public void Initialize() { GenerateNeighbors(); LinkedScanNode = GridManager.GetScanNode(gridX / GridManager.ScanResolution, gridY / GridManager.ScanResolution); _clearanceDegree = DEFAULT_DEGREE; _clearanceSource = DEFAULT_SOURCE; this.FastInitialize(); }
private static void Generate() { #region Pooling; no need to create all those nodes again if (Grid != null) { int min = Grid.Length; CachedGridNodes.EnsureCapacity(min); for (int i = min - 1; i >= 0; i--) { if (LockstepManager.PoolingEnabled) { CachedGridNodes.Add(Grid[i]); } } } if (ScanGrid != null) { int min = ScanGrid.Length; CachedScanNodes.EnsureCapacity(min); for (int i = min - 1; i >= 0; i--) { if (LockstepManager.PoolingEnabled) { CachedScanNodes.Add(ScanGrid[i]); } } } #endregion //long startMem = System.GC.GetTotalMemory (true); ScanGrid = new ScanNode[ScanGridSize]; for (int i = ScanWidth - 1; i >= 0; i--) { for (int j = ScanHeight - 1; j >= 0; j--) { ScanNode node = CachedScanNodes.Count > 0 ? CachedScanNodes.Pop() : new ScanNode(); node.Setup(i, j); ScanGrid [GetScanIndex(i, j)] = node; } } Grid = new GridNode[GridSize]; for (int i = Width - 1; i >= 0; i--) { for (int j = Height - 1; j >= 0; j--) { GridNode node = CachedGridNodes.Count > 0 ? CachedGridNodes.Pop() : new GridNode(); node.Setup(i, j); Grid [GetGridIndex(i, j)] = node; } } //long usedMem = System.GC.GetTotalMemory (true) - startMem; //Debug.Log ("Grid generated using " + usedMem + " Bytes!"); }
public static bool GetScanCoordinates(long xPos, long yPos, out int xGrid, out int yGrid) { //xGrid = (int)((((xPos + FixedMath.Half - 1 - OffsetX) >> FixedMath.SHIFT_AMOUNT) + ScanResolution / 2) / ScanResolution); //yGrid = (int)((((yPos + FixedMath.Half - 1 - OffsetY) >> FixedMath.SHIFT_AMOUNT) + ScanResolution / 2) / ScanResolution); GridNode gridNode = GetNode(xPos, yPos); if (gridNode.IsNull()) { xGrid = 0; yGrid = 0; return(false); } ScanNode scanNode = gridNode.LinkedScanNode; xGrid = scanNode.X; yGrid = scanNode.Y; return(true); }
public static void ScanAll(Vector2d position, long radius, Func <LSAgent, bool> agentConditional, Func <byte, bool> bucketConditional, FastList <LSAgent> output) { //If radius is too big and we scan too many tiles, performance will be bad const long circleCastRadius = FixedMath.One * 16; output.FastClear(); if (radius >= circleCastRadius) { bufferBodies.FastClear(); PhysicsTool.CircleCast(position, radius, bufferBodies); for (int i = 0; i < bufferBodies.Count; i++) { var body = bufferBodies [i]; var agent = body.Agent; //we have to check agent's controller since we did not filter it through buckets if (agent.IsNotNull() && bucketConditional(agent.Controller.ControllerID)) { if (agentConditional(agent)) { output.Add(agent); } } } return; } int xMin = ((position.x - radius - GridManager.OffsetX) / (long)GridManager.ScanResolution).ToInt(); int xMax = ((position.x + radius - GridManager.OffsetX) / (long)GridManager.ScanResolution).CeilToInt(); int yMin = ((position.y - radius - GridManager.OffsetY) / (long)GridManager.ScanResolution).ToInt(); int yMax = ((position.y + radius - GridManager.OffsetY) / (long)GridManager.ScanResolution).CeilToInt(); long fastRadius = radius * radius; for (int x = xMin; x <= xMax; x++) { for (int y = yMin; y <= yMax; y++) { ScanNode tempNode = GridManager.GetScanNode( x, y); if (tempNode.IsNotNull()) { if (tempNode.AgentCount > 0) { bufferBuckets.FastClear(); tempNode.GetBucketsWithAllegiance(bucketConditional, bufferBuckets); for (int i = 0; i < bufferBuckets.Count; i++) { FastBucket <LSInfluencer> tempBucket = bufferBuckets[i]; BitArray arrayAllocation = tempBucket.arrayAllocation; for (int j = 0; j < tempBucket.PeakCount; j++) { if (arrayAllocation.Get(j)) { LSAgent tempAgent = tempBucket[j].Agent; long distance = (tempAgent.Body.Position - position).FastMagnitude(); if (distance < fastRadius) { if (agentConditional(tempAgent)) { output.Add(tempAgent); } } else { } } } } } } } } }