public static unsafe BlobAssetReference <Collider> Create(NativeArray <float3> vertices, NativeArray <int3> triangles, CollisionFilter filter, Material material) { SafetyChecks.CheckTriangleIndicesInRangeAndThrow(triangles, vertices.Length, nameof(triangles)); // Copy vertices var tempVertices = new NativeArray <float3>(vertices, Allocator.Temp); // Triangle indices - needed for WeldVertices var tempIndices = new NativeArray <int>(triangles.Reinterpret <int>(UnsafeUtility.SizeOf <int3>()), Allocator.Temp); // Build connectivity and primitives NativeList <float3> uniqueVertices = MeshConnectivityBuilder.WeldVertices(tempIndices, tempVertices); var tempTriangleIndices = new NativeArray <int3>(triangles.Length, Allocator.Temp); UnsafeUtility.MemCpy(tempTriangleIndices.GetUnsafePtr(), tempIndices.GetUnsafePtr(), tempIndices.Length * UnsafeUtility.SizeOf <int>()); var connectivity = new MeshConnectivityBuilder(tempTriangleIndices, uniqueVertices); NativeList <MeshConnectivityBuilder.Primitive> primitives = connectivity.EnumerateQuadDominantGeometry(tempTriangleIndices, uniqueVertices); // Build bounding volume hierarchy int nodeCount = math.max(primitives.Length * 2 + 1, 2); // We need at least two nodes - an "invalid" node and a root node. var nodes = new NativeArray <BoundingVolumeHierarchy.Node>(nodeCount, Allocator.Temp); int numNodes = 0; { // Prepare data for BVH var points = new NativeList <BoundingVolumeHierarchy.PointAndIndex>(primitives.Length, Allocator.Temp); var aabbs = new NativeArray <Aabb>(primitives.Length, Allocator.Temp); for (int i = 0; i < primitives.Length; i++) { MeshConnectivityBuilder.Primitive p = primitives[i]; // Skip degenerate triangles if (MeshConnectivityBuilder.IsTriangleDegenerate(p.Vertices[0], p.Vertices[1], p.Vertices[2])) { continue; } aabbs[i] = Aabb.CreateFromPoints(p.Vertices); points.Add(new BoundingVolumeHierarchy.PointAndIndex { Position = aabbs[i].Center, Index = i }); } var bvh = new BoundingVolumeHierarchy(nodes); bvh.Build(points.AsArray(), aabbs, out numNodes, useSah: true); } // Build mesh sections BoundingVolumeHierarchy.Node *nodesPtr = (BoundingVolumeHierarchy.Node *)nodes.GetUnsafePtr(); MeshBuilder.TempSection sections = MeshBuilder.BuildSections(nodesPtr, numNodes, primitives); // Allocate collider int meshDataSize = Mesh.CalculateMeshDataSize(numNodes, sections.Ranges); int totalColliderSize = Math.NextMultipleOf(sizeof(MeshCollider), 16) + meshDataSize; MeshCollider *meshCollider = (MeshCollider *)UnsafeUtility.Malloc(totalColliderSize, 16, Allocator.Temp); // Initialize it { UnsafeUtility.MemClear(meshCollider, totalColliderSize); meshCollider->MemorySize = totalColliderSize; meshCollider->m_Header.Type = ColliderType.Mesh; meshCollider->m_Header.CollisionType = CollisionType.Composite; meshCollider->m_Header.Version += 1; meshCollider->m_Header.Magic = 0xff; ref var mesh = ref meshCollider->Mesh; mesh.Init(nodesPtr, numNodes, sections, filter, material); mesh.UpdateCachedBoundingRadius(); // Calculate combined filter meshCollider->m_Header.Filter = mesh.Sections.Length > 0 ? mesh.Sections[0].Filters[0] : CollisionFilter.Default; for (int i = 0; i < mesh.Sections.Length; ++i) { for (var j = 0; j < mesh.Sections[i].Filters.Length; ++j) { var f = mesh.Sections[i].Filters[j]; meshCollider->m_Header.Filter = CollisionFilter.CreateUnion(meshCollider->m_Header.Filter, f); } } meshCollider->m_Aabb = meshCollider->Mesh.BoundingVolumeHierarchy.Domain; meshCollider->NumColliderKeyBits = meshCollider->Mesh.NumColliderKeyBits; }
// Create a compound collider containing an array of other colliders. // The source colliders are copied into the compound, so that it becomes one blob. public static unsafe BlobAssetReference <Collider> Create(NativeArray <ColliderBlobInstance> children) { SafetyChecks.CheckNotEmptyAndThrow(children, nameof(children)); // Get the total required memory size for the compound plus all its children, // and the combined filter of all children // TODO: Verify that the size is enough int totalSize = Math.NextMultipleOf16(UnsafeUtility.SizeOf <CompoundCollider>()); CollisionFilter filter = children[0].Collider.Value.Filter; var srcToDestInstanceAddrs = new NativeHashMap <long, long>(children.Length, Allocator.Temp); for (var childIndex = 0; childIndex < children.Length; childIndex++) { var child = children[childIndex]; var instanceKey = (long)child.Collider.GetUnsafePtr(); if (srcToDestInstanceAddrs.ContainsKey(instanceKey)) { continue; } totalSize += Math.NextMultipleOf16(child.Collider.Value.MemorySize); filter = CollisionFilter.CreateUnion(filter, child.Collider.Value.Filter); srcToDestInstanceAddrs.Add(instanceKey, 0L); } totalSize += (children.Length + BoundingVolumeHierarchy.Constants.MaxNumTreeBranches) * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>(); // Allocate the collider var compoundCollider = (CompoundCollider *)UnsafeUtility.Malloc(totalSize, 16, Allocator.Temp); UnsafeUtility.MemClear(compoundCollider, totalSize); compoundCollider->m_Header.Type = ColliderType.Compound; compoundCollider->m_Header.CollisionType = CollisionType.Composite; compoundCollider->m_Header.Version = 1; compoundCollider->m_Header.Magic = 0xff; compoundCollider->m_Header.Filter = filter; // Initialize children array Child *childrenPtr = (Child *)((byte *)compoundCollider + UnsafeUtility.SizeOf <CompoundCollider>()); compoundCollider->m_ChildrenBlob.Offset = (int)((byte *)childrenPtr - (byte *)(&compoundCollider->m_ChildrenBlob.Offset)); compoundCollider->m_ChildrenBlob.Length = children.Length; byte *end = (byte *)childrenPtr + UnsafeUtility.SizeOf <Child>() * children.Length; end = (byte *)Math.NextMultipleOf16((ulong)end); uint maxTotalNumColliderKeyBits = 0; // Copy children for (int i = 0; i < children.Length; i++) { Collider *collider = (Collider *)children[i].Collider.GetUnsafePtr(); var srcInstanceKey = (long)collider; var dstAddr = srcToDestInstanceAddrs[srcInstanceKey]; if (dstAddr == 0L) { dstAddr = (long)end; srcToDestInstanceAddrs[srcInstanceKey] = dstAddr; UnsafeUtility.MemCpy(end, collider, collider->MemorySize); end += Math.NextMultipleOf16(collider->MemorySize); } childrenPtr[i].m_ColliderOffset = (int)((byte *)dstAddr - (byte *)(&childrenPtr[i].m_ColliderOffset)); childrenPtr[i].CompoundFromChild = children[i].CompoundFromChild; maxTotalNumColliderKeyBits = math.max(maxTotalNumColliderKeyBits, collider->TotalNumColliderKeyBits); } // Build mass properties compoundCollider->MassProperties = compoundCollider->BuildMassProperties(); // Build bounding volume int numNodes = compoundCollider->BuildBoundingVolume(out NativeArray <BoundingVolumeHierarchy.Node> nodes); int bvhSize = numNodes * UnsafeUtility.SizeOf <BoundingVolumeHierarchy.Node>(); compoundCollider->m_BvhNodesBlob.Offset = (int)(end - (byte *)(&compoundCollider->m_BvhNodesBlob.Offset)); compoundCollider->m_BvhNodesBlob.Length = numNodes; UnsafeUtility.MemCpy(end, nodes.GetUnsafeReadOnlyPtr(), bvhSize); compoundCollider->UpdateCachedBoundingRadius(); end += bvhSize; // Validate nesting level of composite colliders. compoundCollider->TotalNumColliderKeyBits = maxTotalNumColliderKeyBits + compoundCollider->NumColliderKeyBits; // If TotalNumColliderKeyBits is greater than 32, it means maximum nesting level of composite colliders has been breached. // ColliderKey has 32 bits so it can't handle infinite nesting of composite colliders. if (compoundCollider->TotalNumColliderKeyBits > 32) { SafetyChecks.ThrowArgumentException(nameof(children), "Composite collider exceeded maximum level of nesting!"); } // Copy to blob asset int usedSize = (int)(end - (byte *)compoundCollider); UnityEngine.Assertions.Assert.IsTrue(usedSize < totalSize); compoundCollider->MemorySize = usedSize; var blob = BlobAssetReference <Collider> .Create(compoundCollider, usedSize); UnsafeUtility.Free(compoundCollider, Allocator.Temp); return(blob); }