Beispiel #1
0
		/** Calculates the grid connections for a single node.
		 * The x and z parameters are assumed to be the grid coordinates of the node.
		 *
		 * \see CalculateConnections(GridNode)
		 */
		public virtual void CalculateConnections (int x, int z, GridNode node) {
			// All connections are disabled if the node is not walkable
			if (!node.Walkable) {
				// Reset all connections
				// This makes the node have NO connections to any neighbour nodes
				node.ResetConnectionsInternal();
				return;
			}

			// Internal index of where in the graph the node is
			int index = node.NodeInGridIndex;

			if (neighbours == NumNeighbours.Four || neighbours == NumNeighbours.Eight) {
				// Bitpacked connections
				// bit 0 is set if connection 0 is enabled
				// bit 1 is set if connection 1 is enabled etc.
				int conns = 0;

				// Loop through axis aligned neighbours (down, right, up, left) or (-Z, +X, +Z, -X)
				for (int i = 0; i < 4; i++) {
					int nx = x + neighbourXOffsets[i];
					int nz = z + neighbourZOffsets[i];

					// Check if the new position is inside the grid
					// Bitwise AND (&) is measurably faster than &&
					// (not much, but this code is hot)
					if (nx >= 0 & nz >= 0 & nx < width & nz < depth) {
						var other = nodes[index+neighbourOffsets[i]];

						if (IsValidConnection(node, other)) {
							// Enable connection i
							conns |= 1 << i;
						}
					}
				}

				// Bitpacked diagonal connections
				int diagConns = 0;

				// Add in the diagonal connections
				if (neighbours == NumNeighbours.Eight) {
					if (cutCorners) {
						for (int i = 0; i < 4; i++) {
							// If at least one axis aligned connection
							// is adjacent to this diagonal, then we can add a connection.
							// Bitshifting is a lot faster than calling node.GetConnectionInternal.
							// We need to check if connection i and i+1 are enabled
							// but i+1 may overflow 4 and in that case need to be wrapped around
							// (so 3+1 = 4 goes to 0). We do that by checking both connection i+1
							// and i+1-4 at the same time. Either i+1 or i+1-4 will be in the range
							// from 0 to 4 (exclusive)
							if (((conns >> i | conns >> (i+1) | conns >> (i+1-4)) & 1) != 0) {
								int directionIndex = i+4;

								int nx = x + neighbourXOffsets[directionIndex];
								int nz = z + neighbourZOffsets[directionIndex];

								if (nx >= 0 & nz >= 0 & nx < width & nz < depth) {
									GridNode other = nodes[index+neighbourOffsets[directionIndex]];

									if (IsValidConnection(node, other)) {
										diagConns |= 1 << directionIndex;
									}
								}
							}
						}
					} else {
						for (int i = 0; i < 4; i++) {
							// If exactly 2 axis aligned connections is adjacent to this connection
							// then we can add the connection
							// We don't need to check if it is out of bounds because if both of
							// the other neighbours are inside the bounds this one must be too
							if ((conns >> i & 1) != 0 && ((conns >> (i+1) | conns >> (i+1-4)) & 1) != 0) {
								GridNode other = nodes[index+neighbourOffsets[i+4]];

								if (IsValidConnection(node, other)) {
									diagConns |= 1 << (i+4);
								}
							}
						}
					}
				}

				// Set all connections at the same time
				node.SetAllConnectionInternal(conns | diagConns);
			} else {
				// Hexagon layout

				// Reset all connections
				// This makes the node have NO connections to any neighbour nodes
				node.ResetConnectionsInternal();

				// Loop through all possible neighbours and try to connect to them
				for (int j = 0; j < hexagonNeighbourIndices.Length; j++) {
					var i = hexagonNeighbourIndices[j];

					int nx = x + neighbourXOffsets[i];
					int nz = z + neighbourZOffsets[i];

					if (nx >= 0 & nz >= 0 & nx < width & nz < depth) {
						var other = nodes[index+neighbourOffsets[i]];
						node.SetConnectionInternal(i, IsValidConnection(node, other));
					}
				}
			}
		}