Добавить детерминированное размещение dungeon prefab в voxel-мире через stamp/carve в данных чанков. #6

Merged
horooko merged 7 commits from feature/PrefabCollectionSpawn into master 2026-04-08 17:25:13 +03:00
22 changed files with 943 additions and 2 deletions
Showing only changes of commit 12430cdf4f - Show all commits
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 0f36445faa7413742b67196646eb2631, type: 3}
m_Name: WorldPrefabCollection
m_EditorClassIdentifier: VoxelWorld.Runtime::InfiniteWorld.VoxelWorld.WorldPrefabCollection
maxPlacementsPerChunk: 2
attemptsPerPlacement: 8
chunkEdgePadding: 1
entries:
- id: EntranceCrypt
prefab: {fileID: 155468, guid: ea0c7071e67bf1c43940a8ab3ea121f8, type: 3}
weight: 10
placementMode: 1
footprint: {x: 0, y: 0}
clearance: 4
flattenPadding: 4
flattenSearchRadius: 4
allowRotations: 1
- id: GlowingOrb
prefab: {fileID: 190932, guid: 20e0bf298681fcd4693097c822277593, type: 3}
weight: 0
placementMode: 0
footprint: {x: 0, y: 0}
clearance: 4
flattenPadding: 4
flattenSearchRadius: 4
allowRotations: 1
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@@ -37,6 +37,9 @@ namespace InfiniteWorld.VoxelWorld
public float biomeNoiseScale = 0.02f;
[Min(1f)] public float biomeSize = 48f;
[Header("Placements")]
public List<WorldPrefabCollection> placementCollections = new List<WorldPrefabCollection>();
[Header("Runtime")]
[Min(1)] public int maxAsyncChunkJobs = 2;
[Min(1)] public int maxChunkBuildsPerFrame = 1;
@@ -50,6 +53,7 @@ namespace InfiniteWorld.VoxelWorld
internal readonly struct VoxelWorldResolvedSettings
{
private static readonly IReadOnlyList<VoxelBiomeProfile> EmptyBiomes = System.Array.Empty<VoxelBiomeProfile>();
private static readonly IReadOnlyList<WorldPrefabCollection> EmptyPlacementCollections = System.Array.Empty<WorldPrefabCollection>();
public static readonly VoxelWorldResolvedSettings Default = Resolve(null);
@@ -75,6 +79,7 @@ namespace InfiniteWorld.VoxelWorld
IReadOnlyList<VoxelBiomeProfile> biomeProfiles,
float biomeNoiseScale,
float biomeSize,
IReadOnlyList<WorldPrefabCollection> placementCollections,
int maxAsyncChunkJobs,
int maxChunkBuildsPerFrame,
int maxChunkMeshBuildsPerFrame,
@@ -104,6 +109,7 @@ namespace InfiniteWorld.VoxelWorld
BiomeProfiles = biomeProfiles;
BiomeNoiseScale = biomeNoiseScale;
BiomeSize = biomeSize;
PlacementCollections = placementCollections;
MaxAsyncChunkJobs = maxAsyncChunkJobs;
MaxChunkBuildsPerFrame = maxChunkBuildsPerFrame;
MaxChunkMeshBuildsPerFrame = maxChunkMeshBuildsPerFrame;
@@ -134,6 +140,7 @@ namespace InfiniteWorld.VoxelWorld
public IReadOnlyList<VoxelBiomeProfile> BiomeProfiles { get; }
public float BiomeNoiseScale { get; }
public float BiomeSize { get; }
public IReadOnlyList<WorldPrefabCollection> PlacementCollections { get; }
public int MaxAsyncChunkJobs { get; }
public int MaxChunkBuildsPerFrame { get; }
public int MaxChunkMeshBuildsPerFrame { get; }
@@ -147,6 +154,9 @@ namespace InfiniteWorld.VoxelWorld
IReadOnlyList<VoxelBiomeProfile> biomes = config != null && config.biomeProfiles != null
? config.biomeProfiles
: EmptyBiomes;
IReadOnlyList<WorldPrefabCollection> placements = config != null && config.placementCollections != null
? config.placementCollections
: EmptyPlacementCollections;
return new VoxelWorldResolvedSettings(
Mathf.Max(8, config != null ? config.chunkSize : 16),
@@ -170,6 +180,7 @@ namespace InfiniteWorld.VoxelWorld
biomes,
config != null ? config.biomeNoiseScale : 0.02f,
Mathf.Max(1f, config != null ? config.biomeSize : 48f),
placements,
Mathf.Max(1, config != null ? config.maxAsyncChunkJobs : 2),
Mathf.Max(1, config != null ? config.maxChunkBuildsPerFrame : 1),
Mathf.Max(1, config != null ? config.maxChunkMeshBuildsPerFrame : 1),
@@ -44,6 +44,8 @@ namespace InfiniteWorld.VoxelWorld
}
}
ApplyChunkPlacementHeights(coord, heights);
return new ChunkBuildResult(coord, heights, biomeIndices, version, session, runtimeId);
}
@@ -435,14 +435,14 @@ namespace InfiniteWorld.VoxelWorld
if (!chunks.TryGetValue(coord, out ChunkRuntime runtime) || !runtime.HasData)
{
return SampleRock(worldCell) ? SampleHeight(worldCell) : 0;
return GetSampledFinalHeightAtWorldCell(worldCell);
}
int localX = worldCell.x - coord.x * chunkSize;
int localZ = worldCell.y - coord.y * chunkSize;
if (localX < 0 || localZ < 0 || localX >= chunkSize || localZ >= chunkSize)
{
return SampleRock(worldCell) ? SampleHeight(worldCell) : 0;
return GetSampledFinalHeightAtWorldCell(worldCell);
}
return runtime.Heights[localZ * chunkSize + localX];
@@ -0,0 +1,78 @@
using System.Collections.Generic;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld
{
public sealed partial class VoxelWorldGenerator
{
private readonly Dictionary<Vector2Int, WorldChunkPlacementPlan> chunkPlacementPlans = new Dictionary<Vector2Int, WorldChunkPlacementPlan>();
private IReadOnlyList<WorldPrefabCollection> placementCollections => settings.PlacementCollections;
public IReadOnlyList<WorldPrefabCollection> PlacementCollections => placementCollections;
public WorldChunkPlacementPlan GetChunkPlacementPlan(Vector2Int chunkCoord)
{
return GetOrCreateChunkPlacementPlan(chunkCoord);
}
public int GetBaseHeightAtWorldCell(Vector2Int worldCell)
{
return SampleRock(worldCell) ? SampleHeight(worldCell) : 0;
}
public int GetFinalHeightAtWorldCell(Vector2Int worldCell)
{
return GetSampledFinalHeightAtWorldCell(worldCell);
}
public byte GetBiomeIndexAtWorldCell(Vector2Int worldCell)
{
return SampleBiomeIndex(worldCell);
}
private WorldChunkPlacementPlan GetOrCreateChunkPlacementPlan(Vector2Int chunkCoord)
{
if (chunkPlacementPlans.TryGetValue(chunkCoord, out WorldChunkPlacementPlan plan))
{
return plan;
}
plan = WorldSpawnPlanner.PlanChunk(seed, chunkCoord, chunkSize, placementCollections, GetBaseHeightAtWorldCell);
chunkPlacementPlans[chunkCoord] = plan;
return plan;
}
private int GetSampledFinalHeightAtWorldCell(Vector2Int worldCell)
{
int baseHeight = GetBaseHeightAtWorldCell(worldCell);
Vector2Int chunkCoord = new Vector2Int(
Mathf.FloorToInt(worldCell.x / (float)chunkSize),
Mathf.FloorToInt(worldCell.y / (float)chunkSize));
return GetOrCreateChunkPlacementPlan(chunkCoord).GetFinalHeight(worldCell, baseHeight);
}
private void ApplyChunkPlacementHeights(Vector2Int chunkCoord, int[] heights)
{
WorldChunkPlacementPlan plan = GetOrCreateChunkPlacementPlan(chunkCoord);
if (!plan.HasFlattening)
{
return;
}
Vector2Int chunkOrigin = new Vector2Int(chunkCoord.x * chunkSize, chunkCoord.y * chunkSize);
for (int z = 0; z < chunkSize; z++)
{
for (int x = 0; x < chunkSize; x++)
{
Vector2Int worldCell = new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z);
heights[z * chunkSize + x] = plan.GetFinalHeight(worldCell, heights[z * chunkSize + x]);
}
}
}
private void CleanupPlacementPlans()
{
chunkPlacementPlans.Clear();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: aa5a2f44cc77fe844a2f0b14725a6dd8
@@ -120,6 +120,7 @@ namespace InfiniteWorld.VoxelWorld
CleanupChunks();
CleanupRegions();
CleanupPlacementPlans();
atlas?.Dispose();
atlas = null;
}
@@ -285,6 +286,7 @@ namespace InfiniteWorld.VoxelWorld
Vector2Int regionCoord = ChunkToRegion(coord);
MarkRegionDirty(coord);
chunks.Remove(coord);
chunkPlacementPlans.Remove(coord);
runtime.Dispose();
TryDisposeRegionIfEmpty(regionCoord);
QueueNeighborRefresh(coord);
@@ -0,0 +1,124 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld
{
public enum WorldPlacementMode : byte
{
GroundOnly,
FlattenTerrain
}
[CreateAssetMenu(menuName = "Infinite World/World Prefab Collection", fileName = "WorldPrefabCollection")]
public sealed class WorldPrefabCollection : ScriptableObject
{
[Tooltip("Maximum number of spawn points this collection may contribute to a single chunk.")]
[Min(0)] public int maxPlacementsPerChunk = 2;
[Tooltip("How many deterministic candidate positions are tested for each spawn slot before it is skipped.")]
[Min(1)] public int attemptsPerPlacement = 8;
[Tooltip("How many cells near the chunk border are reserved so large prefabs do not clip outside the chunk.")]
[Min(0)] public int chunkEdgePadding = 1;
public List<WorldPrefabEntry> entries = new List<WorldPrefabEntry>();
public IReadOnlyList<WorldPrefabEntry> Entries => entries;
}
[Serializable]
public sealed class WorldPrefabEntry
{
[Tooltip("Stable logical identifier for this entry. Use it later for save data, analytics, or seeded config generation.")]
public string id = "entry";
[Tooltip("Prefab that will be instantiated when this entry wins placement generation.")]
public GameObject prefab;
[Tooltip("Relative weight inside the collection. Higher values make this entry more likely to be selected compared to others.")]
[Min(0f)] public float weight = 1f;
[Tooltip("Percent chance from 0 to 100 that the selected entry will actually spawn in its slot after being chosen by weight.")]
[Range(0f, 100f)] public float spawnChancePercent = 100f;
[Tooltip("GroundOnly requires an already flat area. FlattenTerrain carves the area to ground level and ensures an approach path.")]
public WorldPlacementMode placementMode;
[Tooltip("Required placement size in world cells. Rotations may swap X and Y if enabled.")]
public Vector2Int footprint = Vector2Int.one;
[Tooltip("Extra reserved cells around the footprint so other generated placements do not overlap too closely.")]
[Min(0)] public int clearance;
[Tooltip("Extra cells around the footprint that will also be flattened when using FlattenTerrain.")]
[Min(0)] public int flattenPadding = 1;
[Tooltip("Maximum search radius in cells for finding existing ground and cutting an access corridor to the flattened area.")]
[Min(1)] public int flattenSearchRadius = 6;
[Tooltip("Allows deterministic 90-degree rotations so the same prefab can fit in more layout variations.")]
public bool allowRotations = true;
}
public sealed class WorldTerrainPatch
{
private readonly List<Vector2Int> flattenedCells;
public WorldTerrainPatch(IReadOnlyList<Vector2Int> cells)
{
flattenedCells = cells != null ? new List<Vector2Int>(cells) : new List<Vector2Int>();
}
public IReadOnlyList<Vector2Int> FlattenedCells => flattenedCells;
}
public readonly struct WorldSpawnPoint
{
public WorldSpawnPoint(long spawnId, Vector2Int chunkCoord, int spawnOrdinalInChunk, int collectionIndex, int entryIndex, WorldPrefabEntry entry, Vector3 position, Quaternion rotation)
{
SpawnId = spawnId;
ChunkCoord = chunkCoord;
SpawnOrdinalInChunk = spawnOrdinalInChunk;
CollectionIndex = collectionIndex;
EntryIndex = entryIndex;
Entry = entry;
Position = position;
Rotation = rotation;
}
public long SpawnId { get; }
public Vector2Int ChunkCoord { get; }
public int SpawnOrdinalInChunk { get; }
public int CollectionIndex { get; }
public int EntryIndex { get; }
public WorldPrefabEntry Entry { get; }
public Vector3 Position { get; }
public Quaternion Rotation { get; }
}
public sealed class WorldChunkPlacementPlan
{
private static readonly IReadOnlyList<WorldSpawnPoint> EmptySpawnPoints = Array.Empty<WorldSpawnPoint>();
private static readonly IReadOnlyList<WorldTerrainPatch> EmptyTerrainPatches = Array.Empty<WorldTerrainPatch>();
private readonly IReadOnlyList<WorldSpawnPoint> spawnPoints;
private readonly IReadOnlyList<WorldTerrainPatch> terrainPatches;
private readonly HashSet<Vector2Int> flattenedCells;
public static WorldChunkPlacementPlan Empty { get; } = new WorldChunkPlacementPlan(EmptySpawnPoints, EmptyTerrainPatches, null);
public WorldChunkPlacementPlan(IReadOnlyList<WorldSpawnPoint> spawnPoints, IReadOnlyList<WorldTerrainPatch> terrainPatches, HashSet<Vector2Int> flattenedCells)
{
this.spawnPoints = spawnPoints ?? EmptySpawnPoints;
this.terrainPatches = terrainPatches ?? EmptyTerrainPatches;
this.flattenedCells = flattenedCells;
}
public IReadOnlyList<WorldSpawnPoint> SpawnPoints => spawnPoints;
public IReadOnlyList<WorldTerrainPatch> TerrainPatches => terrainPatches;
public bool HasFlattening => flattenedCells != null && flattenedCells.Count > 0;
public int GetFinalHeight(Vector2Int worldCell, int baseHeight)
{
return flattenedCells != null && flattenedCells.Contains(worldCell) ? 0 : baseHeight;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0f36445faa7413742b67196646eb2631
@@ -0,0 +1,39 @@
namespace InfiniteWorld.VoxelWorld
{
internal static class WorldSeedUtility
{
public static uint Hash(params int[] values)
{
uint hash = 2166136261u;
for (int i = 0; i < values.Length; i++)
{
hash ^= unchecked((uint)values[i]);
hash *= 16777619u;
hash ^= hash >> 13;
hash *= 1274126177u;
}
return hash;
}
public static float Value01(uint hash)
{
return (hash & 0x00FFFFFFu) / 16777215f;
}
public static int Range(uint hash, int minInclusive, int maxExclusive)
{
if (maxExclusive <= minInclusive)
{
return minInclusive;
}
return minInclusive + (int)(hash % (uint)(maxExclusive - minInclusive));
}
public static long ToStableId(uint hashA, uint hashB)
{
return ((long)hashA << 32) | hashB;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 24b3661eb20e8b44a96a4f8cdf49e466
@@ -0,0 +1,489 @@
using System.Collections.Generic;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld
{
internal static class WorldSpawnPlanner
{
public static WorldChunkPlacementPlan PlanChunk(
int worldSeed,
Vector2Int chunkCoord,
int chunkSize,
IReadOnlyList<WorldPrefabCollection> collections,
System.Func<Vector2Int, int> getBaseHeight)
{
if (collections == null || collections.Count == 0)
{
return WorldChunkPlacementPlan.Empty;
}
List<WorldSpawnPoint> spawnPoints = new List<WorldSpawnPoint>();
List<WorldTerrainPatch> terrainPatches = new List<WorldTerrainPatch>();
HashSet<Vector2Int> flattenedCells = new HashSet<Vector2Int>();
HashSet<Vector2Int> occupiedCells = new HashSet<Vector2Int>();
int spawnOrdinal = 0;
for (int collectionIndex = 0; collectionIndex < collections.Count; collectionIndex++)
{
WorldPrefabCollection collection = collections[collectionIndex];
if (collection == null || collection.entries == null || collection.entries.Count == 0 || collection.maxPlacementsPerChunk <= 0)
{
continue;
}
for (int placementIndex = 0; placementIndex < collection.maxPlacementsPerChunk; placementIndex++)
{
if (!TryPickEntry(collection, worldSeed, chunkCoord, collectionIndex, placementIndex, out int entryIndex, out WorldPrefabEntry entry))
{
continue;
}
if (!PassesSpawnChance(entry, worldSeed, chunkCoord, collectionIndex, placementIndex))
{
continue;
}
if (!TryPlanPlacement(worldSeed, chunkCoord, chunkSize, collection, collectionIndex, placementIndex, entryIndex, entry, spawnOrdinal, occupiedCells, flattenedCells, getBaseHeight, out WorldSpawnPoint spawnPoint, out WorldTerrainPatch patch, out List<Vector2Int> reservedCells))
{
continue;
}
spawnPoints.Add(spawnPoint);
if (patch != null)
{
terrainPatches.Add(patch);
}
for (int i = 0; i < reservedCells.Count; i++)
{
occupiedCells.Add(reservedCells[i]);
}
spawnOrdinal++;
}
}
if (spawnPoints.Count == 0 && terrainPatches.Count == 0)
{
return WorldChunkPlacementPlan.Empty;
}
return new WorldChunkPlacementPlan(spawnPoints, terrainPatches, flattenedCells.Count > 0 ? flattenedCells : null);
}
private static bool TryPickEntry(WorldPrefabCollection collection, int worldSeed, Vector2Int chunkCoord, int collectionIndex, int placementIndex, out int entryIndex, out WorldPrefabEntry entry)
{
float totalWeight = 0f;
for (int i = 0; i < collection.entries.Count; i++)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
totalWeight += candidate.weight;
}
if (totalWeight <= 0f)
{
entryIndex = -1;
entry = null;
return false;
}
float pick = WorldSeedUtility.Value01(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, 1)) * totalWeight;
float accumulated = 0f;
for (int i = 0; i < collection.entries.Count; i++)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
accumulated += candidate.weight;
if (pick <= accumulated)
{
entryIndex = i;
entry = candidate;
return true;
}
}
for (int i = collection.entries.Count - 1; i >= 0; i--)
{
WorldPrefabEntry candidate = collection.entries[i];
if (candidate == null || candidate.prefab == null || candidate.weight <= 0f)
{
continue;
}
entryIndex = i;
entry = candidate;
return true;
}
entryIndex = -1;
entry = null;
return false;
}
private static bool PassesSpawnChance(WorldPrefabEntry entry, int worldSeed, Vector2Int chunkCoord, int collectionIndex, int placementIndex)
{
if (entry == null)
{
return false;
}
if (entry.spawnChancePercent <= 0f)
{
return false;
}
if (entry.spawnChancePercent >= 100f)
{
return true;
}
float roll = WorldSeedUtility.Value01(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, 11)) * 100f;
return roll <= entry.spawnChancePercent;
}
private static bool TryPlanPlacement(
int worldSeed,
Vector2Int chunkCoord,
int chunkSize,
WorldPrefabCollection collection,
int collectionIndex,
int placementIndex,
int entryIndex,
WorldPrefabEntry entry,
int spawnOrdinal,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight,
out WorldSpawnPoint spawnPoint,
out WorldTerrainPatch patch,
out List<Vector2Int> reservedCells)
{
reservedCells = null;
spawnPoint = default;
patch = null;
Vector2Int chunkOrigin = new Vector2Int(chunkCoord.x * chunkSize, chunkCoord.y * chunkSize);
int attempts = Mathf.Max(1, collection.attemptsPerPlacement);
for (int attempt = 0; attempt < attempts; attempt++)
{
int rotationSteps = entry.allowRotations ? WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 2), 0, 4) : 0;
Vector2Int footprint = GetFootprint(entry.footprint, rotationSteps);
if (footprint.x <= 0 || footprint.y <= 0)
{
continue;
}
int localMinX = collection.chunkEdgePadding;
int localMinZ = collection.chunkEdgePadding;
int localMaxX = chunkSize - collection.chunkEdgePadding - footprint.x;
int localMaxZ = chunkSize - collection.chunkEdgePadding - footprint.y;
if (localMaxX < localMinX || localMaxZ < localMinZ)
{
continue;
}
int localX = WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 3), localMinX, localMaxX + 1);
int localZ = WorldSeedUtility.Range(WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex, placementIndex, attempt, 4), localMinZ, localMaxZ + 1);
RectInt footprintRect = new RectInt(localX, localZ, footprint.x, footprint.y);
RectInt reservedRect = ExpandRect(footprintRect, Mathf.Max(0, entry.clearance), chunkSize);
if (IntersectsOccupied(chunkOrigin, reservedRect, occupiedCells))
{
continue;
}
if (entry.placementMode == WorldPlacementMode.GroundOnly)
{
if (!IsGroundArea(chunkOrigin, reservedRect, flattenedCells, getBaseHeight))
{
continue;
}
reservedCells = CollectCells(chunkOrigin, reservedRect);
}
else
{
if (!TryCreateFlattenPatch(chunkOrigin, chunkSize, footprintRect, reservedRect, entry, occupiedCells, flattenedCells, getBaseHeight, out patch, out reservedCells))
{
patch = null;
continue;
}
}
float rotationY = rotationSteps * 90f;
Vector3 position = new Vector3(
chunkOrigin.x + footprintRect.x + footprintRect.width * 0.5f,
0f,
chunkOrigin.y + footprintRect.y + footprintRect.height * 0.5f);
long spawnId = WorldSeedUtility.ToStableId(
WorldSeedUtility.Hash(worldSeed, chunkCoord.x, chunkCoord.y, collectionIndex),
WorldSeedUtility.Hash(entryIndex, placementIndex, spawnOrdinal, footprintRect.x, footprintRect.y));
spawnPoint = new WorldSpawnPoint(spawnId, chunkCoord, spawnOrdinal, collectionIndex, entryIndex, entry, position, Quaternion.Euler(0f, rotationY, 0f));
return true;
}
return false;
}
private static bool TryCreateFlattenPatch(
Vector2Int chunkOrigin,
int chunkSize,
RectInt footprintRect,
RectInt reservedRect,
WorldPrefabEntry entry,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight,
out WorldTerrainPatch patch,
out List<Vector2Int> reservedCells)
{
int flattenPadding = Mathf.Max(entry.clearance, entry.flattenPadding);
RectInt flattenRect = ExpandRect(footprintRect, flattenPadding, chunkSize);
List<Vector2Int> flattened = CollectCells(chunkOrigin, flattenRect);
if (IntersectsOccupied(flattened, occupiedCells))
{
patch = null;
reservedCells = null;
return false;
}
List<Vector2Int> corridor = TryBuildAccessCorridor(chunkOrigin, chunkSize, flattenRect, Mathf.Max(1, entry.flattenSearchRadius), occupiedCells, flattenedCells, getBaseHeight);
if (corridor == null)
{
patch = null;
reservedCells = null;
return false;
}
for (int i = 0; i < corridor.Count; i++)
{
flattened.Add(corridor[i]);
}
HashSet<Vector2Int> uniqueFlattened = new HashSet<Vector2Int>(flattened);
foreach (Vector2Int worldCell in uniqueFlattened)
{
flattenedCells.Add(worldCell);
}
patch = new WorldTerrainPatch(flattened);
reservedCells = CollectCells(chunkOrigin, reservedRect);
reservedCells.AddRange(corridor);
return true;
}
private static List<Vector2Int> TryBuildAccessCorridor(
Vector2Int chunkOrigin,
int chunkSize,
RectInt flattenRect,
int searchRadius,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight)
{
if (HasAccessibleGroundNeighbor(chunkOrigin, flattenRect, flattenedCells, getBaseHeight))
{
return new List<Vector2Int>();
}
Vector2Int center = new Vector2Int(flattenRect.x + flattenRect.width / 2, flattenRect.y + flattenRect.height / 2);
Vector2Int? target = FindNearestGroundCell(chunkOrigin, chunkSize, center, flattenRect, searchRadius, occupiedCells, flattenedCells, getBaseHeight);
if (!target.HasValue)
{
return null;
}
Vector2Int entryCell = new Vector2Int(
Mathf.Clamp(target.Value.x, chunkOrigin.x + flattenRect.xMin, chunkOrigin.x + flattenRect.xMax - 1),
Mathf.Clamp(target.Value.y, chunkOrigin.y + flattenRect.yMin, chunkOrigin.y + flattenRect.yMax - 1));
List<Vector2Int> corridor = new List<Vector2Int>();
Vector2Int cursor = target.Value;
while (cursor.x != entryCell.x)
{
if (!occupiedCells.Contains(cursor))
{
corridor.Add(cursor);
}
cursor.x += cursor.x < entryCell.x ? 1 : -1;
}
while (cursor.y != entryCell.y)
{
if (!occupiedCells.Contains(cursor))
{
corridor.Add(cursor);
}
cursor.y += cursor.y < entryCell.y ? 1 : -1;
}
return corridor;
}
private static bool HasAccessibleGroundNeighbor(Vector2Int chunkOrigin, RectInt flattenRect, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
for (int z = flattenRect.yMin - 1; z <= flattenRect.yMax; z++)
{
Vector2Int left = new Vector2Int(chunkOrigin.x + flattenRect.xMin - 1, chunkOrigin.y + z);
Vector2Int right = new Vector2Int(chunkOrigin.x + flattenRect.xMax, chunkOrigin.y + z);
if (GetPlannedHeight(left, flattenedCells, getBaseHeight) == 0 || GetPlannedHeight(right, flattenedCells, getBaseHeight) == 0)
{
return true;
}
}
for (int x = flattenRect.xMin; x < flattenRect.xMax; x++)
{
Vector2Int bottom = new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + flattenRect.yMin - 1);
Vector2Int top = new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + flattenRect.yMax);
if (GetPlannedHeight(bottom, flattenedCells, getBaseHeight) == 0 || GetPlannedHeight(top, flattenedCells, getBaseHeight) == 0)
{
return true;
}
}
return false;
}
private static Vector2Int? FindNearestGroundCell(
Vector2Int chunkOrigin,
int chunkSize,
Vector2Int localCenter,
RectInt excludedRect,
int searchRadius,
HashSet<Vector2Int> occupiedCells,
HashSet<Vector2Int> flattenedCells,
System.Func<Vector2Int, int> getBaseHeight)
{
for (int radius = 1; radius <= searchRadius; radius++)
{
for (int dz = -radius; dz <= radius; dz++)
{
for (int dx = -radius; dx <= radius; dx++)
{
if (Mathf.Max(Mathf.Abs(dx), Mathf.Abs(dz)) != radius)
{
continue;
}
int localX = localCenter.x + dx;
int localZ = localCenter.y + dz;
if (localX < 0 || localZ < 0 || localX >= chunkSize || localZ >= chunkSize)
{
continue;
}
if (excludedRect.Contains(new Vector2Int(localX, localZ)))
{
continue;
}
Vector2Int worldCell = new Vector2Int(chunkOrigin.x + localX, chunkOrigin.y + localZ);
if (occupiedCells.Contains(worldCell))
{
continue;
}
if (GetPlannedHeight(worldCell, flattenedCells, getBaseHeight) == 0)
{
return worldCell;
}
}
}
}
return null;
}
private static int GetPlannedHeight(Vector2Int worldCell, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
return flattenedCells.Contains(worldCell) ? 0 : getBaseHeight(worldCell);
}
private static bool IsGroundArea(Vector2Int chunkOrigin, RectInt rect, HashSet<Vector2Int> flattenedCells, System.Func<Vector2Int, int> getBaseHeight)
{
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
if (GetPlannedHeight(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z), flattenedCells, getBaseHeight) > 0)
{
return false;
}
}
}
return true;
}
private static bool IntersectsOccupied(Vector2Int chunkOrigin, RectInt rect, HashSet<Vector2Int> occupiedCells)
{
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
if (occupiedCells.Contains(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z)))
{
return true;
}
}
}
return false;
}
private static bool IntersectsOccupied(List<Vector2Int> cells, HashSet<Vector2Int> occupiedCells)
{
for (int i = 0; i < cells.Count; i++)
{
if (occupiedCells.Contains(cells[i]))
{
return true;
}
}
return false;
}
private static List<Vector2Int> CollectCells(Vector2Int chunkOrigin, RectInt rect)
{
List<Vector2Int> result = new List<Vector2Int>(rect.width * rect.height);
for (int z = rect.yMin; z < rect.yMax; z++)
{
for (int x = rect.xMin; x < rect.xMax; x++)
{
result.Add(new Vector2Int(chunkOrigin.x + x, chunkOrigin.y + z));
}
}
return result;
}
private static RectInt ExpandRect(RectInt rect, int amount, int chunkSize)
{
return new RectInt(
Mathf.Max(0, rect.xMin - amount),
Mathf.Max(0, rect.yMin - amount),
Mathf.Min(chunkSize, rect.xMax + amount) - Mathf.Max(0, rect.xMin - amount),
Mathf.Min(chunkSize, rect.yMax + amount) - Mathf.Max(0, rect.yMin - amount));
}
private static Vector2Int GetFootprint(Vector2Int footprint, int rotationSteps)
{
footprint.x = Mathf.Max(1, footprint.x);
footprint.y = Mathf.Max(1, footprint.y);
return rotationSteps % 2 == 0 ? footprint : new Vector2Int(footprint.y, footprint.x);
}
}
}
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