Exemple #1
0
    void Update()
    {
        ChunkInfo info = null;

        lock (_needsMesh)
        {
            if (_needsMesh.Count == 0)
            {
                _isGenerating = false;
                return;
            }
            info = _needsMesh.Dequeue();
        }
        GameObject obj = (GameObject)Instantiate(_prefab, info.getPos(), Quaternion.identity);
        //GameObject obj = (GameObject)PhotonNetwork.Instantiate("Chunk", info.getPos(), Quaternion.identity, 0);
        Chunk chunk = ((Chunk)obj.GetComponent <Chunk>());

        chunk.setInfo(info);
        chunk.generateMesh();
        Vector3 pos = info.getPos();
        int     x   = Mathf.FloorToInt(pos.x / Constants.chunkWidth);
        int     z   = Mathf.FloorToInt(pos.z / Constants.chunkWidth);

        if (!_chunks.ContainsKey(x))
        {
            _chunks.Add(x, new Dictionary <int, Chunk>());
        }
        _chunks[x].Add(z, chunk);
    }
        public void CanEnqueueBeginning()
        {
            sut.Enqueue(2);
            sut.Enqueue(4);
            sut.Enqueue(10);
            sut.Dequeue();
            sut.EnqueueBeginning(2);

            Assert.AreEqual(2, sut.Peek());
        }
        public void Count_should_become_less_after_Dequeue()
        {
            int expectedCount = 0;

            queue = new PQueue <TileNode>();

            queue.Enqueue(fixture.Create <TileNode>(), 1);
            queue.Dequeue();
            int actualeCount = queue.Count;

            Assert.AreEqual(expectedCount, actualeCount);
        }
        public void Dequeue_should_return_first_come_object_if_all_objects_has_same_priority()
        {
            TileNode expectedTile = fixture.Create <TileNode>();

            queue = new PQueue <TileNode>();

            queue.Enqueue(expectedTile, 0);
            queue.Enqueue(fixture.Create <TileNode>(), 0);
            queue.Enqueue(fixture.Create <TileNode>(), 0);
            TileNode actualeTile = queue.Dequeue();

            Assert.AreEqual(expectedTile, actualeTile);
        }
        public void Dequeue_should_return_first_object_with_lowest_priority()
        {
            TileNode expectedTile = fixture.Create <TileNode>();

            queue = new PQueue <TileNode>();

            queue.Enqueue(fixture.Create <TileNode>(), 1);
            queue.Enqueue(expectedTile, 0);
            queue.Enqueue(fixture.Create <TileNode>(), 0);
            TileNode actualeTile = queue.Dequeue();

            Assert.AreEqual(expectedTile, actualeTile);
        }
Exemple #6
0
        public static ModellingLog Run(model m, double tmax = 100)
        {
            double currtime = 0;
            PQueue q        = new PQueue();

            //fill pqueue
            while (currtime < tmax && q.Count > 0)
            {
                var e = q.Dequeue();
                //process event
            }



            return(null);
        }
    static void Main()
    {
        PQueue erwait = new PQueue();

        pqItem[] erPatient = new pqItem[4];
        pqItem   nextPatient;

        erPatient[0].name     = "Joe Smith";
        erPatient[0].priority = 1;
        erPatient[1].name     = "Mary Brown";
        erPatient[1].priority = 0;
        erPatient[2].name     = "Sam Jones";
        erPatient[2].priority = 3;
        for (int x = 0; x <= erPatient.GetUpperBound(0); x++)
        {
            erwait.Enqueue(erPatient[x]);
        }
        nextPatient = (pqItem)erwait.Dequeue();
        Console.WriteLine(nextPatient.name);
    }
Exemple #8
0
 private void generateChunks()
 {
     while (_running)
     {
         ChunkInfo toGenerate;
         lock (_needsGenerated)
         {
             if (_needsGenerated.Count == 0)
             {
                 _isGenerating = false;
                 continue;
             }
             _isGenerating = true;
             toGenerate    = _needsGenerated.Dequeue();
         }
         toGenerate.generate();
         lock (_needsMesh)
         {
             _needsMesh.Enqueue(toGenerate);
         }
     }
 }
Exemple #9
0
    public bool FindPath(ANode root, ANode dest)
    {
        PQueue queue = new PQueue();

        if (!nodes.Contains(root))
        {
            nodes.Add(root);
            foreach (APath x in root.GetPaths())
            {
                paths.Add(x);
            }
        }

        if (!nodes.Contains(dest))
        {
            nodes.Add(dest);
            foreach (APath x in dest.GetPaths())
            {
                paths.Add(x);
            }
        }

        ANode currentNode = root;

        currentNode.Cost = 0;

        List <ANode> notVisited = new List <ANode>(nodes);

        while (notVisited.Count > 0)
        {
            foreach (APath x in currentNode.GetPaths())
            {
                ANode neighbor = x.GetOtherSide(currentNode);
                if (neighbor.Visited)
                {
                    continue;
                }

                neighbor.UpdateHeuristic(GetHeuristicOf(neighbor, dest));

                if (neighbor.Cost > currentNode.Cost + x.Cost)
                {
                    neighbor.UpdateNodeCost(currentNode.Cost + x.Cost, currentNode);
                }

                queue.Enqueue(neighbor);
            }
            currentNode.Visited = true;
            notVisited.Remove(currentNode);
            if (notVisited.Count == 0)
            {
                break;
            }
            currentNode = queue.Dequeue();
            if (currentNode.Equals(dest))
            {
                UpdatePath(root, dest);
                return(true);
            }
        }

        return(false);
    }