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Navmesh generation is split into two steps: 1. Heightfield/Voxelfield Generation 2. Polygon Mesh Generation This PR focuses on Step 2. Step 2 still needs to run even when loading a navmesh from disk, since during baking we write the compressed Heightfield rather than the final polygon mesh. Step 2 is the cheaper of the two steps and already quite fast, but while profiling I noticed some additional optimization potential. This PR makes Step 2 roughly 20–30% faster, which will directly translate into faster navmesh loads from baked data. Looking at the whole pipeline (Step 1 + Step 2), I expect we'll see roughly a 10% improvement in our navmesh_gen benchmark. Optimizations primarily include: - Smarter caching of resources between tile generation runs - Reducing algorithmic complexity (O(n²) → O(n)) in some hot paths (at the cost of a small amount of memory) - Unrolling some loops - Loads of micro-optimizations
1108 lines
31 KiB
C#
1108 lines
31 KiB
C#
using System.Buffers;
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using System.Runtime.InteropServices;
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namespace Sandbox.Navigation.Generation;
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[SkipHotload]
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internal class ContourSet
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{
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public List<Contour> Contours = new( 128 );
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public Vector3 BMin;
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public Vector3 BMax;
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public float CellSize;
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public float CellHeight;
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public int Width;
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public int Height;
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public int BorderSize;
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public float MaxError;
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}
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/// <summary>
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/// A contour representing a simplified region boundary.
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/// Vertices are stored as packed int4 (x, y, z, flags).
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/// Instances are pooled by ContourBuilderContext for reuse.
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/// </summary>
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[SkipHotload]
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internal class Contour
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{
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public Span<int> Vertices => CollectionsMarshal.AsSpan( verticesList );
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internal readonly List<int> verticesList = new( 64 );
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public int VertexCount => verticesList.Count / 4;
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public int Region;
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public int Area;
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public void Reset()
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{
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verticesList.Clear();
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Region = 0;
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Area = 0;
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}
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/// <summary>
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/// Merge contour cb into ca at the specified vertex indices.
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/// Uses provided buffer list to avoid allocations.
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/// </summary>
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public static void MergeContours( Contour ca, Contour cb, int ia, int ib, List<int> mergeBuffer )
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{
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int caVertexCount = ca.VertexCount;
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int cbVertexCount = cb.VertexCount;
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int maxVerts = caVertexCount + cbVertexCount + 2;
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CollectionsMarshal.SetCount( mergeBuffer, maxVerts * 4 );
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Span<int> mergedSpan = CollectionsMarshal.AsSpan( mergeBuffer );
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int nv = 0;
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// Copy contour A.
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var caVerts = ca.Vertices;
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for ( int i = 0; i <= caVertexCount; ++i )
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{
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int dst = nv * 4;
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int src = ((ia + i) % caVertexCount) * 4;
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mergedSpan[dst + 0] = caVerts[src + 0];
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mergedSpan[dst + 1] = caVerts[src + 1];
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mergedSpan[dst + 2] = caVerts[src + 2];
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mergedSpan[dst + 3] = caVerts[src + 3];
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nv++;
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}
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// Copy contour B
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var cbVerts = cb.Vertices;
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for ( int i = 0; i <= cbVertexCount; ++i )
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{
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int dst = nv * 4;
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int src = ((ib + i) % cbVertexCount) * 4;
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mergedSpan[dst + 0] = cbVerts[src + 0];
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mergedSpan[dst + 1] = cbVerts[src + 1];
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mergedSpan[dst + 2] = cbVerts[src + 2];
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mergedSpan[dst + 3] = cbVerts[src + 3];
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nv++;
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}
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// Resize ca's list and copy merged data
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CollectionsMarshal.SetCount( ca.verticesList, nv * 4 );
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mergedSpan.Slice( 0, nv * 4 ).CopyTo( ca.Vertices );
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cb.verticesList.Clear();
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}
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}
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[SkipHotload]
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internal static class ContourBuilder
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{
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[SkipHotload]
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public sealed class ContourBuilderContext
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{
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public List<int> Verts = new( 256 );
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public List<int> VertsSimplified = new( 128 );
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public List<byte> Flags = new( 4096 );
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public ContourSet ContourSet = new();
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/// <summary>
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/// Scratch buffer for MergeContours to avoid allocations.
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/// </summary>
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public List<int> MergeBuffer = new( 512 );
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/// <summary>
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/// Pool of Contour instances for reuse. Contours are rented via RentContour()
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/// and returned to pool when ClearContourSet() is called at the start of BuildContours.
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/// </summary>
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private readonly Stack<Contour> ContourPool = new( 256 );
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/// <summary>
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/// Rent a contour from the pool, sized for the given vertex count.
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/// </summary>
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public Contour RentContour( int vertexCount )
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{
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Contour c = ContourPool.TryPop( out var pooled ) ? pooled : new Contour();
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CollectionsMarshal.SetCount( c.verticesList, vertexCount * 4 );
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return c;
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}
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/// <summary>
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/// Return all contours in ContourSet to the pool and clear the set.
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/// Called at the start of BuildContours to recycle previous contours.
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/// </summary>
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public void ClearContourSet()
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{
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foreach ( var c in ContourSet.Contours )
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{
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c.Reset();
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ContourPool.Push( c );
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}
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ContourSet.Contours.Clear();
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}
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}
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[SkipHotload]
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private static class ContourBuildFlags
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{
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public const int RC_CONTOUR_TESS_WALL_EDGES = 0x01;
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public const int RC_CONTOUR_TESS_AREA_EDGES = 0x02;
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}
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[SkipHotload]
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private struct ContourHole
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{
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public int LeftMost;
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public int MinX;
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public int MinZ;
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public Contour Contour;
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}
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[SkipHotload]
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private struct ContourRegion
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{
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public Contour Outline;
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public int HoleStartIndex;
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public int HoleCount;
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}
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private class ContourHoleComparer : IComparer<ContourHole>
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{
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public static readonly ContourHoleComparer Shared = new();
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private ContourHoleComparer()
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{
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}
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public int Compare( ContourHole a, ContourHole b )
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{
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if ( a.MinX == b.MinX )
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{
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return a.MinZ.CompareTo( b.MinZ );
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}
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else
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{
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return a.MinX.CompareTo( b.MinX );
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}
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}
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}
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private class PotentialDiagonalComparer : IComparer<PotentialDiagonal>
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{
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public static readonly PotentialDiagonalComparer Shared = new();
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private PotentialDiagonalComparer()
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{
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}
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public int Compare( PotentialDiagonal va, PotentialDiagonal vb )
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{
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PotentialDiagonal a = va;
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PotentialDiagonal b = vb;
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return a.dist.CompareTo( b.dist );
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}
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}
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private struct PotentialDiagonal
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{
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public int vert;
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public int dist;
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}
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private static int GetCornerHeight( int x, int y, int i, int dir, CompactHeightfield chf, out bool isBorderVertex )
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{
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isBorderVertex = false;
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CompactSpan s = chf.Spans[i];
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int ch = s.StartY;
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int dirp = (dir + 1) & 0x3;
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Span<int> regs = stackalloc int[]
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{
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0, 0, 0, 0
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};
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// Combine region and area codes in order to prevent
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// border vertices which are in between two areas to be removed.
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regs[0] = chf.Spans[i].Region | (chf.Areas[i] << 16);
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if ( Utils.GetCon( s, dir ) != Constants.NOT_CONNECTED )
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{
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int ax = x + Utils.GetDirOffsetX( dir );
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int ay = y + Utils.GetDirOffsetZ( dir );
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int ai = chf.Cells[ax + ay * chf.Width].Index + Utils.GetCon( s, dir );
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CompactSpan @as = chf.Spans[ai];
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ch = Math.Max( ch, @as.StartY );
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regs[1] = chf.Spans[ai].Region | (chf.Areas[ai] << 16);
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if ( Utils.GetCon( @as, dirp ) != Constants.NOT_CONNECTED )
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{
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int ax2 = ax + Utils.GetDirOffsetX( dirp );
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int ay2 = ay + Utils.GetDirOffsetZ( dirp );
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int ai2 = chf.Cells[ax2 + ay2 * chf.Width].Index + Utils.GetCon( @as, dirp );
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CompactSpan as2 = chf.Spans[ai2];
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ch = Math.Max( ch, as2.StartY );
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regs[2] = chf.Spans[ai2].Region | (chf.Areas[ai2] << 16);
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}
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}
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if ( Utils.GetCon( s, dirp ) != Constants.NOT_CONNECTED )
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{
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int ax = x + Utils.GetDirOffsetX( dirp );
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int ay = y + Utils.GetDirOffsetZ( dirp );
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int ai = chf.Cells[ax + ay * chf.Width].Index + Utils.GetCon( s, dirp );
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CompactSpan @as = chf.Spans[ai];
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ch = Math.Max( ch, @as.StartY );
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regs[3] = chf.Spans[ai].Region | (chf.Areas[ai] << 16);
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if ( Utils.GetCon( @as, dir ) != Constants.NOT_CONNECTED )
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{
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int ax2 = ax + Utils.GetDirOffsetX( dir );
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int ay2 = ay + Utils.GetDirOffsetZ( dir );
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int ai2 = chf.Cells[ax2 + ay2 * chf.Width].Index + Utils.GetCon( @as, dir );
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CompactSpan as2 = chf.Spans[ai2];
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ch = Math.Max( ch, as2.StartY );
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regs[2] = chf.Spans[ai2].Region | (chf.Areas[ai2] << 16);
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}
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}
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// Check if the vertex is special edge vertex, these vertices will be removed later.
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for ( int j = 0; j < 4; ++j )
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{
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int a = j;
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int b = (j + 1) & 0x3;
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int c = (j + 2) & 0x3;
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int d = (j + 3) & 0x3;
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// The vertex is a border vertex there are two same exterior cells in a row,
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// followed by two interior cells and none of the regions are out of bounds.
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bool twoSameExts = (regs[a] & regs[b] & ContourRegionFlags.BORDER_REG) != 0 && regs[a] == regs[b];
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bool twoInts = ((regs[c] | regs[d]) & ContourRegionFlags.BORDER_REG) == 0;
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bool intsSameArea = (regs[c] >> 16) == (regs[d] >> 16);
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bool noZeros = regs[a] != 0 && regs[b] != 0 && regs[c] != 0 && regs[d] != 0;
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if ( twoSameExts && twoInts && intsSameArea && noZeros )
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{
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isBorderVertex = true;
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break;
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}
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}
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return ch;
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}
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private static void WalkContour( int x, int y, int i, CompactHeightfield chf, Span<byte> flags, List<int> points )
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{
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// Choose the first non-connected edge
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int dir = 0;
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while ( (flags[i] & (1 << dir)) == 0 )
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dir++;
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int startDir = dir;
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int starti = i;
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int area = chf.Areas[i];
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int iter = 0;
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while ( ++iter < 40000 )
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{
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if ( (flags[i] & (1 << dir)) != 0 )
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{
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// Choose the edge corner
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bool isBorderVertex = false;
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bool isAreaBorder = false;
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int px = x;
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int py = GetCornerHeight( x, y, i, dir, chf, out isBorderVertex );
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int pz = y;
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switch ( dir )
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{
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case 0:
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pz++;
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break;
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case 1:
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px++;
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pz++;
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break;
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case 2:
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px++;
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break;
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}
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int r = 0;
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CompactSpan s = chf.Spans[i];
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if ( Utils.GetCon( s, dir ) != Constants.NOT_CONNECTED )
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{
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int ax = x + Utils.GetDirOffsetX( dir );
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int ay = y + Utils.GetDirOffsetZ( dir );
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int ai = chf.Cells[ax + ay * chf.Width].Index + Utils.GetCon( s, dir );
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r = chf.Spans[ai].Region;
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if ( area != chf.Areas[ai] )
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isAreaBorder = true;
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}
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if ( isBorderVertex )
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r |= ContourRegionFlags.BORDER_VERTEX;
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if ( isAreaBorder )
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r |= ContourRegionFlags.AREA_BORDER;
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points.Add( px );
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points.Add( py );
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points.Add( pz );
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points.Add( r );
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flags[i] = (byte)(flags[i] & ~(1 << dir)); // Remove visited edges
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dir = (dir + 1) & 0x3; // Rotate CW
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}
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else
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{
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int ni = -1;
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int nx = x + Utils.GetDirOffsetX( dir );
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int ny = y + Utils.GetDirOffsetZ( dir );
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CompactSpan s = chf.Spans[i];
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if ( Utils.GetCon( s, dir ) != Constants.NOT_CONNECTED )
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{
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CompactCell nc = chf.Cells[nx + ny * chf.Width];
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ni = nc.Index + Utils.GetCon( s, dir );
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}
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if ( ni == -1 )
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{
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// Should not happen.
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return;
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}
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x = nx;
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y = ny;
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i = ni;
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dir = (dir + 3) & 0x3; // Rotate CCW
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}
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if ( starti == i && startDir == dir )
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{
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break;
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}
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}
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}
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private static float DistancePtSeg( int x, int z, int px, int pz, int qx, int qz )
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{
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float pqx = qx - px;
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float pqz = qz - pz;
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float d = pqx * pqx + pqz * pqz;
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float t = pqx * (x - px) + pqz * (z - pz);
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if ( d > 0 )
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t /= d;
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t = Math.Clamp( t, 0f, 1f );
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float dx = px + t * pqx - x;
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float dz = pz + t * pqz - z;
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return dx * dx + dz * dz;
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}
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private static void SimplifyContour( List<int> points, List<int> simplified, float maxError, int maxEdgeLen, int buildFlags )
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{
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// Add initial points.
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bool hasConnections = false;
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for ( int i = 0; i < points.Count; i += 4 )
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{
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if ( (points[i + 3] & ContourRegionFlags.CONTOUR_REG_MASK) != 0 )
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{
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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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{
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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 = points.Count / 4; i < ni; ++i )
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{
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int ii = (i + 1) % ni;
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bool differentRegs = (points[i * 4 + 3] & ContourRegionFlags.CONTOUR_REG_MASK) != (points[ii * 4 + 3] & ContourRegionFlags.CONTOUR_REG_MASK);
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bool areaBorders = (points[i * 4 + 3] & ContourRegionFlags.AREA_BORDER) != (points[ii * 4 + 3] & ContourRegionFlags.AREA_BORDER);
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if ( differentRegs || areaBorders )
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{
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simplified.Add( points[i * 4 + 0] );
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simplified.Add( points[i * 4 + 1] );
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simplified.Add( points[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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{
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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 = points[0];
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int lly = points[1];
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int llz = points[2];
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int lli = 0;
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int urx = points[0];
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int ury = points[1];
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int urz = points[2];
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int uri = 0;
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for ( int i = 0; i < points.Count; i += 4 )
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{
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int x = points[i + 0];
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int y = points[i + 1];
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int z = points[i + 2];
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if ( x < llx || (x == llx && z < llz) )
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{
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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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{
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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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}
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// Add points until all raw points are within
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// error tolerance to the simplified shape.
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int pn = points.Count / 4;
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for ( int i = 0; i < simplified.Count / 4; )
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{
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int ii = (i + 1) % (simplified.Count / 4);
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int ax = simplified[i * 4 + 0];
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int az = simplified[i * 4 + 2];
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int ai = simplified[i * 4 + 3];
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int bx = simplified[ii * 4 + 0];
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int bz = simplified[ii * 4 + 2];
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int bi = simplified[ii * 4 + 3];
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// Find maximum deviation from the segment.
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float maxd = 0;
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int maxi = -1;
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int ci, cinc, endi;
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// Traverse the segment in lexilogical order so that the
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// max deviation is calculated similarly when traversing
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// opposite segments.
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if ( bx > ax || (bx == ax && bz > az) )
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{
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cinc = 1;
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ci = (ai + cinc) % pn;
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endi = bi;
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}
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else
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{
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cinc = pn - 1;
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ci = (bi + cinc) % pn;
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endi = ai;
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int temp = ax;
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ax = bx;
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bx = temp;
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temp = az;
|
|
az = bz;
|
|
bz = temp;
|
|
}
|
|
|
|
// Tessellate only outer edges or edges between areas.
|
|
if ( (points[ci * 4 + 3] & ContourRegionFlags.CONTOUR_REG_MASK) == 0 || (points[ci * 4 + 3] & ContourRegionFlags.AREA_BORDER) != 0 )
|
|
{
|
|
while ( ci != endi )
|
|
{
|
|
float d = DistancePtSeg( points[ci * 4 + 0], points[ci * 4 + 2], ax, az, bx, bz );
|
|
if ( d > maxd )
|
|
{
|
|
maxd = d;
|
|
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 * maxError) )
|
|
{
|
|
// Add space for the new point.
|
|
int insertIdx = i + 1;
|
|
CollectionsMarshal.SetCount( simplified, simplified.Count + 4 );
|
|
int n = simplified.Count / 4;
|
|
for ( int j = n - 1; j > insertIdx; --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.
|
|
int maxiBase = maxi * 4;
|
|
simplified[insertIdx * 4 + 0] = points[maxiBase + 0];
|
|
simplified[insertIdx * 4 + 1] = points[maxiBase + 1];
|
|
simplified[insertIdx * 4 + 2] = points[maxiBase + 2];
|
|
simplified[insertIdx * 4 + 3] = maxi;
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
}
|
|
}
|
|
|
|
// Split too long edges.
|
|
if ( maxEdgeLen > 0 && (buildFlags & (ContourBuildFlags.RC_CONTOUR_TESS_WALL_EDGES | ContourBuildFlags.RC_CONTOUR_TESS_AREA_EDGES)) != 0 )
|
|
{
|
|
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.
|
|
int maxi = -1;
|
|
int ci = (ai + 1) % pn;
|
|
|
|
// Tessellate only outer edges or edges between areas.
|
|
bool tess = false;
|
|
// Wall edges.
|
|
if ( (buildFlags & ContourBuildFlags.RC_CONTOUR_TESS_WALL_EDGES) != 0 && (points[ci * 4 + 3] & ContourRegionFlags.CONTOUR_REG_MASK) == 0 )
|
|
{
|
|
tess = true;
|
|
}
|
|
|
|
// Edges between areas.
|
|
if ( (buildFlags & ContourBuildFlags.RC_CONTOUR_TESS_AREA_EDGES) != 0 && (points[ci * 4 + 3] & ContourRegionFlags.AREA_BORDER) != 0 )
|
|
{
|
|
tess = true;
|
|
}
|
|
|
|
if ( tess )
|
|
{
|
|
int dx = bx - ax;
|
|
int dz = bz - az;
|
|
if ( dx * dx + dz * dz > maxEdgeLen * maxEdgeLen )
|
|
{
|
|
// Round based on the segments in lexilogical order so that the
|
|
// max tesselation is consistent regardless 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.
|
|
int insertIdx = i + 1;
|
|
CollectionsMarshal.SetCount( simplified, simplified.Count + 4 );
|
|
int n = simplified.Count / 4;
|
|
for ( int j = n - 1; j > insertIdx; --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.
|
|
int maxiBase = maxi * 4;
|
|
simplified[insertIdx * 4 + 0] = points[maxiBase + 0];
|
|
simplified[insertIdx * 4 + 1] = points[maxiBase + 1];
|
|
simplified[insertIdx * 4 + 2] = points[maxiBase + 2];
|
|
simplified[insertIdx * 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] = (points[ai * 4 + 3] & (ContourRegionFlags.CONTOUR_REG_MASK | ContourRegionFlags.AREA_BORDER))
|
|
| points[bi * 4 + 3] & ContourRegionFlags.BORDER_VERTEX;
|
|
}
|
|
}
|
|
|
|
private static int CalcAreaOfPolygon2D( Span<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] - verts[vj + 0] * verts[vi + 2];
|
|
}
|
|
|
|
return (area + 1) / 2;
|
|
}
|
|
|
|
private static bool IntersectSegContour( int d0, int d1, int i, int n, Span<int> verts, Span<int> d0verts, Span<int> d1verts )
|
|
{
|
|
// For each edge (k,k+1) of P
|
|
// Get slices for d0 and d1 vertices once
|
|
var d0Slice = d0verts.Slice( d0, 3 );
|
|
var d1Slice = d1verts.Slice( d1, 3 );
|
|
|
|
for ( int k = 0; k < n; k++ )
|
|
{
|
|
int k1 = Utils.Next( k, n );
|
|
// Skip edges incident to i.
|
|
if ( i == k || i == k1 )
|
|
continue;
|
|
|
|
var p0Slice = verts.Slice( k * 4, 3 );
|
|
var p1Slice = verts.Slice( k1 * 4, 3 );
|
|
|
|
if ( Utils.VEqual2D( d0Slice, p0Slice ) || Utils.VEqual2D( d1Slice, p0Slice ) ||
|
|
Utils.VEqual2D( d0Slice, p1Slice ) || Utils.VEqual2D( d1Slice, p1Slice ) )
|
|
continue;
|
|
|
|
if ( Utils.Intersect2D( d0Slice, d1Slice, p0Slice, p1Slice ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private static bool InCone( int i, int n, Span<int> verts, int pj, Span<int> vertpj )
|
|
{
|
|
// Get slices directly from source arrays to avoid copying
|
|
var piSlice = verts.Slice( i * 4, 3 );
|
|
var pi1Slice = verts.Slice( Utils.Next( i, n ) * 4, 3 );
|
|
var pin1Slice = verts.Slice( Utils.Prev( i, n ) * 4, 3 );
|
|
var pjSlice = vertpj.Slice( pj, 3 );
|
|
|
|
// If P[i] is a convex vertex [ i+1 left or on (i-1,i) ].
|
|
if ( Utils.LeftOn2D( pin1Slice, piSlice, pi1Slice ) )
|
|
return Utils.Left2D( piSlice, pjSlice, pin1Slice ) && Utils.Left2D( pjSlice, piSlice, pi1Slice );
|
|
// Assume (i-1,i,i+1) not collinear.
|
|
// else P[i] is reflex.
|
|
return !(Utils.LeftOn2D( piSlice, pjSlice, pi1Slice ) && Utils.LeftOn2D( pjSlice, piSlice, pin1Slice ));
|
|
}
|
|
|
|
private static void RemoveDegenerateSegments( List<int> simplified )
|
|
{
|
|
// Remove adjacent vertices which are equal on xz-plane,
|
|
// or else the triangulator will get confused.
|
|
// Use in-place compaction instead of RemoveAt to avoid O(n²) complexity.
|
|
int npts = simplified.Count / 4;
|
|
int writeIdx = 0;
|
|
|
|
for ( int i = 0; i < npts; ++i )
|
|
{
|
|
int ni = (i + 1) % npts;
|
|
int iBase = i * 4;
|
|
int niBase = ni * 4;
|
|
|
|
// Check if this vertex equals the next (degenerate segment)
|
|
bool isDegenerate = simplified[iBase] == simplified[niBase]
|
|
&& simplified[iBase + 2] == simplified[niBase + 2];
|
|
|
|
if ( !isDegenerate )
|
|
{
|
|
// Keep this vertex - copy if needed
|
|
if ( writeIdx != i )
|
|
{
|
|
int writeBase = writeIdx * 4;
|
|
simplified[writeBase] = simplified[iBase];
|
|
simplified[writeBase + 1] = simplified[iBase + 1];
|
|
simplified[writeBase + 2] = simplified[iBase + 2];
|
|
simplified[writeBase + 3] = simplified[iBase + 3];
|
|
}
|
|
writeIdx++;
|
|
}
|
|
}
|
|
|
|
// Trim the list to the new size (SetCount directly sets _size, keeps capacity)
|
|
CollectionsMarshal.SetCount( simplified, writeIdx * 4 );
|
|
}
|
|
|
|
// Finds the lowest leftmost vertex of a contour.
|
|
private static (int x, int z, int leftmost) FindLeftMostVertex( Contour contour )
|
|
{
|
|
int minx = contour.Vertices[0];
|
|
int minz = contour.Vertices[2];
|
|
int leftmost = 0;
|
|
for ( int i = 1; i < contour.VertexCount; i++ )
|
|
{
|
|
int x = contour.Vertices[i * 4 + 0];
|
|
int z = contour.Vertices[i * 4 + 2];
|
|
if ( x < minx || (x == minx && z < minz) )
|
|
{
|
|
minx = x;
|
|
minz = z;
|
|
leftmost = i;
|
|
}
|
|
}
|
|
|
|
return (minx, minz, leftmost);
|
|
}
|
|
|
|
private static void MergeRegionHoles( ContourRegion region, Span<ContourHole> regionHoles, List<int> mergeBuffer )
|
|
{
|
|
// Sort holes from left to right.
|
|
for ( int i = 0; i < region.HoleCount; i++ )
|
|
{
|
|
(int minx, int miny, int minleftmost) = FindLeftMostVertex( regionHoles[i].Contour );
|
|
regionHoles[i].MinX = minx;
|
|
regionHoles[i].MinZ = miny;
|
|
regionHoles[i].LeftMost = minleftmost;
|
|
}
|
|
|
|
regionHoles.Sort( ContourHoleComparer.Shared );
|
|
|
|
int maxVerts = region.Outline.VertexCount;
|
|
for ( int i = 0; i < region.HoleCount; i++ )
|
|
maxVerts += regionHoles[i].Contour.VertexCount;
|
|
|
|
using var pooledDiags = new PooledSpan<PotentialDiagonal>( maxVerts );
|
|
Span<PotentialDiagonal> diags = pooledDiags.Span;
|
|
|
|
Contour outline = region.Outline;
|
|
|
|
// Merge holes into the outline one by one.
|
|
for ( int i = 0; i < region.HoleCount; i++ )
|
|
{
|
|
Contour hole = regionHoles[i].Contour;
|
|
|
|
int index = -1;
|
|
int bestVertex = regionHoles[i].LeftMost;
|
|
for ( int iter = 0; iter < hole.VertexCount; iter++ )
|
|
{
|
|
// Find potential diagonals.
|
|
// The 'best' vertex must be in the cone described by 3 consecutive vertices of the outline.
|
|
// ..o j-1
|
|
// |
|
|
// | * best
|
|
// |
|
|
// j o-----o j+1
|
|
// :
|
|
int ndiags = 0;
|
|
int corner = bestVertex * 4;
|
|
for ( int j = 0; j < outline.VertexCount; j++ )
|
|
{
|
|
if ( InCone( j, outline.VertexCount, outline.Vertices, corner, hole.Vertices ) )
|
|
{
|
|
int dx = outline.Vertices[j * 4 + 0] - hole.Vertices[corner + 0];
|
|
int dz = outline.Vertices[j * 4 + 2] - hole.Vertices[corner + 2];
|
|
diags[ndiags].vert = j;
|
|
diags[ndiags].dist = dx * dx + dz * dz;
|
|
ndiags++;
|
|
}
|
|
}
|
|
|
|
// Sort potential diagonals by distance, we want to make the connection as short as possible.
|
|
diags.Slice( 0, ndiags ).Sort( PotentialDiagonalComparer.Shared );
|
|
|
|
// Find a diagonal that is not intersecting the outline not the remaining holes.
|
|
index = -1;
|
|
for ( int j = 0; j < ndiags; j++ )
|
|
{
|
|
int pt = diags[j].vert * 4;
|
|
bool intersect = IntersectSegContour( pt, corner, diags[j].vert, outline.VertexCount, outline.Vertices,
|
|
outline.Vertices, hole.Vertices );
|
|
for ( int k = i; k < region.HoleCount && !intersect; k++ )
|
|
intersect |= IntersectSegContour( pt, corner, -1, regionHoles[k].Contour.VertexCount,
|
|
regionHoles[k].Contour.Vertices, outline.Vertices, hole.Vertices );
|
|
if ( !intersect )
|
|
{
|
|
index = diags[j].vert;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If found non-intersecting diagonal, stop looking.
|
|
if ( index != -1 )
|
|
break;
|
|
// All the potential diagonals for the current vertex were intersecting, try next vertex.
|
|
bestVertex = (bestVertex + 1) % hole.VertexCount;
|
|
}
|
|
|
|
if ( index == -1 )
|
|
{
|
|
Log.Warning( "mergeHoles: Failed to find merge points for" );
|
|
continue;
|
|
}
|
|
|
|
Contour.MergeContours( region.Outline, hole, index, bestVertex, mergeBuffer );
|
|
}
|
|
}
|
|
|
|
/// @par
|
|
///
|
|
/// The raw contours will match the region outlines exactly. The @p maxError and @p maxEdgeLen
|
|
/// parameters control how closely the simplified contours will match the raw contours.
|
|
///
|
|
/// Simplified contours are generated such that the vertices for portals between areas match up.
|
|
/// (They are considered mandatory vertices.)
|
|
///
|
|
/// Setting @p maxEdgeLength to zero will disabled the edge length feature.
|
|
///
|
|
/// See the #rcConfig documentation for more information on the configuration parameters.
|
|
///
|
|
/// @see rcAllocContourSet, CompactHeightfield, ContourSet, rcConfig
|
|
public static ContourSet BuildContours( CompactHeightfield chf, float maxError, int maxEdgeLen, ContourBuilderContext ctx, int buildFlags = ContourBuildFlags.RC_CONTOUR_TESS_WALL_EDGES )
|
|
{
|
|
int w = chf.Width;
|
|
int h = chf.Height;
|
|
int borderSize = chf.BorderSize;
|
|
|
|
ctx.ClearContourSet();
|
|
|
|
ctx.ContourSet.BMin = chf.BMin;
|
|
ctx.ContourSet.BMax = chf.BMax;
|
|
if ( borderSize > 0 )
|
|
{
|
|
// If the heightfield was build with bordersize, remove the offset.
|
|
float pad = borderSize * chf.CellSize;
|
|
ctx.ContourSet.BMin.x += pad;
|
|
ctx.ContourSet.BMin.z += pad;
|
|
ctx.ContourSet.BMax.x -= pad;
|
|
ctx.ContourSet.BMax.z -= pad;
|
|
}
|
|
|
|
ctx.ContourSet.CellSize = chf.CellSize;
|
|
ctx.ContourSet.CellHeight = chf.CellHeight;
|
|
ctx.ContourSet.Width = chf.Width - chf.BorderSize * 2;
|
|
ctx.ContourSet.Height = chf.Height - chf.BorderSize * 2;
|
|
ctx.ContourSet.BorderSize = chf.BorderSize;
|
|
ctx.ContourSet.MaxError = maxError;
|
|
|
|
CollectionsMarshal.SetCount( ctx.Flags, chf.SpanCount );
|
|
Span<byte> flags = CollectionsMarshal.AsSpan( ctx.Flags );
|
|
|
|
var spans = chf.Spans;
|
|
var cells = chf.Cells;
|
|
|
|
// Mark boundaries.
|
|
for ( int y = 0; y < h; ++y )
|
|
{
|
|
int yOffset = y * w;
|
|
int yOffsetPlus = (y + 1) * w;
|
|
int yOffsetMinus = (y - 1) * w;
|
|
|
|
for ( int x = 0; x < w; ++x )
|
|
{
|
|
CompactCell c = cells[x + yOffset];
|
|
for ( int i = c.Index, ni = c.Index + c.Count; i < ni; ++i )
|
|
{
|
|
CompactSpan s = spans[i];
|
|
int region = s.Region;
|
|
if ( region == 0 || (region & ContourRegionFlags.BORDER_REG) != 0 )
|
|
{
|
|
flags[i] = 0;
|
|
continue;
|
|
}
|
|
|
|
int res = 0;
|
|
int con0 = Utils.GetCon( s, 0 );
|
|
int con1 = Utils.GetCon( s, 1 );
|
|
int con2 = Utils.GetCon( s, 2 );
|
|
int con3 = Utils.GetCon( s, 3 );
|
|
|
|
if ( con0 != Constants.NOT_CONNECTED )
|
|
{
|
|
int ai = cells[(x - 1) + yOffset].Index + con0;
|
|
if ( spans[ai].Region == region )
|
|
res |= 1;
|
|
}
|
|
if ( con1 != Constants.NOT_CONNECTED )
|
|
{
|
|
int ai = cells[x + yOffsetPlus].Index + con1;
|
|
if ( spans[ai].Region == region )
|
|
res |= 2;
|
|
}
|
|
if ( con2 != Constants.NOT_CONNECTED )
|
|
{
|
|
int ai = cells[(x + 1) + yOffset].Index + con2;
|
|
if ( spans[ai].Region == region )
|
|
res |= 4;
|
|
}
|
|
if ( con3 != Constants.NOT_CONNECTED )
|
|
{
|
|
int ai = cells[x + yOffsetMinus].Index + con3;
|
|
if ( spans[ai].Region == region )
|
|
res |= 8;
|
|
}
|
|
|
|
flags[i] = (byte)(res ^ 0xf); // Inverse, mark non connected edges.
|
|
}
|
|
}
|
|
}
|
|
|
|
for ( int y = 0; y < h; ++y )
|
|
{
|
|
int yOffset = y * w;
|
|
for ( int x = 0; x < w; ++x )
|
|
{
|
|
CompactCell c = cells[x + yOffset];
|
|
for ( int i = c.Index, ni = c.Index + c.Count; i < ni; ++i )
|
|
{
|
|
if ( flags[i] == 0 || flags[i] == 0xf )
|
|
{
|
|
flags[i] = 0;
|
|
continue;
|
|
}
|
|
|
|
int reg = spans[i].Region;
|
|
if ( reg == 0 || (reg & ContourRegionFlags.BORDER_REG) != 0 )
|
|
continue;
|
|
int area = chf.Areas[i];
|
|
|
|
ctx.Verts.Clear();
|
|
ctx.VertsSimplified.Clear();
|
|
|
|
WalkContour( x, y, i, chf, flags, ctx.Verts );
|
|
SimplifyContour( ctx.Verts, ctx.VertsSimplified, maxError, maxEdgeLen, buildFlags );
|
|
RemoveDegenerateSegments( ctx.VertsSimplified );
|
|
|
|
// Store region->contour remap info.
|
|
// Create contour.
|
|
if ( ctx.VertsSimplified.Count / 4 >= 3 )
|
|
{
|
|
Contour cont = ctx.RentContour( ctx.VertsSimplified.Count / 4 );
|
|
ctx.ContourSet.Contours.Add( cont );
|
|
|
|
CollectionsMarshal.AsSpan( ctx.VertsSimplified ).CopyTo( cont.Vertices );
|
|
|
|
if ( borderSize > 0 )
|
|
{
|
|
// If the heightfield was build with bordersize, remove the offset.
|
|
for ( int j = 0; j < cont.VertexCount; ++j )
|
|
{
|
|
cont.Vertices[j * 4] -= borderSize;
|
|
cont.Vertices[j * 4 + 2] -= borderSize;
|
|
}
|
|
}
|
|
|
|
cont.Region = reg;
|
|
cont.Area = area;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Merge holes if needed.
|
|
if ( ctx.ContourSet.Contours.Count > 0 )
|
|
{
|
|
// Calculate winding of all polygons.
|
|
using var pooledWinding = new PooledSpan<int>( ctx.ContourSet.Contours.Count );
|
|
Span<int> winding = pooledWinding.Span;
|
|
int nholes = 0;
|
|
for ( int i = 0; i < ctx.ContourSet.Contours.Count; ++i )
|
|
{
|
|
Contour cont = ctx.ContourSet.Contours[i];
|
|
// If the contour is wound backwards, it is a hole.
|
|
winding[i] = CalcAreaOfPolygon2D( cont.Vertices, cont.VertexCount ) < 0 ? -1 : 1;
|
|
if ( winding[i] < 0 )
|
|
nholes++;
|
|
}
|
|
|
|
if ( nholes > 0 )
|
|
{
|
|
// Collect outline contour and holes contours per region.
|
|
// We assume that there is one outline and multiple holes.
|
|
int nregions = chf.MaxRegions + 1;
|
|
|
|
using var pooledRegions = new PooledSpan<ContourRegion>( nregions );
|
|
Span<ContourRegion> regions = pooledRegions.Span;
|
|
regions.Clear();
|
|
|
|
using var pooledHoles = new PooledSpan<ContourHole>( nholes );
|
|
Span<ContourHole> holes = pooledHoles.Span;
|
|
|
|
for ( int i = 0; i < ctx.ContourSet.Contours.Count; ++i )
|
|
{
|
|
Contour cont = ctx.ContourSet.Contours[i];
|
|
// Positively wound contours are outlines, negative holes.
|
|
if ( winding[i] > 0 )
|
|
{
|
|
if ( regions[cont.Region].Outline != null )
|
|
{
|
|
throw new Exception(
|
|
"rcBuildContours: Multiple outlines for region " + cont.Region + "." );
|
|
}
|
|
|
|
regions[cont.Region].Outline = cont;
|
|
}
|
|
else
|
|
{
|
|
regions[cont.Region].HoleCount++;
|
|
}
|
|
}
|
|
|
|
var currentHoleIndex = 0;
|
|
for ( int i = 0; i < nregions; i++ )
|
|
{
|
|
if ( regions[i].HoleCount > 0 )
|
|
{
|
|
regions[i].HoleStartIndex = currentHoleIndex;
|
|
currentHoleIndex += regions[i].HoleCount;
|
|
// we increment this again in the next loop
|
|
regions[i].HoleCount = 0; // reuse as write cursor
|
|
}
|
|
}
|
|
Assert.Equals( currentHoleIndex, nholes );
|
|
|
|
for ( int i = 0; i < ctx.ContourSet.Contours.Count; ++i )
|
|
{
|
|
Contour cont = ctx.ContourSet.Contours[i];
|
|
if ( winding[i] < 0 )
|
|
{
|
|
ContourRegion reg = regions[cont.Region];
|
|
Assert.True( reg.HoleStartIndex + reg.HoleCount < nholes );
|
|
holes[reg.HoleStartIndex + reg.HoleCount].Contour = cont;
|
|
regions[cont.Region].HoleCount++;
|
|
}
|
|
}
|
|
|
|
// Finally merge each regions holes into the outline.
|
|
for ( int i = 0; i < nregions; i++ )
|
|
{
|
|
ContourRegion reg = regions[i];
|
|
if ( reg.HoleCount == 0 )
|
|
continue;
|
|
|
|
if ( reg.Outline != null )
|
|
{
|
|
MergeRegionHoles( reg, holes.Slice( reg.HoleStartIndex, reg.HoleCount ), ctx.MergeBuffer );
|
|
}
|
|
else
|
|
{
|
|
// The region does not have an outline.
|
|
// This can happen if the contour becaomes selfoverlapping because of
|
|
// too aggressive simplification settings.
|
|
throw new Exception( "rcBuildContours: Bad outline for region " + i
|
|
+ ", contour simplification is likely too aggressive." );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ctx.ContourSet;
|
|
}
|
|
}
|
|
|