphs;
if (graphs == null) return;
var movementPlanes = CollectionHelper.CreateNativeArray<AgentMovementPlane>(graphs.Length, systemState.WorldUpdateAllocator, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < graphs.Length; i++) {
movementPlanes[i] = new AgentMovementPlane(MovementPlaneFromGraph(graphs[i]));
}
if (!entityQueryNormal.IsEmpty) {
Profiler.BeginSample("MovementPlaneSource.NavmeshNormal");
systemState.CompleteDependency();
var vertices = new NativeList<Int3>(16, Allocator.Temp);
new JobMovementPlaneFromNavmeshNormal {
dt = AIMovementSystemGroup.TimeScaledRateManager.CheapStepDeltaTime,
vertices = vertices,
que = (List<GraphNode>)graphNodeQueue.Target,
}.Run(entityQueryNormal);
Profiler.EndSample();
}
systemState.Dependency = new JobMovementPlaneFromGraph {
movementPlanes = movementPlanes,
}.Schedule(entityQueryGraph, systemState.Dependency);
}
/// <summary>
/// Natural movement plane for a graph traversing a given graph.
///
/// This is the movement plane used for <see cref="MovementPlaneSource"/>.Graph.
///
/// See: <see cref="FollowerEntity.movementPlaneSource"/>
/// </summary>
public static NativeMovementPlane MovementPlaneFromGraph (NavGraph graph) {
if (graph is NavmeshBase navmesh) {
return new NativeMovementPlane(navmesh.transform.rotation);
} else if (graph is GridGraph grid) {
return new NativeMovementPlane(grid.transform.rotation);
} else {
return new NativeMovementPlane(quaternion.identity);
}
}
partial struct JobMovementPlaneFromNavmeshNormal : IJobEntity {
public float dt;
public NativeList<Int3> vertices;
public List<GraphNode> que;
public void Execute (ManagedState managedState, in LocalTransform localTransform, ref AgentMovementPlane agentMovementPlane, in AgentCylinderShape shape) {
var node = managedState.pathTracer.startNode as TriangleMeshNode;
if (node != null) {
// TODO: Expose this parameter?
const float InverseSmoothness = 20f;
var radius = math.max(0.01f, shape.radius);
SampleSmoothNavmeshNormal(node, que, vertices, localTransform.Position, radius, ref agentMovementPlane, dt * InverseSmoothness);
}
}
}
[BurstCompile]
partial struct JobMovementPlaneFromGraph : IJobEntity {
[ReadOnly]
public NativeArray<AgentMovementPlane> movementPlanes;
public void Execute (in MovementState movementState, ref AgentMovementPlane movementPlane) {
if (movementState.graphIndex < (uint)movementPlanes.Length) {
movementPlane = movementPlanes[(int)movementState.graphIndex];
} else {
// This can happen if the agent has no path, or if the path is stale.
// Potentially also if a graph has been removed.
}
}
}
public static void SampleSmoothNavmeshNormal (TriangleMeshNode node, List<GraphNode> scratchList, NativeList<Int3> scratchBuffer, float3 position, float agentRadius, ref AgentMovementPlane agentMovementPlane, float alpha) {
var vertices = scratchBuffer;
var que = scratchList;
vertices.Clear();
que.Clear();
int queStart = 0;
node.TemporaryFlag1 = true;
que.Add(node);
var i0 = node.v0;
var i1 = node.v1;
var i2 = node.v2;
while (queStart < que.Count) {
var current = que[queStart++] as TriangleMeshNode;
if (current == null) continue;
var anyVertex = current.v0 == i0 | current.v1 == i0 | current.v2 == i0 | current.v0 == i1 | current.v1 == i1 | current.v2 == i1 | current.v0 == i2 | current.v1 == i2 | current.v2 == i2;
if (anyVertex) {
current.GetVertices(out var v0, out var v1, out var v2);
vertices.Add(v0);
vertices.Add(v1);
vertices.Add(v2);
current.GetConnections((GraphNode con, ref List<GraphNode> que) => {
if (!con.TemporaryFlag1) {
con.TemporaryFlag1 = true;
que.Add(con);
}
}, ref que);
}
}
// Reset temporary flags
for (int i = 0; i < que.Count; i++) {
que[i].TemporaryFlag1 = false;
}
var verticesSpan = vertices.AsUnsafeSpan();
SampleSmoothTriangleNormal(ref position, ref verticesSpan, ref agentMovementPlane, agentRadius, alpha);
}
static float Square (float x) {
return x * x;
}
/// <summary>Sine of the angle ABC</summary>
static float SinAngle (float3 a, float3 b, float3 c) {
return math.sqrt(1 - Square(math.dot(math.normalizesafe(a - b), math.normalizesafe(c - b))));
}
[BurstCompile(FloatMode = FloatMode.Fast)]
static void SampleSmoothTriangleNormal (ref float3 position, ref UnsafeSpan<Int3> _triangleVertices, ref AgentMovementPlane agentMovementPlane, float agentRadius, float alpha) {
var triangleVertices = _triangleVertices.Reinterpret<int3>();
if (triangleVertices.Length < 3) throw new System.ArgumentException("triangleVertices.Length < 3");
unsafe {
// First 3 vertices represent the triangle we start on
var sourceVertices = triangleVertices.ptr;
var normals = stackalloc float3[3];
var weights = stackalloc float[3];
normals[0] = normals[1] = normals[2] = float3.zero;
weights[0] = weights[1] = weights[2] = 0;
var currentNormal = agentMovementPlane.value.up;
for (uint i = 0; i < triangleVertices.length; i += 3) {
var p0 = triangleVertices[i + 0];
var p1 = triangleVertices[i + 1];
var p2 = triangleVertices[i + 2];
var f0 = (float3)p0 * Int3.PrecisionFactor;
var f1 = (float3)p1 * Int3.PrecisionFactor;
var f2 = (float3)p2 * Int3.PrecisionFactor;
var triangleNormal = math.normalizesafe(math.cross(f1 - f0, f2 - f0));
const float COS_SMOOTH_ANGLE_LIMIT = 0.86f;
float weight = 1;
var cosAngle = math.dot(triangleNormal, currentNormal);
if (cosAngle < COS_SMOOTH_ANGLE_LIMIT) {
// Hard angle. Lower the weight of this triangle to avoid starting to rotate too early.
Polygon.ClosestPointOnTriangleByRef(in f0, in f1, in f2, in position, out var closest);
var distance = math.lengthsq(closest - position) / Square(1.5f * agentRadius);
var distanceWeight = math.max(0.1f, 1 - distance);
var angleWeight = (COS_SMOOTH_ANGLE_LIMIT - math.max(0, cosAngle)) / COS_SMOOTH_ANGLE_LIMIT;
weight = math.lerp(1, distanceWeight, angleWeight);
}
for (int j = 0; j < 3; j++) {
if (math.all(p0 == sourceVertices[j])) {
// When calculating smooth normals, we ideally want to weigh the contributions from
// differnt triangles by the angle of the triangle at the vertex.
// We use the sine of that angle instead, which is a decent approximation.
var w = weight * SinAngle(p2, p0, p1);
weights[j] += w;
normals[j] += w * triangleNormal;
}
}
for (int j = 0; j < 3; j++) {
if (math.all(p1 == sourceVertices[j])) {
var w = weight * SinAngle(p0, p1, p2);
weights[j] += w;
normals[j] += w * triangleNormal;
}
}
for (int j = 0; j < 3; j++) {
if (math.all(p2 == sourceVertices[j])) {
var w = weight * SinAngle(p1, p2, p0);
weights[j] += w;
normals[j] += w * triangleNormal;
}
}
}
for (int j = 0; j < 3; j++) {
if (weights[j] > 0) normals[j] /= weights[j];
}
var v0 = (float3)sourceVertices[0] * Int3.PrecisionFactor;
var v1 = (float3)sourceVertices[1] * Int3.PrecisionFactor;
var v2 = (float3)sourceVertices[2] * Int3.PrecisionFactor;
var barycentric = Polygon.ClosestPointOnTriangleBarycentric(v0, v1, v2, position);
var targetNormal = math.normalizesafe(normals[0] * barycentric.x + normals[1] * barycentric.y + normals[2] * barycentric.z);
var nextNormal = math.lerp(currentNormal, targetNormal, math.clamp(alpha, 0, 1));
agentMovementPlane.value = agentMovementPlane.value.MatchUpDirection(nextNormal);
}
}
}
}
#endif