873 lines
24 KiB
C#
873 lines
24 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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namespace Pathfinding.Voxels {
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public partial class Voxelize {
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public void BuildContours (float maxError, int maxEdgeLength, VoxelContourSet cset, int buildFlags) {
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AstarProfiler.StartProfile("Build Contours");
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AstarProfiler.StartProfile("- Init");
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int w = voxelArea.width;
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int d = voxelArea.depth;
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int wd = w*d;
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//cset.bounds = voxelArea.bounds;
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int maxContours = Mathf.Max(8 /*Max Regions*/, 8);
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//cset.conts = new VoxelContour[maxContours];
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List<VoxelContour> contours = new List<VoxelContour>(maxContours);
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AstarProfiler.EndProfile("- Init");
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AstarProfiler.StartProfile("- Mark Boundaries");
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//cset.nconts = 0;
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//NOTE: This array may contain any data, but since we explicitly set all data in it before we use it, it's OK.
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ushort[] flags = voxelArea.tmpUShortArr;
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if (flags.Length < voxelArea.compactSpanCount) {
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flags = voxelArea.tmpUShortArr = new ushort[voxelArea.compactSpanCount];
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}
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// Mark boundaries. (@?)
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for (int z = 0; z < wd; z += voxelArea.width) {
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for (int x = 0; x < voxelArea.width; x++) {
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CompactVoxelCell c = voxelArea.compactCells[x+z];
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for (int i = (int)c.index, ci = (int)(c.index+c.count); i < ci; i++) {
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ushort res = 0;
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CompactVoxelSpan s = voxelArea.compactSpans[i];
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if (s.reg == 0 || (s.reg & BorderReg) == BorderReg) {
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flags[i] = 0;
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continue;
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}
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for (int dir = 0; dir < 4; dir++) {
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int r = 0;
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if (s.GetConnection(dir) != NotConnected) {
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int nx = x + voxelArea.DirectionX[dir];
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int nz = z + voxelArea.DirectionZ[dir];
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int ni = (int)voxelArea.compactCells[nx+nz].index + s.GetConnection(dir);
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r = voxelArea.compactSpans[ni].reg;
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}
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//@TODO - Why isn't this inside the previous IF
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if (r == s.reg) {
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res |= (ushort)(1 << dir);
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}
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}
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//Inverse, mark non connected edges.
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flags[i] = (ushort)(res ^ 0xf);
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}
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}
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}
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AstarProfiler.EndProfile("- Mark Boundaries");
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AstarProfiler.StartProfile("- Simplify Contours");
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List<int> verts = Pathfinding.Util.ListPool<int>.Claim(256);//new List<int> (256);
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List<int> simplified = Pathfinding.Util.ListPool<int>.Claim(64);//new List<int> (64);
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for (int z = 0; z < wd; z += voxelArea.width) {
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for (int x = 0; x < voxelArea.width; x++) {
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CompactVoxelCell c = voxelArea.compactCells[x+z];
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for (int i = (int)c.index, ci = (int)(c.index+c.count); i < ci; i++) {
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//CompactVoxelSpan s = voxelArea.compactSpans[i];
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if (flags[i] == 0 || flags[i] == 0xf) {
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flags[i] = 0;
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continue;
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}
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int reg = voxelArea.compactSpans[i].reg;
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if (reg == 0 || (reg & BorderReg) == BorderReg) {
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continue;
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}
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int area = voxelArea.areaTypes[i];
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verts.Clear();
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simplified.Clear();
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WalkContour(x, z, i, flags, verts);
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SimplifyContour(verts, simplified, maxError, maxEdgeLength, buildFlags);
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RemoveDegenerateSegments(simplified);
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VoxelContour contour = new VoxelContour();
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contour.verts = Pathfinding.Util.ArrayPool<int>.Claim(simplified.Count);//simplified.ToArray ();
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for (int j = 0; j < simplified.Count; j++) contour.verts[j] = simplified[j];
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#if ASTAR_RECAST_INCLUDE_RAW_VERTEX_CONTOUR
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//Not used at the moment, just debug stuff
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contour.rverts = ClaimIntArr(verts.Count);
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for (int j = 0; j < verts.Count; j++) contour.rverts[j] = verts[j];
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#endif
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contour.nverts = simplified.Count/4;
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contour.reg = reg;
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contour.area = area;
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contours.Add(contour);
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#if ASTARDEBUG
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for (int q = 0, j = (simplified.Count/4)-1; q < (simplified.Count/4); j = q, q++) {
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int i4 = q*4;
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int j4 = j*4;
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Vector3 p1 = Vector3.Scale(
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new Vector3(
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simplified[i4+0],
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simplified[i4+1],
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(simplified[i4+2]/(float)voxelArea.width)
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),
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cellScale)
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+voxelOffset;
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Vector3 p2 = Vector3.Scale(
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new Vector3(
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simplified[j4+0],
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simplified[j4+1],
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(simplified[j4+2]/(float)voxelArea.width)
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)
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, cellScale)
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+voxelOffset;
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if (CalcAreaOfPolygon2D(contour.verts, contour.nverts) > 0) {
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Debug.DrawLine(p1, p2, AstarMath.IntToColor(reg, 0.5F));
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} else {
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Debug.DrawLine(p1, p2, Color.red);
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}
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}
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#endif
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}
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}
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}
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Pathfinding.Util.ListPool<int>.Release(ref verts);
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Pathfinding.Util.ListPool<int>.Release(ref simplified);
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AstarProfiler.EndProfile("- Simplify Contours");
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AstarProfiler.StartProfile("- Fix Contours");
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// Check and merge droppings.
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// Sometimes the previous algorithms can fail and create several contours
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// per area. This pass will try to merge the holes into the main region.
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for (int i = 0; i < contours.Count; i++) {
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VoxelContour cont = contours[i];
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// Check if the contour is would backwards.
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if (CalcAreaOfPolygon2D(cont.verts, cont.nverts) < 0) {
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// Find another contour which has the same region ID.
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int mergeIdx = -1;
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for (int j = 0; j < contours.Count; j++) {
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if (i == j) continue;
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if (contours[j].nverts > 0 && contours[j].reg == cont.reg) {
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// Make sure the polygon is correctly oriented.
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if (CalcAreaOfPolygon2D(contours[j].verts, contours[j].nverts) > 0) {
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mergeIdx = j;
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break;
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}
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}
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}
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if (mergeIdx == -1) {
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Debug.LogError("rcBuildContours: Could not find merge target for bad contour "+i+".");
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} else {
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// Debugging
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// Debug.LogWarning ("Fixing contour");
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VoxelContour mcont = contours[mergeIdx];
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// Merge by closest points.
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int ia = 0, ib = 0;
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GetClosestIndices(mcont.verts, mcont.nverts, cont.verts, cont.nverts, ref ia, ref ib);
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if (ia == -1 || ib == -1) {
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Debug.LogWarning("rcBuildContours: Failed to find merge points for "+i+" and "+mergeIdx+".");
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continue;
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}
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#if ASTARDEBUG
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int p4 = ia*4;
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int p42 = ib*4;
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Vector3 p12 = Vector3.Scale(
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new Vector3(
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mcont.verts[p4+0],
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mcont.verts[p4+1],
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(mcont.verts[p4+2]/(float)voxelArea.width)
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),
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cellScale)
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+voxelOffset;
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Vector3 p22 = Vector3.Scale(
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new Vector3(
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cont.verts[p42+0],
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cont.verts[p42+1],
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(cont.verts[p42+2]/(float)voxelArea.width)
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)
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, cellScale)
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+voxelOffset;
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Debug.DrawLine(p12, p22, Color.green);
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#endif
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if (!MergeContours(ref mcont, ref cont, ia, ib)) {
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Debug.LogWarning("rcBuildContours: Failed to merge contours "+i+" and "+mergeIdx+".");
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continue;
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}
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contours[mergeIdx] = mcont;
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contours[i] = cont;
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#if ASTARDEBUG
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Debug.Log(mcont.nverts);
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for (int q = 0, j = (mcont.nverts)-1; q < (mcont.nverts); j = q, q++) {
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int i4 = q*4;
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int j4 = j*4;
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Vector3 p1 = Vector3.Scale(
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new Vector3(
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mcont.verts[i4+0],
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mcont.verts[i4+1],
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(mcont.verts[i4+2]/(float)voxelArea.width)
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),
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cellScale)
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+voxelOffset;
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Vector3 p2 = Vector3.Scale(
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new Vector3(
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mcont.verts[j4+0],
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mcont.verts[j4+1],
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(mcont.verts[j4+2]/(float)voxelArea.width)
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)
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, cellScale)
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+voxelOffset;
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Debug.DrawLine(p1, p2, Color.red);
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//}
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}
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#endif
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}
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}
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}
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cset.conts = contours;
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AstarProfiler.EndProfile("- Fix Contours");
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AstarProfiler.EndProfile("Build Contours");
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}
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void GetClosestIndices (int[] vertsa, int nvertsa,
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int[] vertsb, int nvertsb,
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ref int ia, ref int ib) {
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int closestDist = 0xfffffff;
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ia = -1;
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ib = -1;
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for (int i = 0; i < nvertsa; i++) {
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//in is a keyword in C#, so I can't use that as a variable name
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int in2 = (i+1) % nvertsa;
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int ip = (i+nvertsa-1) % nvertsa;
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int va = i*4;
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int van = in2*4;
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int vap = ip*4;
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for (int j = 0; j < nvertsb; ++j) {
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int vb = j*4;
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// vb must be "infront" of va.
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if (Ileft(vap, va, vb, vertsa, vertsa, vertsb) && Ileft(va, van, vb, vertsa, vertsa, vertsb)) {
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int dx = vertsb[vb+0] - vertsa[va+0];
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int dz = (vertsb[vb+2]/voxelArea.width) - (vertsa[va+2]/voxelArea.width);
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int d = dx*dx + dz*dz;
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if (d < closestDist) {
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ia = i;
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ib = j;
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closestDist = d;
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}
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}
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}
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}
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}
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/// <summary>Releases contents of a contour set to caches</summary>
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static void ReleaseContours (VoxelContourSet cset) {
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for (int i = 0; i < cset.conts.Count; i++) {
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VoxelContour cont = cset.conts[i];
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Pathfinding.Util.ArrayPool<int>.Release(ref cont.verts);
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Pathfinding.Util.ArrayPool<int>.Release(ref cont.rverts);
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}
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cset.conts = null;
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}
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public static bool MergeContours (ref VoxelContour ca, ref VoxelContour cb, int ia, int ib) {
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int maxVerts = ca.nverts + cb.nverts + 2;
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int[] verts = Pathfinding.Util.ArrayPool<int>.Claim(maxVerts*4);
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//if (!verts)
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// return false;
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int nv = 0;
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// Copy contour A.
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for (int i = 0; i <= ca.nverts; i++) {
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int dst = nv*4;
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int src = ((ia+i) % ca.nverts)*4;
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verts[dst+0] = ca.verts[src+0];
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verts[dst+1] = ca.verts[src+1];
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verts[dst+2] = ca.verts[src+2];
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verts[dst+3] = ca.verts[src+3];
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nv++;
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}
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// Copy contour B
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for (int i = 0; i <= cb.nverts; i++) {
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int dst = nv*4;
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int src = ((ib+i) % cb.nverts)*4;
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verts[dst+0] = cb.verts[src+0];
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verts[dst+1] = cb.verts[src+1];
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verts[dst+2] = cb.verts[src+2];
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verts[dst+3] = cb.verts[src+3];
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nv++;
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}
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Pathfinding.Util.ArrayPool<int>.Release(ref ca.verts);
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Pathfinding.Util.ArrayPool<int>.Release(ref cb.verts);
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ca.verts = verts;
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ca.nverts = nv;
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cb.verts = Pathfinding.Util.ArrayPool<int>.Claim(0);
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cb.nverts = 0;
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return true;
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}
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public void SimplifyContour (List<int> verts, List<int> simplified, float maxError, int maxEdgeLenght, int buildFlags) {
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// Add initial points.
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bool hasConnections = false;
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for (int i = 0; i < verts.Count; i += 4) {
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if ((verts[i+3] & ContourRegMask) != 0) {
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hasConnections = true;
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break;
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}
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}
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if (hasConnections) {
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// The contour has some portals to other regions.
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// Add a new point to every location where the region changes.
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for (int i = 0, ni = verts.Count/4; i < ni; i++) {
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int ii = (i+1) % ni;
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bool differentRegs = (verts[i*4+3] & ContourRegMask) != (verts[ii*4+3] & ContourRegMask);
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bool areaBorders = (verts[i*4+3] & RC_AREA_BORDER) != (verts[ii*4+3] & RC_AREA_BORDER);
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if (differentRegs || areaBorders) {
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simplified.Add(verts[i*4+0]);
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simplified.Add(verts[i*4+1]);
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simplified.Add(verts[i*4+2]);
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simplified.Add(i);
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}
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}
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}
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if (simplified.Count == 0) {
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// If there is no connections at all,
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// create some initial points for the simplification process.
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// Find lower-left and upper-right vertices of the contour.
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int llx = verts[0];
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int lly = verts[1];
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int llz = verts[2];
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int lli = 0;
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int urx = verts[0];
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int ury = verts[1];
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int urz = verts[2];
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int uri = 0;
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for (int i = 0; i < verts.Count; i += 4) {
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int x = verts[i+0];
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int y = verts[i+1];
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int z = verts[i+2];
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if (x < llx || (x == llx && z < llz)) {
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llx = x;
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lly = y;
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llz = z;
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lli = i/4;
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}
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if (x > urx || (x == urx && z > urz)) {
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urx = x;
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ury = y;
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urz = z;
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uri = i/4;
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}
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}
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simplified.Add(llx);
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simplified.Add(lly);
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simplified.Add(llz);
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simplified.Add(lli);
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simplified.Add(urx);
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simplified.Add(ury);
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simplified.Add(urz);
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simplified.Add(uri);
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|
}
|
||
|
|
||
|
// Add points until all raw points are within
|
||
|
// error tolerance to the simplified shape.
|
||
|
// This uses the Douglas-Peucker algorithm.
|
||
|
int pn = verts.Count/4;
|
||
|
|
||
|
//Use the max squared error instead
|
||
|
maxError *= maxError;
|
||
|
|
||
|
for (int i = 0; i < simplified.Count/4;) {
|
||
|
int ii = (i+1) % (simplified.Count/4);
|
||
|
|
||
|
int ax = simplified[i*4+0];
|
||
|
int az = simplified[i*4+2];
|
||
|
int ai = simplified[i*4+3];
|
||
|
|
||
|
int bx = simplified[ii*4+0];
|
||
|
int bz = simplified[ii*4+2];
|
||
|
int bi = simplified[ii*4+3];
|
||
|
|
||
|
// Find maximum deviation from the segment.
|
||
|
float maxd = 0;
|
||
|
int maxi = -1;
|
||
|
int ci, cinc, endi;
|
||
|
|
||
|
// Traverse the segment in lexilogical order so that the
|
||
|
// max deviation is calculated similarly when traversing
|
||
|
// opposite segments.
|
||
|
if (bx > ax || (bx == ax && bz > az)) {
|
||
|
cinc = 1;
|
||
|
ci = (ai+cinc) % pn;
|
||
|
endi = bi;
|
||
|
} else {
|
||
|
cinc = pn-1;
|
||
|
ci = (bi+cinc) % pn;
|
||
|
endi = ai;
|
||
|
Util.Memory.Swap(ref ax, ref bx);
|
||
|
Util.Memory.Swap(ref az, ref bz);
|
||
|
}
|
||
|
|
||
|
// Tessellate only outer edges or edges between areas.
|
||
|
if ((verts[ci*4+3] & ContourRegMask) == 0 ||
|
||
|
(verts[ci*4+3] & RC_AREA_BORDER) == RC_AREA_BORDER) {
|
||
|
while (ci != endi) {
|
||
|
float d2 = VectorMath.SqrDistancePointSegmentApproximate(verts[ci*4+0], verts[ci*4+2]/voxelArea.width, ax, az/voxelArea.width, bx, bz/voxelArea.width);
|
||
|
|
||
|
if (d2 > maxd) {
|
||
|
maxd = d2;
|
||
|
maxi = ci;
|
||
|
}
|
||
|
ci = (ci+cinc) % pn;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the max deviation is larger than accepted error,
|
||
|
// add new point, else continue to next segment.
|
||
|
if (maxi != -1 && maxd > maxError) {
|
||
|
// Add space for the new point.
|
||
|
//simplified.resize(simplified.size()+4);
|
||
|
simplified.Add(0);
|
||
|
simplified.Add(0);
|
||
|
simplified.Add(0);
|
||
|
simplified.Add(0);
|
||
|
|
||
|
int n = simplified.Count/4;
|
||
|
|
||
|
for (int j = n-1; j > i; --j) {
|
||
|
simplified[j*4+0] = simplified[(j-1)*4+0];
|
||
|
simplified[j*4+1] = simplified[(j-1)*4+1];
|
||
|
simplified[j*4+2] = simplified[(j-1)*4+2];
|
||
|
simplified[j*4+3] = simplified[(j-1)*4+3];
|
||
|
}
|
||
|
// Add the point.
|
||
|
simplified[(i+1)*4+0] = verts[maxi*4+0];
|
||
|
simplified[(i+1)*4+1] = verts[maxi*4+1];
|
||
|
simplified[(i+1)*4+2] = verts[maxi*4+2];
|
||
|
simplified[(i+1)*4+3] = maxi;
|
||
|
} else {
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//Split too long edges
|
||
|
|
||
|
float maxEdgeLen = maxEdgeLength / cellSize;
|
||
|
|
||
|
if (maxEdgeLen > 0 && (buildFlags & (RC_CONTOUR_TESS_WALL_EDGES|RC_CONTOUR_TESS_AREA_EDGES|RC_CONTOUR_TESS_TILE_EDGES)) != 0) {
|
||
|
for (int i = 0; i < simplified.Count/4;) {
|
||
|
if (simplified.Count/4 > 200) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
int ii = (i+1) % (simplified.Count/4);
|
||
|
|
||
|
int ax = simplified[i*4+0];
|
||
|
int az = simplified[i*4+2];
|
||
|
int ai = simplified[i*4+3];
|
||
|
|
||
|
int bx = simplified[ii*4+0];
|
||
|
int bz = simplified[ii*4+2];
|
||
|
int bi = simplified[ii*4+3];
|
||
|
|
||
|
// Find maximum deviation from the segment.
|
||
|
int maxi = -1;
|
||
|
int ci = (ai+1) % pn;
|
||
|
|
||
|
// Tessellate only outer edges or edges between areas.
|
||
|
bool tess = false;
|
||
|
|
||
|
// Wall edges.
|
||
|
if ((buildFlags & RC_CONTOUR_TESS_WALL_EDGES) != 0 && (verts[ci*4+3] & ContourRegMask) == 0)
|
||
|
tess = true;
|
||
|
|
||
|
// Edges between areas.
|
||
|
if ((buildFlags & RC_CONTOUR_TESS_AREA_EDGES) != 0 && (verts[ci*4+3] & RC_AREA_BORDER) == RC_AREA_BORDER)
|
||
|
tess = true;
|
||
|
|
||
|
// Border of tile
|
||
|
if ((buildFlags & RC_CONTOUR_TESS_TILE_EDGES) != 0 && (verts[ci*4+3] & BorderReg) == BorderReg)
|
||
|
tess = true;
|
||
|
|
||
|
if (tess) {
|
||
|
int dx = bx - ax;
|
||
|
int dz = (bz/voxelArea.width) - (az/voxelArea.width);
|
||
|
if (dx*dx + dz*dz > maxEdgeLen*maxEdgeLen) {
|
||
|
// Round based on the segments in lexilogical order so that the
|
||
|
// max tesselation is consistent regardles in which direction
|
||
|
// segments are traversed.
|
||
|
int n = bi < ai ? (bi+pn - ai) : (bi - ai);
|
||
|
if (n > 1) {
|
||
|
if (bx > ax || (bx == ax && bz > az)) {
|
||
|
maxi = (ai + n/2) % pn;
|
||
|
} else {
|
||
|
maxi = (ai + (n+1)/2) % pn;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If the max deviation is larger than accepted error,
|
||
|
// add new point, else continue to next segment.
|
||
|
if (maxi != -1) {
|
||
|
// Add space for the new point.
|
||
|
//simplified.resize(simplified.size()+4);
|
||
|
simplified.AddRange(new int[4]);
|
||
|
|
||
|
int n = simplified.Count/4;
|
||
|
for (int j = n-1; j > i; --j) {
|
||
|
simplified[j*4+0] = simplified[(j-1)*4+0];
|
||
|
simplified[j*4+1] = simplified[(j-1)*4+1];
|
||
|
simplified[j*4+2] = simplified[(j-1)*4+2];
|
||
|
simplified[j*4+3] = simplified[(j-1)*4+3];
|
||
|
}
|
||
|
// Add the point.
|
||
|
simplified[(i+1)*4+0] = verts[maxi*4+0];
|
||
|
simplified[(i+1)*4+1] = verts[maxi*4+1];
|
||
|
simplified[(i+1)*4+2] = verts[maxi*4+2];
|
||
|
simplified[(i+1)*4+3] = maxi;
|
||
|
} else {
|
||
|
++i;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < simplified.Count/4; i++) {
|
||
|
// The edge vertex flag is take from the current raw point,
|
||
|
// and the neighbour region is take from the next raw point.
|
||
|
int ai = (simplified[i*4+3]+1) % pn;
|
||
|
int bi = simplified[i*4+3];
|
||
|
simplified[i*4+3] = (verts[ai*4+3] & ContourRegMask) | (verts[bi*4+3] & RC_BORDER_VERTEX);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void WalkContour (int x, int z, int i, ushort[] flags, List<int> verts) {
|
||
|
// Choose the first non-connected edge
|
||
|
int dir = 0;
|
||
|
|
||
|
while ((flags[i] & (ushort)(1 << dir)) == 0) {
|
||
|
dir++;
|
||
|
}
|
||
|
|
||
|
int startDir = dir;
|
||
|
int startI = i;
|
||
|
|
||
|
int area = voxelArea.areaTypes[i];
|
||
|
|
||
|
int iter = 0;
|
||
|
|
||
|
#if ASTARDEBUG
|
||
|
Vector3 previousPos;
|
||
|
Vector3 currentPos;
|
||
|
|
||
|
previousPos = ConvertPos(
|
||
|
x,
|
||
|
0,
|
||
|
z
|
||
|
);
|
||
|
|
||
|
Vector3 previousPos2 = ConvertPos(
|
||
|
x,
|
||
|
0,
|
||
|
z
|
||
|
);
|
||
|
#endif
|
||
|
|
||
|
while (iter++ < 40000) {
|
||
|
//Are we facing a region edge
|
||
|
if ((flags[i] & (ushort)(1 << dir)) != 0) {
|
||
|
#if ASTARDEBUG
|
||
|
Vector3 pos = ConvertPos(x, 0, z)+new Vector3((voxelArea.DirectionX[dir] != 0) ? Mathf.Sign(voxelArea.DirectionX[dir]) : 0, 0, (voxelArea.DirectionZ[dir]) != 0 ? Mathf.Sign(voxelArea.DirectionZ[dir]) : 0)*0.6F;
|
||
|
//int dir2 = (dir+1) & 0x3;
|
||
|
//pos += new Vector3 ((voxelArea.DirectionX[dir2] != 0) ? Mathf.Sign(voxelArea.DirectionX[dir2]) : 0,0,(voxelArea.DirectionZ[dir2]) != 0 ? Mathf.Sign(voxelArea.DirectionZ[dir2]) : 0)*1.2F;
|
||
|
|
||
|
//Debug.DrawLine (ConvertPos (x,0,z),pos,Color.cyan);
|
||
|
Debug.DrawLine(previousPos2, pos, Color.blue);
|
||
|
previousPos2 = pos;
|
||
|
#endif
|
||
|
|
||
|
//Choose the edge corner
|
||
|
bool isBorderVertex = false;
|
||
|
bool isAreaBorder = false;
|
||
|
|
||
|
int px = x;
|
||
|
int py = GetCornerHeight(x, z, i, dir, ref isBorderVertex);
|
||
|
int pz = z;
|
||
|
|
||
|
switch (dir) {
|
||
|
case 0: pz += voxelArea.width;; break;
|
||
|
case 1: px++; pz += voxelArea.width; break;
|
||
|
case 2: px++; break;
|
||
|
}
|
||
|
|
||
|
/*case 1: px++; break;
|
||
|
* case 2: px++; pz += voxelArea.width; break;
|
||
|
* case 3: pz += voxelArea.width; break;
|
||
|
*/
|
||
|
|
||
|
int r = 0;
|
||
|
CompactVoxelSpan s = voxelArea.compactSpans[i];
|
||
|
|
||
|
if (s.GetConnection(dir) != NotConnected) {
|
||
|
int nx = x + voxelArea.DirectionX[dir];
|
||
|
int nz = z + voxelArea.DirectionZ[dir];
|
||
|
int ni = (int)voxelArea.compactCells[nx+nz].index + s.GetConnection(dir);
|
||
|
r = (int)voxelArea.compactSpans[ni].reg;
|
||
|
|
||
|
if (area != voxelArea.areaTypes[ni]) {
|
||
|
isAreaBorder = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (isBorderVertex) {
|
||
|
r |= RC_BORDER_VERTEX;
|
||
|
}
|
||
|
if (isAreaBorder) {
|
||
|
r |= RC_AREA_BORDER;
|
||
|
}
|
||
|
|
||
|
verts.Add(px);
|
||
|
verts.Add(py);
|
||
|
verts.Add(pz);
|
||
|
verts.Add(r);
|
||
|
|
||
|
//Debug.DrawRay (previousPos,new Vector3 ((dir == 1 || dir == 2) ? 1 : 0, 0, (dir == 0 || dir == 1) ? 1 : 0),Color.cyan);
|
||
|
|
||
|
flags[i] = (ushort)(flags[i] & ~(1 << dir)); // Remove visited edges
|
||
|
|
||
|
dir = (dir+1) & 0x3; // Rotate CW
|
||
|
} else {
|
||
|
int ni = -1;
|
||
|
int nx = x + voxelArea.DirectionX[dir];
|
||
|
int nz = z + voxelArea.DirectionZ[dir];
|
||
|
|
||
|
CompactVoxelSpan s = voxelArea.compactSpans[i];
|
||
|
|
||
|
if (s.GetConnection(dir) != NotConnected) {
|
||
|
CompactVoxelCell nc = voxelArea.compactCells[nx+nz];
|
||
|
ni = (int)nc.index + s.GetConnection(dir);
|
||
|
}
|
||
|
|
||
|
if (ni == -1) {
|
||
|
Debug.LogWarning("Degenerate triangles might have been generated.\n" +
|
||
|
"Usually this is not a problem, but if you have a static level, try to modify the graph settings slightly to avoid this edge case.");
|
||
|
return;
|
||
|
}
|
||
|
x = nx;
|
||
|
z = nz;
|
||
|
i = ni;
|
||
|
|
||
|
// & 0x3 is the same as % 4 (modulo 4)
|
||
|
dir = (dir+3) & 0x3; // Rotate CCW
|
||
|
|
||
|
#if ASTARDEBUG
|
||
|
currentPos = ConvertPos(
|
||
|
x,
|
||
|
0,
|
||
|
z
|
||
|
);
|
||
|
|
||
|
Debug.DrawLine(previousPos+Vector3.up*0, currentPos, Color.blue);
|
||
|
previousPos = currentPos;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
if (startI == i && startDir == dir) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if ASTARDEBUG
|
||
|
Color col = new Color(Random.value, Random.value, Random.value);
|
||
|
|
||
|
for (int q = 0, j = (verts.Count/4)-1; q < (verts.Count/4); j = q, q++) {
|
||
|
int i4 = q*4;
|
||
|
int j4 = j*4;
|
||
|
|
||
|
Vector3 p1 = ConvertPosWithoutOffset(
|
||
|
verts[i4+0],
|
||
|
verts[i4+1],
|
||
|
verts[i4+2]
|
||
|
);
|
||
|
|
||
|
Vector3 p2 = ConvertPosWithoutOffset(
|
||
|
verts[j4+0],
|
||
|
verts[j4+1],
|
||
|
verts[j4+2]
|
||
|
);
|
||
|
|
||
|
Debug.DrawLine(p1, p2, col);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
public int GetCornerHeight (int x, int z, int i, int dir, ref bool isBorderVertex) {
|
||
|
CompactVoxelSpan s = voxelArea.compactSpans[i];
|
||
|
|
||
|
int ch = (int)s.y;
|
||
|
|
||
|
//dir + clockwise direction
|
||
|
int dirp = (dir+1) & 0x3;
|
||
|
|
||
|
//int dirp = (dir+3) & 0x3;
|
||
|
|
||
|
uint[] regs = new uint[4];
|
||
|
|
||
|
regs[0] = (uint)voxelArea.compactSpans[i].reg | ((uint)voxelArea.areaTypes[i] << 16);
|
||
|
|
||
|
if (s.GetConnection(dir) != NotConnected) {
|
||
|
int nx = x + voxelArea.DirectionX[dir];
|
||
|
int nz = z + voxelArea.DirectionZ[dir];
|
||
|
int ni = (int)voxelArea.compactCells[nx+nz].index + s.GetConnection(dir);
|
||
|
|
||
|
CompactVoxelSpan ns = voxelArea.compactSpans[ni];
|
||
|
|
||
|
ch = System.Math.Max(ch, (int)ns.y);
|
||
|
regs[1] = (uint)ns.reg | ((uint)voxelArea.areaTypes[ni] << 16);
|
||
|
|
||
|
if (ns.GetConnection(dirp) != NotConnected) {
|
||
|
int nx2 = nx + voxelArea.DirectionX[dirp];
|
||
|
int nz2 = nz + voxelArea.DirectionZ[dirp];
|
||
|
int ni2 = (int)voxelArea.compactCells[nx2+nz2].index + ns.GetConnection(dirp);
|
||
|
|
||
|
CompactVoxelSpan ns2 = voxelArea.compactSpans[ni2];
|
||
|
|
||
|
ch = System.Math.Max(ch, (int)ns2.y);
|
||
|
regs[2] = (uint)ns2.reg | ((uint)voxelArea.areaTypes[ni2] << 16);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (s.GetConnection(dirp) != NotConnected) {
|
||
|
int nx = x + voxelArea.DirectionX[dirp];
|
||
|
int nz = z + voxelArea.DirectionZ[dirp];
|
||
|
int ni = (int)voxelArea.compactCells[nx+nz].index + s.GetConnection(dirp);
|
||
|
|
||
|
CompactVoxelSpan ns = voxelArea.compactSpans[ni];
|
||
|
|
||
|
ch = System.Math.Max(ch, (int)ns.y);
|
||
|
regs[3] = (uint)ns.reg | ((uint)voxelArea.areaTypes[ni] << 16);
|
||
|
|
||
|
if (ns.GetConnection(dir) != NotConnected) {
|
||
|
int nx2 = nx + voxelArea.DirectionX[dir];
|
||
|
int nz2 = nz + voxelArea.DirectionZ[dir];
|
||
|
int ni2 = (int)voxelArea.compactCells[nx2+nz2].index + ns.GetConnection(dir);
|
||
|
|
||
|
CompactVoxelSpan ns2 = voxelArea.compactSpans[ni2];
|
||
|
|
||
|
ch = System.Math.Max(ch, (int)ns2.y);
|
||
|
regs[2] = (uint)ns2.reg | ((uint)voxelArea.areaTypes[ni2] << 16);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check if the vertex is special edge vertex, these vertices will be removed later.
|
||
|
for (int j = 0; j < 4; ++j) {
|
||
|
int a = j;
|
||
|
int b = (j+1) & 0x3;
|
||
|
int c = (j+2) & 0x3;
|
||
|
int d = (j+3) & 0x3;
|
||
|
|
||
|
// The vertex is a border vertex there are two same exterior cells in a row,
|
||
|
// followed by two interior cells and none of the regions are out of bounds.
|
||
|
bool twoSameExts = (regs[a] & regs[b] & BorderReg) != 0 && regs[a] == regs[b];
|
||
|
bool twoInts = ((regs[c] | regs[d]) & BorderReg) == 0;
|
||
|
bool intsSameArea = (regs[c]>>16) == (regs[d]>>16);
|
||
|
bool noZeros = regs[a] != 0 && regs[b] != 0 && regs[c] != 0 && regs[d] != 0;
|
||
|
if (twoSameExts && twoInts && intsSameArea && noZeros) {
|
||
|
isBorderVertex = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ch;
|
||
|
}
|
||
|
|
||
|
public void RemoveDegenerateSegments (List<int> simplified) {
|
||
|
// Remove adjacent vertices which are equal on xz-plane,
|
||
|
// or else the triangulator will get confused
|
||
|
for (int i = 0; i < simplified.Count/4; i++) {
|
||
|
int ni = i+1;
|
||
|
if (ni >= (simplified.Count/4))
|
||
|
ni = 0;
|
||
|
|
||
|
if (simplified[i*4+0] == simplified[ni*4+0] &&
|
||
|
simplified[i*4+2] == simplified[ni*4+2]) {
|
||
|
// Degenerate segment, remove.
|
||
|
simplified.RemoveRange(i, 4);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public int CalcAreaOfPolygon2D (int[] verts, int nverts) {
|
||
|
int area = 0;
|
||
|
|
||
|
for (int i = 0, j = nverts-1; i < nverts; j = i++) {
|
||
|
int vi = i*4;
|
||
|
int vj = j*4;
|
||
|
area += verts[vi+0] * (verts[vj+2]/voxelArea.width) - verts[vj+0] * (verts[vi+2]/voxelArea.width);
|
||
|
}
|
||
|
|
||
|
return (area+1) / 2;
|
||
|
}
|
||
|
|
||
|
public static bool Ileft (int a, int b, int c, int[] va, int[] vb, int[] vc) {
|
||
|
return (vb[b+0] - va[a+0]) * (vc[c+2] - va[a+2]) - (vc[c+0] - va[a+0]) * (vb[b+2] - va[a+2]) <= 0;
|
||
|
}
|
||
|
}
|
||
|
}
|