int WalkPath(int cellIndex, NativeArray <byte> targetDirections, int pathOffset) { var cellPosition = CartesianGridOnCubeUtility.CellFaceCoordinates(cellIndex, RowCount); var faceIndex = CartesianGridOnCubeUtility.CellFaceIndex(cellIndex, RowCount); var validDirections = CartesianGridOnCubeShortestPath.LookupDirectionToTarget(cellPosition.x, cellPosition.y, faceIndex, RowCount, targetDirections); var direction = CartesianGridMovement.PathVariation[((pathOffset & 3) * 16) + validDirections]; if (direction == 0xff) // No path { return(0); } var nextCellIndex = -1; if (direction == 0) { nextCellIndex = CartesianGridOnCubeUtility.CellIndexNorth(cellIndex, RowCount, FaceLocalToLocal); } else if (direction == 1) { nextCellIndex = CartesianGridOnCubeUtility.CellIndexSouth(cellIndex, RowCount, FaceLocalToLocal); } else if (direction == 2) { nextCellIndex = CartesianGridOnCubeUtility.CellIndexWest(cellIndex, RowCount, FaceLocalToLocal); } else if (direction == 3) { nextCellIndex = CartesianGridOnCubeUtility.CellIndexEast(cellIndex, RowCount, FaceLocalToLocal); } else { Assert.Fail(); } // Test no wall in the direction given if (direction == 0) { Assert.IsFalse(TestWallBit(cellIndex, CartesianGridDirectionBit.North)); } else if (direction == 1) { Assert.IsFalse(TestWallBit(cellIndex, CartesianGridDirectionBit.South)); } else if (direction == 2) { Assert.IsFalse(TestWallBit(cellIndex, CartesianGridDirectionBit.West)); } else if (direction == 3) { Assert.IsFalse(TestWallBit(cellIndex, CartesianGridDirectionBit.East)); } return(1 + WalkPath(nextCellIndex, targetDirections, pathOffset)); }
protected override JobHandle OnUpdate(JobHandle lastJobHandle) { int pathOffset = m_PathVariationOffset; m_PathVariationOffset = (m_PathVariationOffset + 1) & 3; // Get component data from the GridCube var cartesianGridCube = GetSingleton <CartesianGridOnCube>(); var rowCount = cartesianGridCube.Blob.Value.RowCount; var gridWalls = (byte *)cartesianGridCube.Blob.Value.Walls.GetUnsafePtr(); var trailingOffsets = (float2 *)cartesianGridCube.Blob.Value.TrailingOffsets.GetUnsafePtr(); var faceLocalToLocal = (float4x4 *)cartesianGridCube.Blob.Value.FaceLocalToLocal.GetUnsafePtr(); var targetEntities = m_TargetQuery.ToEntityArray(Allocator.TempJob); var targetCoordinates = m_TargetQuery.ToComponentDataArray <CartesianGridCoordinates>(Allocator.TempJob); var getCartesianGridTargetDirectionFromEntity = GetBufferFromEntity <CartesianGridTargetDirection>(true); var getCartesianGridTargetDistanceFromEntity = GetBufferFromEntity <CartesianGridTargetDistance>(true); // Offset center to grid cell var cellCenterOffset = new float2(((float)rowCount * 0.5f) - 0.5f, ((float)rowCount * 0.5f) - 0.5f); // Whenever a CartesianGridFollowTarget reaches a new grid cell, make a decision about what next direction to turn. lastJobHandle = Entities .WithName("ChangeDirectionTowardNearestTarget") .WithNativeDisableUnsafePtrRestriction(trailingOffsets) .WithNativeDisableUnsafePtrRestriction(faceLocalToLocal) .WithNativeDisableUnsafePtrRestriction(gridWalls) .WithEntityQueryOptions(EntityQueryOptions.FilterWriteGroup) .WithReadOnly(targetCoordinates) .WithReadOnly(getCartesianGridTargetDirectionFromEntity) .WithReadOnly(getCartesianGridTargetDistanceFromEntity) .WithAll <CartesianGridFollowTarget>() .ForEach((ref CartesianGridDirection gridDirection, ref CartesianGridCoordinates gridCoordinates, ref Translation translation, ref CartesianGridOnCubeFace cubeFace) => { var dir = gridDirection.Value; if (dir != 0xff) // If moving, update grid based on trailing direction. { var nextGridPosition = new CartesianGridCoordinates(translation.Value.xz + trailingOffsets[dir], rowCount, rowCount); if (gridCoordinates.Equals(nextGridPosition)) { // Don't allow translation to drift translation.Value = CartesianGridMovement.SnapToGridAlongDirection(translation.Value, dir, gridCoordinates, cellCenterOffset); return; // Still in the same grid cell. No need to change direction. } var edge = CartesianGridMovement.CubeExitEdge(nextGridPosition, rowCount); // Change direction based on wall layout (within current face.) if (edge == -1) { gridCoordinates = nextGridPosition; } // Exiting face of GridCube, change face and direction relative to new face. else { int prevFaceIndex = cubeFace.Value; // Look up next direction given previous face and exit edge. var nextDir = CartesianGridOnCubeUtility.NextFaceDirection[(edge * 6) + prevFaceIndex]; gridDirection.Value = nextDir; // Lookup next face index given previous face and exit edge. var nextFaceIndex = CartesianGridOnCubeUtility.NextFaceIndex[(edge * 6) + prevFaceIndex]; cubeFace.Value = nextFaceIndex; // Transform translation relative to next face's grid-space // - This transform is only done to "smooth" the transition around the edges. // - Alternatively, you could "snap" to the same relative position in the next face by rotating the translation components. // - Note that Y position won't be at target value from one edge to another, so that is interpolated in movement update, // purely for "smoothing" purposes. var localToLocal = faceLocalToLocal[((prevFaceIndex * 6) + nextFaceIndex)]; translation.Value.xyz = math.mul(localToLocal, new float4(translation.Value, 1.0f)).xyz; // Update gridPosition relative to new face. gridCoordinates = new CartesianGridCoordinates(translation.Value.xz + trailingOffsets[nextDir], rowCount, rowCount); } } if (!gridCoordinates.OnGrid(rowCount, rowCount)) { return; } var targetEntity = FindTargetShortestPathLength(gridCoordinates, cubeFace, rowCount, targetCoordinates, targetEntities, getCartesianGridTargetDistanceFromEntity); if (targetEntity == Entity.Null) { // No target for whatever reason, look busy. int faceIndex = cubeFace.Value; var rowStride = (rowCount + 1) / 2; var faceStride = rowCount * rowStride; var faceGridWallsOffset = faceIndex * faceStride; gridDirection.Value = CartesianGridMovement.BounceDirectionOffWalls(gridCoordinates, dir, rowCount, rowCount, gridWalls + faceGridWallsOffset, pathOffset); return; } // Lookup next direction along shortest path to target from table stored in CartesianGridTargetDirection // - When multiple shortest path available, use pathOffset to select which option. var targetDirections = getCartesianGridTargetDirectionFromEntity[targetEntity].Reinterpret <byte>().AsNativeArray(); var validDirections = CartesianGridOnCubeShortestPath.LookupDirectionToTarget(gridCoordinates, cubeFace, rowCount, targetDirections); gridDirection.Value = CartesianGridMovement.PathVariation[(pathOffset * 16) + validDirections]; }).Schedule(lastJobHandle); lastJobHandle = targetEntities.Dispose(lastJobHandle); lastJobHandle = targetCoordinates.Dispose(lastJobHandle); return(lastJobHandle); }