task/0023-0028-navmesh #7
@@ -3,34 +3,88 @@ using UnityEngine;
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namespace InfiniteWorld.VoxelWorld.Contracts
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{
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/// <summary>
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/// Provides chunk-level nav build inputs without exposing the internal runtime representation of the voxel world.
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/// </summary>
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public interface IChunkNavSourceReader
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{
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/// <summary>
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/// Returns the world-space edge length of one chunk so nav coverage and source collection can reason in chunk units.
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/// </summary>
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float ChunkWorldSize { get; }
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/// <summary>
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/// Copies the coordinates of chunks that currently have usable nav geometry into the provided list.
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/// </summary>
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void GetLoadedChunkCoords(List<Vector2Int> results);
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/// <summary>
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/// Retrieves the current nav source snapshot for a loaded chunk so sidecar systems can rebuild coverage from stable descriptors.
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/// </summary>
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bool TryGetChunkNavSourceSnapshot(Vector2Int coord, out ChunkNavSourceSnapshot snapshot);
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}
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/// <summary>
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/// Exposes the current gameplay-relevant interest points that should influence world streaming or nav coverage planning.
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/// </summary>
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public interface IWorldInterestReader
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{
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/// <summary>
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/// Increments when the logical set of interest points changes and downstream systems should invalidate cached plans.
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/// </summary>
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int InterestVersion { get; }
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/// <summary>
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/// Appends the currently active interest points into the provided list.
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/// </summary>
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void GetInterestPoints(List<WorldInterestPoint> results);
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}
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/// <summary>
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/// Exposes the currently built nav coverage so gameplay systems can query whether a world-space area is ready for pathing.
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/// </summary>
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public interface INavCoverageReader
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{
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/// <summary>
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/// Returns whether the supplied world position lies inside ready nav coverage, not merely inside generated terrain.
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/// </summary>
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bool IsPositionCovered(Vector3 worldPosition);
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/// <summary>
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/// Copies the currently active coverage windows so diagnostics and higher-level systems can inspect the coverage topology.
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/// </summary>
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void GetCoverageWindows(List<NavCoverageWindowSnapshot> results);
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}
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/// <summary>
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/// Lets callers inject short-lived route hints that bias nav coverage planning toward an upcoming movement corridor.
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/// </summary>
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public interface INavCoverageHintRegistry
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{
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/// <summary>
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/// Registers or refreshes a temporary linear hint for the given owner so coverage can prewarm along a route before pathing starts.
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/// </summary>
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void SetLinearHint(int ownerId, Vector3 from, Vector3 to, float priority, float ttlSeconds);
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/// <summary>
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/// Removes the temporary hint owned by the caller when the route is no longer relevant.
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/// </summary>
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void ClearHint(int ownerId);
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}
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/// <summary>
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/// Exposes the current set of transient nav coverage hints as read-only interest points for the nav coverage scheduler.
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/// </summary>
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public interface INavCoverageHintReader
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{
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/// <summary>
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/// Increments whenever the effective hint set changes so dependent planners can invalidate cached coverage windows.
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/// </summary>
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int HintVersion { get; }
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/// <summary>
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/// Appends the currently active transient hint points into the provided list.
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/// </summary>
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void GetHintPoints(List<WorldInterestPoint> results);
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}
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}
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@@ -1,18 +1,38 @@
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namespace InfiniteWorld.VoxelWorld.Contracts
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{
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/// <summary>
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/// Identifies why a point contributes to nav coverage so planners and diagnostics can treat different sources appropriately.
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/// </summary>
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public enum WorldInterestKind
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{
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/// <summary>Coverage seeded by the current player-controlled actor.</summary>
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PlayerActor = 0,
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/// <summary>Coverage seeded by an active NPC that still requires authoritative pathing.</summary>
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ActiveNpc = 1,
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/// <summary>Coverage seeded by a spawn location that should be warm before actors start moving.</summary>
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SpawnAnchor = 2,
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/// <summary>Coverage seeded by a short-lived route hint that biases planning ahead of movement.</summary>
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TransientNavHint = 3,
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/// <summary>Fallback category for future interest sources that do not fit a more specific kind.</summary>
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Other = 4
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}
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/// <summary>
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/// Describes where a coverage window currently sits in the nav build lifecycle.
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/// </summary>
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public enum NavCoverageState
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{
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/// <summary>The window exists conceptually but still needs a fresh build.</summary>
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Pending = 0,
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/// <summary>The window is currently rebuilding its runtime NavMesh data.</summary>
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Building = 1,
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/// <summary>The window has ready NavMesh data that can answer pathing queries.</summary>
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Ready = 2
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}
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}
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@@ -2,6 +2,9 @@ using UnityEngine;
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namespace InfiniteWorld.VoxelWorld.Contracts
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{
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/// <summary>
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/// Signals that a chunk now has valid nav geometry and dependent coverage windows should invalidate cached builds.
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/// </summary>
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public readonly struct ChunkNavGeometryReadyMessage
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{
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public ChunkNavGeometryReadyMessage(Vector2Int coord, int version)
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@@ -10,10 +13,20 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Version = version;
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}
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/// <summary>
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/// Chunk coordinate whose nav geometry became available.
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/// </summary>
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public Vector2Int Coord { get; }
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/// <summary>
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/// Version of the chunk runtime state associated with this notification.
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/// </summary>
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public int Version { get; }
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}
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/// <summary>
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/// Signals that a chunk's nav geometry is being removed so dependent coverage windows can drop stale build data.
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/// </summary>
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public readonly struct ChunkNavGeometryRemovedMessage
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{
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public ChunkNavGeometryRemovedMessage(Vector2Int coord, int version)
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@@ -22,10 +35,20 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Version = version;
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}
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/// <summary>
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/// Chunk coordinate whose nav geometry is no longer available.
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/// </summary>
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public Vector2Int Coord { get; }
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/// <summary>
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/// Last known version of the chunk state before removal.
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/// </summary>
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public int Version { get; }
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}
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/// <summary>
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/// Invalidates consumers that cache the current world interest set.
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/// </summary>
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public readonly struct WorldInterestChangedMessage
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{
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public WorldInterestChangedMessage(int version)
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@@ -33,9 +56,15 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Version = version;
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}
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/// <summary>
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/// Monotonic version of the world interest state after the change.
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/// </summary>
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public int Version { get; }
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}
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/// <summary>
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/// Invalidates consumers that cache transient nav coverage hints.
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/// </summary>
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public readonly struct NavCoverageHintChangedMessage
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{
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public NavCoverageHintChangedMessage(int version)
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@@ -43,6 +72,9 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Version = version;
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}
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/// <summary>
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/// Monotonic version of the active nav hint state after the change.
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/// </summary>
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public int Version { get; }
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}
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}
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@@ -3,6 +3,9 @@ using UnityEngine.AI;
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namespace InfiniteWorld.VoxelWorld.Contracts
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{
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/// <summary>
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/// Captures the nav-relevant state of one chunk at a specific version so sidecar systems can rebuild from immutable inputs.
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/// </summary>
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public readonly struct ChunkNavSourceSnapshot
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{
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public ChunkNavSourceSnapshot(Vector2Int coord, int version, ChunkNavBuildSourceDescriptor[] sources)
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@@ -12,11 +15,25 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Sources = sources;
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}
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/// <summary>
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/// Chunk coordinate this snapshot was produced for.
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/// </summary>
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public Vector2Int Coord { get; }
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/// <summary>
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/// Version of the chunk runtime state used to generate this snapshot.
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/// </summary>
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public int Version { get; }
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/// <summary>
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/// Stable nav build descriptors derived from the chunk's current geometry.
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/// </summary>
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public ChunkNavBuildSourceDescriptor[] Sources { get; }
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}
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/// <summary>
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/// Describes one build source in a format that can be consumed without direct references to world internals or scene scans.
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/// </summary>
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public readonly struct ChunkNavBuildSourceDescriptor
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{
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public ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape shape, Matrix4x4 transform, Vector3 size, Mesh mesh, int area)
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@@ -28,23 +45,51 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Area = area;
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}
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/// <summary>
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/// Unity NavMesh source shape represented by this descriptor.
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/// </summary>
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public NavMeshBuildSourceShape Shape { get; }
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/// <summary>
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/// World transform used when the descriptor is converted into a runtime build source.
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/// </summary>
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public Matrix4x4 Transform { get; }
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/// <summary>
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/// Source size for primitive shapes such as box-based ground coverage.
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/// </summary>
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public Vector3 Size { get; }
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/// <summary>
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/// Source mesh for mesh-based obstacles or walkable surfaces when applicable.
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/// </summary>
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public Mesh Mesh { get; }
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/// <summary>
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/// Nav area assigned to the resulting build source.
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/// </summary>
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public int Area { get; }
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/// <summary>
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/// Creates a compact descriptor for box-based chunk geometry such as ground slabs.
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/// </summary>
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public static ChunkNavBuildSourceDescriptor CreateBox(Matrix4x4 transform, Vector3 size, int area = 0)
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{
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return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Box, transform, size, null, area);
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}
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/// <summary>
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/// Creates a compact descriptor for mesh-based chunk geometry such as carved terrain or obstacles.
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/// </summary>
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public static ChunkNavBuildSourceDescriptor CreateMesh(Matrix4x4 transform, Mesh mesh, int area = 0)
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{
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return new ChunkNavBuildSourceDescriptor(NavMeshBuildSourceShape.Mesh, transform, Vector3.zero, mesh, area);
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}
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}
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/// <summary>
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/// Represents one gameplay-driven point that should influence nav coverage planning and clustering.
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/// </summary>
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public readonly struct WorldInterestPoint
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{
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public WorldInterestPoint(Vector3 position, float priority, WorldInterestKind kind)
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@@ -54,11 +99,25 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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Kind = kind;
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}
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/// <summary>
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/// World position the planner should consider when shaping coverage.
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/// </summary>
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public Vector3 Position { get; }
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/// <summary>
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/// Relative weight used to prioritize coverage near more important interest points.
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/// </summary>
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public float Priority { get; }
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/// <summary>
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/// Category of interest so diagnostics can distinguish players, spawn anchors, hints and future AI sources.
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/// </summary>
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public WorldInterestKind Kind { get; }
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}
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/// <summary>
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/// Lightweight read-model snapshot describing one currently managed nav coverage window.
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/// </summary>
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public readonly struct NavCoverageWindowSnapshot
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{
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public NavCoverageWindowSnapshot(int id, Bounds bounds, NavCoverageState state, int interestCount)
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@@ -69,9 +128,24 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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InterestCount = interestCount;
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}
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/// <summary>
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/// Stable runtime identifier of the coverage window.
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/// </summary>
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public int Id { get; }
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/// <summary>
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/// World-space bounds the window currently covers for pathing readiness.
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/// </summary>
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public Bounds Bounds { get; }
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/// <summary>
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/// Current lifecycle state of the window in the build scheduler.
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/// </summary>
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public NavCoverageState State { get; }
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/// <summary>
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/// Number of interest points currently collapsed into this window.
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/// </summary>
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public int InterestCount { get; }
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}
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}
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@@ -7,6 +7,9 @@ using VContainer.Unity;
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namespace InfiniteWorld.VoxelWorld.NavMesh
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{
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/// <summary>
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/// Stores short-lived route hints and expands them into interest points so nav coverage can prewarm ahead of movement.
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/// </summary>
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public sealed class NavCoverageHintService : ITickable, INavCoverageHintRegistry, INavCoverageHintReader
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{
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private readonly IChunkNavSourceReader chunkNavSourceReader;
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@@ -27,8 +30,14 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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this.hintChangedPublisher = hintChangedPublisher;
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}
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/// <summary>
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/// Increments whenever the effective set of active hints changes and cached coverage planning should be invalidated.
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/// </summary>
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public int HintVersion => hintVersion;
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/// <summary>
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/// Expires hints whose time-to-live has elapsed so stale route bias does not keep shaping coverage forever.
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/// </summary>
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public void Tick()
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{
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if (hints.Count == 0)
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@@ -61,6 +70,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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NotifyHintsChanged();
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}
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/// <summary>
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/// Registers or refreshes a temporary linear corridor for one owner so coverage can be biased along an upcoming route.
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/// </summary>
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public void SetLinearHint(int ownerId, Vector3 from, Vector3 to, float priority, float ttlSeconds)
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{
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if (ownerId == 0)
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@@ -74,6 +86,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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NotifyHintsChanged();
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}
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/// <summary>
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/// Removes a previously registered route hint once the owner no longer needs prewarmed coverage.
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/// </summary>
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public void ClearHint(int ownerId)
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{
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if (!hints.Remove(ownerId))
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@@ -84,6 +99,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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NotifyHintsChanged();
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}
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/// <summary>
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/// Appends the currently active hint points so the main coverage scheduler can treat them like supplemental interest.
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/// </summary>
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public void GetHintPoints(List<WorldInterestPoint> results)
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{
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if (results == null)
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@@ -4,6 +4,9 @@ using UnityEngine;
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namespace InfiniteWorld.VoxelWorld.NavMesh
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{
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[Serializable]
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/// <summary>
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/// Inspector-friendly tuning parameters that bound how clustered nav coverage is shaped and rebuilt at runtime.
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/// </summary>
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public sealed class VoxelWorldNavMeshConfig
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{
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[Min(0)] public int agentTypeId;
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@@ -10,6 +10,9 @@ using UnityNavMeshBuilder = UnityEngine.AI.NavMeshBuilder;
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namespace InfiniteWorld.VoxelWorld.NavMesh
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{
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/// <summary>
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/// Coordinates clustered runtime NavMesh coverage over the voxel world by rebuilding a bounded set of windows around active interest.
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/// </summary>
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public sealed class VoxelWorldNavMeshService : IStartable, ITickable, IDisposable, INavCoverageReader
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{
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private readonly IChunkNavSourceReader chunkNavSourceReader;
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@@ -54,6 +57,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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this.config = config ?? new VoxelWorldNavMeshConfig();
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}
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/// <summary>
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/// Subscribes to world invalidation and primes the initial set of coverage windows for the current interest snapshot.
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/// </summary>
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public void Start()
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{
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subscriptions.Add(chunkReadySubscriber.Subscribe(OnChunkNavGeometryReady));
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@@ -66,6 +72,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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MarkAllCoverageWindowsDirty();
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}
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/// <summary>
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/// Advances the clustered coverage scheduler, refreshing interest and starting bounded asynchronous builds when needed.
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/// </summary>
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public void Tick()
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{
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RefreshInterestPoints();
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@@ -92,6 +101,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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}
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}
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/// <summary>
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/// Returns whether the supplied world position is inside a ready coverage window and can be treated as nav-ready.
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/// </summary>
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public bool IsPositionCovered(Vector3 worldPosition)
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{
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foreach (KeyValuePair<int, NavCoverageWindowRuntime> pair in coverageWindows)
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@@ -106,6 +118,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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return false;
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}
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/// <summary>
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/// Copies the current runtime coverage windows for diagnostics, readiness checks and higher-level planning.
|
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/// </summary>
|
||||
public void GetCoverageWindows(List<NavCoverageWindowSnapshot> results)
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{
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if (results == null)
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@@ -120,6 +135,9 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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}
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}
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/// <summary>
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/// Releases subscriptions and runtime NavMesh data owned by the service.
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/// </summary>
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||||
public void Dispose()
|
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{
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for (int i = 0; i < subscriptions.Count; i++)
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@@ -5,6 +5,9 @@ using UnityEngine;
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namespace VoxelWorldScene
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{
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/// <summary>
|
||||
/// Combines the world generator's current stream target with scene spawn anchors into one interest feed for nav coverage.
|
||||
/// </summary>
|
||||
public sealed class SceneWorldInterestReader : IWorldInterestReader
|
||||
{
|
||||
private readonly VoxelWorldGenerator worldGenerator;
|
||||
@@ -16,8 +19,14 @@ namespace VoxelWorldScene
|
||||
this.worldGenerator = worldGenerator;
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}
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||||
|
||||
/// <summary>
|
||||
/// Mirrors the generator's interest version so downstream systems can invalidate cached plans when scene interest changes.
|
||||
/// </summary>
|
||||
public int InterestVersion => worldGenerator != null ? worldGenerator.InterestVersion : 0;
|
||||
|
||||
/// <summary>
|
||||
/// Appends both dynamic actor interest and static spawn-anchor interest into the supplied list.
|
||||
/// </summary>
|
||||
public void GetInterestPoints(List<WorldInterestPoint> results)
|
||||
{
|
||||
if (results == null)
|
||||
|
||||
@@ -10,6 +10,9 @@ namespace VoxelWorldScene
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(VoxelWorldGenerator))]
|
||||
/// <summary>
|
||||
/// Scene-level composition root that wires the voxel world, nav coverage services and interest readers into one runtime module.
|
||||
/// </summary>
|
||||
public sealed class VoxelWorldNavMeshLifetimeScope : LifetimeScope
|
||||
{
|
||||
[SerializeField] private bool enableRuntimeNavMesh = true;
|
||||
|
||||
@@ -6,6 +6,9 @@ namespace VoxelWorldScene
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(VoxelWorldGenerator))]
|
||||
/// <summary>
|
||||
/// Keeps the voxel world streaming target aligned with the local player when available, or a spawn anchor as a safe fallback.
|
||||
/// </summary>
|
||||
public sealed class VoxelWorldPlayerStreamTargetBinding : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private VoxelWorldGenerator worldGenerator;
|
||||
|
||||
@@ -3,10 +3,16 @@ using UnityEngine;
|
||||
namespace VoxelWorldScene
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
/// <summary>
|
||||
/// Marks a scene transform that should contribute interest before players move so spawn areas can be prewarmed for nav coverage.
|
||||
/// </summary>
|
||||
public sealed class VoxelWorldSpawnAnchor : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Min(0.01f)] private float priority = 2f;
|
||||
|
||||
/// <summary>
|
||||
/// Relative importance of this anchor when coverage planning competes between multiple spawn-related interests.
|
||||
/// </summary>
|
||||
public float Priority => priority;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user