From 8722a9920c1f6119bf6e769cba270e63097f8e25 Mon Sep 17 00:00:00 2001 From: chai <215380520@qq.com> Date: Thu, 23 May 2024 10:08:29 +0800 Subject: + astar project --- .../Graphs/Grid/Jobs/JobNodeGridLayout.cs | 36 ++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Grid/Jobs/JobNodeGridLayout.cs') 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 { + /// + /// Calculates the default node positions for a grid graph. + /// + /// The node positions will lie on the base plane of the grid graph. + /// + /// See: + /// + [BurstCompile(FloatMode = FloatMode.Fast)] + public struct JobNodeGridLayout : IJob, GridIterationUtilities.ICellAction { + public Matrix4x4 graphToWorld; + public IntBounds bounds; + + [WriteOnly] + public NativeArray 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); + } + } +} -- cgit v1.1-26-g67d0