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perf(Visibility): adding SpatialHash components
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Assets/Mirage/Components/Visibility/SpatialHash/SpatialHashSystem.cs
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using System.Collections.Generic; | ||
using System.Runtime.CompilerServices; | ||
using UnityEngine; | ||
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namespace Mirage.Visibility.SpatialHash | ||
{ | ||
internal static class SpatialHashExtensions | ||
{ | ||
[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
internal static Vector2 ToXZ(this Vector3 v) => new Vector2(v.x, v.z); | ||
} | ||
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public class SpatialHashSystem : MonoBehaviour | ||
{ | ||
public NetworkServer Server; | ||
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/// <summary> | ||
/// How often (in seconds) that this object should update the list of observers that can see it. | ||
/// </summary> | ||
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")] | ||
public float VisibilityUpdateInterval = 1; | ||
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[Tooltip("height and width of 1 box in grid")] | ||
public float gridSize = 10; | ||
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public Vector2 Centre = new Vector2(0, 0); | ||
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[Tooltip("Bounds of the map used to calculate visibility. Objects out side of grid will not be visibility")] | ||
public Vector2 Size = new Vector2(100, 100); | ||
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// todo is list vs hashset better? Set would be better for remove objects, list would be better for looping | ||
List<SpatialHashVisibility> all = new List<SpatialHashVisibility>(); | ||
public GridHolder<INetworkPlayer> Grid; | ||
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public void Awake() | ||
{ | ||
Server.Started.AddListener(() => | ||
{ | ||
Server.World.onSpawn += World_onSpawn; | ||
Server.World.onUnspawn += World_onUnspawn; | ||
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// skip first invoke, list will be empty | ||
InvokeRepeating(nameof(RebuildObservers), VisibilityUpdateInterval, VisibilityUpdateInterval); | ||
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Grid = new GridHolder<INetworkPlayer>(gridSize, Centre, Size); | ||
}); | ||
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Server.Stopped.AddListener(() => | ||
{ | ||
CancelInvoke(nameof(RebuildObservers)); | ||
Grid = null; | ||
}); | ||
} | ||
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private void World_onSpawn(NetworkIdentity identity) | ||
{ | ||
NetworkVisibility visibility = identity.Visibility; | ||
if (visibility is SpatialHashVisibility obj) | ||
{ | ||
obj.System = this; | ||
all.Add(obj); | ||
} | ||
} | ||
private void World_onUnspawn(NetworkIdentity identity) | ||
{ | ||
NetworkVisibility visibility = identity.Visibility; | ||
if (visibility is SpatialHashVisibility obj) | ||
{ | ||
all.Remove(obj); | ||
} | ||
} | ||
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void RebuildObservers() | ||
{ | ||
ClearGrid(); | ||
AddPlayersToGrid(); | ||
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foreach (SpatialHashVisibility obj in all) | ||
{ | ||
obj.Identity.RebuildObservers(false); | ||
} | ||
} | ||
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private void ClearGrid() | ||
{ | ||
for (int i = 0; i < Grid.Width; i++) | ||
{ | ||
for (int j = 0; j < Grid.Width; j++) | ||
{ | ||
HashSet<INetworkPlayer> set = Grid.GetObjects(i, j); | ||
if (set != null) | ||
{ | ||
set.Clear(); | ||
} | ||
} | ||
} | ||
} | ||
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private void AddPlayersToGrid() | ||
{ | ||
foreach (INetworkPlayer player in Server.Players) | ||
{ | ||
if (!player.HasCharacter) | ||
continue; | ||
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Vector2 position = player.Identity.transform.position.ToXZ(); | ||
Grid.AddObject(position, player); | ||
} | ||
} | ||
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public class GridHolder<T> | ||
{ | ||
public readonly int Width; | ||
public readonly int Height; | ||
public readonly float GridSize; | ||
public readonly Vector2 Centre; | ||
public readonly Vector2 Size; | ||
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public readonly GridPoint[] Points; | ||
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public GridHolder(float gridSize, Vector2 centre, Vector2 size) | ||
{ | ||
Centre = centre; | ||
Size = size; | ||
Width = Mathf.CeilToInt(size.x / gridSize); | ||
Height = Mathf.CeilToInt(size.y / gridSize); | ||
GridSize = gridSize; | ||
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Points = new GridPoint[Width * Height]; | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void AddObject(Vector2 position, T obj) | ||
{ | ||
ToGridIndex(position, out int x, out int y); | ||
AddObject(x, y, obj); | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void AddObject(int i, int j, T obj) | ||
{ | ||
int index = i + j * Width; | ||
if (Points[index].objects == null) | ||
{ | ||
Points[index].objects = new HashSet<T>(); | ||
} | ||
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Points[index].objects.Add(obj); | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public HashSet<T> GetObjects(int i, int j) | ||
{ | ||
return Points[i + j * Width].objects; | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void CreateSet(int i, int j) | ||
{ | ||
Points[i + j * Width].objects = new HashSet<T>(); | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public bool InBounds(Vector2 position) | ||
{ | ||
float x = position.x - Centre.x; | ||
float y = position.y - Centre.y; | ||
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return (0 < x && x < Size.x) | ||
&& (0 < y && y < Size.y); | ||
} | ||
[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public bool InBounds(int x, int y) | ||
{ | ||
return (0 < x && x < Width) | ||
&& (0 < y && y < Height); | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public bool IsVisible(Vector2 target, Vector2 player, int range) | ||
{ | ||
// if either is out of bounds, not visible | ||
if (!InBounds(target) || !InBounds(player)) return false; | ||
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ToGridIndex(target, out int xt, out int yt); | ||
ToGridIndex(player, out int xp, out int yp); | ||
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return AreClose(xt, xp, range) && AreClose(yt, yp, range); | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
bool AreClose(int a, int b, int range) | ||
{ | ||
int min = a - range; | ||
int max = a + range; | ||
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return max <= b && b <= min; | ||
} | ||
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[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void ToGridIndex(Vector2 position, out int x, out int y) | ||
{ | ||
float fx = position.x - Centre.x; | ||
float fy = position.y - Centre.y; | ||
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x = Mathf.RoundToInt(fx / GridSize); | ||
y = Mathf.RoundToInt(fy / GridSize); | ||
} | ||
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public void BuildObservers(HashSet<T> observers, Vector2 position, int range) | ||
{ | ||
// not visible if not in range | ||
if (!InBounds(position)) | ||
return; | ||
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ToGridIndex(position - Centre, out int x, out int y); | ||
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for (int i = x - range; i <= x + range; i++) | ||
{ | ||
for (int j = y - range; j <= y + range; j++) | ||
{ | ||
if (InBounds(i, j)) | ||
{ | ||
observers.UnionWith(GetObjects(i, j)); | ||
} | ||
} | ||
} | ||
} | ||
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public struct GridPoint | ||
{ | ||
public HashSet<T> objects; | ||
} | ||
} | ||
} | ||
} |
11 changes: 11 additions & 0 deletions
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Assets/Mirage/Components/Visibility/SpatialHash/SpatialHashSystem.cs.meta
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Assets/Mirage/Components/Visibility/SpatialHash/SpatialHashVisibility.cs
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using System.Collections.Generic; | ||
using Mirage.Logging; | ||
using UnityEngine; | ||
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namespace Mirage.Visibility.SpatialHash | ||
{ | ||
public class SpatialHashVisibility : NetworkVisibility | ||
{ | ||
static readonly ILogger logger = LogFactory.GetLogger(typeof(SpatialHashVisibility)); | ||
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[Tooltip("How many grid away the player can be to see this object. Real distance is this mutlipled by SpatialHashSystem")] | ||
public int GridVisibleRange = 1; | ||
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public SpatialHashSystem System; | ||
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/// <param name="player">Network connection of a player.</param> | ||
/// <returns>True if the player can see this object.</returns> | ||
public override bool OnCheckObserver(INetworkPlayer player) | ||
{ | ||
if (player.Identity == null) | ||
return false; | ||
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Vector2 thisPosition = transform.position.ToXZ(); | ||
Vector2 playerPosition = player.Identity.transform.position.ToXZ(); | ||
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return System.Grid.IsVisible(thisPosition, playerPosition, GridVisibleRange); | ||
} | ||
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/// <summary> | ||
/// Callback used by the visibility system to (re)construct the set of observers that can see this object. | ||
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para> | ||
/// </summary> | ||
/// <param name="observers">The new set of observers for this object.</param> | ||
/// <param name="initialize">True if the set of observers is being built for the first time.</param> | ||
public override void OnRebuildObservers(HashSet<INetworkPlayer> observers, bool initialize) | ||
{ | ||
System.Grid.BuildObservers(observers, transform.position.ToXZ(), GridVisibleRange); | ||
} | ||
} | ||
} |
11 changes: 11 additions & 0 deletions
11
Assets/Mirage/Components/Visibility/SpatialHash/SpatialHashVisibility.cs.meta
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