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using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
public static unsafe class CartesianGridOnPlaneShortestPath
{
// 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();
}
static void CalculateShortestWalkableDistancesToTargetInner(int rowCount, int colCount, byte* gridWalls, NativeArray<int> targetDistances, UnsafeBitArray pending, UnsafeBitArray closed, UnsafeRingQueue<int> open)
{
var cellCount = rowCount * colCount;
while (open.Length > 0)
{
var cellIndex = open.Dequeue();
var y = cellIndex / colCount;
var x = cellIndex - (y * colCount);
var cellPosition = new CartesianGridCoordinates { x = (short)x, y = (short)y };
var validDirections = CartesianGridMovement.ValidDirections(cellPosition, 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);
var cellIndexNorth = cellIndex + colCount;
var cellIndexSouth = cellIndex - colCount;
var cellIndexWest = cellIndex - 1;
var cellIndexEast = cellIndex + 1;
var distanceNorth = cellCount + 1;
var distanceSouth = cellCount + 1;
var distanceEast = cellCount + 1;
var distanceWest = cellCount + 1;
if (validNorth)
{
if (closed.IsSet(cellIndexNorth))
{
distanceNorth = targetDistances[cellIndexNorth];
}
else if (!pending.IsSet(cellIndexNorth))
{
open.Enqueue(cellIndexNorth);
pending.Set(cellIndexNorth, true);
}
}
if (validSouth)
{
if (closed.IsSet(cellIndexSouth))
{
distanceSouth = targetDistances[cellIndexSouth];
}
else if (!pending.IsSet(cellIndexSouth))
{
open.Enqueue(cellIndexSouth);
pending.Set(cellIndexSouth, true);
}
}
if (validWest)
{
if (closed.IsSet(cellIndexWest))
{
distanceWest = targetDistances[cellIndexWest];
}
else if (!pending.IsSet(cellIndexWest))
{
open.Enqueue(cellIndexWest);
pending.Set(cellIndexWest, true);
}
}
if (validEast)
{
if (closed.IsSet(cellIndexEast))
{
distanceEast = targetDistances[cellIndexEast];
}
else if (!pending.IsSet(cellIndexEast))
{
open.Enqueue(cellIndexEast);
pending.Set(cellIndexEast, true);
}
}
var bestDist = math.cmin(new int4(distanceNorth, distanceSouth, distanceEast, distanceWest)) + 1;
targetDistances[cellIndex] = bestDist;
closed.Set(cellIndex, true);
}
}
// Sample valid neighboring distances from point.
// - Smallest distance less than current position's distance is best next path to target.
// - May result in more than one best direction (any of NSWE)
// - May result in no best direction if on island (result=0xff)
static void CalculateShortestPathGivenDistancesToTarget(NativeArray<byte> targetDirections, int rowCount, int colCount, NativeArray<int> cellDistances, byte* gridWalls)
{
var cellCount = rowCount * colCount;
var rowStride = ((colCount + 1) / 2);
for (var i = 0; i < (rowStride * rowCount); i++)
targetDirections[i] = 0;
for (var cellIndex = 0; cellIndex < cellCount; cellIndex++)
{
var y = cellIndex / colCount;
var x = cellIndex - (y * colCount);
var cellPosition = new CartesianGridCoordinates { x = (short)x, y = (short)y };
var validDirections = CartesianGridMovement.ValidDirections(cellPosition, 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);
var cellIndexNorth = cellIndex + colCount;
var cellIndexSouth = cellIndex - colCount;
var cellIndexWest = cellIndex - 1;
var cellIndexEast = cellIndex + 1;
var distanceNorth = cellCount + 1;
var distanceSouth = cellCount + 1;
var distanceEast = cellCount + 1;
var distanceWest = cellCount + 1;
if (validNorth)
distanceNorth = cellDistances[cellIndexNorth];
if (validSouth)
distanceSouth = cellDistances[cellIndexSouth];
if (validWest)
distanceWest = cellDistances[cellIndexWest];
if (validEast)
distanceEast = cellDistances[cellIndexEast];
var bestDist = math.cmin(new int4(distanceNorth, distanceSouth, distanceEast, distanceWest));
var dist = cellDistances[cellIndex];
if ((bestDist < dist) && (bestDist <= cellCount))
{
var bestDir = 0;
if (distanceNorth == bestDist)
bestDir |= (byte)CartesianGridDirectionBit.North;
if (distanceSouth == bestDist)
bestDir |= (byte)CartesianGridDirectionBit.South;
if (distanceWest == bestDist)
bestDir |= (byte)CartesianGridDirectionBit.West;
if (distanceEast == bestDist)
bestDir |= (byte)CartesianGridDirectionBit.East;
var targetDirectionsIndex = (y * rowStride) + (x / 2);
targetDirections[targetDirectionsIndex] |= (byte)(bestDir << (4 * (x & 1)));
}
}
}
/// <summary>
/// Find shortest path for every position on grid to target position
/// </summary>
/// <param name="targetDirections">Result table of all shortest paths for every position on grid to targetPosition</param>
/// <param name="rowCount">Height of grid</param>
/// <param name="colCount">Width of grid</param>
/// <param name="targetPosition">Generate all shortest paths to this position.</param>
/// <param name="gridWalls">Table representing walls/obstacles in grid. See: CartesianGridMovement</param>
public static void CalculateShortestPathsToTarget(NativeArray<byte> targetDirections, int rowCount, int colCount, CartesianGridCoordinates targetPosition, byte* gridWalls)
{
var targetDistances = new NativeArray<int>(rowCount * colCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
CalculateShortestWalkableDistancesToTarget(rowCount, colCount, gridWalls, targetPosition, targetDistances);
CalculateShortestPathGivenDistancesToTarget(targetDirections, rowCount, colCount, targetDistances, gridWalls);
targetDistances.Dispose();
}
/// <summary>
/// Find directions along shortest path(s) to target.
/// </summary>
/// <param name="cellPosition">Current position</param>
/// <param name="rowCount">Height of grid</param>
/// <param name="colCount">Width of grid</param>
/// <param name="targetDirections">Lookup table generated by CalculatePathsToTarget</param>
/// <returns>Any (or none) best directions along any shortest path in form of CartesianGridDirectionBit</returns>
public static byte LookupDirectionToTarget(CartesianGridCoordinates cellPosition, int rowCount, int colCount, NativeArray<byte> targetDirections)
{
var rowStride = ((colCount + 1) / 2);
var gridWallsIndex = (cellPosition.y * rowStride) + (cellPosition.x / 2);
// Walls in current grid element (odd columns in upper 4 bits of byte)
var directions = (targetDirections[gridWallsIndex] >> ((cellPosition.x & 1) * 4)) & 0x0f;
return (byte)directions;
}
}