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- 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.
- public class BoundsOctree<T> {
- // The total amount of objects currently in the tree
- public int Count { get; private set; }
- // Root node of the octree
- BoundsOctreeNode<T> 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<Bounds> lastBoundsCollisionChecks = new Queue<Bounds>();
- readonly Queue<Ray> lastRayCollisionChecks = new Queue<Ray>();
- #endif
- /// <summary>
- /// Constructor for the bounds octree.
- /// </summary>
- /// <param name="initialWorldSize">Size of the sides of the initial node, in metres. 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 (metres).</param>
- /// <param name="loosenessVal">Clamped between 1 and 2. Values > 1 let nodes overlap.</param>
- 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<T>(initialSize, minSize, loosenessVal, initialWorldPos);
- }
- // #### PUBLIC METHODS ####
- /// <summary>
- /// Add an object.
- /// </summary>
- /// <param name="obj">Object to add.</param>
- /// <param name="objBounds">3D bounding box around the object.</param>
- 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++;
- }
- /// <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>
- /// 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(Bounds checkBounds) {
- //#if UNITY_EDITOR
- // For debugging
- //AddCollisionCheck(checkBounds);
- //#endif
- return rootNode.IsColliding(ref checkBounds);
- }
- /// <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(Ray checkRay, float maxDistance) {
- //#if UNITY_EDITOR
- // For debugging
- //AddCollisionCheck(checkRay);
- //#endif
- return rootNode.IsColliding(ref checkRay, maxDistance);
- }
- /// <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="collidingWith">list to store intersections.</param>
- /// <param name="checkBounds">bounds to check.</param>
- /// <returns>Objects that intersect with the specified bounds.</returns>
- public void GetColliding(List<T> collidingWith, Bounds checkBounds) {
- //#if UNITY_EDITOR
- // For debugging
- //AddCollisionCheck(checkBounds);
- //#endif
- rootNode.GetColliding(ref checkBounds, collidingWith);
- }
- /// <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="collidingWith">list to store intersections.</param>
- /// <param name="checkRay">ray to check.</param>
- /// <param name="maxDistance">distance to check.</param>
- /// <returns>Objects that intersect with the specified ray.</returns>
- public void GetColliding(List<T> 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();
- }
- /// <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();
- }
- // Intended for debugging. Must be called from OnDrawGizmos externally
- // See also DrawAllBounds and DrawAllObjects
- /// <summary>
- /// Visualises collision checks from IsColliding and GetColliding.
- /// Collision visualisation code is automatically removed from builds so that collision checks aren't slowed down.
- /// </summary>
- #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 ####
- /// <summary>
- /// Used for visualising collision checks with DrawCollisionChecks.
- /// Automatically removed from builds so that collision checks aren't slowed down.
- /// </summary>
- /// <param name="checkBounds">bounds that were passed in to check for collisions.</param>
- #if UNITY_EDITOR
- void AddCollisionCheck(Bounds checkBounds) {
- lastBoundsCollisionChecks.Enqueue(checkBounds);
- if (lastBoundsCollisionChecks.Count > numCollisionsToSave) {
- lastBoundsCollisionChecks.Dequeue();
- }
- }
- #endif
- /// <summary>
- /// Used for visualising collision checks with DrawCollisionChecks.
- /// Automatically removed from builds so that collision checks aren't slowed down.
- /// </summary>
- /// <param name="checkRay">ray that was passed in to check for collisions.</param>
- #if UNITY_EDITOR
- void AddCollisionCheck(Ray checkRay) {
- lastRayCollisionChecks.Enqueue(checkRay);
- if (lastRayCollisionChecks.Count > numCollisionsToSave) {
- lastRayCollisionChecks.Dequeue();
- }
- }
- #endif
- /// <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;
- BoundsOctreeNode<T> 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<T>(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<T>[] children = new BoundsOctreeNode<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 BoundsOctreeNode<T>(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);
- }
- }
- /// <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;
- }
- }
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