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using Pathfinding.RVO;
#if MODULE_ENTITIES
using Unity.Entities;
using Unity.Transforms;
#endif
using UnityEngine;
using Unity.Mathematics;
namespace Pathfinding.ECS.RVO {
using Pathfinding.RVO;
/// <summary>
/// Index of an RVO agent in the local avoidance simulation.
///
/// If this component is present, that indicates that the agent is part of a local avoidance simulation.
/// The <see cref="RVOSystem"/> is responsible for adding and removing this component as necessary.
/// Any other systems should only concern themselves with the <see cref="RVOAgent"/> component.
///
/// Warning: This component does not support cloning. You must not clone entities that use this component.
/// There doesn't seem to be any way to make this work with the Unity.Entities API at the moment.
/// </summary>
#if MODULE_ENTITIES
[WriteGroup(typeof(ResolvedMovement))]
#endif
public readonly struct AgentIndex
#if MODULE_ENTITIES
: Unity.Entities.ICleanupComponentData
#endif
{
internal const int DeletedBit = 1 << 31;
internal const int IndexMask = (1 << 24) - 1;
internal const int VersionOffset = 24;
internal const int VersionMask = 0b1111_111 << VersionOffset;
public readonly int packedAgentIndex;
public int Index => packedAgentIndex & IndexMask;
public int Version => packedAgentIndex & VersionMask;
public bool Valid => (packedAgentIndex & DeletedBit) == 0;
public AgentIndex(int packedAgentIndex) {
this.packedAgentIndex = packedAgentIndex;
}
public AgentIndex(int version, int index) {
version <<= VersionOffset;
UnityEngine.Assertions.Assert.IsTrue((index & IndexMask) == index);
packedAgentIndex = (version & VersionMask) | (index & IndexMask);
}
public AgentIndex WithIncrementedVersion () {
return new AgentIndex((((packedAgentIndex & VersionMask) + (1 << VersionOffset)) & VersionMask) | Index);
}
public AgentIndex WithDeleted () {
return new AgentIndex(packedAgentIndex | DeletedBit);
}
}
}
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