959e80cf72
assets upload description.
258 lines
10 KiB
C#
258 lines
10 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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// A Dynamic Octree for storing any objects that can be described as a single point
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// See also: BoundsOctree, where objects are described by AABB bounds
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// Octree: An octree is a tree data structure which divides 3D space into smaller partitions (nodes)
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// and places objects into the appropriate nodes. This allows fast access to objects
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// in an area of interest without having to check every object.
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// Dynamic: The octree grows or shrinks as required when objects as added or removed
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// It also splits and merges nodes as appropriate. There is no maximum depth.
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// Nodes have a constant - numObjectsAllowed - which sets the amount of items allowed in a node before it splits.
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// T: The content of the octree can be anything, since the bounds data is supplied separately.
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// Originally written for my game Scraps (http://www.scrapsgame.com) but intended to be general-purpose.
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// Copyright 2014 Nition, BSD licence (see LICENCE file). http://nition.co
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// Unity-based, but could be adapted to work in pure C#
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namespace AwesomeTechnologies.External.Octree
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{
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public class PointOctree<T> where T : class
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{
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// The total amount of objects currently in the tree
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public int Count { get; private set; }
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// Root node of the octree
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PointOctreeNode<T> rootNode;
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// Size that the octree was on creation
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readonly float initialSize;
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// Minimum side length that a node can be - essentially an alternative to having a max depth
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readonly float minSize;
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/// <summary>
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/// Constructor for the point octree.
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/// </summary>
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/// <param name="initialWorldSize">Size of the sides of the initial node. The octree will never shrink smaller than this.</param>
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/// <param name="initialWorldPos">Position of the centre of the initial node.</param>
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/// <param name="minNodeSize">Nodes will stop splitting if the new nodes would be smaller than this.</param>
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public PointOctree(float initialWorldSize, Vector3 initialWorldPos, float minNodeSize)
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{
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if (minNodeSize > initialWorldSize)
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{
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Debug.LogWarning("Minimum node size must be at least as big as the initial world size. Was: " +
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minNodeSize + " Adjusted to: " + initialWorldSize);
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minNodeSize = initialWorldSize;
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}
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Count = 0;
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initialSize = initialWorldSize;
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minSize = minNodeSize;
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rootNode = new PointOctreeNode<T>(initialSize, minSize, initialWorldPos);
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}
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// #### PUBLIC METHODS ####
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/// <summary>
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/// Add an object.
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/// </summary>
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/// <param name="obj">Object to add.</param>
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/// <param name="objPos">Position of the object.</param>
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public void Add(T obj, Vector3 objPos)
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{
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// Add object or expand the octree until it can be added
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int count = 0; // Safety check against infinite/excessive growth
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while (!rootNode.Add(obj, objPos))
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{
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Grow(objPos - rootNode.Center);
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if (++count > 20)
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{
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Debug.LogError("Aborted Add operation as it seemed to be going on forever (" + (count - 1) +
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") attempts at growing the octree.");
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return;
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}
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}
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Count++;
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}
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/// <summary>
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/// Remove an object. Makes the assumption that the object only exists once in the tree.
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/// </summary>
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/// <param name="obj">Object to remove.</param>
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/// <returns>True if the object was removed successfully.</returns>
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public bool Remove(T obj)
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{
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bool removed = rootNode.Remove(obj);
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// See if we can shrink the octree down now that we've removed the item
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if (removed)
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{
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Count--;
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Shrink();
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}
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return removed;
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}
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/// <summary>
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/// Removes the specified object at the given position. Makes the assumption that the object only exists once in the tree.
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/// </summary>
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/// <param name="obj">Object to remove.</param>
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/// <param name="objPos">Position of the object.</param>
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/// <returns>True if the object was removed successfully.</returns>
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public bool Remove(T obj, Vector3 objPos)
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{
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bool removed = rootNode.Remove(obj, objPos);
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// See if we can shrink the octree down now that we've removed the item
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if (removed)
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{
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Count--;
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Shrink();
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}
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return removed;
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}
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/// <summary>
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/// Returns objects that are within maxDistance of the specified ray.
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/// If none returns false. Uses supplied list for results.
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/// </summary>
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/// <param name="ray">The ray. Passing as ref to improve performance since it won't have to be copied.</param>
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/// <param name="maxDistance">Maximum distance from the ray to consider</param>
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/// <param name="nearBy">Pre-initialized list to populate</param>
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/// <returns>True if items are found, false if not</returns>
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public bool GetNearbyNonAlloc(Ray ray, float maxDistance, List<T> nearBy)
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{
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nearBy.Clear();
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rootNode.GetNearby(ref ray, ref maxDistance, nearBy);
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if (nearBy.Count > 0)
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return true;
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return false;
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}
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/// <summary>
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/// Return objects that are within maxDistance of the specified ray.
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/// If none, returns an empty array (not null).
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/// </summary>
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/// <param name="ray">The ray. Passing as ref to improve performance since it won't have to be copied.</param>
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/// <param name="maxDistance">Maximum distance from the ray to consider.</param>
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/// <returns>Objects within range.</returns>
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public T[] GetNearby(Ray ray, float maxDistance)
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{
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List<T> collidingWith = new List<T>();
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rootNode.GetNearby(ref ray, ref maxDistance, collidingWith);
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return collidingWith.ToArray();
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}
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/// <summary>
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/// Return objects that are within <paramref name="maxDistance"/> of the specified position.
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/// If none, returns an empty array (not null).
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/// </summary>
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/// <param name="position">The position. Passing as ref to improve performance since it won't have to be copied.</param>
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/// <param name="maxDistance">Maximum distance from the ray to consider.</param>
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/// <returns>Objects within range.</returns>
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public T[] GetNearby(Vector3 position, float maxDistance)
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{
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List<T> collidingWith = new List<T>();
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rootNode.GetNearby(ref position, ref maxDistance, collidingWith);
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return collidingWith.ToArray();
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}
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/// <summary>
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/// Return all objects in the tree.
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/// If none, returns an empty array (not null).
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/// </summary>
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/// <returns>All objects.</returns>
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public ICollection<T> GetAll()
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{
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List<T> objects = new List<T>(Count);
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rootNode.GetAll(objects);
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return objects;
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}
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/// <summary>
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/// Draws node boundaries visually for debugging.
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/// Must be called from OnDrawGizmos externally. See also: DrawAllObjects.
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/// </summary>
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public void DrawAllBounds()
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{
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rootNode.DrawAllBounds();
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}
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/// <summary>
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/// Draws the bounds of all objects in the tree visually for debugging.
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/// Must be called from OnDrawGizmos externally. See also: DrawAllBounds.
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/// </summary>
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public void DrawAllObjects()
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{
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rootNode.DrawAllObjects();
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}
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// #### PRIVATE METHODS ####
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/// <summary>
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/// Grow the octree to fit in all objects.
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/// </summary>
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/// <param name="direction">Direction to grow.</param>
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void Grow(Vector3 direction)
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{
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int xDirection = direction.x >= 0 ? 1 : -1;
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int yDirection = direction.y >= 0 ? 1 : -1;
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int zDirection = direction.z >= 0 ? 1 : -1;
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PointOctreeNode<T> oldRoot = rootNode;
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float half = rootNode.SideLength / 2;
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float newLength = rootNode.SideLength * 2;
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Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half);
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// Create a new, bigger octree root node
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rootNode = new PointOctreeNode<T>(newLength, minSize, newCenter);
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// Create 7 new octree children to go with the old root as children of the new root
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int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection);
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PointOctreeNode<T>[] children = new PointOctreeNode<T>[8];
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for (int i = 0; i < 8; i++)
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{
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if (i == rootPos)
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{
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children[i] = oldRoot;
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}
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else
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{
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xDirection = i % 2 == 0 ? -1 : 1;
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yDirection = i > 3 ? -1 : 1;
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zDirection = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;
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children[i] = new PointOctreeNode<T>(rootNode.SideLength, minSize,
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newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half));
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}
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}
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// Attach the new children to the new root node
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rootNode.SetChildren(children);
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}
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/// <summary>
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/// Shrink the octree if possible, else leave it the same.
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/// </summary>
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void Shrink()
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{
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rootNode = rootNode.ShrinkIfPossible(initialSize);
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}
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/// <summary>
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/// Used when growing the octree. Works out where the old root node would fit inside a new, larger root node.
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/// </summary>
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/// <param name="xDir">X direction of growth. 1 or -1.</param>
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/// <param name="yDir">Y direction of growth. 1 or -1.</param>
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/// <param name="zDir">Z direction of growth. 1 or -1.</param>
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/// <returns>Octant where the root node should be.</returns>
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static int GetRootPosIndex(int xDir, int yDir, int zDir)
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{
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int result = xDir > 0 ? 1 : 0;
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if (yDir < 0) result += 4;
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if (zDir > 0) result += 2;
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return result;
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}
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}
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}
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