public void UnsafeRingQueue_Enqueue_Dequeue() { var test = new UnsafeRingQueue <int>(16, Allocator.Persistent); Assert.AreEqual(0, test.Length); int item; Assert.False(test.TryDequeue(out item)); test.Enqueue(123); Assert.AreEqual(1, test.Length); Assert.True(test.TryEnqueue(456)); Assert.AreEqual(2, test.Length); Assert.True(test.TryDequeue(out item)); Assert.AreEqual(123, item); Assert.AreEqual(1, test.Length); Assert.AreEqual(456, test.Dequeue()); Assert.AreEqual(0, test.Length); test.Dispose(); }
// Simple grassfire to calculate shortest distance along path to target position for every position. // - i.e. breadth-first expansion from target position. static void CalculateShortestWalkableDistancesToTarget(int rowCount, int colCount, byte *gridWalls, CartesianGridCoordinates targetPosition, NativeArray <int> targetDistances) { var cellCount = rowCount * colCount; var closed = new UnsafeBitArray(cellCount, Allocator.Temp, NativeArrayOptions.ClearMemory); var pending = new UnsafeBitArray(cellCount, Allocator.Temp, NativeArrayOptions.ClearMemory); var open = new UnsafeRingQueue <int>(cellCount, Allocator.Temp); var targetCellIndex = (targetPosition.y * colCount) + targetPosition.x; var cellIndexNorth = targetCellIndex + colCount; var cellIndexSouth = targetCellIndex - colCount; var cellIndexWest = targetCellIndex - 1; var cellIndexEast = targetCellIndex + 1; for (int i = 0; i < targetDistances.Length; i++) { targetDistances[i] = -1; } targetDistances[targetCellIndex] = 0; pending.Set(targetCellIndex, true); closed.Set(targetCellIndex, true); var validDirections = CartesianGridMovement.ValidDirections(targetPosition, rowCount, colCount, gridWalls); var validNorth = ((validDirections & (byte)CartesianGridDirectionBit.North) != 0); var validSouth = ((validDirections & (byte)CartesianGridDirectionBit.South) != 0); var validWest = ((validDirections & (byte)CartesianGridDirectionBit.West) != 0); var validEast = ((validDirections & (byte)CartesianGridDirectionBit.East) != 0); if (validNorth) { open.Enqueue(cellIndexNorth); pending.Set(cellIndexNorth, true); } if (validSouth) { open.Enqueue(cellIndexSouth); pending.Set(cellIndexSouth, true); } if (validWest) { open.Enqueue(cellIndexWest); pending.Set(cellIndexWest, true); } if (validEast) { open.Enqueue(cellIndexEast); pending.Set(cellIndexEast, true); } CalculateShortestWalkableDistancesToTargetInner(rowCount, colCount, gridWalls, targetDistances, pending, closed, open); closed.Dispose(); pending.Dispose(); open.Dispose(); }
// Simple grassfire to calculate shortest distance along path to target position for every position. // - i.e. breadth-first expansion from target position. static void CalculateShortestWalkableDistancesToTarget(NativeArray <int> targetDistances, int rowCount, byte *gridWalls, CartesianGridCoordinates targetPosition, CartesianGridOnCubeFace cubeFace, float4x4 *faceLocalToLocal) { var cellCount = rowCount * rowCount; var closed = new UnsafeBitArray(6 * cellCount, Allocator.Temp, NativeArrayOptions.ClearMemory); var pending = new UnsafeBitArray(6 * cellCount, Allocator.Temp, NativeArrayOptions.ClearMemory); var open = new UnsafeRingQueue <int>(6 * cellCount, Allocator.Temp); var faceIndex = cubeFace.Value; var faceTargetCellIndex = (targetPosition.y * rowCount) + targetPosition.x; for (int i = 0; i < targetDistances.Length; i++) { targetDistances[i] = -1; } var targetCellIndex = (faceIndex * cellCount) + faceTargetCellIndex; targetDistances[targetCellIndex] = 0; pending.Set(targetCellIndex, true); closed.Set(targetCellIndex, true); var cellIndexNorth = CartesianGridOnCubeUtility.CellIndexNorth(targetCellIndex, rowCount, faceLocalToLocal); var cellIndexSouth = CartesianGridOnCubeUtility.CellIndexSouth(targetCellIndex, rowCount, faceLocalToLocal); var cellIndexWest = CartesianGridOnCubeUtility.CellIndexWest(targetCellIndex, rowCount, faceLocalToLocal); var cellIndexEast = CartesianGridOnCubeUtility.CellIndexEast(targetCellIndex, rowCount, faceLocalToLocal); var rowStride = (rowCount + 1) / 2; var faceStride = rowCount * rowStride; var faceGridWallsOffset = faceIndex * faceStride; var validDirections = CartesianGridMovement.ValidDirections(targetPosition, rowCount, rowCount, gridWalls + faceGridWallsOffset); var validNorth = ((validDirections & (byte)CartesianGridDirectionBit.North) != 0); var validSouth = ((validDirections & (byte)CartesianGridDirectionBit.South) != 0); var validWest = ((validDirections & (byte)CartesianGridDirectionBit.West) != 0); var validEast = ((validDirections & (byte)CartesianGridDirectionBit.East) != 0); if (validNorth) { open.Enqueue(cellIndexNorth); pending.Set(cellIndexNorth, true); } if (validSouth) { open.Enqueue(cellIndexSouth); pending.Set(cellIndexSouth, true); } if (validWest) { open.Enqueue(cellIndexWest); pending.Set(cellIndexWest, true); } if (validEast) { open.Enqueue(cellIndexEast); pending.Set(cellIndexEast, true); } CalculateShortestWalkableDistancesToTargetInner(targetDistances, rowCount, gridWalls, faceLocalToLocal, pending, closed, open); closed.Dispose(); pending.Dispose(); open.Dispose(); }