using System.Collections.Generic; using UnityEngine; // A Dynamic, Loose Octree for storing any objects that can be described with AABB bounds // See also: PointOctree, where objects are stored as single points and some code can be simplified // Octree: An octree is a tree data structure which divides 3D space into smaller partitions (nodes) // and places objects into the appropriate nodes. This allows fast access to objects // in an area of interest without having to check every object. // Dynamic: The octree grows or shrinks as required when objects as added or removed // It also splits and merges nodes as appropriate. There is no maximum depth. // Nodes have a constant - numObjectsAllowed - which sets the amount of items allowed in a node before it splits. // Loose: The octree's nodes can be larger than 1/2 their parent's length and width, so they overlap to some extent. // This can alleviate the problem of even tiny objects ending up in large nodes if they're near boundaries. // A looseness value of 1.0 will make it a "normal" octree. // T: The content of the octree can be anything, since the bounds data is supplied separately. // Originally written for my game Scraps (http://www.scrapsgame.com) but intended to be general-purpose. // Copyright 2014 Nition, BSD licence (see LICENCE file). http://nition.co // Unity-based, but could be adapted to work in pure C# // Note: For loops are often used here since in some cases (e.g. the IsColliding method) // they actually give much better performance than using Foreach, even in the compiled build. // Using a LINQ expression is worse again than Foreach. namespace AwesomeTechnologies.External.Octree { public class BoundsOctree { // The total amount of objects currently in the tree public int Count { get; private set; } // Root node of the octree BoundsOctreeNode rootNode; // Should be a value between 1 and 2. A multiplier for the base size of a node. // 1.0 is a "normal" octree, while values > 1 have overlap readonly float looseness; // Size that the octree was on creation readonly float initialSize; // Minimum side length that a node can be - essentially an alternative to having a max depth readonly float minSize; // For collision visualisation. Automatically removed in builds. #if UNITY_EDITOR const int numCollisionsToSave = 4; readonly Queue lastBoundsCollisionChecks = new Queue(); readonly Queue lastRayCollisionChecks = new Queue(); #endif /// /// Constructor for the bounds octree. /// /// Size of the sides of the initial node, in metres. The octree will never shrink smaller than this. /// Position of the centre of the initial node. /// Nodes will stop splitting if the new nodes would be smaller than this (metres). /// Clamped between 1 and 2. Values > 1 let nodes overlap. public BoundsOctree(float initialWorldSize, Vector3 initialWorldPos, float minNodeSize, float loosenessVal) { if (minNodeSize > initialWorldSize) { Debug.LogWarning("Minimum node size must be at least as big as the initial world size. Was: " + minNodeSize + " Adjusted to: " + initialWorldSize); minNodeSize = initialWorldSize; } Count = 0; initialSize = initialWorldSize; minSize = minNodeSize; looseness = Mathf.Clamp(loosenessVal, 1.0f, 2.0f); rootNode = new BoundsOctreeNode(initialSize, minSize, loosenessVal, initialWorldPos); } // #### PUBLIC METHODS #### /// /// Add an object. /// /// Object to add. /// 3D bounding box around the object. public void Add(T obj, Bounds objBounds) { // Add object or expand the octree until it can be added int count = 0; // Safety check against infinite/excessive growth while (!rootNode.Add(obj, objBounds)) { Grow(objBounds.center - rootNode.Center); if (++count > 20) { Debug.LogError("Aborted Add operation as it seemed to be going on forever (" + (count - 1) + ") attempts at growing the octree."); return; } } Count++; } /// /// Remove an object. Makes the assumption that the object only exists once in the tree. /// /// Object to remove. /// True if the object was removed successfully. public bool Remove(T obj) { bool removed = rootNode.Remove(obj); // See if we can shrink the octree down now that we've removed the item if (removed) { Count--; Shrink(); } return removed; } /// /// Removes the specified object at the given position. Makes the assumption that the object only exists once in the tree. /// /// Object to remove. /// 3D bounding box around the object. /// True if the object was removed successfully. public bool Remove(T obj, Bounds objBounds) { bool removed = rootNode.Remove(obj, objBounds); // See if we can shrink the octree down now that we've removed the item if (removed) { Count--; Shrink(); } return removed; } /// /// Check if the specified bounds intersect with anything in the tree. See also: GetColliding. /// /// bounds to check. /// True if there was a collision. public bool IsColliding(Bounds checkBounds) { #if UNITY_EDITOR // For debugging //AddCollisionCheck(checkBounds); #endif return rootNode.IsColliding(ref checkBounds); } /// /// Check if the specified ray intersects with anything in the tree. See also: GetColliding. /// /// ray to check. /// distance to check. /// True if there was a collision. public bool IsColliding(Ray checkRay, float maxDistance) { #if UNITY_EDITOR // For debugging //AddCollisionCheck(checkRay); #endif return rootNode.IsColliding(ref checkRay, maxDistance); } /// /// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding. /// /// list to store intersections. /// bounds to check. /// Objects that intersect with the specified bounds. public void GetColliding(List collidingWith, Bounds checkBounds) { #if UNITY_EDITOR // For debugging //AddCollisionCheck(checkBounds); #endif rootNode.GetColliding(ref checkBounds, collidingWith); } /// /// Returns an array of objects that intersect with the specified ray, if any. Otherwise returns an empty array. See also: IsColliding. /// /// list to store intersections. /// ray to check. /// distance to check. /// Objects that intersect with the specified ray. public void GetColliding(List collidingWith, Ray checkRay, float maxDistance = float.PositiveInfinity) { #if UNITY_EDITOR // For debugging //AddCollisionCheck(checkRay); #endif rootNode.GetColliding(ref checkRay, collidingWith, maxDistance); } public Bounds GetMaxBounds() { return rootNode.GetBounds(); } /// /// Draws node boundaries visually for debugging. /// Must be called from OnDrawGizmos externally. See also: DrawAllObjects. /// public void DrawAllBounds() { rootNode.DrawAllBounds(); } /// /// Draws the bounds of all objects in the tree visually for debugging. /// Must be called from OnDrawGizmos externally. See also: DrawAllBounds. /// public void DrawAllObjects() { rootNode.DrawAllObjects(); } // Intended for debugging. Must be called from OnDrawGizmos externally // See also DrawAllBounds and DrawAllObjects /// /// Visualises collision checks from IsColliding and GetColliding. /// Collision visualisation code is automatically removed from builds so that collision checks aren't slowed down. /// #if UNITY_EDITOR public void DrawCollisionChecks() { int count = 0; foreach (Bounds collisionCheck in lastBoundsCollisionChecks) { Gizmos.color = new Color(1.0f, 1.0f - ((float) count / numCollisionsToSave), 1.0f); Gizmos.DrawCube(collisionCheck.center, collisionCheck.size); count++; } foreach (Ray collisionCheck in lastRayCollisionChecks) { Gizmos.color = new Color(1.0f, 1.0f - ((float) count / numCollisionsToSave), 1.0f); Gizmos.DrawRay(collisionCheck.origin, collisionCheck.direction); count++; } Gizmos.color = Color.white; } #endif // #### PRIVATE METHODS #### /// /// Used for visualising collision checks with DrawCollisionChecks. /// Automatically removed from builds so that collision checks aren't slowed down. /// /// bounds that were passed in to check for collisions. #if UNITY_EDITOR void AddCollisionCheck(Bounds checkBounds) { lastBoundsCollisionChecks.Enqueue(checkBounds); if (lastBoundsCollisionChecks.Count > numCollisionsToSave) { lastBoundsCollisionChecks.Dequeue(); } } #endif /// /// Used for visualising collision checks with DrawCollisionChecks. /// Automatically removed from builds so that collision checks aren't slowed down. /// /// ray that was passed in to check for collisions. #if UNITY_EDITOR void AddCollisionCheck(Ray checkRay) { lastRayCollisionChecks.Enqueue(checkRay); if (lastRayCollisionChecks.Count > numCollisionsToSave) { lastRayCollisionChecks.Dequeue(); } } #endif /// /// Grow the octree to fit in all objects. /// /// Direction to grow. void Grow(Vector3 direction) { int xDirection = direction.x >= 0 ? 1 : -1; int yDirection = direction.y >= 0 ? 1 : -1; int zDirection = direction.z >= 0 ? 1 : -1; BoundsOctreeNode oldRoot = rootNode; float half = rootNode.BaseLength / 2; float newLength = rootNode.BaseLength * 2; Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half); // Create a new, bigger octree root node rootNode = new BoundsOctreeNode(newLength, minSize, looseness, newCenter); if (oldRoot.HasAnyObjects()) { // Create 7 new octree children to go with the old root as children of the new root int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection); BoundsOctreeNode[] children = new BoundsOctreeNode[8]; for (int i = 0; i < 8; i++) { if (i == rootPos) { children[i] = oldRoot; } else { xDirection = i % 2 == 0 ? -1 : 1; yDirection = i > 3 ? -1 : 1; zDirection = (i < 2 || (i > 3 && i < 6)) ? -1 : 1; children[i] = new BoundsOctreeNode(rootNode.BaseLength, minSize, looseness, newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half)); } } // Attach the new children to the new root node rootNode.SetChildren(children); } } /// /// Shrink the octree if possible, else leave it the same. /// void Shrink() { rootNode = rootNode.ShrinkIfPossible(initialSize); } /// /// Used when growing the octree. Works out where the old root node would fit inside a new, larger root node. /// /// X direction of growth. 1 or -1. /// Y direction of growth. 1 or -1. /// Z direction of growth. 1 or -1. /// Octant where the root node should be. static int GetRootPosIndex(int xDir, int yDir, int zDir) { int result = xDir > 0 ? 1 : 0; if (yDir < 0) result += 4; if (zDir > 0) result += 2; return result; } } }