173 lines
7.0 KiB
C#
173 lines
7.0 KiB
C#
using UnityEngine;
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using Unity.Collections;
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using Unity.Burst;
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using Unity.Jobs;
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using Pathfinding.Collections;
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using Unity.Mathematics;
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namespace Pathfinding.Util {
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#if MODULE_COLLECTIONS_2_1_0_OR_NEWER
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using NativeHashMapInt3Int = Unity.Collections.NativeHashMap<Int3, int>;
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#else
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using NativeHashMapInt3Int = Unity.Collections.NativeParallelHashMap<Int3, int>;
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#endif
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/// <summary>Helper class for working with meshes efficiently</summary>
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[BurstCompile]
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static class MeshUtility {
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public static void GetMeshData (Mesh.MeshDataArray meshData, int meshIndex, out NativeArray<Vector3> vertices, out NativeArray<int> indices) {
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var rawMeshData = meshData[meshIndex];
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vertices = new NativeArray<Vector3>(rawMeshData.vertexCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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rawMeshData.GetVertices(vertices);
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int totalIndices = 0;
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for (int subMeshIndex = 0; subMeshIndex < rawMeshData.subMeshCount; subMeshIndex++) {
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totalIndices += rawMeshData.GetSubMesh(subMeshIndex).indexCount;
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}
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indices = new NativeArray<int>(totalIndices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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int offset = 0;
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for (int subMeshIndex = 0; subMeshIndex < rawMeshData.subMeshCount; subMeshIndex++) {
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var submesh = rawMeshData.GetSubMesh(subMeshIndex);
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rawMeshData.GetIndices(indices.GetSubArray(offset, submesh.indexCount), subMeshIndex);
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offset += submesh.indexCount;
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}
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}
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/// <summary>
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/// Flips triangles such that they are all clockwise in graph space.
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///
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/// The triangles may not be clockwise in world space since the graphs can be rotated.
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///
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/// The triangles array will be modified in-place.
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/// </summary>
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[BurstCompile]
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public static void MakeTrianglesClockwise (ref UnsafeSpan<Int3> vertices, ref UnsafeSpan<int> triangles) {
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for (int i = 0; i < triangles.Length; i += 3) {
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// Make sure the triangle is clockwise in graph space (it may not be in world space since the graphs can be rotated)
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// 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.
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if (!VectorMath.IsClockwiseXZ(vertices[triangles[i+0]], vertices[triangles[i+1]], vertices[triangles[i+2]])) {
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var tmp = triangles[i+0];
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triangles[i+0] = triangles[i+2];
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triangles[i+2] = tmp;
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}
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}
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}
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/// <summary>
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/// Removes duplicate vertices from the array and updates the triangle array.
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///
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/// Uses a sweep line algorithm. For mergeRadiusSq=0, this is slower than a hash map based approach (by a factor of 3-4 even, primarily due to the sort),
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/// but this code doesn't tend to be a bottleneck so it's not a big deal.
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/// A hash based approach cannot easily support a mergeRadiusSq > 0.
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///
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/// A hash based approach was removed in the commit after cc57efb0c.
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/// </summary>
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[BurstCompile]
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public struct JobMergeNearbyVertices : IJob {
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public NativeList<Int3> vertices;
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public NativeList<int> triangles;
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public int mergeRadiusSq;
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struct CoordinateSorter : System.Collections.Generic.IComparer<int> {
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public UnsafeSpan<int3> vertices;
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public int Compare (int a, int b) {
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Unity.Burst.CompilerServices.Hint.Assume((uint)a < vertices.length);
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Unity.Burst.CompilerServices.Hint.Assume((uint)b < vertices.length);
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return vertices[a].x.CompareTo(vertices[b].x);
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}
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}
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public void Execute () {
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var indicesArr = new NativeArray<int>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < indicesArr.Length; i++) indicesArr[i] = i;
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indicesArr.Sort(new CoordinateSorter {
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vertices = vertices.AsUnsafeSpan().Reinterpret<int3>()
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});
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var indices = indicesArr.AsUnsafeSpan();
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var compressedPointers = new NativeArray<int>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var verticesSpan = vertices.AsUnsafeSpan().Reinterpret<int3>();
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var trianglesSpan = triangles.AsUnsafeSpan();
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var compressedVerticesArr = new NativeArray<int3>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
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var compressedVertices = compressedVerticesArr.AsUnsafeSpan();
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int vertexCount = 0;
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var mergeRadiusCeil = (int)math.ceil(math.sqrt(mergeRadiusSq));
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uint rangeEndIndex = 1;
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// Use a sweep line algorithm to merge nearby vertices
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for (uint i = 0; i < indices.length; i++) {
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if (indices[i] == -1) continue;
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var v = verticesSpan[indices[i]];
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compressedPointers[indices[i]] = vertexCount;
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while (rangeEndIndex < indices.length && verticesSpan[indices[rangeEndIndex]].x <= v.x + mergeRadiusCeil) rangeEndIndex++;
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var mean = v;
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int count = 1;
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for (uint j = i + 1; j < rangeEndIndex; j++) {
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if (indices[j] == -1) continue;
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var v2 = verticesSpan[indices[j]];
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if (math.lengthsq(v2 - v) <= mergeRadiusSq) {
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mean += v2;
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count++;
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compressedPointers[indices[j]] = vertexCount;
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indices[j] = -1;
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}
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}
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compressedVertices[vertexCount] = mean / count;
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vertexCount++;
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}
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vertices.Length = vertexCount;
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compressedVertices.Slice(0, vertexCount).CopyTo(vertices.AsUnsafeSpan().Reinterpret<int3>());
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for (uint i = 0; i < trianglesSpan.length; i++) {
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trianglesSpan[i] = compressedPointers[trianglesSpan[i]];
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}
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}
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}
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[BurstCompile]
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public struct JobRemoveDegenerateTriangles : IJob {
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public NativeList<Int3> vertices;
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public NativeList<int> triangles;
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public NativeList<int> tags;
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public bool verbose;
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public static int3 cross(int3 lhs, int3 rhs) => (lhs * rhs.yzx - lhs.yzx * rhs).yzx;
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public void Execute () {
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int numDegenerate = 0;
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var verticesSpan = vertices.AsUnsafeSpan().Reinterpret<int3>();
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var trianglesSpan = triangles.AsUnsafeSpan().Reinterpret<int3>(4);
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var tagsSpan = tags.AsUnsafeSpan();
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uint triCount = 0;
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for (uint ti = 0; ti < trianglesSpan.length; ti++) {
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var tri = trianglesSpan[ti];
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// In some cases, users feed a navmesh graph a mesh with degenerate triangles.
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// These are triangles with a zero area.
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// We must remove these as they can otherwise cause issues for the JobCalculateTriangleConnections job, and they are generally just bad to include a navmesh.
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// 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.
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if (math.all(cross(verticesSpan[tri.y] - verticesSpan[tri.x], verticesSpan[tri.z] - verticesSpan[tri.x]) == 0)) {
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// Degenerate triangle
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numDegenerate++;
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continue;
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}
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trianglesSpan[triCount] = tri;
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tagsSpan[triCount] = tagsSpan[ti];
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triCount++;
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}
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triangles.Length = (int)triCount * 3;
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tags.Length = (int)triCount;
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if (verbose && numDegenerate > 0) {
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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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}
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}
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}
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}
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}
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