Beispiel #1
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        private void Cleanup()
        {
            UpdateScene(null);

            CurrentNavigationMesh = null;
            NavigationMeshUpdated?.Invoke(this, null);
        }
Beispiel #2
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        private void FinilizeRebuild(Task <NavigationMeshBuildResult> resultTask)
        {
            var result = resultTask.Result;

            if (result.Success)
            {
                var args = new NavigationMeshUpdatedEventArgs
                {
                    OldNavigationMesh = CurrentNavigationMesh,
                    BuildResult       = result,
                };
                CurrentNavigationMesh = result.NavigationMesh;
                NavigationMeshUpdated?.Invoke(this, args);
            }
        }
Beispiel #3
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        /// <summary>
        /// Rebuilds outdated triangle data for colliders and recalculates hashes storing everything in StaticColliderData
        /// </summary>
        private void BuildInput(StaticColliderData[] collidersLocal, CollisionFilterGroupFlags includedCollisionGroups)
        {
            NavigationMeshCache lastCache = oldNavigationMesh?.Cache;

            bool clearCache = false;

            Dispatcher.ForEach(collidersLocal, colliderData =>
            {
                var entity = colliderData.Component.Entity;
                TransformComponent entityTransform = entity.Transform;
                Matrix entityWorldMatrix           = entityTransform.WorldMatrix;

                NavigationMeshInputBuilder entityNavigationMeshInputBuilder = colliderData.InputBuilder = new NavigationMeshInputBuilder();

                // Compute hash of collider and compare it with the previous build if there is one
                colliderData.ParameterHash = NavigationMeshBuildUtils.HashEntityCollider(colliderData.Component, includedCollisionGroups);
                colliderData.Previous      = null;
                if (lastCache?.Objects.TryGetValue(colliderData.Component.Id, out colliderData.Previous) ?? false)
                {
                    if (colliderData.Previous.ParameterHash == colliderData.ParameterHash)
                    {
                        // In this case, we don't need to recalculate the geometry for this shape, since it wasn't changed
                        // here we take the triangle mesh from the previous build as the current
                        colliderData.InputBuilder = colliderData.Previous.InputBuilder;
                        colliderData.Planes.Clear();
                        colliderData.Planes.AddRange(colliderData.Previous.Planes);
                        colliderData.Processed = false;
                        return;
                    }
                }

                // Clear cache on removal of infinite planes
                if (colliderData.Planes.Count > 0)
                {
                    clearCache = true;
                }

                // Clear planes
                colliderData.Planes.Clear();

                // Return empty data for disabled colliders, filtered out colliders or trigger colliders
                if (!colliderData.Component.Enabled || colliderData.Component.IsTrigger ||
                    !NavigationMeshBuildUtils.CheckColliderFilter(colliderData.Component, includedCollisionGroups))
                {
                    colliderData.Processed = true;
                    return;
                }

                // Make sure shape is up to date
                colliderData.Component.ComposeShape();

                // Interate through all the colliders shapes while queueing all shapes in compound shapes to process those as well
                Queue <ColliderShape> shapesToProcess = new Queue <ColliderShape>();
                if (colliderData.Component.ColliderShape != null)
                {
                    shapesToProcess.Enqueue(colliderData.Component.ColliderShape);
                    while (shapesToProcess.Count > 0)
                    {
                        var shape     = shapesToProcess.Dequeue();
                        var shapeType = shape.GetType();
                        if (shapeType == typeof(BoxColliderShape))
                        {
                            var box          = (BoxColliderShape)shape;
                            var boxDesc      = GetColliderShapeDesc <BoxColliderShapeDesc>(box.Description);
                            Matrix transform = box.PositiveCenterMatrix * entityWorldMatrix;

                            var meshData = GeometricPrimitive.Cube.New(boxDesc.Size, toLeftHanded: true);
                            entityNavigationMeshInputBuilder.AppendMeshData(meshData, transform);
                        }
                        else if (shapeType == typeof(SphereColliderShape))
                        {
                            var sphere       = (SphereColliderShape)shape;
                            var sphereDesc   = GetColliderShapeDesc <SphereColliderShapeDesc>(sphere.Description);
                            Matrix transform = sphere.PositiveCenterMatrix * entityWorldMatrix;

                            var meshData = GeometricPrimitive.Sphere.New(sphereDesc.Radius, toLeftHanded: true);
                            entityNavigationMeshInputBuilder.AppendMeshData(meshData, transform);
                        }
                        else if (shapeType == typeof(CylinderColliderShape))
                        {
                            var cylinder     = (CylinderColliderShape)shape;
                            var cylinderDesc = GetColliderShapeDesc <CylinderColliderShapeDesc>(cylinder.Description);
                            Matrix transform = cylinder.PositiveCenterMatrix * entityWorldMatrix;

                            var meshData = GeometricPrimitive.Cylinder.New(cylinderDesc.Height, cylinderDesc.Radius, toLeftHanded: true);
                            entityNavigationMeshInputBuilder.AppendMeshData(meshData, transform);
                        }
                        else if (shapeType == typeof(CapsuleColliderShape))
                        {
                            var capsule      = (CapsuleColliderShape)shape;
                            var capsuleDesc  = GetColliderShapeDesc <CapsuleColliderShapeDesc>(capsule.Description);
                            Matrix transform = capsule.PositiveCenterMatrix * entityWorldMatrix;

                            var meshData = GeometricPrimitive.Capsule.New(capsuleDesc.Length, capsuleDesc.Radius, toLeftHanded: true);
                            entityNavigationMeshInputBuilder.AppendMeshData(meshData, transform);
                        }
                        else if (shapeType == typeof(ConeColliderShape))
                        {
                            var cone         = (ConeColliderShape)shape;
                            var coneDesc     = GetColliderShapeDesc <ConeColliderShapeDesc>(cone.Description);
                            Matrix transform = cone.PositiveCenterMatrix * entityWorldMatrix;

                            var meshData = GeometricPrimitive.Cone.New(coneDesc.Radius, coneDesc.Height, toLeftHanded: true);
                            entityNavigationMeshInputBuilder.AppendMeshData(meshData, transform);
                        }
                        else if (shapeType == typeof(StaticPlaneColliderShape))
                        {
                            var planeShape   = (StaticPlaneColliderShape)shape;
                            var planeDesc    = GetColliderShapeDesc <StaticPlaneColliderShapeDesc>(planeShape.Description);
                            Matrix transform = entityWorldMatrix;

                            Plane plane = new Plane(planeDesc.Normal, planeDesc.Offset);

                            // Pre-Transform plane parameters
                            plane.Normal = Vector3.TransformNormal(planeDesc.Normal, transform);
                            plane.Normal.Normalize();
                            plane.D += Vector3.Dot(transform.TranslationVector, plane.Normal);

                            colliderData.Planes.Add(plane);
                        }
                        else if (shapeType == typeof(ConvexHullColliderShape))
                        {
                            var hull         = (ConvexHullColliderShape)shape;
                            Matrix transform = hull.PositiveCenterMatrix * entityWorldMatrix;

                            // Convert hull indices to int
                            int[] indices = new int[hull.Indices.Count];
                            if (hull.Indices.Count % 3 != 0)
                            {
                                throw new InvalidOperationException("Physics hull does not consist of triangles");
                            }
                            for (int i = 0; i < hull.Indices.Count; i += 3)
                            {
                                indices[i]     = (int)hull.Indices[i];
                                indices[i + 2] = (int)hull.Indices[i + 1]; // NOTE: Reversed winding to create left handed input
                                indices[i + 1] = (int)hull.Indices[i + 2];
                            }

                            entityNavigationMeshInputBuilder.AppendArrays(hull.Points.ToArray(), indices, transform);
                        }
                        else if (shapeType == typeof(CompoundColliderShape))
                        {
                            // Unroll compound collider shapes
                            var compound = (CompoundColliderShape)shape;
                            for (int i = 0; i < compound.Count; i++)
                            {
                                shapesToProcess.Enqueue(compound[i]);
                            }
                        }
                    }
                }

                // Clear cache on addition of infinite planes
                if (colliderData.Planes.Count > 0)
                {
                    clearCache = true;
                }

                // Mark collider as processed
                colliderData.Processed = true;
            });

            if (clearCache && oldNavigationMesh != null)
            {
                oldNavigationMesh = null;
            }
        }
Beispiel #4
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        /// <summary>
        /// Performs the build of a navigation mesh
        /// </summary>
        /// <param name="buildSettings">The build settings to pass to recast</param>
        /// <param name="agentSettings">A collection of agent settings to use, this will generate a layer in the navigation mesh for every agent settings in this collection (in the same order)</param>
        /// <param name="includedCollisionGroups">The collision groups that will affect which colliders are considered solid</param>
        /// <param name="boundingBoxes">A collection of bounding boxes to use as the region for which to generate navigation mesh tiles</param>
        /// <param name="cancellationToken">A cancellation token to interrupt the build process</param>
        /// <returns>The build result</returns>
        public NavigationMeshBuildResult Build(NavigationMeshBuildSettings buildSettings, ICollection <NavigationMeshGroup> groups, CollisionFilterGroupFlags includedCollisionGroups,
                                               ICollection <BoundingBox> boundingBoxes, CancellationToken cancellationToken)
        {
            var lastCache = oldNavigationMesh?.Cache;
            var result    = new NavigationMeshBuildResult();

            if (groups.Count == 0)
            {
                Logger?.Warning("No group settings found");
                result.Success        = true;
                result.NavigationMesh = new NavigationMesh();
                return(result);
            }

            if (boundingBoxes.Count == 0)
            {
                Logger?.Warning("No bounding boxes found");
            }

            var settingsHash = groups?.ComputeHash() ?? 0;

            settingsHash = (settingsHash * 397) ^ buildSettings.GetHashCode();
            if (lastCache != null && lastCache.SettingsHash != settingsHash)
            {
                // Start from scratch if settings changed
                oldNavigationMesh = null;
                Logger?.Info("Build settings changed, doing a full rebuild");
            }

            // Copy colliders so the collection doesn't get modified
            StaticColliderData[] collidersLocal;
            lock (colliders)
            {
                collidersLocal = colliders.ToArray();
            }

            BuildInput(collidersLocal, includedCollisionGroups);

            // Check if cache was cleared while building the input
            lastCache = oldNavigationMesh?.Cache;

            // The new navigation mesh that will be created
            result.NavigationMesh          = new NavigationMesh();
            result.NavigationMesh.CellSize = buildSettings.CellSize;
            result.NavigationMesh.TileSize = buildSettings.TileSize;

            // Tile cache for this new navigation mesh
            NavigationMeshCache newCache = result.NavigationMesh.Cache = new NavigationMeshCache();

            newCache.SettingsHash = settingsHash;

            // Generate global bounding box for planes
            BoundingBox globalBoundingBox = BoundingBox.Empty;

            foreach (var boundingBox in boundingBoxes)
            {
                globalBoundingBox = BoundingBox.Merge(boundingBox, globalBoundingBox);
            }

            // Combine input and collect tiles to build
            NavigationMeshInputBuilder sceneNavigationMeshInputBuilder = new NavigationMeshInputBuilder();

            foreach (var colliderData in collidersLocal)
            {
                if (colliderData.InputBuilder == null)
                {
                    continue;
                }

                // Otherwise, skip building these tiles
                sceneNavigationMeshInputBuilder.AppendOther(colliderData.InputBuilder);
                newCache.Add(colliderData.Component, colliderData.InputBuilder, colliderData.Planes, colliderData.ParameterHash);

                // Generate geometry for planes
                foreach (var plane in colliderData.Planes)
                {
                    sceneNavigationMeshInputBuilder.AppendOther(BuildPlaneGeometry(plane, globalBoundingBox));
                }
            }

            // TODO: Generate tile local mesh input data
            var inputVertices = sceneNavigationMeshInputBuilder.Points.ToArray();
            var inputIndices  = sceneNavigationMeshInputBuilder.Indices.ToArray();

            // Enumerate over every layer, and build tiles for each of those layers using the provided agent settings
            using (var groupEnumerator = groups.NotNull().GetEnumerator())
            {
                for (int layerIndex = 0; layerIndex < groups.Count; layerIndex++)
                {
                    groupEnumerator.MoveNext();
                    var currentGroup         = groupEnumerator.Current;
                    var currentAgentSettings = currentGroup.AgentSettings;

                    if (result.NavigationMesh.LayersInternal.ContainsKey(currentGroup.Id))
                    {
                        Logger.Error($"The same group can't be selected twice: {currentGroup}");
                        return(result);
                    }

                    HashSet <Point> tilesToBuild = new HashSet <Point>();

                    foreach (var colliderData in collidersLocal)
                    {
                        if (colliderData.InputBuilder == null)
                        {
                            continue;
                        }

                        if (colliderData.Processed)
                        {
                            MarkTiles(colliderData.InputBuilder, ref buildSettings, ref currentAgentSettings, tilesToBuild);
                            if (colliderData.Previous != null)
                            {
                                MarkTiles(colliderData.Previous.InputBuilder, ref buildSettings, ref currentAgentSettings, tilesToBuild);
                            }
                        }
                    }

                    // Check for removed colliders
                    if (lastCache != null)
                    {
                        foreach (var obj in lastCache.Objects)
                        {
                            if (!newCache.Objects.ContainsKey(obj.Key))
                            {
                                MarkTiles(obj.Value.InputBuilder, ref buildSettings, ref currentAgentSettings, tilesToBuild);
                            }
                        }
                    }

                    // Calculate updated/added bounding boxes
                    foreach (var boundingBox in boundingBoxes)
                    {
                        if (!lastCache?.BoundingBoxes.Contains(boundingBox) ?? true) // In the case of no case, mark all tiles in all bounding boxes to be rebuilt
                        {
                            var tiles = NavigationMeshBuildUtils.GetOverlappingTiles(buildSettings, boundingBox);
                            foreach (var tile in tiles)
                            {
                                tilesToBuild.Add(tile);
                            }
                        }
                    }

                    // Check for removed bounding boxes
                    if (lastCache != null)
                    {
                        foreach (var boundingBox in lastCache.BoundingBoxes)
                        {
                            if (!boundingBoxes.Contains(boundingBox))
                            {
                                var tiles = NavigationMeshBuildUtils.GetOverlappingTiles(buildSettings, boundingBox);
                                foreach (var tile in tiles)
                                {
                                    tilesToBuild.Add(tile);
                                }
                            }
                        }
                    }

                    long buildTimeStamp = DateTime.UtcNow.Ticks;

                    ConcurrentCollector <Tuple <Point, NavigationMeshTile> > builtTiles = new ConcurrentCollector <Tuple <Point, NavigationMeshTile> >(tilesToBuild.Count);
                    Dispatcher.ForEach(tilesToBuild.ToArray(), tileCoordinate =>
                    {
                        // Allow cancellation while building tiles
                        if (cancellationToken.IsCancellationRequested)
                        {
                            return;
                        }

                        // Builds the tile, or returns null when there is nothing generated for this tile (empty tile)
                        NavigationMeshTile meshTile = BuildTile(tileCoordinate, buildSettings, currentAgentSettings, boundingBoxes,
                                                                inputVertices, inputIndices, buildTimeStamp);

                        // Add the result to the list of built tiles
                        builtTiles.Add(new Tuple <Point, NavigationMeshTile>(tileCoordinate, meshTile));
                    });

                    if (cancellationToken.IsCancellationRequested)
                    {
                        Logger?.Warning("Operation cancelled");
                        return(result);
                    }

                    // Add layer to the navigation mesh
                    var layer = new NavigationMeshLayer();
                    result.NavigationMesh.LayersInternal.Add(currentGroup.Id, layer);

                    // Copy tiles from from the previous build into the current
                    NavigationMeshLayer sourceLayer = null;
                    if (oldNavigationMesh != null && oldNavigationMesh.LayersInternal.TryGetValue(currentGroup.Id, out sourceLayer))
                    {
                        foreach (var sourceTile in sourceLayer.Tiles)
                        {
                            layer.TilesInternal.Add(sourceTile.Key, sourceTile.Value);
                        }
                    }

                    foreach (var p in builtTiles)
                    {
                        if (p.Item2 == null)
                        {
                            // Remove a tile
                            if (layer.TilesInternal.ContainsKey(p.Item1))
                            {
                                layer.TilesInternal.Remove(p.Item1);
                            }
                        }
                        else
                        {
                            // Set or update tile
                            layer.TilesInternal[p.Item1] = p.Item2;
                        }
                    }

                    // Add information about which tiles were updated to the result
                    if (tilesToBuild.Count > 0)
                    {
                        var layerUpdateInfo = new NavigationMeshLayerUpdateInfo();
                        layerUpdateInfo.GroupId      = currentGroup.Id;
                        layerUpdateInfo.UpdatedTiles = tilesToBuild.ToList();
                        result.UpdatedLayers.Add(layerUpdateInfo);
                    }
                }
            }

            // Check for removed layers
            if (oldNavigationMesh != null)
            {
                var newGroups = groups.ToLookup(x => x.Id);
                foreach (var oldLayer in oldNavigationMesh.Layers)
                {
                    if (!newGroups.Contains(oldLayer.Key))
                    {
                        var updateInfo = new NavigationMeshLayerUpdateInfo();
                        updateInfo.UpdatedTiles.Capacity = oldLayer.Value.Tiles.Count;

                        foreach (var tile in oldLayer.Value.Tiles)
                        {
                            updateInfo.UpdatedTiles.Add(tile.Key);
                        }

                        result.UpdatedLayers.Add(updateInfo);
                    }
                }
            }

            // Store bounding boxes in new tile cache
            newCache.BoundingBoxes = new List <BoundingBox>(boundingBoxes);

            // Update navigation mesh
            oldNavigationMesh = result.NavigationMesh;

            result.Success = true;
            return(result);
        }
Beispiel #5
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 /// <summary>
 /// Initializes the builder, optionally with a previous navigation mesh when building incrementally
 /// </summary>
 /// <param name="oldNavigationMesh">The previous navigation mesh, to allow incremental builds</param>
 public NavigationMeshBuilder(NavigationMesh oldNavigationMesh = null)
 {
     this.oldNavigationMesh = oldNavigationMesh;
 }