/// <summary> /// Creates the grid of nodes. /// </summary> public void CreateGrid() { DestroyGrid(); // TODO: Perhaps we might want to snap the extents value when editing the bounding box // in the editor? Bounds scanBounds = scanCollider.bounds; ScanAreaSettings scanSettings = new ScanAreaSettings((float3)scanBounds.center, (float3)scanBounds.extents, walkableMask); int expectedGridDimension = scanSettings.gridDimension; // TODO: Could I use nodesTypes invalid to avoid any kind of computation from them? nodesTransforms = new NativeArray <NodeTransform>(expectedGridDimension, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); nodesTypes = new NativeArray <NodeType>(expectedGridDimension, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); nodesNeighbors = new NativeArray <NodeNeighbor>(expectedGridDimension * NodeNumNeighbors, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); // calculate the initial raycast commands NativeArray <RaycastCommand> mainCommands = new NativeArray <RaycastCommand>(expectedGridDimension, Allocator.TempJob); JobHandle createNodesHandle = new CalculateRaycastCommandsJob { commands = mainCommands, scanSettings = scanSettings, } .ScheduleParallel(expectedGridDimension, 64, default(JobHandle)); // schedule the commands to retrieve the initial hits NativeArray <RaycastHit> nodeHits = new NativeArray <RaycastHit>(expectedGridDimension, Allocator.TempJob); createNodesHandle = RaycastCommand.ScheduleBatch(mainCommands, nodeHits, 32, createNodesHandle); JobHandle.ScheduleBatchedJobs(); // build the nodes using the received hits and the main raycast commands createNodesHandle = new CreateNodesJob { nodesTransforms = nodesTransforms, nodesTypes = nodesTypes, hits = nodeHits, commands = mainCommands, } .ScheduleParallel(expectedGridDimension, 32, createNodesHandle); // calculate the boxcasts to bake obstacles NativeArray <BoxcastCommand> boxcastCommands = new NativeArray <BoxcastCommand>(expectedGridDimension, Allocator.TempJob); JobHandle bakeObstaclesHandle = new CalculateBoxcastCommandsJob { commands = boxcastCommands, nodesTransforms = nodesTransforms, mask = obstacleMask, boxNodePercentage = boxToNodeObstaclePercentage, maxCharacterHeight = maxCharacterHeight, } .ScheduleParallel(expectedGridDimension, 64, createNodesHandle); // schedule the boxcasts to find possible obstacles NativeArray <RaycastHit> obstacleHits = new NativeArray <RaycastHit>(expectedGridDimension, Allocator.TempJob); bakeObstaclesHandle = BoxcastCommand.ScheduleBatch(boxcastCommands, obstacleHits, 32, bakeObstaclesHandle); // prepare the bake obstacles job bakeObstaclesHandle = new BakeObstaclesJob { nodesTypes = nodesTypes, boxcastHits = obstacleHits, } .ScheduleParallel(expectedGridDimension, 128, bakeObstaclesHandle); // now calculate the neighbors JobHandle calculateNeighborsHandle = new CalculateNeighborsJob { neighbors = nodesNeighbors, nodesTransforms = nodesTransforms, scanSettings = scanSettings, maxWalkableHeightWithStep = maxWalkableHeightWithStep, } .ScheduleParallel(expectedGridDimension, 32, createNodesHandle); JobHandle finalHandle = JobHandle.CombineDependencies(calculateNeighborsHandle, bakeObstaclesHandle); JobHandle disposeHandle = JobHandle.CombineDependencies(mainCommands.Dispose(finalHandle), nodeHits.Dispose(finalHandle)); disposeHandle = JobHandle.CombineDependencies(disposeHandle, boxcastCommands.Dispose(finalHandle), obstacleHits.Dispose(finalHandle)); // wait to complete all the scheduled stuff finalHandle.Complete(); gridWidth = scanSettings.gridWidth; gridDepth = scanSettings.gridDepth; isGridCreated = true; OnGridCreation?.Invoke(); Logger.LogFormat("Grid was created with dimension {0}. Width: {1}. Height: {2}.", expectedGridDimension, gridWidth, gridDepth); disposeHandle.Complete(); }
/// <summary> /// Creates the grid of nodes. /// </summary> public void CreateGrid() { DestroyGrid(); // Note: perhaps we might want to snap the extents value when editing the bounding box // in the editor? Bounds scanBounds = scanCollider.bounds; ScanAreaSettings scanSettings = new ScanAreaSettings(scanBounds.center, scanBounds.extents, walkableMask); int gridDimension = scanSettings.dimension; nodesTransforms = new NativeArray <NodeTransform>(gridDimension, Allocator.Persistent); nodesTypes = new NativeArray <NodeType>(gridDimension, Allocator.Persistent); nodesNeighbors = new NativeArray <NodeNeighbor>(gridDimension * NodeNeighbors, Allocator.Persistent); // calculate the raycast commands CalculateRaycastCommandsJob calculateCommandsJob = new CalculateRaycastCommandsJob(scanSettings); JobHandle calculateCommandsHandle = calculateCommandsJob.Schedule(gridDimension, 32); // schedule the raycast commands to retrieve the hits NativeArray <RaycastHit> nodeHits = new NativeArray <RaycastHit>(gridDimension, Allocator.TempJob); JobHandle raycastCommandHandle = RaycastCommand.ScheduleBatch(calculateCommandsJob.commands, nodeHits, 1, calculateCommandsHandle); // build the nodes using the received hits CreateNodesJob createNodesJob = new CreateNodesJob(nodesTransforms, nodesTypes, nodeHits, calculateCommandsJob.commands); JobHandle createNodesHandle = createNodesJob.Schedule(gridDimension, 32, raycastCommandHandle); // calculate the boxcast commands to bake obstacles BakeObstaclesSettings bakeObstaclesSettings = new BakeObstaclesSettings(maxCharacterHeight, boxToNodeObstaclePercentage, obstacleMask); CalculateBoxcastCommandsJob calculateBoxcastCommandsJob = new CalculateBoxcastCommandsJob(bakeObstaclesSettings, nodesTransforms); JobHandle calculateBoxcastHandle = calculateBoxcastCommandsJob.Schedule(gridDimension, 32, createNodesHandle); // schedule the boxcast commands to retrieve the hits NativeArray <RaycastHit> obstacleHits = new NativeArray <RaycastHit>(gridDimension, Allocator.TempJob); JobHandle boxcastCommandHandle = BoxcastCommand.ScheduleBatch(calculateBoxcastCommandsJob.commands, obstacleHits, 1, calculateBoxcastHandle); // prepare the bake obstacles job BakeObstaclesJob bakeObstaclesJob = new BakeObstaclesJob(nodesTypes, obstacleHits); JobHandle bakeObstaclesHandle = bakeObstaclesJob.Schedule(gridDimension, 32, boxcastCommandHandle); // now calculate the neighbors CalculateNeighborsJob calculateNeighborsJob = new CalculateNeighborsJob(nodesNeighbors, nodesTransforms, scanSettings, maxWalkableStep); JobHandle calculateNeighborsHandle = calculateNeighborsJob.Schedule(gridDimension, 32, bakeObstaclesHandle); // schedule disposing the stuff JobHandle disposeHandle = calculateCommandsJob.commands.Dispose(createNodesHandle); disposeHandle = JobHandle.CombineDependencies(disposeHandle, nodeHits.Dispose(createNodesHandle)); disposeHandle = JobHandle.CombineDependencies(disposeHandle, calculateBoxcastCommandsJob.commands.Dispose(boxcastCommandHandle)); disposeHandle = JobHandle.CombineDependencies(disposeHandle, obstacleHits.Dispose(bakeObstaclesHandle)); // wait to complete all the scheduled stuff calculateNeighborsHandle.Complete(); gridWidth = scanSettings.gridWidth; gridDepth = scanSettings.gridDepth; isGridCreated = true; #if DEBUG_RENDER RecalculateDebug(); #endif }