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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CullArea.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities,
// </copyright>
// <summary>
// Represents the cull area used for network culling.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
namespace Photon.Pun.UtilityScripts
{
using System;
/// <summary>
/// Represents the cull area used for network culling.
/// </summary>
public class CullArea : MonoBehaviour
{
private const int MAX_NUMBER_OF_ALLOWED_CELLS = 250;
public const int MAX_NUMBER_OF_SUBDIVISIONS = 3;
/// <summary>
/// This represents the first ID which is assigned to the first created cell.
/// If you already have some interest groups blocking this first ID, fell free to change it.
/// However increasing the first group ID decreases the maximum amount of allowed cells.
/// Allowed values are in range from 1 to 250.
/// </summary>
public readonly byte FIRST_GROUP_ID = 1;
/// <summary>
/// This represents the order in which updates are sent.
/// The number represents the subdivision of the cell hierarchy:
/// - 0: message is sent to all players
/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
/// If there is only one subdivision we are sending one update to all players
/// before sending three consequent updates only to players who are in the same cell
/// or interested in updates of the current cell.
/// </summary>
public readonly int[] SUBDIVISION_FIRST_LEVEL_ORDER = new int[4] { 0, 1, 1, 1 };
/// <summary>
/// This represents the order in which updates are sent.
/// The number represents the subdivision of the cell hierarchy:
/// - 0: message is sent to all players
/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
/// - 2: message is sent to players who are interested in the matching cell of the second subdivision
/// If there are two subdivisions we are sending every second update only to players
/// who are in the same cell or interested in updates of the current cell.
/// </summary>
public readonly int[] SUBDIVISION_SECOND_LEVEL_ORDER = new int[8] { 0, 2, 1, 2, 0, 2, 1, 2 };
/// <summary>
/// This represents the order in which updates are sent.
/// The number represents the subdivision of the cell hierarchy:
/// - 0: message is sent to all players
/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
/// - 2: message is sent to players who are interested in the matching cell of the second subdivision
/// - 3: message is sent to players who are interested in the matching cell of the third subdivision
/// If there are two subdivisions we are sending every second update only to players
/// who are in the same cell or interested in updates of the current cell.
/// </summary>
public readonly int[] SUBDIVISION_THIRD_LEVEL_ORDER = new int[12] { 0, 3, 2, 3, 1, 3, 2, 3, 1, 3, 2, 3 };
public Vector2 Center;
public Vector2 Size = new Vector2(25.0f, 25.0f);
public Vector2[] Subdivisions = new Vector2[MAX_NUMBER_OF_SUBDIVISIONS];
public int NumberOfSubdivisions;
public int CellCount { get; private set; }
public CellTree CellTree { get; private set; }
public Dictionary<int, GameObject> Map { get; private set; }
public bool YIsUpAxis = false;
public bool RecreateCellHierarchy = false;
private byte idCounter;
/// <summary>
/// Creates the cell hierarchy at runtime.
/// </summary>
private void Awake()
{
this.idCounter = this.FIRST_GROUP_ID;
this.CreateCellHierarchy();
}
/// <summary>
/// Creates the cell hierarchy in editor and draws the cell view.
/// </summary>
public void OnDrawGizmos()
{
this.idCounter = this.FIRST_GROUP_ID;
if (this.RecreateCellHierarchy)
{
this.CreateCellHierarchy();
}
this.DrawCells();
}
/// <summary>
/// Creates the cell hierarchy.
/// </summary>
private void CreateCellHierarchy()
{
if (!this.IsCellCountAllowed())
{
if (Debug.isDebugBuild)
{
Debug.LogError("There are too many cells created by your subdivision options. Maximum allowed number of cells is " + (MAX_NUMBER_OF_ALLOWED_CELLS - this.FIRST_GROUP_ID) +
". Current number of cells is " + this.CellCount + ".");
return;
}
else
{
Application.Quit();
}
}
CellTreeNode rootNode = new CellTreeNode(this.idCounter++, CellTreeNode.ENodeType.Root, null);
if (this.YIsUpAxis)
{
this.Center = new Vector2(transform.position.x, transform.position.y);
this.Size = new Vector2(transform.localScale.x, transform.localScale.y);
rootNode.Center = new Vector3(this.Center.x, this.Center.y, 0.0f);
rootNode.Size = new Vector3(this.Size.x, this.Size.y, 0.0f);
rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), (this.Center.y - (this.Size.y / 2.0f)), 0.0f);
rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), (this.Center.y + (this.Size.y / 2.0f)), 0.0f);
}
else
{
this.Center = new Vector2(transform.position.x, transform.position.z);
this.Size = new Vector2(transform.localScale.x, transform.localScale.z);
rootNode.Center = new Vector3(this.Center.x, 0.0f, this.Center.y);
rootNode.Size = new Vector3(this.Size.x, 0.0f, this.Size.y);
rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), 0.0f, (this.Center.y - (this.Size.y / 2.0f)));
rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), 0.0f, (this.Center.y + (this.Size.y / 2.0f)));
}
this.CreateChildCells(rootNode, 1);
this.CellTree = new CellTree(rootNode);
this.RecreateCellHierarchy = false;
}
/// <summary>
/// Creates all child cells.
/// </summary>
/// <param name="parent">The current parent node.</param>
/// <param name="cellLevelInHierarchy">The cell level within the current hierarchy.</param>
private void CreateChildCells(CellTreeNode parent, int cellLevelInHierarchy)
{
if (cellLevelInHierarchy > this.NumberOfSubdivisions)
{
return;
}
int rowCount = (int)this.Subdivisions[(cellLevelInHierarchy - 1)].x;
int columnCount = (int)this.Subdivisions[(cellLevelInHierarchy - 1)].y;
float startX = parent.Center.x - (parent.Size.x / 2.0f);
float width = parent.Size.x / rowCount;
for (int row = 0; row < rowCount; ++row)
{
for (int column = 0; column < columnCount; ++column)
{
float xPos = startX + (row * width) + (width / 2.0f);
CellTreeNode node = new CellTreeNode(this.idCounter++, (this.NumberOfSubdivisions == cellLevelInHierarchy) ? CellTreeNode.ENodeType.Leaf : CellTreeNode.ENodeType.Node, parent);
if (this.YIsUpAxis)
{
float startY = parent.Center.y - (parent.Size.y / 2.0f);
float height = parent.Size.y / columnCount;
float yPos = startY + (column * height) + (height / 2.0f);
node.Center = new Vector3(xPos, yPos, 0.0f);
node.Size = new Vector3(width, height, 0.0f);
node.TopLeft = new Vector3(xPos - (width / 2.0f), yPos - (height / 2.0f), 0.0f);
node.BottomRight = new Vector3(xPos + (width / 2.0f), yPos + (height / 2.0f), 0.0f);
}
else
{
float startZ = parent.Center.z - (parent.Size.z / 2.0f);
float depth = parent.Size.z / columnCount;
float zPos = startZ + (column * depth) + (depth / 2.0f);
node.Center = new Vector3(xPos, 0.0f, zPos);
node.Size = new Vector3(width, 0.0f, depth);
node.TopLeft = new Vector3(xPos - (width / 2.0f), 0.0f, zPos - (depth / 2.0f));
node.BottomRight = new Vector3(xPos + (width / 2.0f), 0.0f, zPos + (depth / 2.0f));
}
parent.AddChild(node);
this.CreateChildCells(node, (cellLevelInHierarchy + 1));
}
}
}
/// <summary>
/// Draws the cells.
/// </summary>
private void DrawCells()
{
if ((this.CellTree != null) && (this.CellTree.RootNode != null))
{
this.CellTree.RootNode.Draw();
}
else
{
this.RecreateCellHierarchy = true;
}
}
/// <summary>
/// Checks if the cell count is allowed.
/// </summary>
/// <returns>True if the cell count is allowed, false if the cell count is too large.</returns>
private bool IsCellCountAllowed()
{
int horizontalCells = 1;
int verticalCells = 1;
foreach (Vector2 v in this.Subdivisions)
{
horizontalCells *= (int)v.x;
verticalCells *= (int)v.y;
}
this.CellCount = horizontalCells * verticalCells;
return (this.CellCount <= (MAX_NUMBER_OF_ALLOWED_CELLS - this.FIRST_GROUP_ID));
}
/// <summary>
/// Gets a list of all cell IDs the player is currently inside or nearby.
/// </summary>
/// <param name="position">The current position of the player.</param>
/// <returns>A list containing all cell IDs the player is currently inside or nearby.</returns>
public List<byte> GetActiveCells(Vector3 position)
{
List<byte> activeCells = new List<byte>(0);
this.CellTree.RootNode.GetActiveCells(activeCells, this.YIsUpAxis, position);
// it makes sense to sort the "nearby" cells. those are in the list in positions after the subdivisions the point is inside. 2 subdivisions result in 3 areas the point is in.
int cellsActive = this.NumberOfSubdivisions + 1;
int cellsNearby = activeCells.Count - cellsActive;
if (cellsNearby > 0)
{
activeCells.Sort(cellsActive, cellsNearby, new ByteComparer());
}
return activeCells;
}
}
/// <summary>
/// Represents the tree accessible from its root node.
/// </summary>
public class CellTree
{
/// <summary>
/// Represents the root node of the cell tree.
/// </summary>
public CellTreeNode RootNode { get; private set; }
/// <summary>
/// Default constructor.
/// </summary>
public CellTree()
{
}
/// <summary>
/// Constructor to define the root node.
/// </summary>
/// <param name="root">The root node of the tree.</param>
public CellTree(CellTreeNode root)
{
this.RootNode = root;
}
}
/// <summary>
/// Represents a single node of the tree.
/// </summary>
public class CellTreeNode
{
public enum ENodeType : byte
{
Root = 0,
Node = 1,
Leaf = 2
}
/// <summary>
/// Represents the unique ID of the cell.
/// </summary>
public byte Id;
/// <summary>
/// Represents the center, top-left or bottom-right position of the cell
/// or the size of the cell.
/// </summary>
public Vector3 Center, Size, TopLeft, BottomRight;
/// <summary>
/// Describes the current node type of the cell tree node.
/// </summary>
public ENodeType NodeType;
/// <summary>
/// Reference to the parent node.
/// </summary>
public CellTreeNode Parent;
/// <summary>
/// A list containing all child nodes.
/// </summary>
public List<CellTreeNode> Childs;
/// <summary>
/// The max distance the player can have to the center of the cell for being 'nearby'.
/// This is calculated once at runtime.
/// </summary>
private float maxDistance;
/// <summary>
/// Default constructor.
/// </summary>
public CellTreeNode()
{
}
/// <summary>
/// Constructor to define the ID and the node type as well as setting a parent node.
/// </summary>
/// <param name="id">The ID of the cell is used as the interest group.</param>
/// <param name="nodeType">The node type of the cell tree node.</param>
/// <param name="parent">The parent node of the cell tree node.</param>
public CellTreeNode(byte id, ENodeType nodeType, CellTreeNode parent)
{
this.Id = id;
this.NodeType = nodeType;
this.Parent = parent;
}
/// <summary>
/// Adds the given child to the node.
/// </summary>
/// <param name="child">The child which is added to the node.</param>
public void AddChild(CellTreeNode child)
{
if (this.Childs == null)
{
this.Childs = new List<CellTreeNode>(1);
}
this.Childs.Add(child);
}
/// <summary>
/// Draws the cell in the editor.
/// </summary>
public void Draw()
{
#if UNITY_EDITOR
if (this.Childs != null)
{
foreach (CellTreeNode node in this.Childs)
{
node.Draw();
}
}
Gizmos.color = new Color((this.NodeType == ENodeType.Root) ? 1 : 0, (this.NodeType == ENodeType.Node) ? 1 : 0, (this.NodeType == ENodeType.Leaf) ? 1 : 0);
Gizmos.DrawWireCube(this.Center, this.Size);
byte offset = (byte)this.NodeType;
GUIStyle gs = new GUIStyle() { fontStyle = FontStyle.Bold };
gs.normal.textColor = Gizmos.color;
UnityEditor.Handles.Label(this.Center+(Vector3.forward*offset*1f), this.Id.ToString(), gs);
#endif
}
/// <summary>
/// Gathers all cell IDs the player is currently inside or nearby.
/// </summary>
/// <param name="activeCells">The list to add all cell IDs to the player is currently inside or nearby.</param>
/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
/// <param name="position">The current position of the player.</param>
public void GetActiveCells(List<byte> activeCells, bool yIsUpAxis, Vector3 position)
{
if (this.NodeType != ENodeType.Leaf)
{
foreach (CellTreeNode node in this.Childs)
{
node.GetActiveCells(activeCells, yIsUpAxis, position);
}
}
else
{
if (this.IsPointNearCell(yIsUpAxis, position))
{
if (this.IsPointInsideCell(yIsUpAxis, position))
{
activeCells.Insert(0, this.Id);
CellTreeNode p = this.Parent;
while (p != null)
{
activeCells.Insert(0, p.Id);
p = p.Parent;
}
}
else
{
activeCells.Add(this.Id);
}
}
}
}
/// <summary>
/// Checks if the given point is inside the cell.
/// </summary>
/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
/// <param name="point">The point to check.</param>
/// <returns>True if the point is inside the cell, false if the point is not inside the cell.</returns>
public bool IsPointInsideCell(bool yIsUpAxis, Vector3 point)
{
if ((point.x < this.TopLeft.x) || (point.x > this.BottomRight.x))
{
return false;
}
if (yIsUpAxis)
{
if ((point.y >= this.TopLeft.y) && (point.y <= this.BottomRight.y))
{
return true;
}
}
else
{
if ((point.z >= this.TopLeft.z) && (point.z <= this.BottomRight.z))
{
return true;
}
}
return false;
}
/// <summary>
/// Checks if the given point is near the cell.
/// </summary>
/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
/// <param name="point">The point to check.</param>
/// <returns>True if the point is near the cell, false if the point is too far away.</returns>
public bool IsPointNearCell(bool yIsUpAxis, Vector3 point)
{
if (this.maxDistance == 0.0f)
{
this.maxDistance = (this.Size.x + this.Size.y + this.Size.z) / 2.0f;
}
return ((point - this.Center).sqrMagnitude <= (this.maxDistance * this.maxDistance));
}
}
public class ByteComparer : IComparer<byte>
{
/// <inheritdoc />
public int Compare(byte x, byte y)
{
return x == y ? 0 : x < y ? -1 : 1;
}
}
}