using System.Collections.Generic; using UnityEngine; // A Dynamic Octree for storing any objects that can be described as a single point // See also: BoundsOctree, where objects are described by AABB bounds // 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. // 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# namespace AwesomeTechnologies.External.Octree { public class PointOctree<T> where T : class { // The total amount of objects currently in the tree public int Count { get; private set; } // Root node of the octree PointOctreeNode<T> rootNode; // 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; /// <summary> /// Constructor for the point octree. /// </summary> /// <param name="initialWorldSize">Size of the sides of the initial node. The octree will never shrink smaller than this.</param> /// <param name="initialWorldPos">Position of the centre of the initial node.</param> /// <param name="minNodeSize">Nodes will stop splitting if the new nodes would be smaller than this.</param> public PointOctree(float initialWorldSize, Vector3 initialWorldPos, float minNodeSize) { 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; rootNode = new PointOctreeNode<T>(initialSize, minSize, initialWorldPos); } // #### PUBLIC METHODS #### /// <summary> /// Add an object. /// </summary> /// <param name="obj">Object to add.</param> /// <param name="objPos">Position of the object.</param> public void Add(T obj, Vector3 objPos) { // Add object or expand the octree until it can be added int count = 0; // Safety check against infinite/excessive growth while (!rootNode.Add(obj, objPos)) { Grow(objPos - 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++; } /// <summary> /// Remove an object. Makes the assumption that the object only exists once in the tree. /// </summary> /// <param name="obj">Object to remove.</param> /// <returns>True if the object was removed successfully.</returns> 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; } /// <summary> /// Removes the specified object at the given position. Makes the assumption that the object only exists once in the tree. /// </summary> /// <param name="obj">Object to remove.</param> /// <param name="objPos">Position of the object.</param> /// <returns>True if the object was removed successfully.</returns> public bool Remove(T obj, Vector3 objPos) { bool removed = rootNode.Remove(obj, objPos); // See if we can shrink the octree down now that we've removed the item if (removed) { Count--; Shrink(); } return removed; } /// <summary> /// Returns objects that are within maxDistance of the specified ray. /// If none returns false. Uses supplied list for results. /// </summary> /// <param name="ray">The ray. Passing as ref to improve performance since it won't have to be copied.</param> /// <param name="maxDistance">Maximum distance from the ray to consider</param> /// <param name="nearBy">Pre-initialized list to populate</param> /// <returns>True if items are found, false if not</returns> public bool GetNearbyNonAlloc(Ray ray, float maxDistance, List<T> nearBy) { nearBy.Clear(); rootNode.GetNearby(ref ray, ref maxDistance, nearBy); if (nearBy.Count > 0) return true; return false; } /// <summary> /// Return objects that are within maxDistance of the specified ray. /// If none, returns an empty array (not null). /// </summary> /// <param name="ray">The ray. Passing as ref to improve performance since it won't have to be copied.</param> /// <param name="maxDistance">Maximum distance from the ray to consider.</param> /// <returns>Objects within range.</returns> public T[] GetNearby(Ray ray, float maxDistance) { List<T> collidingWith = new List<T>(); rootNode.GetNearby(ref ray, ref maxDistance, collidingWith); return collidingWith.ToArray(); } /// <summary> /// Return objects that are within <paramref name="maxDistance"/> of the specified position. /// If none, returns an empty array (not null). /// </summary> /// <param name="position">The position. Passing as ref to improve performance since it won't have to be copied.</param> /// <param name="maxDistance">Maximum distance from the ray to consider.</param> /// <returns>Objects within range.</returns> public T[] GetNearby(Vector3 position, float maxDistance) { List<T> collidingWith = new List<T>(); rootNode.GetNearby(ref position, ref maxDistance, collidingWith); return collidingWith.ToArray(); } /// <summary> /// Return all objects in the tree. /// If none, returns an empty array (not null). /// </summary> /// <returns>All objects.</returns> public ICollection<T> GetAll() { List<T> objects = new List<T>(Count); rootNode.GetAll(objects); return objects; } /// <summary> /// Draws node boundaries visually for debugging. /// Must be called from OnDrawGizmos externally. See also: DrawAllObjects. /// </summary> public void DrawAllBounds() { rootNode.DrawAllBounds(); } /// <summary> /// Draws the bounds of all objects in the tree visually for debugging. /// Must be called from OnDrawGizmos externally. See also: DrawAllBounds. /// </summary> public void DrawAllObjects() { rootNode.DrawAllObjects(); } // #### PRIVATE METHODS #### /// <summary> /// Grow the octree to fit in all objects. /// </summary> /// <param name="direction">Direction to grow.</param> 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; PointOctreeNode<T> oldRoot = rootNode; float half = rootNode.SideLength / 2; float newLength = rootNode.SideLength * 2; Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half); // Create a new, bigger octree root node rootNode = new PointOctreeNode<T>(newLength, minSize, newCenter); // Create 7 new octree children to go with the old root as children of the new root int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection); PointOctreeNode<T>[] children = new PointOctreeNode<T>[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 PointOctreeNode<T>(rootNode.SideLength, minSize, newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half)); } } // Attach the new children to the new root node rootNode.SetChildren(children); } /// <summary> /// Shrink the octree if possible, else leave it the same. /// </summary> void Shrink() { rootNode = rootNode.ShrinkIfPossible(initialSize); } /// <summary> /// Used when growing the octree. Works out where the old root node would fit inside a new, larger root node. /// </summary> /// <param name="xDir">X direction of growth. 1 or -1.</param> /// <param name="yDir">Y direction of growth. 1 or -1.</param> /// <param name="zDir">Z direction of growth. 1 or -1.</param> /// <returns>Octant where the root node should be.</returns> 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; } } }