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();
    }
예제 #3
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    // 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();
    }