ProjectDDD/Packages/com.arongranberg.astar/Utilities/MeshUtility.cs

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using UnityEngine;
using Unity.Collections;
using Unity.Burst;
using Unity.Jobs;
using Pathfinding.Collections;
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.
///
/// 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),
/// but this code doesn't tend to be a bottleneck so it's not a big deal.
/// A hash based approach cannot easily support a mergeRadiusSq > 0.
///
/// A hash based approach was removed in the commit after cc57efb0c.
/// </summary>
[BurstCompile]
public struct JobMergeNearbyVertices : IJob {
public NativeList<Int3> vertices;
public NativeList<int> triangles;
public int mergeRadiusSq;
struct CoordinateSorter : System.Collections.Generic.IComparer<int> {
public UnsafeSpan<int3> vertices;
public int Compare (int a, int b) {
Unity.Burst.CompilerServices.Hint.Assume((uint)a < vertices.length);
Unity.Burst.CompilerServices.Hint.Assume((uint)b < vertices.length);
return vertices[a].x.CompareTo(vertices[b].x);
}
}
public void Execute () {
var indicesArr = new NativeArray<int>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < indicesArr.Length; i++) indicesArr[i] = i;
indicesArr.Sort(new CoordinateSorter {
vertices = vertices.AsUnsafeSpan().Reinterpret<int3>()
});
var indices = indicesArr.AsUnsafeSpan();
var compressedPointers = new NativeArray<int>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
var verticesSpan = vertices.AsUnsafeSpan().Reinterpret<int3>();
var trianglesSpan = triangles.AsUnsafeSpan();
var compressedVerticesArr = new NativeArray<int3>(vertices.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
var compressedVertices = compressedVerticesArr.AsUnsafeSpan();
int vertexCount = 0;
var mergeRadiusCeil = (int)math.ceil(math.sqrt(mergeRadiusSq));
uint rangeEndIndex = 1;
// Use a sweep line algorithm to merge nearby vertices
for (uint i = 0; i < indices.length; i++) {
if (indices[i] == -1) continue;
var v = verticesSpan[indices[i]];
compressedPointers[indices[i]] = vertexCount;
while (rangeEndIndex < indices.length && verticesSpan[indices[rangeEndIndex]].x <= v.x + mergeRadiusCeil) rangeEndIndex++;
var mean = v;
int count = 1;
for (uint j = i + 1; j < rangeEndIndex; j++) {
if (indices[j] == -1) continue;
var v2 = verticesSpan[indices[j]];
if (math.lengthsq(v2 - v) <= mergeRadiusSq) {
mean += v2;
count++;
compressedPointers[indices[j]] = vertexCount;
indices[j] = -1;
}
}
compressedVertices[vertexCount] = mean / count;
vertexCount++;
}
vertices.Length = vertexCount;
compressedVertices.Slice(0, vertexCount).CopyTo(vertices.AsUnsafeSpan().Reinterpret<int3>());
for (uint i = 0; i < trianglesSpan.length; i++) {
trianglesSpan[i] = compressedPointers[trianglesSpan[i]];
}
}
}
[BurstCompile]
public struct JobRemoveDegenerateTriangles : IJob {
public NativeList<Int3> vertices;
public NativeList<int> triangles;
public NativeList<int> tags;
public bool verbose;
public static int3 cross(int3 lhs, int3 rhs) => (lhs * rhs.yzx - lhs.yzx * rhs).yzx;
public void Execute () {
int numDegenerate = 0;
var verticesSpan = vertices.AsUnsafeSpan().Reinterpret<int3>();
var trianglesSpan = triangles.AsUnsafeSpan().Reinterpret<int3>(4);
var tagsSpan = tags.AsUnsafeSpan();
uint triCount = 0;
for (uint ti = 0; ti < trianglesSpan.length; ti++) {
var tri = trianglesSpan[ti];
// 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(verticesSpan[tri.y] - verticesSpan[tri.x], verticesSpan[tri.z] - verticesSpan[tri.x]) == 0)) {
// Degenerate triangle
numDegenerate++;
continue;
}
trianglesSpan[triCount] = tri;
tagsSpan[triCount] = tagsSpan[ti];
triCount++;
}
triangles.Length = (int)triCount * 3;
tags.Length = (int)triCount;
if (verbose && 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.");
}
}
}
}
}