refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
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@@ -0,0 +1,59 @@
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using System.Collections.Generic;
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using InfiniteWorld.VoxelWorld;
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using InfiniteWorld.VoxelWorld.Contracts;
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using UnityEngine;
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namespace VoxelWorldScene
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{
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public sealed class SceneWorldInterestReader : IWorldInterestReader
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{
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private readonly VoxelWorldGenerator worldGenerator;
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private VoxelWorldSpawnAnchor[] spawnAnchors;
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private int lastAnchorRefreshFrame = -1;
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public SceneWorldInterestReader(VoxelWorldGenerator worldGenerator)
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{
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this.worldGenerator = worldGenerator;
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}
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public int InterestVersion => worldGenerator != null ? worldGenerator.InterestVersion : 0;
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public void GetInterestPoints(List<WorldInterestPoint> results)
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{
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if (results == null)
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{
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return;
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}
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worldGenerator?.GetInterestPoints(results);
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RefreshSpawnAnchors();
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if (spawnAnchors == null)
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{
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return;
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}
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for (int i = 0; i < spawnAnchors.Length; i++)
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{
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VoxelWorldSpawnAnchor anchor = spawnAnchors[i];
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if (anchor == null || !anchor.isActiveAndEnabled)
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{
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continue;
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}
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results.Add(new WorldInterestPoint(anchor.transform.position, anchor.Priority, WorldInterestKind.SpawnAnchor));
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}
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}
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private void RefreshSpawnAnchors()
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{
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if (lastAnchorRefreshFrame == Time.frameCount)
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{
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return;
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}
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lastAnchorRefreshFrame = Time.frameCount;
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spawnAnchors = Object.FindObjectsByType<VoxelWorldSpawnAnchor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6f1f0155f1e6452486d2f44f9dcefd5a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -30,8 +30,9 @@ namespace VoxelWorldScene
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builder.RegisterMessagePipe();
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builder.RegisterInstance(config);
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builder.RegisterInstance(worldGenerator).As<IChunkNavSourceReader>().As<IWorldInterestReader>().AsSelf();
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builder.RegisterEntryPoint<VoxelWorldNavMeshService>();
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builder.RegisterInstance(worldGenerator).As<IChunkNavSourceReader>().AsSelf();
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builder.Register<SceneWorldInterestReader>(Lifetime.Singleton).As<IWorldInterestReader>();
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builder.RegisterEntryPoint<VoxelWorldNavMeshService>().AsSelf();
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builder.RegisterBuildCallback(ResolvePublishers);
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}
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@@ -48,4 +49,5 @@ namespace VoxelWorldScene
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resolver.Resolve<IPublisher<WorldInterestChangedMessage>>());
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}
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}
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}
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@@ -40,11 +40,6 @@ namespace VoxelWorldScene
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return explicitStreamTarget;
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}
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if (currentStreamTarget != null)
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{
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return currentStreamTarget;
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}
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CameraFollow[] cameraFollows = FindObjectsByType<CameraFollow>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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for (int i = 0; i < cameraFollows.Length; i++)
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{
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@@ -55,6 +50,16 @@ namespace VoxelWorldScene
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}
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}
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VoxelWorldSpawnAnchor[] spawnAnchors = FindObjectsByType<VoxelWorldSpawnAnchor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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for (int i = 0; i < spawnAnchors.Length; i++)
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{
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VoxelWorldSpawnAnchor anchor = spawnAnchors[i];
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if (anchor != null && anchor.isActiveAndEnabled)
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{
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return anchor.transform;
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}
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}
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return null;
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}
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@@ -0,0 +1,12 @@
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using UnityEngine;
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namespace VoxelWorldScene
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{
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[DisallowMultipleComponent]
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public sealed class VoxelWorldSpawnAnchor : MonoBehaviour
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{
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[SerializeField, Min(0.01f)] private float priority = 2f;
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public float Priority => priority;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7a0a7758ae4541b39ed0b5d1fe912869
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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