/* Copyright (c) 2020 Omar Duarte Unauthorized copying of this file, via any medium is strictly prohibited. Modified by Omar Duarte, 2020. This file incorporates work covered by the following copyright and permission notice: Copyright (c) 2014, Nition, BSD licence. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System.Linq; using UnityEngine; namespace PluginMaster { // A node in a PointOctree public class PointOctreeNode { // Centre of this node public Vector3 Center { get; private set; } // Length of the sides of this node public float SideLength { get; private set; } // Minimum size for a node in this octree float minSize; // Bounding box that represents this node Bounds bounds = default(Bounds); // Objects in this node readonly System.Collections.Generic.List objects = new System.Collections.Generic.List(); // Child nodes, if any PointOctreeNode[] children = null; bool HasChildren { get { return 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 NUM_OBJECTS_ALLOWED in a node, we split it into children // A generally good number seems to be something around 8-15 const int NUM_OBJECTS_ALLOWED = 8; // For reverting the bounds size after temporary changes Vector3 actualBoundsSize; // An object in the octree class OctreeObject { public T Obj; public Vector3 Pos; } /// /// Constructor. /// /// Length of this node, not taking looseness into account. /// Minimum size of nodes in this octree. /// Centre position of this node. public PointOctreeNode(float baseLengthVal, float minSizeVal, Vector3 centerVal) { SetValues(baseLengthVal, minSizeVal, centerVal); } // #### PUBLIC METHODS #### /// /// Add an object. /// /// Object to add. /// Position of the object. /// public bool Add(T obj, Vector3 objPos) { if (!Encapsulates(bounds, objPos)) { return false; } SubAdd(obj, objPos); return true; } /// /// 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 = 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; } /// /// Removes the specified object at the given position. Makes the assumption that the object only exists once in the tree. /// /// Object to remove. /// Position of the object. /// True if the object was removed successfully. public bool Remove(T obj, Vector3 objPos) { if (!Encapsulates(bounds, objPos)) { return false; } return SubRemove(obj, objPos); } /// /// Return objects that are within maxDistance of the specified ray. /// /// The ray. /// Maximum distance from the ray to consider. /// List result. /// Objects within range. public void GetNearby(ref Ray ray, float maxDistance, System.Collections.Generic.List result) { // Does the ray hit this node at all? // Note: Expanding the bounds is not exactly the same as a real distance check, but it's fast. bounds.Expand(new Vector3(maxDistance * 2, maxDistance * 2, maxDistance * 2)); bool intersected = bounds.IntersectRay(ray); bounds.size = actualBoundsSize; if (!intersected) { return; } // Check against any objects in this node for (int i = 0; i < objects.Count; i++) { if (SqrDistanceToRay(ray, objects[i].Pos) <= (maxDistance * maxDistance)) { result.Add(objects[i].Obj); } } // Check children if (children != null) { for (int i = 0; i < 8; i++) { children[i].GetNearby(ref ray, maxDistance, result); } } } /// /// Return objects that are within of the specified position. /// /// The position. /// Maximum distance from the position to consider. /// List result. /// Objects within range. public void GetNearby(ref Vector3 position, float maxDistance, System.Collections.Generic.List result) { float sqrMaxDistance = maxDistance * maxDistance; // Does the node intersect with the sphere of center = position and radius = maxDistance? if ((bounds.ClosestPoint(position) - position).sqrMagnitude > sqrMaxDistance) { return; } // Check against any objects in this node for (int i = 0; i < objects.Count; i++) { if ((position - objects[i].Pos).sqrMagnitude <= sqrMaxDistance) { result.Add(objects[i].Obj); } } // Check children if (children != null) { for (int i = 0; i < 8; i++) { children[i].GetNearby(ref position, maxDistance, result); } } } /// /// Return all objects in the tree. /// /// All objects. public void GetAll(System.Collections.Generic.List result) { // add directly contained objects result.AddRange(objects.Select(o => o.Obj)); // add children objects if (children != null) { for (int i = 0; i < 8; i++) { children[i].GetAll(result); } } } /// /// Set the 8 children of this octree. /// /// The 8 new child nodes. public void SetChildren(PointOctreeNode[] childOctrees) { if (childOctrees.Length != 8) { Debug.LogError("Child octree array must be length 8. Was length: " + childOctrees.Length); return; } children = childOctrees; } /// /// 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! /// /// Minimum dimensions of a node in this octree. /// The new root, or the existing one if we didn't shrink. public PointOctreeNode ShrinkIfPossible(float minLength) { if (SideLength < (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.Pos); if (i == 0 || newBestFit == bestFit) { if (bestFit < 0) { bestFit = newBestFit; } } 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(SideLength / 2, minSize, childBounds[bestFit].center); return this; } // We have children. Use the appropriate child as the new root node return children[bestFit]; } /// /// Find which child node this object would be most likely to fit in. /// /// The object's position. /// One of the eight child octants. public int BestFitChild(Vector3 objPos) { return (objPos.x <= Center.x ? 0 : 1) + (objPos.y >= Center.y ? 0 : 4) + (objPos.z <= Center.z ? 0 : 2); } /// /// Checks if this node or anything below it has something in it. /// /// True if this node or any of its children, grandchildren etc have something in them 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; } // #### PRIVATE METHODS #### /// /// Set values for this node. /// /// Length of this node, not taking looseness into account. /// Minimum size of nodes in this octree. /// Centre position of this node. void SetValues(float baseLengthVal, float minSizeVal, Vector3 centerVal) { SideLength = baseLengthVal; minSize = minSizeVal; Center = centerVal; // Create the bounding box. actualBoundsSize = new Vector3(SideLength, SideLength, SideLength); bounds = new Bounds(Center, actualBoundsSize); float quarter = SideLength / 4f; float childActualLength = SideLength / 2; 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); } /// /// Private counterpart to the public Add method. /// /// Object to add. /// Position of the object. void SubAdd(T obj, Vector3 objPos) { // We know it fits at this level if we've got this far // We always put things in the deepest possible child // So we can skip checks and simply move down if there are children aleady if (!HasChildren) { // Just add if few objects are here, or children would be below min size if (objects.Count < NUM_OBJECTS_ALLOWED || (SideLength / 2) < minSize) { OctreeObject newObj = new OctreeObject { Obj = obj, Pos = objPos }; objects.Add(newObj); return; // We're done. No children yet } // Enough objects in this node already: Create the 8 children int bestFitChild; if (children == null) { Split(); if (children == null) { Debug.LogError("Child creation failed for an unknown reason. Early exit."); return; } // Now that we have the new children, move this node's existing objects into them 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.Pos); children[bestFitChild].SubAdd(existingObj.Obj, existingObj.Pos); // Go a level deeper objects.Remove(existingObj); // Remove from here } } } // Handle the new object we're adding now int bestFit = BestFitChild(objPos); children[bestFit].SubAdd(obj, objPos); } /// /// Private counterpart to the public method. /// /// Object to remove. /// Position of the object. /// True if the object was removed successfully. bool SubRemove(T obj, Vector3 objPos) { 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(objPos); removed = children[bestFitChild].SubRemove(obj, objPos); } if (removed && children != null) { // Check if we should merge nodes now that we've removed an item if (ShouldMerge()) { Merge(); } } return removed; } /// /// Splits the octree into eight children. /// void Split() { float quarter = SideLength / 4f; float newLength = SideLength / 2; children = new PointOctreeNode[8]; children[0] = new PointOctreeNode(newLength, minSize, Center + new Vector3(-quarter, quarter, -quarter)); children[1] = new PointOctreeNode(newLength, minSize, Center + new Vector3(quarter, quarter, -quarter)); children[2] = new PointOctreeNode(newLength, minSize, Center + new Vector3(-quarter, quarter, quarter)); children[3] = new PointOctreeNode(newLength, minSize, Center + new Vector3(quarter, quarter, quarter)); children[4] = new PointOctreeNode(newLength, minSize, Center + new Vector3(-quarter, -quarter, -quarter)); children[5] = new PointOctreeNode(newLength, minSize, Center + new Vector3(quarter, -quarter, -quarter)); children[6] = new PointOctreeNode(newLength, minSize, Center + new Vector3(-quarter, -quarter, quarter)); children[7] = new PointOctreeNode(newLength, minSize, Center + new Vector3(quarter, -quarter, quarter)); } /// /// 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. /// void Merge() { // Note: We know children != null or we wouldn't be merging for (int i = 0; i < 8; i++) { PointOctreeNode 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; } /// /// Checks if outerBounds encapsulates the given point. /// /// Outer bounds. /// Point. /// True if innerBounds is fully encapsulated by outerBounds. static bool Encapsulates(Bounds outerBounds, Vector3 point) { return outerBounds.Contains(point); } /// /// Checks if there are few enough objects in this node and its children that the children should all be merged into this. /// /// True there are less or the same abount of objects in this and its children than numObjectsAllowed. bool ShouldMerge() { int totalObjects = objects.Count; if (children != null) { foreach (PointOctreeNode 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 <= NUM_OBJECTS_ALLOWED; } /// /// Returns the closest distance to the given ray from a point. /// /// The ray. /// The point to check distance from the ray. /// Squared distance from the point to the closest point of the ray. public static float SqrDistanceToRay(Ray ray, Vector3 point) { return Vector3.Cross(ray.direction, point - ray.origin).sqrMagnitude; } } // 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. public class PointOctree { // The total amount of objects currently in the tree public int Count { get; private set; } // Root node of the octree PointOctreeNode 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; private System.Collections.Generic.List _allObjectIds = new System.Collections.Generic.List(); public bool Contains(int objId) => _allObjectIds.Contains(objId); /// /// Constructor for the point octree. /// /// Size of the sides of the initial node. 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. 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(initialSize, minSize, initialWorldPos); } // #### PUBLIC METHODS #### /// /// Add an object. /// /// Object to add. /// Position of the object. public void Add(T obj, Vector3 objPos) { if (obj is GameObject) { var gameObj = obj as GameObject; var allChildren = gameObj.GetComponentsInChildren(); foreach (var child in allChildren) { if (!_allObjectIds.Contains(child.gameObject.GetInstanceID())) _allObjectIds.Add(child.gameObject.GetInstanceID()); } } // 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++; } /// /// 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. /// Position of the object. /// True if the object was removed successfully. 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; } /// /// Returns objects that are within of the specified ray. /// If none, returns false. Uses supplied list for results. /// /// The ray. Passing as ref to improve performance since it won't have to be copied. /// Maximum distance from the ray to consider /// Pre-initialized list to populate /// True if items are found, false if not public bool GetNearbyNonAlloc(Ray ray, float maxDistance, System.Collections.Generic.List nearBy) { nearBy.Clear(); rootNode.GetNearby(ref ray, maxDistance, nearBy); if (nearBy.Count > 0) return true; return false; } /// /// Returns objects that are within of the specified ray. /// If none, returns an empty array (not null). /// /// The ray. Passing as ref to improve performance since it won't have to be copied. /// Maximum distance from the ray to consider. /// Objects within range. public T[] GetNearby(Ray ray, float maxDistance) { var collidingWith = new System.Collections.Generic.List(); rootNode.GetNearby(ref ray, maxDistance, collidingWith); return collidingWith.ToArray(); } /// /// Returns objects that are within of the specified position. /// If none, returns an empty array (not null). /// /// The position. Passing as ref to improve performance since it won't have to be copied. /// Maximum distance from the position to consider. /// Objects within range. public T[] GetNearby(Vector3 position, float maxDistance) { var collidingWith = new System.Collections.Generic.List(); rootNode.GetNearby(ref position, maxDistance, collidingWith); return collidingWith.ToArray(); } /// /// Returns objects that are within of the specified position. /// If none, returns false. Uses supplied list for results. /// /// Maximum distance from the position to consider /// Pre-initialized list to populate /// True if items are found, false if not public bool GetNearbyNonAlloc(Vector3 position, float maxDistance, System.Collections.Generic.List nearBy) { nearBy.Clear(); rootNode.GetNearby(ref position, maxDistance, nearBy); if (nearBy.Count > 0) return true; return false; } /// /// Return all objects in the tree. /// If none, returns an empty array (not null). /// /// All objects. public System.Collections.Generic.ICollection GetAll() { var objects = new System.Collections.Generic.List(Count); rootNode.GetAll(objects); return objects; } // #### PRIVATE METHODS #### /// /// 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; PointOctreeNode 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(newLength, minSize, newCenter); if (oldRoot.HasAnyObjects()) { // Create 7 new octree children to go with the old root as children of the new root int rootPos = rootNode.BestFitChild(oldRoot.Center); PointOctreeNode[] children = new PointOctreeNode[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(oldRoot.SideLength, minSize, 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); } } }