This commit is contained in:
CortexCore 2024-03-11 00:28:51 +08:00
parent 2c8dfd3c86
commit 605ccbcf8d
15 changed files with 917 additions and 4 deletions

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using System;
using Unity.Mathematics;
namespace NativeQuadTree
{
[Serializable]
public struct AABB2D {
public float2 Center;
public float2 Extents;
public float2 Size => Extents * 2;
public float2 Min => Center - Extents;
public float2 Max => Center + Extents;
public AABB2D(float2 center, float2 extents)
{
Center = center;
Extents = extents;
}
public bool Contains(float2 point) {
if (point[0] < Center[0] - Extents[0]) {
return false;
}
if (point[0] > Center[0] + Extents[0]) {
return false;
}
if (point[1] < Center[1] - Extents[1]) {
return false;
}
if (point[1] > Center[1] + Extents[1]) {
return false;
}
return true;
}
public bool Contains(AABB2D b) {
return Contains(b.Center + new float2(-b.Extents.x, -b.Extents.y)) &&
Contains(b.Center + new float2(-b.Extents.x, b.Extents.y)) &&
Contains(b.Center + new float2(b.Extents.x, -b.Extents.y)) &&
Contains(b.Center + new float2(b.Extents.x, b.Extents.y));
}
public bool Intersects(AABB2D b)
{
//bool noOverlap = Min[0] > b.Max[0] ||
// b.Min[0] > Max[0]||
// Min[1] > b.Max[1] ||
// b.Min[1] > Max[1];
//
//return !noOverlap;
return (math.abs(Center[0] - b.Center[0]) < (Extents[0] + b.Extents[0])) &&
(math.abs(Center[1] - b.Center[1]) < (Extents[1] + b.Extents[1]));
}
}
}

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{
"name": "BITKit.NativeQuadTree.Runtime",
"rootNamespace": "",
"references": [
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:e0cd26848372d4e5c891c569017e11f1",
"GUID:2665a8d13d1b3f18800f46e256720795"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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{
"name": "BITKit.NativeQuadTree.Editor",
"rootNamespace": "",
"references": [
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:e0cd26848372d4e5c891c569017e11f1",
"GUID:a9eec99827e569e45bfe3e5ea7494591",
"GUID:27619889b8ba8c24980f49ee34dbb44a",
"GUID:0acc523941302664db1f4e527237feb3"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using NativeQuadTree;
using Unity.Collections;
using UnityEditor;
using UnityEngine;
public class QuadTreeDrawer : EditorWindow
{
[MenuItem("Window/QuadTreeDrawer")]
static void Init()
{
GetWindow(typeof(QuadTreeDrawer)).Show();
}
public static void Draw<T>(NativeQuadTree<T> quadTree) where T : unmanaged
{
QuadTreeDrawer window = (QuadTreeDrawer)GetWindow(typeof(QuadTreeDrawer));
window.DoDraw(quadTree, default, default);
}
public static void DrawWithResults<T>(QuadTreeJobs.RangeQueryJob<T> queryJob) where T : unmanaged
{
QuadTreeDrawer window = (QuadTreeDrawer)GetWindow(typeof(QuadTreeDrawer));
window.DoDraw(queryJob);
}
[SerializeField]
Color[][] pixels;
void DoDraw<T>(NativeQuadTree<T> quadTree, NativeList<QuadElement<T>> results, AABB2D bounds) where T : unmanaged
{
pixels = new Color[256][];
for (var i = 0; i < pixels.Length; i++)
{
pixels[i] = new Color[256];
}
NativeQuadTree<T>.Draw(quadTree, results, bounds, pixels);
}
void DoDraw<T>(QuadTreeJobs.RangeQueryJob<T> queryJob) where T : unmanaged
{
DoDraw(queryJob.QuadTree, queryJob.Results, queryJob.Bounds);
}
void OnGUI()
{
if(pixels != null)
{
var texture = new Texture2D(256, 256);
for (var x = 0; x < pixels.Length; x++)
{
for (int y = 0; y < pixels[x].Length; y++)
{
texture.SetPixel(x, y, pixels[x][y]);
}
}
texture.Apply();
GUI.DrawTexture(new Rect(0, 0, position.width, position.height), texture);
}
}
}

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using System.Diagnostics;
using NUnit.Framework;
using NativeQuadTree;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Random = UnityEngine.Random;
public class QuadTreeTests
{
AABB2D Bounds => new AABB2D(0, 1000);
float2[] GetValues()
{
Random.InitState(0);
var values = new float2[20000];
for (int x = 0; x < values.Length; x++)
{
var val = new int2((int) Random.Range(-900, 900), (int) Random.Range(-900, 900));
values[x] = val;
}
return values;
}
[Test]
public void InsertTriggerDivideBulk()
{
var values = GetValues();
var elements = new NativeArray<QuadElement<int>>(values.Length, Allocator.TempJob);
for (int i = 0; i < values.Length; i++)
{
elements[i] = new QuadElement<int>
{
pos = values[i],
element = i
};
}
using var quadtree = new NativeQuadTree<int>(Bounds, Allocator.TempJob);
var job = new QuadTreeJobs.AddBulkJob<int>
{
Elements = elements,
QuadTree = quadtree,
};
var s = Stopwatch.StartNew();
job.Run();
s.Stop();
Debug.Log(s.Elapsed.TotalMilliseconds);
QuadTreeDrawer.Draw(quadtree);
elements.Dispose();
}
[Test]
public void RangeQueryAfterBulk()
{
var values = GetValues();
NativeArray<QuadElement<int>> elements = new NativeArray<QuadElement<int>>(values.Length, Allocator.TempJob);
for (int i = 0; i < values.Length; i++)
{
elements[i] = new QuadElement<int>
{
pos = values[i],
element = i
};
}
var quadTree = new NativeQuadTree<int>(Bounds);
quadTree.ClearAndBulkInsert(elements);
var queryJob = new QuadTreeJobs.RangeQueryJob<int>
{
QuadTree = quadTree,
Bounds = new AABB2D(100, 140),
Results = new NativeList<QuadElement<int>>(1000, Allocator.TempJob)
};
var s = Stopwatch.StartNew();
queryJob.Run();
s.Stop();
Debug.Log(s.Elapsed.TotalMilliseconds + " result: " + queryJob.Results.Length);
QuadTreeDrawer.DrawWithResults(queryJob);
quadTree.Dispose();
elements.Dispose();
queryJob.Results.Dispose();
}
[Test]
public void InsertTriggerDivideNonBurstBulk()
{
var values = GetValues();
var positions = new NativeArray<float2>(values.Length, Allocator.TempJob);
var quadTree = new NativeQuadTree<int>(Bounds);
positions.CopyFrom(values);
NativeArray<QuadElement<int>> elements = new NativeArray<QuadElement<int>>(positions.Length, Allocator.Temp);
for (int i = 0; i < positions.Length; i++)
{
elements[i] = new QuadElement<int>
{
pos = positions[i],
element = i
};
}
var s = Stopwatch.StartNew();
quadTree.ClearAndBulkInsert(elements);
s.Stop();
Debug.Log(s.Elapsed.TotalMilliseconds);
QuadTreeDrawer.Draw(quadTree);
quadTree.Dispose();
positions.Dispose();
}
}

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namespace NativeQuadTree
{
public static class LookupTables
{
public static readonly ushort[] MortonLookup = {
// 0 1 100 101 10000 10001 10100 10101
0x0000, 0x0001, 0x0004, 0x0005, 0x0010, 0x0011, 0x0014, 0x0015,
// 1000000 1000001 1000100 1000101 1010000 1010001 1010100 1010101
0x0040, 0x0041, 0x0044, 0x0045, 0x0050, 0x0051, 0x0054, 0x0055,
// etc...
0x0100, 0x0101, 0x0104, 0x0105, 0x0110, 0x0111, 0x0114, 0x0115,
0x0140, 0x0141, 0x0144, 0x0145, 0x0150, 0x0151, 0x0154, 0x0155,
0x0400, 0x0401, 0x0404, 0x0405, 0x0410, 0x0411, 0x0414, 0x0415,
0x0440, 0x0441, 0x0444, 0x0445, 0x0450, 0x0451, 0x0454, 0x0455,
0x0500, 0x0501, 0x0504, 0x0505, 0x0510, 0x0511, 0x0514, 0x0515,
0x0540, 0x0541, 0x0544, 0x0545, 0x0550, 0x0551, 0x0554, 0x0555,
0x1000, 0x1001, 0x1004, 0x1005, 0x1010, 0x1011, 0x1014, 0x1015,
0x1040, 0x1041, 0x1044, 0x1045, 0x1050, 0x1051, 0x1054, 0x1055,
0x1100, 0x1101, 0x1104, 0x1105, 0x1110, 0x1111, 0x1114, 0x1115,
0x1140, 0x1141, 0x1144, 0x1145, 0x1150, 0x1151, 0x1154, 0x1155,
0x1400, 0x1401, 0x1404, 0x1405, 0x1410, 0x1411, 0x1414, 0x1415,
0x1440, 0x1441, 0x1444, 0x1445, 0x1450, 0x1451, 0x1454, 0x1455,
0x1500, 0x1501, 0x1504, 0x1505, 0x1510, 0x1511, 0x1514, 0x1515,
0x1540, 0x1541, 0x1544, 0x1545, 0x1550, 0x1551, 0x1554, 0x1555,
0x4000, 0x4001, 0x4004, 0x4005, 0x4010, 0x4011, 0x4014, 0x4015,
0x4040, 0x4041, 0x4044, 0x4045, 0x4050, 0x4051, 0x4054, 0x4055,
0x4100, 0x4101, 0x4104, 0x4105, 0x4110, 0x4111, 0x4114, 0x4115,
0x4140, 0x4141, 0x4144, 0x4145, 0x4150, 0x4151, 0x4154, 0x4155,
0x4400, 0x4401, 0x4404, 0x4405, 0x4410, 0x4411, 0x4414, 0x4415,
0x4440, 0x4441, 0x4444, 0x4445, 0x4450, 0x4451, 0x4454, 0x4455,
0x4500, 0x4501, 0x4504, 0x4505, 0x4510, 0x4511, 0x4514, 0x4515,
0x4540, 0x4541, 0x4544, 0x4545, 0x4550, 0x4551, 0x4554, 0x4555,
0x5000, 0x5001, 0x5004, 0x5005, 0x5010, 0x5011, 0x5014, 0x5015,
0x5040, 0x5041, 0x5044, 0x5045, 0x5050, 0x5051, 0x5054, 0x5055,
0x5100, 0x5101, 0x5104, 0x5105, 0x5110, 0x5111, 0x5114, 0x5115,
0x5140, 0x5141, 0x5144, 0x5145, 0x5150, 0x5151, 0x5154, 0x5155,
0x5400, 0x5401, 0x5404, 0x5405, 0x5410, 0x5411, 0x5414, 0x5415,
0x5440, 0x5441, 0x5444, 0x5445, 0x5450, 0x5451, 0x5454, 0x5455,
0x5500, 0x5501, 0x5504, 0x5505, 0x5510, 0x5511, 0x5514, 0x5515,
0x5540, 0x5541, 0x5544, 0x5545, 0x5550, 0x5551, 0x5554, 0x5555
};
public static readonly int[] DepthSizeLookup =
{
0,
1,
1+2*2,
1+2*2+4*4,
1+2*2+4*4+8*8,
1+2*2+4*4+8*8+16*16,
1+2*2+4*4+8*8+16*16+32*32,
1+2*2+4*4+8*8+16*16+32*32+64*64,
1+2*2+4*4+8*8+16*16+32*32+64*64+128*128,
1+2*2+4*4+8*8+16*16+32*32+64*64+128*128+256*256,
};
public static readonly int[] DepthLookup =
{
0,
2,
4,
8,
16,
32,
64,
128,
256,
};
}
}

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using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
namespace NativeQuadTree
{
// Represents an element node in the quadtree.
public struct QuadElement<T> where T : unmanaged
{
public float2 pos;
public T element;
}
struct QuadNode
{
// Points to this node's first child index in elements
public int firstChildIndex;
// Number of elements in the leaf
public short count;
public bool isLeaf;
}
/// <summary>
/// A QuadTree aimed to be used with Burst, supports fast bulk insertion and querying.
///
/// TODO:
/// - Better test coverage
/// - Automated depth / bounds / max leaf elements calculation
/// </summary>
public unsafe partial struct NativeQuadTree<T> : IDisposable where T : unmanaged
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
// Safety
AtomicSafetyHandle safetyHandle;
[NativeSetClassTypeToNullOnSchedule]
DisposeSentinel disposeSentinel;
#endif
// Data
[NativeDisableUnsafePtrRestriction]
UnsafeList<QuadElement<T>>* elements;
[NativeDisableUnsafePtrRestriction]
UnsafeList<int>* lookup;
[NativeDisableUnsafePtrRestriction]
UnsafeList<QuadNode>* nodes;
int elementsCount;
int maxDepth;
short maxLeafElements;
AABB2D bounds; // NOTE: Currently assuming uniform
/// <summary>
/// Create a new QuadTree.
/// - Ensure the bounds are not way bigger than needed, otherwise the buckets are very off. Probably best to calculate bounds
/// - The higher the depth, the larger the overhead, it especially goes up at a depth of 7/8
/// </summary>
public NativeQuadTree(AABB2D bounds, Allocator allocator = Allocator.Temp, int maxDepth = 6, short maxLeafElements = 16,
int initialElementsCapacity = 256
) : this()
{
this.bounds = bounds;
this.maxDepth = maxDepth;
this.maxLeafElements = maxLeafElements;
elementsCount = 0;
if(maxDepth > 8)
{
// Currently no support for higher depths, the morton code lookup tables would have to support it
throw new InvalidOperationException();
}
#if ENABLE_UNITY_COLLECTIONS_CHECKS
// TODO: Find out what the equivalent of this is in latest entities
// CollectionHelper.CheckIsUnmanaged<T>();
DisposeSentinel.Create(out safetyHandle, out disposeSentinel, 1, allocator);
#endif
// Allocate memory for every depth, the nodes on all depths are stored in a single continuous array
var totalSize = LookupTables.DepthSizeLookup[maxDepth+1];
lookup = UnsafeList<int>.Create(
totalSize,
allocator,
NativeArrayOptions.ClearMemory);
nodes = UnsafeList<QuadNode>.Create(
totalSize,
allocator,
NativeArrayOptions.ClearMemory);
elements = UnsafeList<QuadElement<T>>.Create(
initialElementsCapacity,
allocator);
}
public void ClearAndBulkInsert(NativeArray<QuadElement<T>> incomingElements)
{
// Always have to clear before bulk insert as otherwise the lookup and node allocations need to account
// for existing data.
Clear();
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckWriteAndBumpSecondaryVersion(safetyHandle);
#endif
// Resize if needed
if(elements->Capacity < elementsCount + incomingElements.Length)
{
elements->Resize(math.max(incomingElements.Length, elements->Capacity*2));
}
// Prepare morton codes
var mortonCodes = new NativeArray<int>(incomingElements.Length, Allocator.Temp);
var depthExtentsScaling = LookupTables.DepthLookup[maxDepth] / bounds.Extents;
for (var i = 0; i < incomingElements.Length; i++)
{
var incPos = incomingElements[i].pos;
incPos -= bounds.Center; // Offset by center
incPos.y = -incPos.y; // World -> array
var pos = (incPos + bounds.Extents) * .5f; // Make positive
// Now scale into available space that belongs to the depth
pos *= depthExtentsScaling;
// And interleave the bits for the morton code
mortonCodes[i] = (LookupTables.MortonLookup[(int) pos.x] | (LookupTables.MortonLookup[(int) pos.y] << 1));
}
// Index total child element count per node (total, so parent's counts include those of child nodes)
for (var i = 0; i < mortonCodes.Length; i++)
{
int atIndex = 0;
for (int depth = 0; depth <= maxDepth; depth++)
{
// Increment the node on this depth that this element is contained in
(*(int*) ((IntPtr) lookup->Ptr + atIndex * sizeof (int)))++;
atIndex = IncrementIndex(depth, mortonCodes, i, atIndex);
}
}
// Prepare the tree leaf nodes
RecursivePrepareLeaves(1, 1);
// Add elements to leaf nodes
for (var i = 0; i < incomingElements.Length; i++)
{
int atIndex = 0;
for (int depth = 0; depth <= maxDepth; depth++)
{
var node = UnsafeUtility.ReadArrayElement<QuadNode>(nodes->Ptr, atIndex);
if(node.isLeaf)
{
// We found a leaf, add this element to it and move to the next element
UnsafeUtility.WriteArrayElement(elements->Ptr, node.firstChildIndex + node.count, incomingElements[i]);
node.count++;
UnsafeUtility.WriteArrayElement(nodes->Ptr, atIndex, node);
break;
}
// No leaf found, we keep going deeper until we find one
atIndex = IncrementIndex(depth, mortonCodes, i, atIndex);
}
}
mortonCodes.Dispose();
}
int IncrementIndex(int depth, NativeArray<int> mortonCodes, int i, int atIndex)
{
var atDepth = math.max(0, maxDepth - depth);
// Shift to the right and only get the first two bits
int shiftedMortonCode = (mortonCodes[i] >> ((atDepth - 1) * 2)) & 0b11;
// so the index becomes that... (0,1,2,3)
atIndex += LookupTables.DepthSizeLookup[atDepth] * shiftedMortonCode;
atIndex++; // offset for self
return atIndex;
}
void RecursivePrepareLeaves(int prevOffset, int depth)
{
for (int l = 0; l < 4; l++)
{
var at = prevOffset + l * LookupTables.DepthSizeLookup[maxDepth - depth+1];
var elementCount = UnsafeUtility.ReadArrayElement<int>(lookup->Ptr, at);
if(elementCount > maxLeafElements && depth < maxDepth)
{
// There's more elements than allowed on this node so keep going deeper
RecursivePrepareLeaves(at+1, depth+1);
}
else if(elementCount != 0)
{
// We either hit max depth or there's less than the max elements on this node, make it a leaf
var node = new QuadNode {firstChildIndex = elementsCount, count = 0, isLeaf = true };
UnsafeUtility.WriteArrayElement(nodes->Ptr, at, node);
elementsCount += elementCount;
}
}
}
public void RangeQuery(AABB2D bounds, NativeList<QuadElement<T>> results)
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckReadAndThrow(safetyHandle);
#endif
new QuadTreeRangeQuery().Query(this, bounds, results);
}
public void Clear()
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckWriteAndBumpSecondaryVersion(safetyHandle);
#endif
UnsafeUtility.MemClear(lookup->Ptr, lookup->Capacity * UnsafeUtility.SizeOf<int>());
UnsafeUtility.MemClear(nodes->Ptr, nodes->Capacity * UnsafeUtility.SizeOf<QuadNode>());
UnsafeUtility.MemClear(elements->Ptr, elements->Capacity * UnsafeUtility.SizeOf<QuadElement<T>>());
elementsCount = 0;
}
public void Dispose()
{
UnsafeList<QuadElement<T>>.Destroy(elements);
elements = null;
UnsafeList<int>.Destroy(lookup);
lookup = null;
UnsafeList<QuadNode>.Destroy(nodes);
nodes = null;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Dispose(ref safetyHandle, ref disposeSentinel);
#endif
}
}
}

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using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
namespace NativeQuadTree
{
/// <summary>
/// Editor drawing of the NativeQuadTree
/// </summary>
public unsafe partial struct NativeQuadTree<T> where T : unmanaged
{
public static void Draw(NativeQuadTree<T> tree, NativeList<QuadElement<T>> results, AABB2D range,
Color[][] texture)
{
var widthMult = texture.Length / tree.bounds.Extents.x * 2 / 2 / 2;
var heightMult = texture[0].Length / tree.bounds.Extents.y * 2 / 2 / 2;
var widthAdd = tree.bounds.Center.x + tree.bounds.Extents.x;
var heightAdd = tree.bounds.Center.y + tree.bounds.Extents.y;
for (int i = 0; i < tree.nodes->Capacity; i++)
{
var node = UnsafeUtility.ReadArrayElement<QuadNode>(tree.nodes->Ptr, i);
if(node.count > 0)
{
for (int k = 0; k < node.count; k++)
{
var element =
UnsafeUtility.ReadArrayElement<QuadElement<T>>(tree.elements->Ptr, node.firstChildIndex + k);
texture[(int) ((element.pos.x + widthAdd) * widthMult)]
[(int) ((element.pos.y + heightAdd) * heightMult)] = Color.red;
}
}
}
if (results.IsCreated)
{
foreach (var element in results)
{
texture[(int)((element.pos.x + widthAdd) * widthMult)]
[(int)((element.pos.y + heightAdd) * heightMult)] = Color.green;
}
}
DrawBounds(texture, range, tree);
}
static void DrawBounds(Color[][] texture, AABB2D bounds, NativeQuadTree<T> tree)
{
var widthMult = texture.Length / tree.bounds.Extents.x * 2 / 2 / 2;
var heightMult = texture[0].Length / tree.bounds.Extents.y * 2 / 2 / 2;
var widthAdd = tree.bounds.Center.x + tree.bounds.Extents.x;
var heightAdd = tree.bounds.Center.y + tree.bounds.Extents.y;
var top = new float2(bounds.Center.x, bounds.Center.y - bounds.Extents.y);
var left = new float2(bounds.Center.x - bounds.Extents.x, bounds.Center.y);
for (int leftToRight = 0; leftToRight < bounds.Extents.x * 2; leftToRight++)
{
var poxX = left.x + leftToRight;
texture[(int) ((poxX + widthAdd) * widthMult)][(int) ((bounds.Center.y + heightAdd + bounds.Extents.y) * heightMult)] = Color.blue;
texture[(int) ((poxX + widthAdd) * widthMult)][(int) ((bounds.Center.y + heightAdd - bounds.Extents.y) * heightMult)] = Color.blue;
}
for (int topToBottom = 0; topToBottom < bounds.Extents.y * 2; topToBottom++)
{
var posY = top.y + topToBottom;
texture[(int) ((bounds.Center.x + widthAdd + bounds.Extents.x) * widthMult)][(int) ((posY + heightAdd) * heightMult)] = Color.blue;
texture[(int) ((bounds.Center.x + widthAdd - bounds.Extents.x) * widthMult)][(int) ((posY + heightAdd) * heightMult)] = Color.blue;
}
}
}
}

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using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
namespace NativeQuadTree
{
public unsafe partial struct NativeQuadTree<T> where T : unmanaged
{
struct QuadTreeRangeQuery
{
NativeQuadTree<T> tree;
UnsafeList<T>* fastResults;
int count;
AABB2D bounds;
public void Query(NativeQuadTree<T> tree, AABB2D bounds, NativeList<QuadElement<T>> results)
{
this.tree = tree;
this.bounds = bounds;
count = 0;
// Get pointer to inner list data for faster writing
fastResults = (UnsafeList<T>*) NativeListUnsafeUtility.GetInternalListDataPtrUnchecked(ref results);
RecursiveRangeQuery(tree.bounds, false, 1, 1);
fastResults->Length = count;
}
public void RecursiveRangeQuery(AABB2D parentBounds, bool parentContained, int prevOffset, int depth)
{
if(count + 4 * tree.maxLeafElements > fastResults->Capacity)
{
fastResults->Resize(math.max(fastResults->Capacity * 2, count + 4 * tree.maxLeafElements));
}
var depthSize = LookupTables.DepthSizeLookup[tree.maxDepth - depth+1];
for (int l = 0; l < 4; l++)
{
var childBounds = GetChildBounds(parentBounds, l);
var contained = parentContained;
if(!contained)
{
if(bounds.Contains(childBounds))
{
contained = true;
}
else if(!bounds.Intersects(childBounds))
{
continue;
}
}
var at = prevOffset + l * depthSize;
var elementCount = UnsafeUtility.ReadArrayElement<int>(tree.lookup->Ptr, at);
if(elementCount > tree.maxLeafElements && depth < tree.maxDepth)
{
RecursiveRangeQuery(childBounds, contained, at+1, depth+1);
}
else if(elementCount != 0)
{
var node = UnsafeUtility.ReadArrayElement<QuadNode>(tree.nodes->Ptr, at);
if(contained)
{
var index = (void*) ((IntPtr) tree.elements->Ptr + node.firstChildIndex * UnsafeUtility.SizeOf<QuadElement<T>>());
UnsafeUtility.MemCpy((void*) ((IntPtr) fastResults->Ptr + count * UnsafeUtility.SizeOf<QuadElement<T>>()),
index, node.count * UnsafeUtility.SizeOf<QuadElement<T>>());
count += node.count;
}
else
{
for (int k = 0; k < node.count; k++)
{
var element = UnsafeUtility.ReadArrayElement<QuadElement<T>>(tree.elements->Ptr, node.firstChildIndex + k);
if(bounds.Contains(element.pos))
{
UnsafeUtility.WriteArrayElement(fastResults->Ptr, count++, element);
}
}
}
}
}
}
static AABB2D GetChildBounds(AABB2D parentBounds, int childZIndex)
{
var half = parentBounds.Extents.x * .5f;
switch (childZIndex)
{
case 0: return new AABB2D(new float2(parentBounds.Center.x - half, parentBounds.Center.y + half), half);
case 1: return new AABB2D(new float2(parentBounds.Center.x + half, parentBounds.Center.y + half), half);
case 2: return new AABB2D(new float2(parentBounds.Center.x - half, parentBounds.Center.y - half), half);
case 3: return new AABB2D(new float2(parentBounds.Center.x + half, parentBounds.Center.y - half), half);
default: throw new Exception();
}
}
}
}
}

View File

@ -0,0 +1,54 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
namespace NativeQuadTree
{
/// <summary>
/// Examples on jobs for the NativeQuadTree
/// </summary>
public static class QuadTreeJobs
{
/// <summary>
/// Bulk insert many items into the tree
/// </summary>
[BurstCompile]
public struct AddBulkJob<T> : IJob where T : unmanaged
{
[ReadOnly]
public NativeArray<QuadElement<T>> Elements;
public NativeQuadTree<T> QuadTree;
public void Execute()
{
QuadTree.ClearAndBulkInsert(Elements);
}
}
/// <summary>
/// Example on how to do a range query, it's better to write your own and do many queries in a batch
/// </summary>
[BurstCompile]
public struct RangeQueryJob<T> : IJob where T : unmanaged
{
[ReadOnly]
public AABB2D Bounds;
[ReadOnly]
public NativeQuadTree<T> QuadTree;
public NativeList<QuadElement<T>> Results;
public void Execute()
{
for (int i = 0; i < 1000; i++)
{
QuadTree.RangeQuery(Bounds, Results);
Results.Clear();
}
QuadTree.RangeQuery(Bounds, Results);
}
}
}
}

View File

@ -0,0 +1,61 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace BITKit
{
public class MaterialPaletteWindow : EditorWindow
{
[MenuItem("Tools/Scenes/Material Palette")]
public static void Open()
{
GetWindow<MaterialPaletteWindow>().Show();
}
private Button buildButton;
private Label _titleLabel;
private VisualElement _container;
private void OnEnable()
{
UnityEditor.Selection.selectionChanged += OnSelectionChanged;
rootVisualElement.Clear();
_titleLabel = rootVisualElement.Create<Label>();
_container = rootVisualElement.Create<VisualElement>();
_titleLabel.text = "选择一个物体";
}
private void OnDisable()
{
UnityEditor.Selection.selectionChanged -= OnSelectionChanged;
}
private void OnSelectionChanged()
{
var active = UnityEditor.Selection.activeGameObject;
_container.Clear();
_titleLabel.text = active ? active.name : "未选择物体";
if (!active) return;
foreach (var x in active.GetComponentsInChildren<MeshRenderer>(true))
{
foreach (var material in x.sharedMaterials)
{
var filed = rootVisualElement.Create<ObjectField>();
filed.label = material.name;
filed.objectType = typeof(Material);
filed.value = material;
}
}
}
}
}

View File

@ -2,9 +2,9 @@
"name": "BITKit.WorkdChunk", "name": "BITKit.WorkdChunk",
"rootNamespace": "", "rootNamespace": "",
"references": [ "references": [
"GUID:a209c53514018594f9f482516f2a6781",
"GUID:14fe60d984bf9f84eac55c6ea033a8f4", "GUID:14fe60d984bf9f84eac55c6ea033a8f4",
"GUID:9400d40641bab5b4a9702f65bf5c6eb5" "GUID:a9eec99827e569e45bfe3e5ea7494591",
"GUID:d8b63aba1907145bea998dd612889d6b"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],

View File

@ -1,13 +1,23 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Linq; using System.Linq;
using NativeQuadTree;
using Unity.Mathematics;
namespace BITKit.WorldChunk namespace BITKit.WorldChunk
{ {
public class WorldChunkManager : MonoBehaviour public class WorldChunkManager : MonoBehaviour
{ {
public Vector2Int playerSize; public Vector2Int playerSize;
private Rect playerRect; private Rect playerRect;
private void Start()
{
var quadTree = new NativeQuadTree<int>(new AABB2D(default, new float2(1024,1024)));
}
private void FixedUpdate() private void FixedUpdate()
{ {
var cameraPos = Camera.main.transform.position; var cameraPos = Camera.main.transform.position;

View File

@ -140,8 +140,7 @@ PlayerSettings:
visionOSBundleVersion: 1.0 visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0 tvOSBundleVersion: 1.0
bundleVersion: 1.5 bundleVersion: 1.5
preloadedAssets: preloadedAssets: []
- {fileID: 11400000, guid: 6c3ca1ca26aa7d84eaa7fee9094d9164, type: 2}
metroInputSource: 0 metroInputSource: 0
wsaTransparentSwapchain: 0 wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1 m_HolographicPauseOnTrackingLoss: 1