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122 lines (107 loc) · 3.11 KB
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using System;
using Unity.Entities;
using Unity.Mathematics;
/// <summary>
/// Available directions along grid axis
/// </summary>
[Flags]
public enum CartesianGridDirectionBit : byte
{
None = 0x00,
North = 0x01,
South = 0x02,
West = 0x04,
East = 0x08
}
/// <summary>
/// Direction along grid axis
/// 0 = N
/// 1 = S
/// 2 = W
/// 3 = E
/// 0xff = No movement
/// </summary>
public struct CartesianGridDirection : IComponentData
{
public byte Value; // 2 bits current direction
}
/// <summary>
/// Speed of movement in grid-space
/// - 6:10 fixed point instead of 32bit float (for size)
/// </summary>
public struct CartesianGridSpeed : IComponentData
{
public ushort Value;
}
/// <summary>
/// Coordinates quantized to the grid
/// </summary>
public struct CartesianGridCoordinates : IComponentData, IEquatable<CartesianGridCoordinates>
{
public short x;
public short y;
public CartesianGridCoordinates(float2 pos, int rowCount, int colCount)
{
// Quantized grid coordinates from position in grid space
// - Always positive when on the grid. (Up, Right)
// - Basically just float to int cast.
// - However, in the case of a cube, the translation may go off the grid when travelling around the corner.
// In this case, stretch the one-off grid element to encompass the whole area off the grid.
// e.g. if it's off to the left, grid x value is always -1.
x = (short)math.clamp(((int)(pos.x + 1.0f)) - 1, -1, colCount);
y = (short)math.clamp(((int)(pos.y + 1.0f)) - 1, -1, rowCount);
}
public bool Equals(CartesianGridCoordinates other)
{
return ((other.x == x) && (other.y == y));
}
public bool OnGrid(int rowCount, int colCount) =>
((x >= 0) &&
(x <= (colCount - 1)) &&
(y >= 0) &&
(y <= (rowCount - 1)));
}
/// <summary>
/// Is a target on the map, so will be tracked by CartesianGridFollowTarget
/// </summary>
public struct CartesianGridTarget : IComponentData
{
}
/// <summary>
/// Follow nearest CartesianGridTarget
/// </summary>
[WriteGroup(typeof(CartesianGridDirection))]
public struct CartesianGridFollowTarget : IComponentData
{
}
/// <summary>
/// Table of shortest paths to target for every grid cell on map.
/// </summary>
public struct CartesianGridTargetDirection : IBufferElementData
{
byte m_Value; // Never accessed directly.
}
/// <summary>
/// Table of shortest distance along shortest path to target for every grid cell on map.
/// </summary>
public struct CartesianGridTargetDistance : IBufferElementData
{
int m_Value; // Never accessed directly.
}
/// <summary>
/// Track last known grid coordinate of target
/// </summary>
public struct CartesianGridTargetCoordinates : IComponentData, IEquatable<CartesianGridCoordinates>
{
public short x;
public short y;
public CartesianGridTargetCoordinates(CartesianGridCoordinates other)
{
x = other.x;
y = other.y;
}
public bool Equals(CartesianGridCoordinates other)
{
return ((other.x == x) && (other.y == y));
}
}