DotRecastNetSim/src/DotRecast.Recast/RcRasterizations.cs

473 lines
21 KiB
C#

/*
Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System;
using DotRecast.Core;
using DotRecast.Core.Numerics;
using static DotRecast.Recast.RcConstants;
namespace DotRecast.Recast
{
public static class RcRasterizations
{
/// Check whether two bounding boxes overlap
///
/// @param[in] aMin Min axis extents of bounding box A
/// @param[in] aMax Max axis extents of bounding box A
/// @param[in] bMin Min axis extents of bounding box B
/// @param[in] bMax Max axis extents of bounding box B
/// @returns true if the two bounding boxes overlap. False otherwise.
private static bool OverlapBounds(RcVec3f aMin, RcVec3f aMax, RcVec3f bMin, RcVec3f bMax)
{
return
aMin.X <= bMax.X && aMax.X >= bMin.X &&
aMin.Y <= bMax.Y && aMax.Y >= bMin.Y &&
aMin.Z <= bMax.Z && aMax.Z >= bMin.Z;
}
/// Adds a span to the heightfield. If the new span overlaps existing spans,
/// it will merge the new span with the existing ones.
///
/// @param[in] heightfield Heightfield to add spans to
/// @param[in] x The new span's column cell x index
/// @param[in] z The new span's column cell z index
/// @param[in] min The new span's minimum cell index
/// @param[in] max The new span's maximum cell index
/// @param[in] areaID The new span's area type ID
/// @param[in] flagMergeThreshold How close two spans maximum extents need to be to merge area type IDs
public static void AddSpan(RcHeightfield heightfield, int x, int z, int min, int max, int areaID, int flagMergeThreshold)
{
// Create the new span.
RcSpan newSpan = new RcSpan();
newSpan.smin = min;
newSpan.smax = max;
newSpan.area = areaID;
newSpan.next = null;
int columnIndex = x + z * heightfield.width;
// Empty cell, add the first span.
if (heightfield.spans[columnIndex] == null)
{
heightfield.spans[columnIndex] = newSpan;
return;
}
RcSpan previousSpan = null;
RcSpan currentSpan = heightfield.spans[columnIndex];
// Insert the new span, possibly merging it with existing spans.
while (currentSpan != null)
{
if (currentSpan.smin > newSpan.smax)
{
// Current span is further than the new span, break.
break;
}
if (currentSpan.smax < newSpan.smin)
{
// Current span is completely before the new span. Keep going.
previousSpan = currentSpan;
currentSpan = currentSpan.next;
}
else
{
// The new span overlaps with an existing span. Merge them.
if (currentSpan.smin < newSpan.smin)
{
newSpan.smin = currentSpan.smin;
}
if (currentSpan.smax > newSpan.smax)
{
newSpan.smax = currentSpan.smax;
}
// Merge flags.
if (MathF.Abs(newSpan.smax - currentSpan.smax) <= flagMergeThreshold)
{
// Higher area ID numbers indicate higher resolution priority.
newSpan.area = Math.Max(newSpan.area, currentSpan.area);
}
// Remove the current span since it's now merged with newSpan.
// Keep going because there might be other overlapping spans that also need to be merged.
RcSpan next = currentSpan.next;
if (previousSpan != null)
{
previousSpan.next = next;
}
else
{
heightfield.spans[columnIndex] = next;
}
currentSpan = next;
}
}
// Insert new span after prev
if (previousSpan != null)
{
newSpan.next = previousSpan.next;
previousSpan.next = newSpan;
}
else
{
// This span should go before the others in the list
newSpan.next = heightfield.spans[columnIndex];
heightfield.spans[columnIndex] = newSpan;
}
}
/// Divides a convex polygon of max 12 vertices into two convex polygons
/// across a separating axis.
///
/// @param[in] inVerts The input polygon vertices
/// @param[in] inVertsCount The number of input polygon vertices
/// @param[out] outVerts1 Resulting polygon 1's vertices
/// @param[out] outVerts1Count The number of resulting polygon 1 vertices
/// @param[out] outVerts2 Resulting polygon 2's vertices
/// @param[out] outVerts2Count The number of resulting polygon 2 vertices
/// @param[in] axisOffset THe offset along the specified axis
/// @param[in] axis The separating axis
private static void DividePoly(float[] inVerts, int inVertsOffset, int inVertsCount,
int outVerts1, out int outVerts1Count,
int outVerts2, out int outVerts2Count,
float axisOffset, int axis)
{
// How far positive or negative away from the separating axis is each vertex.
float[] inVertAxisDelta = new float[12];
for (int inVert = 0; inVert < inVertsCount; ++inVert)
{
inVertAxisDelta[inVert] = axisOffset - inVerts[inVertsOffset + inVert * 3 + axis];
}
int poly1Vert = 0;
int poly2Vert = 0;
for (int inVertA = 0, inVertB = inVertsCount - 1; inVertA < inVertsCount; inVertB = inVertA, ++inVertA)
{
// If the two vertices are on the same side of the separating axis
bool sameSide = (inVertAxisDelta[inVertA] >= 0) == (inVertAxisDelta[inVertB] >= 0);
if (!sameSide)
{
float s = inVertAxisDelta[inVertB] / (inVertAxisDelta[inVertB] - inVertAxisDelta[inVertA]);
inVerts[outVerts1 + poly1Vert * 3 + 0] = inVerts[inVertsOffset + inVertB * 3 + 0] + (inVerts[inVertsOffset + inVertA * 3 + 0] - inVerts[inVertsOffset + inVertB * 3 + 0]) * s;
inVerts[outVerts1 + poly1Vert * 3 + 1] = inVerts[inVertsOffset + inVertB * 3 + 1] + (inVerts[inVertsOffset + inVertA * 3 + 1] - inVerts[inVertsOffset + inVertB * 3 + 1]) * s;
inVerts[outVerts1 + poly1Vert * 3 + 2] = inVerts[inVertsOffset + inVertB * 3 + 2] + (inVerts[inVertsOffset + inVertA * 3 + 2] - inVerts[inVertsOffset + inVertB * 3 + 2]) * s;
RcVecUtils.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, outVerts1 + poly1Vert * 3);
poly1Vert++;
poly2Vert++;
// add the i'th point to the right polygon. Do NOT add points that are on the dividing line
// since these were already added above
if (inVertAxisDelta[inVertA] > 0)
{
RcVecUtils.Copy(inVerts, outVerts1 + poly1Vert * 3, inVerts, inVertsOffset + inVertA * 3);
poly1Vert++;
}
else if (inVertAxisDelta[inVertA] < 0)
{
RcVecUtils.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, inVertsOffset + inVertA * 3);
poly2Vert++;
}
}
else
{
// add the i'th point to the right polygon. Addition is done even for points on the dividing line
if (inVertAxisDelta[inVertA] >= 0)
{
RcVecUtils.Copy(inVerts, outVerts1 + poly1Vert * 3, inVerts, inVertsOffset + inVertA * 3);
poly1Vert++;
if (inVertAxisDelta[inVertA] != 0)
{
continue;
}
}
RcVecUtils.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, inVertsOffset + inVertA * 3);
poly2Vert++;
}
}
outVerts1Count = poly1Vert;
outVerts2Count = poly2Vert;
}
/// Rasterize a single triangle to the heightfield.
///
/// This code is extremely hot, so much care should be given to maintaining maximum perf here.
///
/// @param[in] v0 Triangle vertex 0
/// @param[in] v1 Triangle vertex 1
/// @param[in] v2 Triangle vertex 2
/// @param[in] areaID The area ID to assign to the rasterized spans
/// @param[in] heightfield Heightfield to rasterize into
/// @param[in] heightfieldBBMin The min extents of the heightfield bounding box
/// @param[in] heightfieldBBMax The max extents of the heightfield bounding box
/// @param[in] cellSize The x and z axis size of a voxel in the heightfield
/// @param[in] inverseCellSize 1 / cellSize
/// @param[in] inverseCellHeight 1 / cellHeight
/// @param[in] flagMergeThreshold The threshold in which area flags will be merged
/// @returns true if the operation completes successfully. false if there was an error adding spans to the heightfield.
private static bool RasterizeTri(float[] verts, int v0, int v1, int v2,
int areaID, RcHeightfield heightfield,
RcVec3f heightfieldBBMin, RcVec3f heightfieldBBMax,
float cellSize, float inverseCellSize, float inverseCellHeight,
int flagMergeThreshold)
{
// Calculate the bounding box of the triangle.
RcVec3f triBBMin = RcVecUtils.Create(verts, v0 * 3);
triBBMin = RcVecUtils.Min(triBBMin, verts, v1 * 3);
triBBMin = RcVecUtils.Min(triBBMin, verts, v2 * 3);
RcVec3f triBBMax = RcVecUtils.Create(verts, v0 * 3);
triBBMax = RcVecUtils.Max(triBBMax, verts, v1 * 3);
triBBMax = RcVecUtils.Max(triBBMax, verts, v2 * 3);
// If the triangle does not touch the bounding box of the heightfield, skip the triangle.
if (!OverlapBounds(triBBMin, triBBMax, heightfieldBBMin, heightfieldBBMax))
{
return true;
}
int w = heightfield.width;
int h = heightfield.height;
float by = heightfieldBBMax.Y - heightfieldBBMin.Y;
// Calculate the footprint of the triangle on the grid's y-axis
int z0 = (int)((triBBMin.Z - heightfieldBBMin.Z) * inverseCellSize);
int z1 = (int)((triBBMax.Z - heightfieldBBMin.Z) * inverseCellSize);
// use -1 rather than 0 to cut the polygon properly at the start of the tile
z0 = Math.Clamp(z0, -1, h - 1);
z1 = Math.Clamp(z1, 0, h - 1);
// Clip the triangle into all grid cells it touches.
float[] buf = new float[7 * 3 * 4];
int @in = 0;
int inRow = 7 * 3;
int p1 = inRow + 7 * 3;
int p2 = p1 + 7 * 3;
RcVecUtils.Copy(buf, 0, verts, v0 * 3);
RcVecUtils.Copy(buf, 3, verts, v1 * 3);
RcVecUtils.Copy(buf, 6, verts, v2 * 3);
int nvRow;
int nvIn = 3;
for (int z = z0; z <= z1; ++z)
{
// Clip polygon to row. Store the remaining polygon as well
float cellZ = heightfieldBBMin.Z + z * cellSize;
DividePoly(buf, @in, nvIn, inRow, out nvRow, p1, out nvIn, cellZ + cellSize, RcAxis.RC_AXIS_Z);
(@in, p1) = (p1, @in);
if (nvRow < 3)
{
continue;
}
if (z < 0)
{
continue;
}
// find X-axis bounds of the row
float minX = buf[inRow];
float maxX = buf[inRow];
for (int i = 1; i < nvRow; ++i)
{
float v = buf[inRow + i * 3];
minX = Math.Min(minX, v);
maxX = Math.Max(maxX, v);
}
int x0 = (int)((minX - heightfieldBBMin.X) * inverseCellSize);
int x1 = (int)((maxX - heightfieldBBMin.X) * inverseCellSize);
if (x1 < 0 || x0 >= w)
{
continue;
}
x0 = Math.Clamp(x0, -1, w - 1);
x1 = Math.Clamp(x1, 0, w - 1);
int nv;
int nv2 = nvRow;
for (int x = x0; x <= x1; ++x)
{
// Clip polygon to column. store the remaining polygon as well
float cx = heightfieldBBMin.X + x * cellSize;
DividePoly(buf, inRow, nv2, p1, out nv, p2, out nv2, cx + cellSize, RcAxis.RC_AXIS_X);
(inRow, p2) = (p2, inRow);
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]);
}
spanMin -= heightfieldBBMin.Y;
spanMax -= heightfieldBBMin.Y;
// 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;
}
// Snap the span to the heightfield height grid.
int spanMinCellIndex = Math.Clamp((int)MathF.Floor(spanMin * inverseCellHeight), 0, RC_SPAN_MAX_HEIGHT);
int spanMaxCellIndex = Math.Clamp((int)MathF.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, RC_SPAN_MAX_HEIGHT);
AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, areaID, flagMergeThreshold);
}
}
return true;
}
/// Rasterizes a single triangle into the specified heightfield.
///
/// Calling this for each triangle in a mesh is less efficient than calling rcRasterizeTriangles
///
/// No spans will be added if the triangle does not overlap the heightfield grid.
///
/// @see rcHeightfield
/// @ingroup recast
/// @param[in,out] context The build context to use during the operation.
/// @param[in] v0 Triangle vertex 0 [(x, y, z)]
/// @param[in] v1 Triangle vertex 1 [(x, y, z)]
/// @param[in] v2 Triangle vertex 2 [(x, y, z)]
/// @param[in] areaID The area id of the triangle. [Limit: <= #RC_WALKABLE_AREA]
/// @param[in,out] heightfield An initialized heightfield.
/// @param[in] flagMergeThreshold The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
/// @returns True if the operation completed successfully.
public static void RasterizeTriangle(RcTelemetry context, float[] verts, int v0, int v1, int v2, int areaID,
RcHeightfield heightfield, int flagMergeThreshold)
{
using var timer = context.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
// Rasterize the single triangle.
float inverseCellSize = 1.0f / heightfield.cs;
float inverseCellHeight = 1.0f / heightfield.ch;
RasterizeTri(verts, v0, v1, v2, areaID, heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs, inverseCellSize,
inverseCellHeight, flagMergeThreshold);
}
/// Rasterizes an indexed triangle mesh into the specified heightfield.
///
/// Spans will only be added for triangles that overlap the heightfield grid.
///
/// @see rcHeightfield
/// @ingroup recast
/// @param[in,out] context The build context to use during the operation.
/// @param[in] verts The vertices. [(x, y, z) * @p nv]
/// @param[in] numVerts The number of vertices. (unused) TODO (graham): Remove in next major release
/// @param[in] tris The triangle indices. [(vertA, vertB, vertC) * @p nt]
/// @param[in] triAreaIDs The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
/// @param[in] numTris The number of triangles.
/// @param[in,out] heightfield An initialized heightfield.
/// @param[in] flagMergeThreshold The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
/// @returns True if the operation completed successfully.
public static void RasterizeTriangles(RcTelemetry context, float[] verts, int[] tris, int[] triAreaIDs, int numTris,
RcHeightfield heightfield, int flagMergeThreshold)
{
using var timer = context.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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];
RasterizeTri(verts, v0, v1, v2, triAreaIDs[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
inverseCellSize, inverseCellHeight, flagMergeThreshold);
}
}
/// 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.
///
/// @see rcHeightfield
/// @ingroup recast
/// @param[in,out] context The build context to use during the operation.
/// @param[in] verts The triangle vertices. [(ax, ay, az, bx, by, bz, cx, by, cx) * @p nt]
/// @param[in] triAreaIDs The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
/// @param[in] numTris The number of triangles.
/// @param[in,out] heightfield An initialized heightfield.
/// @param[in] flagMergeThreshold The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
/// @returns True if the operation completed successfully.
public static void RasterizeTriangles(RcTelemetry context, float[] verts, int[] triAreaIDs, int numTris, RcHeightfield heightfield, int flagMergeThreshold)
{
using var timer = context.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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);
RasterizeTri(verts, v0, v1, v2, triAreaIDs[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
inverseCellSize, inverseCellHeight, flagMergeThreshold);
}
}
}
}