Files
TheDeclineOfWarriors/Assets/Features/VoxelWorldNavMesh/Runtime/VoxelWorldNavMeshService.cs
T
Alexander Borisov 055b87a85c add voxel world runtime navmesh sidecar
Introduce a DI-wired NavMesh sidecar for voxel chunks so world streaming stays actor-driven and world state remains the canonical source for navigation rebuilds.
2026-04-08 11:28:39 +03:00

552 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using InfiniteWorld.VoxelWorld.Contracts;
using MessagePipe;
using UnityEngine;
using UnityEngine.AI;
using VContainer.Unity;
using UnityNavMesh = UnityEngine.AI.NavMesh;
using UnityNavMeshBuilder = UnityEngine.AI.NavMeshBuilder;
namespace InfiniteWorld.VoxelWorld.NavMesh
{
public sealed class VoxelWorldNavMeshService : IStartable, ITickable, IDisposable
{
private readonly IChunkNavSourceReader chunkNavSourceReader;
private readonly IWorldInterestReader worldInterestReader;
private readonly ISubscriber<ChunkNavGeometryReadyMessage> chunkReadySubscriber;
private readonly ISubscriber<ChunkNavGeometryRemovedMessage> chunkRemovedSubscriber;
private readonly ISubscriber<WorldInterestChangedMessage> worldInterestChangedSubscriber;
private readonly VoxelWorldNavMeshConfig config;
private readonly Dictionary<Vector2Int, NavRegionRuntime> navRegions = new Dictionary<Vector2Int, NavRegionRuntime>();
private readonly Queue<Vector2Int> dirtyNavRegions = new Queue<Vector2Int>();
private readonly HashSet<Vector2Int> queuedNavRegions = new HashSet<Vector2Int>();
private readonly List<Vector2Int> loadedChunkCoords = new List<Vector2Int>(64);
private readonly List<WorldInterestPoint> interestPoints = new List<WorldInterestPoint>(4);
private readonly List<Vector2Int> dirtyRegionCandidates = new List<Vector2Int>(16);
private readonly List<NavMeshBuildSource> buildSources = new List<NavMeshBuildSource>(64);
private readonly HashSet<Vector2Int> currentInterestRegions = new HashSet<Vector2Int>();
private readonly HashSet<Vector2Int> previousInterestRegions = new HashSet<Vector2Int>();
private readonly List<IDisposable> subscriptions = new List<IDisposable>(3);
private Vector2Int? activeBuildRegion;
public VoxelWorldNavMeshService(
IChunkNavSourceReader chunkNavSourceReader,
IWorldInterestReader worldInterestReader,
ISubscriber<ChunkNavGeometryReadyMessage> chunkReadySubscriber,
ISubscriber<ChunkNavGeometryRemovedMessage> chunkRemovedSubscriber,
ISubscriber<WorldInterestChangedMessage> worldInterestChangedSubscriber,
VoxelWorldNavMeshConfig config)
{
this.chunkNavSourceReader = chunkNavSourceReader;
this.worldInterestReader = worldInterestReader;
this.chunkReadySubscriber = chunkReadySubscriber;
this.chunkRemovedSubscriber = chunkRemovedSubscriber;
this.worldInterestChangedSubscriber = worldInterestChangedSubscriber;
this.config = config ?? new VoxelWorldNavMeshConfig();
}
public void Start()
{
subscriptions.Add(chunkReadySubscriber.Subscribe(OnChunkNavGeometryReady));
subscriptions.Add(chunkRemovedSubscriber.Subscribe(OnChunkNavGeometryRemoved));
subscriptions.Add(worldInterestChangedSubscriber.Subscribe(OnWorldInterestChanged));
RefreshInterestPoints();
loadedChunkCoords.Clear();
chunkNavSourceReader.GetLoadedChunkCoords(loadedChunkCoords);
for (int i = 0; i < loadedChunkCoords.Count; i++)
{
MarkDirtyForChunk(loadedChunkCoords[i]);
}
MarkWarmupRegionsDirty();
}
public void Tick()
{
RefreshInterestPoints();
CompleteFinishedBuild();
int startedBuilds = 0;
int maxBuilds = Mathf.Max(1, config.maxNavMeshBuildsPerFrame);
while (startedBuilds < maxBuilds)
{
if (activeBuildRegion.HasValue || dirtyNavRegions.Count == 0)
{
break;
}
Vector2Int regionCoord = DequeueBestDirtyRegion();
if (!TryStartRegionBuild(regionCoord))
{
startedBuilds++;
continue;
}
startedBuilds++;
}
}
public void Dispose()
{
for (int i = 0; i < subscriptions.Count; i++)
{
subscriptions[i]?.Dispose();
}
subscriptions.Clear();
foreach (KeyValuePair<Vector2Int, NavRegionRuntime> pair in navRegions)
{
pair.Value.Dispose();
}
navRegions.Clear();
queuedNavRegions.Clear();
dirtyNavRegions.Clear();
currentInterestRegions.Clear();
previousInterestRegions.Clear();
activeBuildRegion = null;
}
private void OnChunkNavGeometryReady(ChunkNavGeometryReadyMessage message)
{
MarkDirtyForChunk(message.Coord);
}
private void OnChunkNavGeometryRemoved(ChunkNavGeometryRemovedMessage message)
{
MarkDirtyForChunk(message.Coord);
}
private void OnWorldInterestChanged(WorldInterestChangedMessage message)
{
RefreshInterestPoints();
MarkWarmupRegionsDirty();
}
private void RefreshInterestPoints()
{
interestPoints.Clear();
worldInterestReader.GetInterestPoints(interestPoints);
previousInterestRegions.Clear();
foreach (Vector2Int region in currentInterestRegions)
{
previousInterestRegions.Add(region);
}
currentInterestRegions.Clear();
for (int i = 0; i < interestPoints.Count; i++)
{
currentInterestRegions.Add(ChunkToRegion(WorldToChunk(interestPoints[i].Position)));
}
if (!AreSetsEqual(previousInterestRegions, currentInterestRegions))
{
MarkWarmupRegionsDirty();
}
}
private void MarkWarmupRegionsDirty()
{
int radius = Mathf.Max(0, config.navWarmupRadiusInRegions);
foreach (Vector2Int region in currentInterestRegions)
{
for (int y = -radius; y <= radius; y++)
{
for (int x = -radius; x <= radius; x++)
{
EnqueueDirtyRegion(new Vector2Int(region.x + x, region.y + y));
}
}
}
}
private void MarkDirtyForChunk(Vector2Int chunkCoord)
{
int regionSize = Mathf.Max(1, config.navRegionSizeInChunks);
Vector2Int regionCoord = ChunkToRegion(chunkCoord);
EnqueueDirtyRegion(regionCoord);
int localX = PositiveModulo(chunkCoord.x, regionSize);
int localY = PositiveModulo(chunkCoord.y, regionSize);
if (localX == 0)
{
EnqueueDirtyRegion(regionCoord + Vector2Int.left);
}
if (localX == regionSize - 1)
{
EnqueueDirtyRegion(regionCoord + Vector2Int.right);
}
if (localY == 0)
{
EnqueueDirtyRegion(regionCoord + Vector2Int.down);
}
if (localY == regionSize - 1)
{
EnqueueDirtyRegion(regionCoord + Vector2Int.up);
}
}
private void EnqueueDirtyRegion(Vector2Int regionCoord)
{
if (!queuedNavRegions.Add(regionCoord))
{
if (activeBuildRegion.HasValue && activeBuildRegion.Value == regionCoord && navRegions.TryGetValue(regionCoord, out NavRegionRuntime activeRegion))
{
activeRegion.BuildRequestedWhileRunning = true;
}
return;
}
dirtyNavRegions.Enqueue(regionCoord);
}
private Vector2Int DequeueBestDirtyRegion()
{
dirtyRegionCandidates.Clear();
while (dirtyNavRegions.Count > 0)
{
dirtyRegionCandidates.Add(dirtyNavRegions.Dequeue());
}
int bestIndex = 0;
float bestScore = float.MaxValue;
for (int i = 0; i < dirtyRegionCandidates.Count; i++)
{
float score = GetRegionPriorityScore(dirtyRegionCandidates[i]);
if (score < bestScore)
{
bestScore = score;
bestIndex = i;
}
}
Vector2Int best = dirtyRegionCandidates[bestIndex];
queuedNavRegions.Remove(best);
for (int i = 0; i < dirtyRegionCandidates.Count; i++)
{
if (i == bestIndex)
{
continue;
}
dirtyNavRegions.Enqueue(dirtyRegionCandidates[i]);
}
dirtyRegionCandidates.Clear();
return best;
}
private float GetRegionPriorityScore(Vector2Int regionCoord)
{
if (interestPoints.Count == 0)
{
return 0f;
}
Vector3 regionCenter = GetRegionCenter(regionCoord);
float bestDistance = float.MaxValue;
for (int i = 0; i < interestPoints.Count; i++)
{
float priority = Mathf.Max(0.01f, interestPoints[i].Priority);
float distance = Vector3.SqrMagnitude(regionCenter - interestPoints[i].Position) / priority;
if (distance < bestDistance)
{
bestDistance = distance;
}
}
return bestDistance;
}
private bool TryStartRegionBuild(Vector2Int regionCoord)
{
buildSources.Clear();
bool hasCoreChunk = CollectBuildSources(regionCoord, buildSources);
if (!hasCoreChunk || buildSources.Count == 0)
{
RemoveRegion(regionCoord);
return false;
}
Bounds buildBounds = CalculateBounds(buildSources);
ExpandBounds(ref buildBounds, config.navBoundsHorizontalPadding, config.navBoundsVerticalPadding);
NavRegionRuntime region = GetOrCreateRegion(regionCoord);
region.BuildRequestedWhileRunning = false;
region.BuildBounds = buildBounds;
if (region.NavMeshData == null)
{
region.NavMeshData = new NavMeshData(config.agentTypeId);
}
if (!region.Instance.valid)
{
region.Instance = UnityNavMesh.AddNavMeshData(region.NavMeshData);
}
NavMeshBuildSettings buildSettings = UnityNavMesh.GetSettingsByID(config.agentTypeId);
region.ActiveBuild = UnityNavMeshBuilder.UpdateNavMeshDataAsync(region.NavMeshData, buildSettings, buildSources, buildBounds);
activeBuildRegion = regionCoord;
return true;
}
private bool CollectBuildSources(Vector2Int regionCoord, List<NavMeshBuildSource> results)
{
int regionSize = Mathf.Max(1, config.navRegionSizeInChunks);
int baseChunkX = regionCoord.x * regionSize;
int baseChunkY = regionCoord.y * regionSize;
bool hasCoreChunk = false;
for (int y = -1; y <= regionSize; y++)
{
for (int x = -1; x <= regionSize; x++)
{
Vector2Int chunkCoord = new Vector2Int(baseChunkX + x, baseChunkY + y);
if (!chunkNavSourceReader.TryGetChunkNavSourceSnapshot(chunkCoord, out ChunkNavSourceSnapshot snapshot) || snapshot.Sources == null || snapshot.Sources.Length == 0)
{
continue;
}
if (x >= 0 && x < regionSize && y >= 0 && y < regionSize)
{
hasCoreChunk = true;
}
AppendBuildSources(snapshot.Sources, results);
}
}
return hasCoreChunk;
}
private static void AppendBuildSources(ChunkNavBuildSourceDescriptor[] descriptors, List<NavMeshBuildSource> results)
{
for (int i = 0; i < descriptors.Length; i++)
{
ChunkNavBuildSourceDescriptor descriptor = descriptors[i];
if (descriptor.Shape == NavMeshBuildSourceShape.Mesh && descriptor.Mesh == null)
{
continue;
}
NavMeshBuildSource source = new NavMeshBuildSource
{
area = descriptor.Area,
shape = descriptor.Shape,
transform = descriptor.Transform,
size = descriptor.Size,
sourceObject = descriptor.Shape == NavMeshBuildSourceShape.Mesh ? descriptor.Mesh : null
};
results.Add(source);
}
}
private void CompleteFinishedBuild()
{
if (!activeBuildRegion.HasValue)
{
return;
}
if (!navRegions.TryGetValue(activeBuildRegion.Value, out NavRegionRuntime region))
{
activeBuildRegion = null;
return;
}
if (region.ActiveBuild != null && !region.ActiveBuild.isDone)
{
return;
}
region.ActiveBuild = null;
Vector2Int completedRegion = activeBuildRegion.Value;
activeBuildRegion = null;
if (region.BuildRequestedWhileRunning)
{
region.BuildRequestedWhileRunning = false;
EnqueueDirtyRegion(completedRegion);
}
}
private NavRegionRuntime GetOrCreateRegion(Vector2Int regionCoord)
{
if (!navRegions.TryGetValue(regionCoord, out NavRegionRuntime region))
{
region = new NavRegionRuntime();
navRegions.Add(regionCoord, region);
}
return region;
}
private void RemoveRegion(Vector2Int regionCoord)
{
if (!navRegions.TryGetValue(regionCoord, out NavRegionRuntime region))
{
return;
}
if (activeBuildRegion.HasValue && activeBuildRegion.Value == regionCoord)
{
activeBuildRegion = null;
}
region.Dispose();
navRegions.Remove(regionCoord);
}
private static Bounds CalculateBounds(List<NavMeshBuildSource> sources)
{
Bounds bounds = GetSourceBounds(sources[0]);
for (int i = 1; i < sources.Count; i++)
{
bounds.Encapsulate(GetSourceBounds(sources[i]));
}
return bounds;
}
private static Bounds GetSourceBounds(NavMeshBuildSource source)
{
if (source.shape == NavMeshBuildSourceShape.Box)
{
return TransformBounds(source.transform, new Bounds(Vector3.zero, source.size));
}
Mesh mesh = source.sourceObject as Mesh;
if (mesh != null)
{
return TransformBounds(source.transform, mesh.bounds);
}
return new Bounds(source.transform.GetColumn(3), Vector3.zero);
}
private static Bounds TransformBounds(Matrix4x4 matrix, Bounds localBounds)
{
Vector3 center = localBounds.center;
Vector3 extents = localBounds.extents;
Vector3[] corners =
{
new Vector3(center.x - extents.x, center.y - extents.y, center.z - extents.z),
new Vector3(center.x - extents.x, center.y - extents.y, center.z + extents.z),
new Vector3(center.x - extents.x, center.y + extents.y, center.z - extents.z),
new Vector3(center.x - extents.x, center.y + extents.y, center.z + extents.z),
new Vector3(center.x + extents.x, center.y - extents.y, center.z - extents.z),
new Vector3(center.x + extents.x, center.y - extents.y, center.z + extents.z),
new Vector3(center.x + extents.x, center.y + extents.y, center.z - extents.z),
new Vector3(center.x + extents.x, center.y + extents.y, center.z + extents.z)
};
Bounds worldBounds = new Bounds(matrix.MultiplyPoint3x4(corners[0]), Vector3.zero);
for (int i = 1; i < corners.Length; i++)
{
worldBounds.Encapsulate(matrix.MultiplyPoint3x4(corners[i]));
}
return worldBounds;
}
private static void ExpandBounds(ref Bounds bounds, float horizontalPadding, float verticalPadding)
{
Vector3 size = bounds.size;
size.x = Mathf.Max(size.x + horizontalPadding * 2f, 0.1f);
size.z = Mathf.Max(size.z + horizontalPadding * 2f, 0.1f);
size.y = Mathf.Max(size.y + verticalPadding * 2f, 0.1f);
bounds.size = size;
}
private Vector2Int WorldToChunk(Vector3 position)
{
float chunkSize = Mathf.Max(1f, chunkNavSourceReader.ChunkWorldSize);
return new Vector2Int(
Mathf.FloorToInt(position.x / chunkSize),
Mathf.FloorToInt(position.z / chunkSize));
}
private Vector2Int ChunkToRegion(Vector2Int chunkCoord)
{
int size = Mathf.Max(1, config.navRegionSizeInChunks);
return new Vector2Int(
Mathf.FloorToInt(chunkCoord.x / (float)size),
Mathf.FloorToInt(chunkCoord.y / (float)size));
}
private Vector3 GetRegionCenter(Vector2Int regionCoord)
{
float chunkSize = Mathf.Max(1f, chunkNavSourceReader.ChunkWorldSize);
float regionSize = Mathf.Max(1, config.navRegionSizeInChunks) * chunkSize;
return new Vector3(
(regionCoord.x + 0.5f) * regionSize,
0f,
(regionCoord.y + 0.5f) * regionSize);
}
private static bool AreSetsEqual(HashSet<Vector2Int> left, HashSet<Vector2Int> right)
{
if (left.Count != right.Count)
{
return false;
}
foreach (Vector2Int value in left)
{
if (!right.Contains(value))
{
return false;
}
}
return true;
}
private static int PositiveModulo(int value, int modulus)
{
int result = value % modulus;
return result < 0 ? result + modulus : result;
}
private sealed class NavRegionRuntime : IDisposable
{
public NavMeshData NavMeshData;
public NavMeshDataInstance Instance;
public AsyncOperation ActiveBuild;
public bool BuildRequestedWhileRunning;
public Bounds BuildBounds;
public void Dispose()
{
if (ActiveBuild != null && !ActiveBuild.isDone && NavMeshData != null)
{
UnityNavMeshBuilder.Cancel(NavMeshData);
}
if (Instance.valid)
{
UnityNavMesh.RemoveNavMeshData(Instance);
Instance = default;
}
ActiveBuild = null;
NavMeshData = null;
}
}
}
}