2023-03-14 08:02:43 +03:00
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/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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2023-03-15 17:00:29 +03:00
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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2023-03-14 08:02:43 +03:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using DotRecast.Core;
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2023-05-10 16:44:51 +03:00
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using static DotRecast.Core.RcMath;
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using static DotRecast.Recast.RecastConstants;
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2023-03-16 19:09:10 +03:00
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namespace DotRecast.Recast
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{
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public class RecastRasterization
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{
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/**
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* Check whether two bounding boxes overlap
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*
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* @param amin
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* Min axis extents of bounding box A
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* @param amax
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* Max axis extents of bounding box A
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* @param bmin
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* Min axis extents of bounding box B
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* @param bmax
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* Max axis extents of bounding box B
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* @returns true if the two bounding boxes overlap. False otherwise
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*/
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private static bool OverlapBounds(float[] amin, float[] amax, float[] bmin, float[] bmax)
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{
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bool overlap = true;
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overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
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overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
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overlap = (amin[2] > bmax[2] || amax[2] < bmin[2]) ? false : overlap;
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return overlap;
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}
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private static bool OverlapBounds(Vector3f amin, Vector3f amax, Vector3f bmin, Vector3f bmax)
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{
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bool overlap = true;
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overlap = (amin.x > bmax.x || amax.x < bmin.x) ? false : overlap;
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overlap = (amin.y > bmax.y || amax.y < bmin.y) ? false : overlap;
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overlap = (amin.z > bmax.z || amax.z < bmin.z) ? false : overlap;
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return overlap;
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}
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2023-03-16 19:48:49 +03:00
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/**
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* Adds a span to the heightfield. If the new span overlaps existing spans, it will merge the new span with the
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* existing ones. The span addition can be set to favor flags. If the span is merged to another span and the new
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* spanMax is within flagMergeThreshold units from the existing span, the span flags are merged.
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*
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* @param heightfield
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* An initialized heightfield.
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* @param x
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* The width index where the span is to be added. [Limits: 0 <= value < Heightfield::width]
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* @param y
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* The height index where the span is to be added. [Limits: 0 <= value < Heightfield::height]
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* @param spanMin
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* The minimum height of the span. [Limit: < spanMax] [Units: vx]
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* @param spanMax
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* The minimum height of the span. [Limit: <= RecastConstants.SPAN_MAX_HEIGHT] [Units: vx]
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* @param areaId
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* The area id of the span. [Limit: <= WALKABLE_AREA)
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* @param flagMergeThreshold
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* The merge theshold. [Limit: >= 0] [Units: vx]
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* @see Heightfield, Span.
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*/
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public static void AddSpan(Heightfield heightfield, int x, int y, int spanMin, int spanMax, int areaId,
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int flagMergeThreshold)
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{
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int idx = x + y * heightfield.width;
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Span s = new Span();
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s.smin = spanMin;
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s.smax = spanMax;
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s.area = areaId;
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s.next = null;
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// Empty cell, add the first span.
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if (heightfield.spans[idx] == null)
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{
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heightfield.spans[idx] = s;
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return;
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}
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Span prev = null;
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Span cur = heightfield.spans[idx];
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// Insert and merge spans.
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while (cur != null)
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{
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if (cur.smin > s.smax)
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{
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// Current span is further than the new span, break.
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break;
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}
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else if (cur.smax < s.smin)
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{
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// Current span is before the new span advance.
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prev = cur;
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cur = cur.next;
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}
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else
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{
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// Merge spans.
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if (cur.smin < s.smin)
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s.smin = cur.smin;
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if (cur.smax > s.smax)
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s.smax = cur.smax;
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// Merge flags.
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if (Math.Abs(s.smax - cur.smax) <= flagMergeThreshold)
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s.area = Math.Max(s.area, cur.area);
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// Remove current span.
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Span next = cur.next;
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if (prev != null)
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prev.next = next;
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else
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heightfield.spans[idx] = next;
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cur = next;
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}
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}
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// Insert new span.
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if (prev != null)
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{
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s.next = prev.next;
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prev.next = s;
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}
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else
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{
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s.next = heightfield.spans[idx];
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heightfield.spans[idx] = s;
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}
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}
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2023-03-16 19:48:49 +03:00
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/**
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* Divides a convex polygon of max 12 vertices into two convex polygons across a separating axis.
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*
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* @param inVerts
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* The input polygon vertices
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* @param inVertsOffset
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* The offset of the first polygon vertex
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* @param inVertsCount
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* The number of input polygon vertices
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* @param outVerts1
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* The offset of the resulting polygon 1's vertices
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* @param outVerts2
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* The offset of the resulting polygon 2's vertices
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* @param axisOffset
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* The offset along the specified axis
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* @param axis
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* The separating axis
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* @return The number of resulting polygon 1 and polygon 2 vertices
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*/
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private static int[] DividePoly(float[] inVerts, int inVertsOffset, int inVertsCount, int outVerts1, int outVerts2, float axisOffset,
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int axis)
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{
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float[] d = new float[12];
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for (int i = 0; i < inVertsCount; ++i)
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d[i] = axisOffset - inVerts[inVertsOffset + i * 3 + axis];
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int m = 0, n = 0;
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for (int i = 0, j = inVertsCount - 1; i < inVertsCount; j = i, ++i)
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{
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bool ina = d[j] >= 0;
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bool inb = d[i] >= 0;
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if (ina != inb)
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{
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float s = d[j] / (d[j] - d[i]);
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inVerts[outVerts1 + m * 3 + 0] = inVerts[inVertsOffset + j * 3 + 0]
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+ (inVerts[inVertsOffset + i * 3 + 0] - inVerts[inVertsOffset + j * 3 + 0]) * s;
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inVerts[outVerts1 + m * 3 + 1] = inVerts[inVertsOffset + j * 3 + 1]
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+ (inVerts[inVertsOffset + i * 3 + 1] - inVerts[inVertsOffset + j * 3 + 1]) * s;
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inVerts[outVerts1 + m * 3 + 2] = inVerts[inVertsOffset + j * 3 + 2]
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+ (inVerts[inVertsOffset + i * 3 + 2] - inVerts[inVertsOffset + j * 3 + 2]) * s;
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RecastVectors.Copy(inVerts, outVerts2 + n * 3, inVerts, outVerts1 + m * 3);
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m++;
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n++;
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// add the i'th point to the right polygon. Do NOT add points that are on the dividing line
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// since these were already added above
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if (d[i] > 0)
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{
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RecastVectors.Copy(inVerts, outVerts1 + m * 3, inVerts, inVertsOffset + i * 3);
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m++;
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}
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else if (d[i] < 0)
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{
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RecastVectors.Copy(inVerts, outVerts2 + n * 3, inVerts, inVertsOffset + i * 3);
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n++;
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}
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}
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else // same side
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{
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// add the i'th point to the right polygon. Addition is done even for points on the dividing line
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if (d[i] >= 0)
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{
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RecastVectors.Copy(inVerts, outVerts1 + m * 3, inVerts, inVertsOffset + i * 3);
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m++;
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if (d[i] != 0)
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continue;
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}
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RecastVectors.Copy(inVerts, outVerts2 + n * 3, inVerts, inVertsOffset + i * 3);
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n++;
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}
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}
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return new int[] { m, n };
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}
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/**
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* Rasterize a single triangle to the heightfield. This code is extremely hot, so much care should be given to
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* maintaining maximum perf here.
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*
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* @param verts
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* An array with vertex coordinates [(x, y, z) * N]
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* @param v0
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* Index of triangle vertex 0, will be multiplied by 3 to get vertex coordinates
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* @param v1
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* Triangle vertex 1 index
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* @param v2
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* Triangle vertex 2 index
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* @param area
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* The area ID to assign to the rasterized spans
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* @param hf
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* Heightfield to rasterize into
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* @param hfBBMin
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* The min extents of the heightfield bounding box
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* @param hfBBMax
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* The max extents of the heightfield bounding box
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* @param cellSize
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* The x and z axis size of a voxel in the heightfield
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* @param inverseCellSize
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* 1 / cellSize
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* @param inverseCellHeight
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* 1 / cellHeight
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* @param flagMergeThreshold
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* The threshold in which area flags will be merged
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*/
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private static void RasterizeTri(float[] verts, int v0, int v1, int v2, int area, Heightfield hf, Vector3f hfBBMin,
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Vector3f hfBBMax, float cellSize, float inverseCellSize, float inverseCellHeight, int flagMergeThreshold)
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{
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Vector3f tmin = new Vector3f();
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Vector3f tmax = new Vector3f();
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float by = hfBBMax.y - hfBBMin.y;
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// Calculate the bounding box of the triangle.
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RecastVectors.Copy(ref tmin, verts, v0 * 3);
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RecastVectors.Copy(ref tmax, verts, v0 * 3);
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RecastVectors.Min(ref tmin, verts, v1 * 3);
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RecastVectors.Min(ref tmin, verts, v2 * 3);
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RecastVectors.Max(ref tmax, verts, v1 * 3);
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RecastVectors.Max(ref tmax, verts, v2 * 3);
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// If the triangle does not touch the bbox of the heightfield, skip the triagle.
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if (!OverlapBounds(hfBBMin, hfBBMax, tmin, tmax))
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return;
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// Calculate the footprint of the triangle on the grid's y-axis
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int z0 = (int)((tmin.z - hfBBMin.z) * inverseCellSize);
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int z1 = (int)((tmax.z - hfBBMin.z) * inverseCellSize);
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int w = hf.width;
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int h = hf.height;
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// use -1 rather than 0 to cut the polygon properly at the start of the tile
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z0 = Clamp(z0, -1, h - 1);
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z1 = Clamp(z1, 0, h - 1);
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// Clip the triangle into all grid cells it touches.
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float[] buf = new float[7 * 3 * 4];
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int @in = 0;
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int inRow = 7 * 3;
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int p1 = inRow + 7 * 3;
|
|
|
|
int p2 = p1 + 7 * 3;
|
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
RecastVectors.Copy(buf, 0, verts, v0 * 3);
|
|
|
|
RecastVectors.Copy(buf, 3, verts, v1 * 3);
|
|
|
|
RecastVectors.Copy(buf, 6, verts, v2 * 3);
|
2023-03-16 19:48:49 +03:00
|
|
|
int nvRow, nvIn = 3;
|
|
|
|
|
|
|
|
for (int z = z0; z <= z1; ++z)
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
2023-03-16 19:48:49 +03:00
|
|
|
// Clip polygon to row. Store the remaining polygon as well
|
2023-04-29 07:00:19 +03:00
|
|
|
float cellZ = hfBBMin.z + z * cellSize;
|
2023-05-05 02:44:48 +03:00
|
|
|
int[] nvrowin = DividePoly(buf, @in, nvIn, inRow, p1, cellZ + cellSize, 2);
|
2023-03-16 19:48:49 +03:00
|
|
|
nvRow = nvrowin[0];
|
|
|
|
nvIn = nvrowin[1];
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
2023-03-16 19:48:49 +03:00
|
|
|
int temp = @in;
|
|
|
|
@in = p1;
|
|
|
|
p1 = temp;
|
2023-03-14 08:02:43 +03:00
|
|
|
}
|
2023-03-16 19:48:49 +03:00
|
|
|
if (nvRow < 3)
|
2023-03-14 08:02:43 +03:00
|
|
|
continue;
|
2023-03-16 19:48:49 +03:00
|
|
|
|
|
|
|
if (z < 0)
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
// find the horizontal bounds in the row
|
|
|
|
float minX = buf[inRow], maxX = buf[inRow];
|
|
|
|
for (int i = 1; i < nvRow; ++i)
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
2023-03-16 19:48:49 +03:00
|
|
|
float v = buf[inRow + i * 3];
|
|
|
|
minX = Math.Min(minX, v);
|
|
|
|
maxX = Math.Max(maxX, v);
|
2023-03-14 08:02:43 +03:00
|
|
|
}
|
|
|
|
|
2023-04-29 07:00:19 +03:00
|
|
|
int x0 = (int)((minX - hfBBMin.x) * inverseCellSize);
|
|
|
|
int x1 = (int)((maxX - hfBBMin.x) * inverseCellSize);
|
2023-03-16 19:48:49 +03:00
|
|
|
if (x1 < 0 || x0 >= w)
|
|
|
|
{
|
2023-03-14 08:02:43 +03:00
|
|
|
continue;
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
x0 = Clamp(x0, -1, w - 1);
|
|
|
|
x1 = Clamp(x1, 0, w - 1);
|
2023-03-16 19:48:49 +03:00
|
|
|
|
|
|
|
int nv, nv2 = nvRow;
|
|
|
|
for (int x = x0; x <= x1; ++x)
|
|
|
|
{
|
|
|
|
// Clip polygon to column. store the remaining polygon as well
|
2023-04-29 07:00:19 +03:00
|
|
|
float cx = hfBBMin.x + x * cellSize;
|
2023-05-05 02:44:48 +03:00
|
|
|
int[] nvnv2 = DividePoly(buf, inRow, nv2, p1, p2, cx + cellSize, 0);
|
2023-03-16 19:48:49 +03:00
|
|
|
nv = nvnv2[0];
|
|
|
|
nv2 = nvnv2[1];
|
|
|
|
{
|
|
|
|
int temp = inRow;
|
|
|
|
inRow = p2;
|
|
|
|
p2 = temp;
|
|
|
|
}
|
|
|
|
if (nv < 3)
|
|
|
|
continue;
|
|
|
|
if (x < 0)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculate min and max of the span.
|
|
|
|
float spanMin = buf[p1 + 1];
|
|
|
|
float spanMax = buf[p1 + 1];
|
|
|
|
for (int i = 1; i < nv; ++i)
|
|
|
|
{
|
|
|
|
spanMin = Math.Min(spanMin, buf[p1 + i * 3 + 1]);
|
|
|
|
spanMax = Math.Max(spanMax, buf[p1 + i * 3 + 1]);
|
|
|
|
}
|
|
|
|
|
2023-04-29 07:00:19 +03:00
|
|
|
spanMin -= hfBBMin.y;
|
|
|
|
spanMax -= hfBBMin.y;
|
2023-03-16 19:48:49 +03:00
|
|
|
// Skip the span if it is outside the heightfield bbox
|
|
|
|
if (spanMax < 0.0f)
|
|
|
|
continue;
|
|
|
|
if (spanMin > by)
|
|
|
|
continue;
|
|
|
|
// Clamp the span to the heightfield bbox.
|
|
|
|
if (spanMin < 0.0f)
|
|
|
|
spanMin = 0;
|
|
|
|
if (spanMax > by)
|
|
|
|
spanMax = by;
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
// Snap the span to the heightfield height grid.
|
2023-05-05 02:44:48 +03:00
|
|
|
int spanMinCellIndex = Clamp((int)Math.Floor(spanMin * inverseCellHeight), 0, SPAN_MAX_HEIGHT);
|
|
|
|
int spanMaxCellIndex = Clamp((int)Math.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, SPAN_MAX_HEIGHT);
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
AddSpan(hf, x, z, spanMinCellIndex, spanMaxCellIndex, area, flagMergeThreshold);
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|
2023-03-14 08:02:43 +03:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
/**
|
2023-03-14 08:02:43 +03:00
|
|
|
* Rasterizes a single triangle into the specified heightfield. Calling this for each triangle in a mesh is less
|
|
|
|
* efficient than calling rasterizeTriangles. No spans will be added if the triangle does not overlap the
|
|
|
|
* heightfield grid.
|
|
|
|
*
|
|
|
|
* @param heightfield
|
|
|
|
* An initialized heightfield.
|
|
|
|
* @param verts
|
|
|
|
* An array with vertex coordinates [(x, y, z) * N]
|
|
|
|
* @param v0
|
|
|
|
* Index of triangle vertex 0, will be multiplied by 3 to get vertex coordinates
|
|
|
|
* @param v1
|
|
|
|
* Triangle vertex 1 index
|
|
|
|
* @param v2
|
|
|
|
* Triangle vertex 2 index
|
|
|
|
* @param areaId
|
|
|
|
* The area id of the triangle. [Limit: <= WALKABLE_AREA)
|
|
|
|
* @param flagMergeThreshold
|
|
|
|
* The distance where the walkable flag is favored over the non-walkable flag. [Limit: >= 0] [Units: vx]
|
|
|
|
* @see Heightfield
|
|
|
|
*/
|
2023-05-05 02:44:48 +03:00
|
|
|
public static void RasterizeTriangle(Heightfield heightfield, float[] verts, int v0, int v1, int v2, int area,
|
2023-03-16 19:48:49 +03:00
|
|
|
int flagMergeThreshold, Telemetry ctx)
|
|
|
|
{
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StartTimer("RASTERIZE_TRIANGLES");
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
float inverseCellSize = 1.0f / heightfield.cs;
|
|
|
|
float inverseCellHeight = 1.0f / heightfield.ch;
|
2023-05-05 02:44:48 +03:00
|
|
|
RasterizeTri(verts, v0, v1, v2, area, heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs, inverseCellSize,
|
2023-03-16 19:48:49 +03:00
|
|
|
inverseCellHeight, flagMergeThreshold);
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StopTimer("RASTERIZE_TRIANGLES");
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
/**
|
2023-03-14 08:02:43 +03:00
|
|
|
* Rasterizes an indexed triangle mesh into the specified heightfield. Spans will only be added for triangles that
|
|
|
|
* overlap the heightfield grid.
|
|
|
|
*
|
|
|
|
* @param heightfield
|
|
|
|
* An initialized heightfield.
|
|
|
|
* @param verts
|
|
|
|
* The vertices. [(x, y, z) * N]
|
|
|
|
* @param tris
|
|
|
|
* The triangle indices. [(vertA, vertB, vertC) * nt]
|
|
|
|
* @param areaIds
|
|
|
|
* The area id's of the triangles. [Limit: <= WALKABLE_AREA] [Size: numTris]
|
|
|
|
* @param numTris
|
|
|
|
* The number of triangles.
|
|
|
|
* @param flagMergeThreshold
|
|
|
|
* The distance where the walkable flag is favored over the non-walkable flag. [Limit: >= 0] [Units: vx]
|
|
|
|
* @see Heightfield
|
|
|
|
*/
|
2023-05-05 02:44:48 +03:00
|
|
|
public static void RasterizeTriangles(Heightfield heightfield, float[] verts, int[] tris, int[] areaIds, int numTris,
|
2023-03-16 19:48:49 +03:00
|
|
|
int flagMergeThreshold, Telemetry ctx)
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StartTimer("RASTERIZE_TRIANGLES");
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
float inverseCellSize = 1.0f / heightfield.cs;
|
|
|
|
float inverseCellHeight = 1.0f / heightfield.ch;
|
|
|
|
for (int triIndex = 0; triIndex < numTris; ++triIndex)
|
|
|
|
{
|
|
|
|
int v0 = tris[triIndex * 3 + 0];
|
|
|
|
int v1 = tris[triIndex * 3 + 1];
|
|
|
|
int v2 = tris[triIndex * 3 + 2];
|
2023-05-05 02:44:48 +03:00
|
|
|
RasterizeTri(verts, v0, v1, v2, areaIds[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
|
2023-03-16 19:48:49 +03:00
|
|
|
inverseCellSize, inverseCellHeight, flagMergeThreshold);
|
|
|
|
}
|
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StopTimer("RASTERIZE_TRIANGLES");
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
/**
|
2023-03-14 08:02:43 +03:00
|
|
|
* Rasterizes a triangle list into the specified heightfield. Expects each triangle to be specified as three
|
|
|
|
* sequential vertices of 3 floats. Spans will only be added for triangles that overlap the heightfield grid.
|
|
|
|
*
|
|
|
|
* @param heightfield
|
|
|
|
* An initialized heightfield.
|
|
|
|
* @param verts
|
|
|
|
* The vertices. [(x, y, z) * numVerts]
|
|
|
|
* @param areaIds
|
|
|
|
* The area id's of the triangles. [Limit: <= WALKABLE_AREA] [Size: numTris]
|
|
|
|
* @param tris
|
|
|
|
* The triangle indices. [(vertA, vertB, vertC) * nt]
|
|
|
|
* @param numTris
|
|
|
|
* The number of triangles.
|
|
|
|
* @param flagMergeThreshold
|
|
|
|
* The distance where the walkable flag is favored over the non-walkable flag. [Limit: >= 0] [Units: vx]
|
|
|
|
* @see Heightfield
|
|
|
|
*/
|
2023-05-05 02:44:48 +03:00
|
|
|
public static void RasterizeTriangles(Heightfield heightfield, float[] verts, int[] areaIds, int numTris,
|
2023-03-16 19:48:49 +03:00
|
|
|
int flagMergeThreshold, Telemetry ctx)
|
2023-03-14 08:02:43 +03:00
|
|
|
{
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StartTimer("RASTERIZE_TRIANGLES");
|
2023-03-14 08:02:43 +03:00
|
|
|
|
2023-03-16 19:48:49 +03:00
|
|
|
float inverseCellSize = 1.0f / heightfield.cs;
|
|
|
|
float inverseCellHeight = 1.0f / heightfield.ch;
|
|
|
|
for (int triIndex = 0; triIndex < numTris; ++triIndex)
|
|
|
|
{
|
|
|
|
int v0 = (triIndex * 3 + 0);
|
|
|
|
int v1 = (triIndex * 3 + 1);
|
|
|
|
int v2 = (triIndex * 3 + 2);
|
2023-05-05 02:44:48 +03:00
|
|
|
RasterizeTri(verts, v0, v1, v2, areaIds[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
|
2023-03-16 19:48:49 +03:00
|
|
|
inverseCellSize, inverseCellHeight, flagMergeThreshold);
|
|
|
|
}
|
|
|
|
|
2023-05-05 02:44:48 +03:00
|
|
|
ctx.StopTimer("RASTERIZE_TRIANGLES");
|
2023-03-16 19:48:49 +03:00
|
|
|
}
|
2023-03-14 08:02:43 +03:00
|
|
|
}
|
2023-04-29 07:00:19 +03:00
|
|
|
}
|