Reduce allocations
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@ -18,10 +18,10 @@ public class PotentiallyVisibleSet
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private struct Poly
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{
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public Vector3[] Vertices;
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public List<Vector3> Vertices;
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public readonly Plane Plane;
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public Poly(Vector3[] vertices, Plane plane)
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public Poly(List<Vector3> vertices, Plane plane)
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{
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Vertices = vertices;
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Plane = plane;
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@ -29,14 +29,8 @@ public class PotentiallyVisibleSet
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public Poly(Poly other)
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{
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// TODO: Can this be reverted?
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var vs = new Vector3[other.Vertices.Length];
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for (var i = 0; i < vs.Length; i++)
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{
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vs[i] = other.Vertices[i];
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}
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Vertices = vs;
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Plane = new Plane(other.Plane.Normal, other.Plane.D);
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Vertices = [..other.Vertices];
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Plane = other.Plane;
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}
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public bool IsCoplanar(Poly other)
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@ -56,6 +50,11 @@ public class PotentiallyVisibleSet
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private const float Epsilon = 0.1f;
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// This is yucky and means we're not thread safe
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private readonly List<float> _clipDistances = new(32);
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private readonly List<Side> _clipSides = new(32);
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private readonly int[] _clipCounts = [0, 0, 0];
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// TODO:
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// - This is a conservative algorithm based on Matt's Ramblings Quake PVS video
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// - Build portal graph (or just use WR directly)
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@ -101,10 +100,10 @@ public class PotentiallyVisibleSet
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// Checking if there's already an edge is super slow. It's much faster to just add a new edge, even with
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// the duplicated poly
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var vs = new Vector3[poly.VertexCount];
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var vs = new List<Vector3>(poly.VertexCount);
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for (var vIdx = 0; vIdx < poly.VertexCount; vIdx++)
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{
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vs[vIdx] = cell.Vertices[cell.Indices[indicesOffset + vIdx]];
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vs.Add(cell.Vertices[cell.Indices[indicesOffset + vIdx]]);
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}
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var edge = new Edge
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@ -211,10 +210,10 @@ public class PotentiallyVisibleSet
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var poly = new Poly(edge.Poly);
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foreach (var separator in separators)
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{
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poly = ClipPolygonByPlane(poly, separator);
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ClipPolygonByPlane(ref poly, separator);
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}
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if (poly.Vertices.Length == 0)
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if (poly.Vertices.Count == 0)
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{
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continue;
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}
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@ -226,13 +225,13 @@ public class PotentiallyVisibleSet
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// TODO: We're getting multiple separating planes that are the same, let's not somehow?
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private static void GetSeparatingPlanes(List<Plane> separators, Poly p0, Poly p1, bool flip)
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{
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for (var i = 0; i < p0.Vertices.Length; i++)
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for (var i = 0; i < p0.Vertices.Count; i++)
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{
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// brute force all combinations
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// there's probably some analytical way to choose the "correct" v2 but I couldn't find anything online
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var v0 = p0.Vertices[i];
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var v1 = p0.Vertices[(i + 1) % p0.Vertices.Length];
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for (var j = 0; j < p1.Vertices.Length; j++)
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var v1 = p0.Vertices[(i + 1) % p0.Vertices.Count];
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for (var j = 0; j < p1.Vertices.Count; j++)
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{
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var v2 = p1.Vertices[j];
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@ -264,7 +263,7 @@ public class PotentiallyVisibleSet
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// All points should be in front of the plane (except for the point used to create it)
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var invalid = false;
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var count = 0;
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for (var k = 0; k < p1.Vertices.Length; k++)
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for (var k = 0; k < p1.Vertices.Count; k++)
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{
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if (k == j)
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{
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@ -308,42 +307,47 @@ public class PotentiallyVisibleSet
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// TODO: is this reference type poly going to fuck me?
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// TODO: Should this and Poly be in MathUtils?
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private static Poly ClipPolygonByPlane(Poly poly, Plane plane)
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private void ClipPolygonByPlane(ref Poly poly, Plane plane)
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{
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var vertexCount = poly.Vertices.Length;
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var vertexCount = poly.Vertices.Count;
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if (vertexCount == 0)
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{
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return poly;
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return;
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}
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// Firstly we want to tally up what side of the plane each point of the poly is on
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// This is used both to early out if nothing/everything is clipped, and to aid the clipping
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var distances = new float[vertexCount];
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var sides = new Side[vertexCount];
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var counts = new int[3];
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// var distances = new float[vertexCount];
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// var sides = new Side[vertexCount];
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// var counts = new int[3];
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_clipDistances.Clear();
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_clipSides.Clear();
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_clipCounts[0] = 0;
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_clipCounts[1] = 0;
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_clipCounts[2] = 0;
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for (var i = 0; i < vertexCount; i++)
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{
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var distance = MathUtils.DistanceFromPlane(plane, poly.Vertices[i]);
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distances[i] = distance;
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sides[i] = distance switch {
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_clipDistances.Add(distance);
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_clipSides.Add(distance switch {
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> Epsilon => Side.Front,
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<-Epsilon => Side.Back,
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_ => Side.On,
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};
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counts[(int)sides[i]]++;
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});
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_clipCounts[(int)_clipSides[i]]++;
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}
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// Everything is within the half-space, so we don't need to clip anything
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if (counts[(int)Side.Back] == 0 && counts[(int)Side.On] != vertexCount)
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if (_clipCounts[(int)Side.Back] == 0 && _clipCounts[(int)Side.On] != vertexCount)
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{
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return poly;
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return;
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}
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// Everything is outside the half-space, so we clip everything
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if (counts[(int)Side.Front] == 0)
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if (_clipCounts[(int)Side.Front] == 0)
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{
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poly.Vertices = [];
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return poly;
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poly.Vertices.Clear();
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return;
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}
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var vertices = new List<Vector3>();
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@ -352,11 +356,11 @@ public class PotentiallyVisibleSet
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var i1 = (i + 1) % vertexCount;
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var v0 = poly.Vertices[i];
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var v1 = poly.Vertices[i1];
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var side = sides[i];
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var nextSide = sides[i1];
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var side = _clipSides[i];
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var nextSide = _clipSides[i1];
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// Vertices that are inside/on the half-space don't get clipped
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if (sides[i] != Side.Back)
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if (_clipSides[i] != Side.Back)
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{
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vertices.Add(v0);
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}
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@ -370,12 +374,11 @@ public class PotentiallyVisibleSet
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}
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// This is how far along the vector v0 -> v1 the front/back crossover occurs
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var frac = distances[i] / (distances[i] - distances[i1]);
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var frac = _clipDistances[i] / (_clipDistances[i] - _clipDistances[i1]);
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var splitVertex = v0 + frac * (v1 - v0);
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vertices.Add(splitVertex);
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}
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poly.Vertices = [..vertices];
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return poly;
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poly.Vertices = vertices;
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}
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}
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