Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/External/Octree/Scripts/BoundsOctreeNode.cs
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698 lines
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C#

using System.Collections.Generic;
using UnityEngine;
// A node in a BoundsOctree
// Copyright 2014 Nition, BSD licence (see LICENCE file). http://nition.co
namespace AwesomeTechnologies.External.Octree
{
public class BoundsOctreeNode<T>
{
// Centre of this node
public Vector3 Center { get; private set; }
// Length of this node if it has a looseness of 1.0
public float BaseLength { get; private set; }
// Looseness value for this node
float looseness;
// Minimum size for a node in this octree
float minSize;
// Actual length of sides, taking the looseness value into account
float adjLength;
// Bounding box that represents this node
Bounds bounds = default(Bounds);
// Objects in this node
readonly List<OctreeObject> objects = new List<OctreeObject>();
// Child nodes, if any
BoundsOctreeNode<T>[] children = null;
// Bounds of potential children to this node. These are actual size (with looseness taken into account), not base size
Bounds[] childBounds;
// If there are already numObjectsAllowed in a node, we split it into children
// A generally good number seems to be something around 8-15
const int numObjectsAllowed = 8;
// An object in the octree
class OctreeObject
{
public T Obj;
public Bounds Bounds;
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="baseLengthVal">Length of this node, not taking looseness into account.</param>
/// <param name="minSizeVal">Minimum size of nodes in this octree.</param>
/// <param name="loosenessVal">Multiplier for baseLengthVal to get the actual size.</param>
/// <param name="centerVal">Centre position of this node.</param>
public BoundsOctreeNode(float baseLengthVal, float minSizeVal, float loosenessVal, Vector3 centerVal)
{
SetValues(baseLengthVal, minSizeVal, loosenessVal, centerVal);
}
// #### PUBLIC METHODS ####
/// <summary>
/// Add an object.
/// </summary>
/// <param name="obj">Object to add.</param>
/// <param name="objBounds">3D bounding box around the object.</param>
/// <returns>True if the object fits entirely within this node.</returns>
public bool Add(T obj, Bounds objBounds)
{
if (!Encapsulates(bounds, objBounds))
{
return false;
}
SubAdd(obj, objBounds);
return true;
}
/// <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 = false;
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Obj.Equals(obj))
{
removed = objects.Remove(objects[i]);
break;
}
}
if (!removed && children != null)
{
for (int i = 0; i < 8; i++)
{
removed = children[i].Remove(obj);
if (removed) break;
}
}
if (removed && children != null)
{
// Check if we should merge nodes now that we've removed an item
if (ShouldMerge())
{
Merge();
}
}
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="objBounds">3D bounding box around the object.</param>
/// <returns>True if the object was removed successfully.</returns>
public bool Remove(T obj, Bounds objBounds)
{
if (!Encapsulates(bounds, objBounds))
{
return false;
}
return SubRemove(obj, objBounds);
}
/// <summary>
/// Check if the specified bounds intersect with anything in the tree. See also: GetColliding.
/// </summary>
/// <param name="checkBounds">Bounds to check.</param>
/// <returns>True if there was a collision.</returns>
public bool IsColliding(ref Bounds checkBounds)
{
// Are the input bounds at least partially in this node?
if (!bounds.Intersects(checkBounds))
{
return false;
}
// Check against any objects in this node
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Bounds.Intersects(checkBounds))
{
return true;
}
}
// Check children
if (children != null)
{
for (int i = 0; i < 8; i++)
{
if (children[i].IsColliding(ref checkBounds))
{
return true;
}
}
}
return false;
}
/// <summary>
/// Check if the specified ray intersects with anything in the tree. See also: GetColliding.
/// </summary>
/// <param name="checkRay">Ray to check.</param>
/// <param name="maxDistance">Distance to check.</param>
/// <returns>True if there was a collision.</returns>
public bool IsColliding(ref Ray checkRay, float maxDistance = float.PositiveInfinity)
{
// Is the input ray at least partially in this node?
float distance;
if (!bounds.IntersectRay(checkRay, out distance) || distance > maxDistance)
{
return false;
}
// Check against any objects in this node
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Bounds.IntersectRay(checkRay, out distance) && distance <= maxDistance)
{
return true;
}
}
// Check children
if (children != null)
{
for (int i = 0; i < 8; i++)
{
if (children[i].IsColliding(ref checkRay, maxDistance))
{
return true;
}
}
}
return false;
}
/// <summary>
/// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding.
/// </summary>
/// <param name="checkBounds">Bounds to check. Passing by ref as it improves performance with structs.</param>
/// <param name="result">List result.</param>
/// <returns>Objects that intersect with the specified bounds.</returns>
public void GetColliding(ref Bounds checkBounds, List<T> result)
{
// Are the input bounds at least partially in this node?
if (!bounds.Intersects(checkBounds))
{
return;
}
// Check against any objects in this node
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Bounds.Intersects(checkBounds))
{
result.Add(objects[i].Obj);
}
}
// Check children
if (children != null)
{
for (int i = 0; i < 8; i++)
{
children[i].GetColliding(ref checkBounds, result);
}
}
}
/// <summary>
/// Returns an array of objects that intersect with the specified ray, if any. Otherwise returns an empty array. See also: IsColliding.
/// </summary>
/// <param name="checkRay">Ray to check. Passing by ref as it improves performance with structs.</param>
/// <param name="maxDistance">Distance to check.</param>
/// <param name="result">List result.</param>
/// <returns>Objects that intersect with the specified ray.</returns>
public void GetColliding(ref Ray checkRay, List<T> result, float maxDistance = float.PositiveInfinity)
{
float distance;
// Is the input ray at least partially in this node?
if (!bounds.IntersectRay(checkRay, out distance) || distance > maxDistance)
{
return;
}
// Check against any objects in this node
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Bounds.IntersectRay(checkRay, out distance) && distance <= maxDistance)
{
result.Add(objects[i].Obj);
}
}
// Check children
if (children != null)
{
for (int i = 0; i < 8; i++)
{
children[i].GetColliding(ref checkRay, result, maxDistance);
}
}
}
/// <summary>
/// Set the 8 children of this octree.
/// </summary>
/// <param name="childOctrees">The 8 new child nodes.</param>
public void SetChildren(BoundsOctreeNode<T>[] childOctrees)
{
if (childOctrees.Length != 8)
{
Debug.LogError("Child octree array must be length 8. Was length: " + childOctrees.Length);
return;
}
children = childOctrees;
}
public Bounds GetBounds()
{
return bounds;
}
/// <summary>
/// Draws node boundaries visually for debugging.
/// Must be called from OnDrawGizmos externally. See also: DrawAllObjects.
/// </summary>
/// <param name="depth">Used for recurcive calls to this method.</param>
public void DrawAllBounds(float depth = 0)
{
float tintVal = depth / 7; // Will eventually get values > 1. Color rounds to 1 automatically
Gizmos.color = new Color(tintVal, 0, 1.0f - tintVal);
Bounds thisBounds = new Bounds(Center, new Vector3(adjLength, adjLength, adjLength));
Gizmos.DrawWireCube(thisBounds.center, thisBounds.size);
if (children != null)
{
depth++;
for (int i = 0; i < 8; i++)
{
children[i].DrawAllBounds(depth);
}
}
Gizmos.color = Color.white;
}
/// <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()
{
float tintVal = BaseLength / 20;
Gizmos.color = new Color(0, 1.0f - tintVal, tintVal, 0.25f);
foreach (OctreeObject obj in objects)
{
Gizmos.DrawCube(obj.Bounds.center, obj.Bounds.size);
}
if (children != null)
{
for (int i = 0; i < 8; i++)
{
children[i].DrawAllObjects();
}
}
Gizmos.color = Color.white;
}
/// <summary>
/// We can shrink the octree if:
/// - This node is >= double minLength in length
/// - All objects in the root node are within one octant
/// - This node doesn't have children, or does but 7/8 children are empty
/// We can also shrink it if there are no objects left at all!
/// </summary>
/// <param name="minLength">Minimum dimensions of a node in this octree.</param>
/// <returns>The new root, or the existing one if we didn't shrink.</returns>
public BoundsOctreeNode<T> ShrinkIfPossible(float minLength)
{
if (BaseLength < (2 * minLength))
{
return this;
}
if (objects.Count == 0 && (children == null || children.Length == 0))
{
return this;
}
// Check objects in root
int bestFit = -1;
for (int i = 0; i < objects.Count; i++)
{
OctreeObject curObj = objects[i];
int newBestFit = BestFitChild(curObj.Bounds);
if (i == 0 || newBestFit == bestFit)
{
// In same octant as the other(s). Does it fit completely inside that octant?
if (Encapsulates(childBounds[newBestFit], curObj.Bounds))
{
if (bestFit < 0)
{
bestFit = newBestFit;
}
}
else
{
// Nope, so we can't reduce. Otherwise we continue
return this;
}
}
else
{
return this; // Can't reduce - objects fit in different octants
}
}
// Check objects in children if there are any
if (children != null)
{
bool childHadContent = false;
for (int i = 0; i < children.Length; i++)
{
if (children[i].HasAnyObjects())
{
if (childHadContent)
{
return this; // Can't shrink - another child had content already
}
if (bestFit >= 0 && bestFit != i)
{
return this; // Can't reduce - objects in root are in a different octant to objects in child
}
childHadContent = true;
bestFit = i;
}
}
}
// Can reduce
if (children == null)
{
// We don't have any children, so just shrink this node to the new size
// We already know that everything will still fit in it
SetValues(BaseLength / 2, minSize, looseness, childBounds[bestFit].center);
return this;
}
// No objects in entire octree
if (bestFit == -1)
{
return this;
}
// We have children. Use the appropriate child as the new root node
return children[bestFit];
}
/*
/// <summary>
/// Get the total amount of objects in this node and all its children, grandchildren etc. Useful for debugging.
/// </summary>
/// <param name="startingNum">Used by recursive calls to add to the previous total.</param>
/// <returns>Total objects in this node and its children, grandchildren etc.</returns>
public int GetTotalObjects(int startingNum = 0) {
int totalObjects = startingNum + objects.Count;
if (children != null) {
for (int i = 0; i < 8; i++) {
totalObjects += children[i].GetTotalObjects();
}
}
return totalObjects;
}
*/
// #### PRIVATE METHODS ####
/// <summary>
/// Set values for this node.
/// </summary>
/// <param name="baseLengthVal">Length of this node, not taking looseness into account.</param>
/// <param name="minSizeVal">Minimum size of nodes in this octree.</param>
/// <param name="loosenessVal">Multiplier for baseLengthVal to get the actual size.</param>
/// <param name="centerVal">Centre position of this node.</param>
void SetValues(float baseLengthVal, float minSizeVal, float loosenessVal, Vector3 centerVal)
{
BaseLength = baseLengthVal;
minSize = minSizeVal;
looseness = loosenessVal;
Center = centerVal;
adjLength = looseness * baseLengthVal;
// Create the bounding box.
Vector3 size = new Vector3(adjLength, adjLength, adjLength);
bounds = new Bounds(Center, size);
float quarter = BaseLength / 4f;
float childActualLength = (BaseLength / 2) * looseness;
Vector3 childActualSize = new Vector3(childActualLength, childActualLength, childActualLength);
childBounds = new Bounds[8];
childBounds[0] = new Bounds(Center + new Vector3(-quarter, quarter, -quarter), childActualSize);
childBounds[1] = new Bounds(Center + new Vector3(quarter, quarter, -quarter), childActualSize);
childBounds[2] = new Bounds(Center + new Vector3(-quarter, quarter, quarter), childActualSize);
childBounds[3] = new Bounds(Center + new Vector3(quarter, quarter, quarter), childActualSize);
childBounds[4] = new Bounds(Center + new Vector3(-quarter, -quarter, -quarter), childActualSize);
childBounds[5] = new Bounds(Center + new Vector3(quarter, -quarter, -quarter), childActualSize);
childBounds[6] = new Bounds(Center + new Vector3(-quarter, -quarter, quarter), childActualSize);
childBounds[7] = new Bounds(Center + new Vector3(quarter, -quarter, quarter), childActualSize);
}
/// <summary>
/// Private counterpart to the public Add method.
/// </summary>
/// <param name="obj">Object to add.</param>
/// <param name="objBounds">3D bounding box around the object.</param>
void SubAdd(T obj, Bounds objBounds)
{
// We know it fits at this level if we've got this far
// Just add if few objects are here, or children would be below min size
if (objects.Count < numObjectsAllowed || (BaseLength / 2) < minSize)
{
OctreeObject newObj = new OctreeObject {Obj = obj, Bounds = objBounds};
//Debug.Log("ADD " + obj.name + " to depth " + depth);
objects.Add(newObj);
}
else
{
// Fits at this level, but we can go deeper. Would it fit there?
// Create the 8 children
int bestFitChild;
if (children == null)
{
Split();
if (children == null)
{
Debug.Log("Child creation failed for an unknown reason. Early exit.");
return;
}
// Now that we have the new children, see if this node's existing objects would fit there
for (int i = objects.Count - 1; i >= 0; i--)
{
OctreeObject existingObj = objects[i];
// Find which child the object is closest to based on where the
// object's center is located in relation to the octree's center.
bestFitChild = BestFitChild(existingObj.Bounds);
// Does it fit?
if (Encapsulates(children[bestFitChild].bounds, existingObj.Bounds))
{
children[bestFitChild]
.SubAdd(existingObj.Obj, existingObj.Bounds); // Go a level deeper
objects.Remove(existingObj); // Remove from here
}
}
}
// Now handle the new object we're adding now
bestFitChild = BestFitChild(objBounds);
if (Encapsulates(children[bestFitChild].bounds, objBounds))
{
children[bestFitChild].SubAdd(obj, objBounds);
}
else
{
OctreeObject newObj = new OctreeObject {Obj = obj, Bounds = objBounds};
//Debug.Log("ADD " + obj.name + " to depth " + depth);
objects.Add(newObj);
}
}
}
/// <summary>
/// Private counterpart to the public <see cref="Remove(T, Bounds)"/> method.
/// </summary>
/// <param name="obj">Object to remove.</param>
/// <param name="objBounds">3D bounding box around the object.</param>
/// <returns>True if the object was removed successfully.</returns>
bool SubRemove(T obj, Bounds objBounds)
{
bool removed = false;
for (int i = 0; i < objects.Count; i++)
{
if (objects[i].Obj.Equals(obj))
{
removed = objects.Remove(objects[i]);
break;
}
}
if (!removed && children != null)
{
int bestFitChild = BestFitChild(objBounds);
removed = children[bestFitChild].SubRemove(obj, objBounds);
}
if (removed && children != null)
{
// Check if we should merge nodes now that we've removed an item
if (ShouldMerge())
{
Merge();
}
}
return removed;
}
/// <summary>
/// Splits the octree into eight children.
/// </summary>
void Split()
{
float quarter = BaseLength / 4f;
float newLength = BaseLength / 2;
children = new BoundsOctreeNode<T>[8];
children[0] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(-quarter, quarter, -quarter));
children[1] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(quarter, quarter, -quarter));
children[2] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(-quarter, quarter, quarter));
children[3] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(quarter, quarter, quarter));
children[4] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(-quarter, -quarter, -quarter));
children[5] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(quarter, -quarter, -quarter));
children[6] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(-quarter, -quarter, quarter));
children[7] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
Center + new Vector3(quarter, -quarter, quarter));
}
/// <summary>
/// Merge all children into this node - the opposite of Split.
/// Note: We only have to check one level down since a merge will never happen if the children already have children,
/// since THAT won't happen unless there are already too many objects to merge.
/// </summary>
void Merge()
{
// Note: We know children != null or we wouldn't be merging
for (int i = 0; i < 8; i++)
{
BoundsOctreeNode<T> curChild = children[i];
int numObjects = curChild.objects.Count;
for (int j = numObjects - 1; j >= 0; j--)
{
OctreeObject curObj = curChild.objects[j];
objects.Add(curObj);
}
}
// Remove the child nodes (and the objects in them - they've been added elsewhere now)
children = null;
}
/// <summary>
/// Checks if outerBounds encapsulates innerBounds.
/// </summary>
/// <param name="outerBounds">Outer bounds.</param>
/// <param name="innerBounds">Inner bounds.</param>
/// <returns>True if innerBounds is fully encapsulated by outerBounds.</returns>
static bool Encapsulates(Bounds outerBounds, Bounds innerBounds)
{
return outerBounds.Contains(innerBounds.min) && outerBounds.Contains(innerBounds.max);
}
/// <summary>
/// Find which child node this object would be most likely to fit in.
/// </summary>
/// <param name="objBounds">The object's bounds.</param>
/// <returns>One of the eight child octants.</returns>
int BestFitChild(Bounds objBounds)
{
return (objBounds.center.x <= Center.x ? 0 : 1) + (objBounds.center.y >= Center.y ? 0 : 4) +
(objBounds.center.z <= Center.z ? 0 : 2);
}
/// <summary>
/// Checks if there are few enough objects in this node and its children that the children should all be merged into this.
/// </summary>
/// <returns>True there are less or the same abount of objects in this and its children than numObjectsAllowed.</returns>
bool ShouldMerge()
{
int totalObjects = objects.Count;
if (children != null)
{
foreach (BoundsOctreeNode<T> child in children)
{
if (child.children != null)
{
// If any of the *children* have children, there are definitely too many to merge,
// or the child woudl have been merged already
return false;
}
totalObjects += child.objects.Count;
}
}
return totalObjects <= numObjectsAllowed;
}
/// <summary>
/// Checks if this node or anything below it has something in it.
/// </summary>
/// <returns>True if this node or any of its children, grandchildren etc have something in them</returns>
public bool HasAnyObjects()
{
if (objects.Count > 0) return true;
if (children != null)
{
for (int i = 0; i < 8; i++)
{
if (children[i].HasAnyObjects()) return true;
}
}
return false;
}
}
}