/** Builds a polygon mesh from a contour set. * * \param cset contour set to build a mesh from. * \param nvp Maximum allowed vertices per polygon. \warning Currently locked to 3. * \param mesh Results will be written to this mesh. */ public void BuildPolyMesh (VoxelContourSet cset, int nvp, out VoxelMesh mesh) { AstarProfiler.StartProfile ("Build Poly Mesh"); nvp = 3; int maxVertices = 0; int maxTris = 0; int maxVertsPerCont = 0; for (int i = 0; i < cset.conts.Count; i++) { // Skip null contours. if (cset.conts[i].nverts < 3) continue; maxVertices += cset.conts[i].nverts; maxTris += cset.conts[i].nverts - 2; maxVertsPerCont = AstarMath.Max (maxVertsPerCont, cset.conts[i].nverts); } if (maxVertices >= 65534) { Debug.LogWarning ("To many vertices for unity to render - Unity might screw up rendering, but hopefully the navmesh will work ok"); //mesh = new VoxelMesh (); //yield break; //return; } /** \todo Could be cached to avoid allocations */ Int3[] verts = new Int3[maxVertices]; /** \todo Could be cached to avoid allocations */ int[] polys = new int[maxTris*nvp]; Memory.MemSet<int> (polys, 0xff, sizeof(int)); int[] indices = new int[maxVertsPerCont]; int[] tris = new int[maxVertsPerCont*3]; int vertexIndex = 0; int polyIndex = 0; for (int i=0;i<cset.conts.Count;i++) { VoxelContour cont = cset.conts[i]; //Skip null contours if (cont.nverts < 3) { continue; } for (int j=0; j < cont.nverts;j++) { indices[j] = j; cont.verts[j*4+2] /= voxelArea.width; } int ntris = Triangulate (cont.nverts, cont.verts, ref indices, ref tris); int startIndex = vertexIndex; for (int j=0;j<ntris*3; polyIndex++, j++) { //@Error sometimes polys[polyIndex] = tris[j]+startIndex; } for (int j=0;j<cont.nverts; vertexIndex++, j++) { verts[vertexIndex] = new Int3(cont.verts[j*4],cont.verts[j*4+1],cont.verts[j*4+2]); } } mesh = new VoxelMesh (); //yield break; Int3[] trimmedVerts = new Int3[vertexIndex]; for (int i=0;i<vertexIndex;i++) { trimmedVerts[i] = verts[i]; } int[] trimmedTris = new int[polyIndex]; System.Buffer.BlockCopy (polys, 0, trimmedTris, 0, polyIndex*sizeof(int)); mesh.verts = trimmedVerts; mesh.tris = trimmedTris; // Some debugging /*for (int i=0;i<mesh.tris.Length/3;i++) { int p = i*3; int p1 = mesh.tris[p]; int p2 = mesh.tris[p+1]; int p3 = mesh.tris[p+2]; //Debug.DrawLine (ConvertPosCorrZ (mesh.verts[p1].x,mesh.verts[p1].y,mesh.verts[p1].z),ConvertPosCorrZ (mesh.verts[p2].x,mesh.verts[p2].y,mesh.verts[p2].z),Color.yellow); //Debug.DrawLine (ConvertPosCorrZ (mesh.verts[p1].x,mesh.verts[p1].y,mesh.verts[p1].z),ConvertPosCorrZ (mesh.verts[p3].x,mesh.verts[p3].y,mesh.verts[p3].z),Color.yellow); //Debug.DrawLine (ConvertPosCorrZ (mesh.verts[p3].x,mesh.verts[p3].y,mesh.verts[p3].z),ConvertPosCorrZ (mesh.verts[p2].x,mesh.verts[p2].y,mesh.verts[p2].z),Color.yellow); //Debug.DrawLine (ConvertPosCorrZ (verts[p1],0,verts[p1+2]),ConvertPosCorrZ (verts[p2],0,verts[p2+2]),Color.blue); //Debug.DrawLine (ConvertPosCorrZ (verts[p1],0,verts[p1+2]),ConvertPosCorrZ (verts[p3],0,verts[p3+2]),Color.blue); //Debug.DrawLine (ConvertPosCorrZ (verts[p2],0,verts[p2+2]),ConvertPosCorrZ (verts[p3],0,verts[p3+2]),Color.blue); }*/ AstarProfiler.EndProfile ("Build Poly Mesh"); }
/** Releases contents of a contour set to caches */ static void ReleaseContours (VoxelContourSet cset) { for (int i=0;i<cset.conts.Count;i++) { VoxelContour cont = cset.conts[i]; ReleaseIntArr(cont.verts); ReleaseIntArr(cont.rverts); } cset.conts = null; }
public void BuildContours (float maxError, int maxEdgeLength, VoxelContourSet cset, int buildFlags) { AstarProfiler.StartProfile ("Build Contours"); AstarProfiler.StartProfile ("- Init"); int w = voxelArea.width; int d = voxelArea.depth; int wd = w*d; //cset.bounds = voxelArea.bounds; int maxContours = Mathf.Max (8/*Max Regions*/,8); //cset.conts = new VoxelContour[maxContours]; List<VoxelContour> contours = new List<VoxelContour>(maxContours); AstarProfiler.EndProfile ("- Init"); AstarProfiler.StartProfile ("- Mark Boundaries"); //cset.nconts = 0; //NOTE: This array may contain any data, but since we explicitly set all data in it before we use it, it's OK. ushort[] flags = voxelArea.tmpUShortArr; if (flags.Length < voxelArea.compactSpanCount) { flags = voxelArea.tmpUShortArr = new ushort[voxelArea.compactSpanCount]; } // Mark boundaries. (@?) for (int z=0;z < wd;z += voxelArea.width) { for (int x=0;x < voxelArea.width;x++) { CompactVoxelCell c = voxelArea.compactCells[x+z]; for (int i= (int)c.index, ci = (int)(c.index+c.count); i < ci; i++) { ushort res = 0; CompactVoxelSpan s = voxelArea.compactSpans[i]; if (s.reg == 0 || (s.reg & BorderReg) == BorderReg) { flags[i] = 0; continue; } for (int dir=0;dir < 4; dir++) { int r = 0; 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 = voxelArea.compactSpans[ni].reg; } //@TODO - Why isn't this inside the previous IF if (r == s.reg) { res |= (ushort)(1 << dir); } } //Inverse, mark non connected edges. flags[i] = (ushort)(res ^ 0xf); } } } AstarProfiler.EndProfile ("- Mark Boundaries"); AstarProfiler.StartProfile ("- Simplify Contours"); List<int> verts = ListPool<int>.Claim(256);//new List<int> (256); List<int> simplified = ListPool<int>.Claim(64);//new List<int> (64); for (int z=0;z < wd;z += voxelArea.width) { for (int x=0;x < voxelArea.width;x++) { CompactVoxelCell c = voxelArea.compactCells[x+z]; for (int i= (int)c.index, ci = (int)(c.index+c.count); i < ci; i++) { //CompactVoxelSpan s = voxelArea.compactSpans[i]; if (flags[i] == 0 || flags[i] == 0xf) { flags[i] = 0; continue; } int reg = voxelArea.compactSpans[i].reg; if (reg == 0 || (reg & BorderReg) == BorderReg) { continue; } int area = voxelArea.areaTypes[i]; verts.Clear (); simplified.Clear (); WalkContour(x, z, i, flags, verts); SimplifyContour(verts, simplified, maxError, maxEdgeLength, buildFlags); RemoveDegenerateSegments (simplified); VoxelContour contour = new VoxelContour (); contour.verts = ClaimIntArr(simplified.Count,false);//simplified.ToArray (); for (int j=0;j<simplified.Count;j++) contour.verts[j] = simplified[j]; #if ASTAR_RECAST_INCLUDE_RAW_VERTEX_CONTOUR //Not used at the moment, just debug stuff contour.rverts = ClaimIntArr(verts.Count); for (int j=0;j<verts.Count;j++) contour.rverts[j] = verts[j]; #endif contour.nverts = simplified.Count/4; contour.reg = reg; contour.area = area; contours.Add (contour); #if ASTARDEBUG for (int q=0, j = (simplified.Count/4)-1;q<(simplified.Count/4);j=q, q++) { int i4 = q*4; int j4 = j*4; Vector3 p1 = Vector3.Scale ( new Vector3 ( simplified[i4+0], simplified[i4+1], (simplified[i4+2]/(float)voxelArea.width) ), cellScale) +voxelOffset; Vector3 p2 = Vector3.Scale ( new Vector3 ( simplified[j4+0], simplified[j4+1], (simplified[j4+2]/(float)voxelArea.width) ) ,cellScale) +voxelOffset; if (CalcAreaOfPolygon2D(contour.verts, contour.nverts) > 0) { Debug.DrawLine (p1,p2,AstarMath.IntToColor (reg,0.5F)); } else { Debug.DrawLine (p1,p2,Color.red); } } #endif } } } ListPool<int>.Release(verts); ListPool<int>.Release(simplified); AstarProfiler.EndProfile ("- Simplify Contours"); AstarProfiler.StartProfile ("- Fix Contours"); // Check and merge droppings. // Sometimes the previous algorithms can fail and create several contours // per area. This pass will try to merge the holes into the main region. for (int i = 0; i < contours.Count; i++) { VoxelContour cont = contours[i]; // Check if the contour is would backwards. if (CalcAreaOfPolygon2D(cont.verts, cont.nverts) < 0) { // Find another contour which has the same region ID. int mergeIdx = -1; for (int j = 0; j < contours.Count; j++) { if (i == j) continue; if (contours[j].nverts > 0 && contours[j].reg == cont.reg) { // Make sure the polygon is correctly oriented. if (CalcAreaOfPolygon2D(contours[j].verts, contours[j].nverts) > 0) { mergeIdx = j; break; } } } if (mergeIdx == -1) { Debug.LogError ("rcBuildContours: Could not find merge target for bad contour "+i+"."); } else { // Debugging //Debug.LogWarning ("Fixing contour"); VoxelContour mcont = contours[mergeIdx]; // Merge by closest points. int ia = 0, ib = 0; GetClosestIndices(mcont.verts, mcont.nverts, cont.verts, cont.nverts, ref ia, ref ib); if (ia == -1 || ib == -1) { Debug.LogWarning ("rcBuildContours: Failed to find merge points for "+i+" and "+mergeIdx+"."); continue; } #if ASTARDEBUG int p4 = ia*4; int p42 = ib*4; Vector3 p12 = Vector3.Scale ( new Vector3 ( mcont.verts[p4+0], mcont.verts[p4+1], (mcont.verts[p4+2]/(float)voxelArea.width) ), cellScale) +voxelOffset; Vector3 p22 = Vector3.Scale ( new Vector3 ( cont.verts[p42+0], cont.verts[p42+1], (cont.verts[p42+2]/(float)voxelArea.width) ) ,cellScale) +voxelOffset; Debug.DrawLine (p12,p22,Color.green); #endif if (!MergeContours(ref mcont, ref cont, ia, ib)) { Debug.LogWarning ("rcBuildContours: Failed to merge contours "+i+" and "+mergeIdx+"."); continue; } contours[mergeIdx] = mcont; contours[i] = cont; #if ASTARDEBUG Debug.Log (mcont.nverts); for (int q=0, j = (mcont.nverts)-1;q<(mcont.nverts);j=q, q++) { int i4 = q*4; int j4 = j*4; Vector3 p1 = Vector3.Scale ( new Vector3 ( mcont.verts[i4+0], mcont.verts[i4+1], (mcont.verts[i4+2]/(float)voxelArea.width) ), cellScale) +voxelOffset; Vector3 p2 = Vector3.Scale ( new Vector3 ( mcont.verts[j4+0], mcont.verts[j4+1], (mcont.verts[j4+2]/(float)voxelArea.width) ) ,cellScale) +voxelOffset; Debug.DrawLine (p1,p2,Color.red); //} } #endif } } } cset.conts = contours; AstarProfiler.EndProfile ("- Fix Contours"); AstarProfiler.EndProfile ("Build Contours"); }
protected void BuildTileMesh (Voxelize vox, int x, int z) { AstarProfiler.StartProfile ("Build Tile"); AstarProfiler.StartProfile ("Init"); //World size of tile float tcsx = tileSizeX*cellSize; float tcsz = tileSizeZ*cellSize; int voxelCharacterRadius = Mathf.CeilToInt (characterRadius/cellSize); Vector3 forcedBoundsMin = forcedBounds.min; Vector3 forcedBoundsMax = forcedBounds.max; var bounds = new Bounds (); bounds.SetMinMax(new Vector3 (x*tcsx, 0, z*tcsz) + forcedBoundsMin, new Vector3 ((x+1)*tcsx + forcedBoundsMin.x, forcedBoundsMax.y, (z+1)*tcsz + forcedBoundsMin.z) ); vox.borderSize = voxelCharacterRadius + 3; //Expand borderSize voxels on each side bounds.Expand (new Vector3 (vox.borderSize,0,vox.borderSize)*cellSize*2); vox.forcedBounds = bounds; vox.width = tileSizeX + vox.borderSize*2; vox.depth = tileSizeZ + vox.borderSize*2; if (!useTiles && relevantGraphSurfaceMode == RelevantGraphSurfaceMode.OnlyForCompletelyInsideTile) { // This best reflects what the user would actually want vox.relevantGraphSurfaceMode = RelevantGraphSurfaceMode.RequireForAll; } else { vox.relevantGraphSurfaceMode = relevantGraphSurfaceMode; } vox.minRegionSize = Mathf.RoundToInt(minRegionSize / (cellSize*cellSize)); #if ASTARDEBUG Debug.Log ("Building Tile " + x+","+z); System.Console.WriteLine ("Recast Graph -- Voxelizing"); #endif AstarProfiler.EndProfile ("Init"); //Init voxelizer vox.Init (); vox.CollectMeshes (); vox.VoxelizeInput (); AstarProfiler.StartProfile ("Filter Ledges"); #if ASTAR_RECAST_VOXEL_DEBUG if (importMode) { if (File.Exists(Application.dataPath+"/tile."+x+"."+z)) { FileStream fs = File.OpenRead (Application.dataPath+"/tile."+x+"."+z); byte[] bytes = new byte[fs.Length]; fs.Read (bytes,0,(int)fs.Length); VoxelArea tmpVox = new VoxelArea(vox.width,vox.depth); Pathfinding.Voxels.VoxelSerializeUtility.DeserializeVoxelAreaData (bytes,tmpVox); Pathfinding.Voxels.VoxelSerializeUtility.MergeVoxelAreaData(tmpVox,vox.voxelArea,vox.voxelWalkableClimb); } } if (exportMode) { FileStream fs = File.Create(Application.dataPath+"/tile."+x+"."+z); byte[] bytes = Pathfinding.Voxels.VoxelSerializeUtility.SerializeVoxelAreaData(vox.voxelArea); fs.Write(bytes,0,bytes.Length); fs.Close(); } #endif vox.FilterLedges (vox.voxelWalkableHeight, vox.voxelWalkableClimb, vox.cellSize, vox.cellHeight, vox.forcedBounds.min); AstarProfiler.EndProfile ("Filter Ledges"); AstarProfiler.StartProfile ("Filter Low Height Spans"); vox.FilterLowHeightSpans (vox.voxelWalkableHeight, vox.cellSize, vox.cellHeight, vox.forcedBounds.min); AstarProfiler.EndProfile ("Filter Low Height Spans"); vox.BuildCompactField (); vox.BuildVoxelConnections (); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Eroding"); #endif vox.ErodeWalkableArea (voxelCharacterRadius); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Building Distance Field"); #endif vox.BuildDistanceField (); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Building Regions"); #endif vox.BuildRegions (); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Building Contours"); #endif var cset = new VoxelContourSet (); vox.BuildContours (contourMaxError,1,cset,Voxelize.RC_CONTOUR_TESS_WALL_EDGES); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Building Poly Mesh"); #endif VoxelMesh mesh; vox.BuildPolyMesh (cset,3,out mesh); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Building Nodes"); #endif //Vector3[] vertices = new Vector3[mesh.verts.Length]; AstarProfiler.StartProfile ("Build Nodes"); // Debug code //matrix = Matrix4x4.TRS (vox.voxelOffset,Quaternion.identity,Int3.Precision*vox.cellScale); //Position the vertices correctly in the world for (int i=0;i<mesh.verts.Length;i++) { //Note the multiplication is Scalar multiplication of vectors mesh.verts[i] = ((mesh.verts[i]*Int3.Precision) * vox.cellScale) + (Int3)vox.voxelOffset; // Debug code //Debug.DrawRay (matrix.MultiplyPoint3x4(vertices[i]),Vector3.up,Color.red); } #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Generating Nodes"); #endif NavmeshTile tile = CreateTile (vox, mesh, x,z); tiles[tile.x + tile.z*tileXCount] = tile; AstarProfiler.EndProfile ("Build Nodes"); #if ASTARDEBUG System.Console.WriteLine ("Recast Graph -- Done"); #endif AstarProfiler.EndProfile ("Build Tile"); }