diff options
author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
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committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 |
commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs | |
parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff) |
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs')
-rw-r--r-- | Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs new file mode 100644 index 0000000..e9bdaf3 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using Unity.Burst; +using Unity.Collections; +using Unity.Jobs; +using Unity.Mathematics; +using Pathfinding.Jobs; + +namespace Pathfinding.Graphs.Grid.Jobs { + /// <summary> + /// Calculates the default node positions for a grid graph. + /// + /// The node positions will lie on the base plane of the grid graph. + /// + /// See: <see cref="GridGraph.CalculateTransform"/> + /// </summary> + [BurstCompile(FloatMode = FloatMode.Fast)] + public struct JobNodeGridLayout : IJob, GridIterationUtilities.ICellAction { + public Matrix4x4 graphToWorld; + public IntBounds bounds; + + [WriteOnly] + public NativeArray<Vector3> nodePositions; + + public static Vector3 NodePosition (Matrix4x4 graphToWorld, int x, int z) { + return graphToWorld.MultiplyPoint3x4(new Vector3(x + 0.5f, 0, z + 0.5f)); + } + + public void Execute () { + GridIterationUtilities.ForEachCellIn3DArray(bounds.size, ref this); + } + + public void Execute (uint innerIndex, int x, int y, int z) { + nodePositions[(int)innerIndex] = NodePosition(graphToWorld, x + bounds.min.x, z + bounds.min.z); + } + } +} |