285 lines
8.6 KiB (Stored with Git LFS)
C#
285 lines
8.6 KiB (Stored with Git LFS)
C#
using UnityEngine;
|
|
using Unity.Mathematics;
|
|
using System.Runtime.CompilerServices;
|
|
using Unity.Profiling;
|
|
|
|
namespace Pathfinding {
|
|
/// <summary>
|
|
/// Holds a coordinate in (integer) millimeters.
|
|
///
|
|
/// This is used for node coordinates and other things, primarily to avoid floating point calculations in the core pathfinding routines (as they can be slow and non-deterministic if you are not careful).
|
|
///
|
|
/// You can cast back and forth between Vector3s and Int3s like:
|
|
/// <code>
|
|
/// Int3 intPoint = (Int3)transform.position;
|
|
/// transform.position = (Vector3)intPoint;
|
|
/// </code>
|
|
///
|
|
/// During the cast, the coordinates will be rounded to the nearest millimeter.
|
|
/// </summary>
|
|
public struct Int3 : System.IEquatable<Int3> {
|
|
public int x;
|
|
public int y;
|
|
public int z;
|
|
|
|
//These should be set to the same value (only PrecisionFactor should be 1 divided by Precision)
|
|
|
|
/// <summary>
|
|
/// Precision for the integer coordinates.
|
|
/// One world unit is divided into [value] pieces. A value of 1000 would mean millimeter precision, a value of 1 would mean meter precision (assuming 1 world unit = 1 meter).
|
|
/// This value affects the maximum coordinates for nodes as well as how large the cost values are for moving between two nodes.
|
|
/// A higher value means that you also have to set all penalty values to a higher value to compensate since the normal cost of moving will be higher.
|
|
/// </summary>
|
|
public const int Precision = 1000;
|
|
|
|
/// <summary><see cref="Precision"/> as a float</summary>
|
|
public const float FloatPrecision = 1000F;
|
|
|
|
/// <summary>1 divided by <see cref="Precision"/></summary>
|
|
public const float PrecisionFactor = 0.001F;
|
|
|
|
public static Int3 zero => new Int3();
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)]
|
|
public Int3 (Vector3 position) {
|
|
x = (int)System.Math.Round(position.x*FloatPrecision);
|
|
y = (int)System.Math.Round(position.y*FloatPrecision);
|
|
z = (int)System.Math.Round(position.z*FloatPrecision);
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)]
|
|
public Int3 (int _x, int _y, int _z) {
|
|
x = _x;
|
|
y = _y;
|
|
z = _z;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static bool operator == (Int3 lhs, Int3 rhs) {
|
|
return lhs.x == rhs.x &&
|
|
lhs.y == rhs.y &&
|
|
lhs.z == rhs.z;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static bool operator != (Int3 lhs, Int3 rhs) {
|
|
return lhs.x != rhs.x ||
|
|
lhs.y != rhs.y ||
|
|
lhs.z != rhs.z;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static explicit operator Int3 (Vector3 ob) {
|
|
return new Int3(
|
|
(int)System.Math.Round(ob.x*FloatPrecision),
|
|
(int)System.Math.Round(ob.y*FloatPrecision),
|
|
(int)System.Math.Round(ob.z*FloatPrecision)
|
|
);
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static explicit operator Vector3 (Int3 ob) {
|
|
return new Vector3(ob.x*PrecisionFactor, ob.y*PrecisionFactor, ob.z*PrecisionFactor);
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static explicit operator float3 (Int3 ob) {
|
|
return (float3)(int3)ob*PrecisionFactor;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static explicit operator int3 (Int3 ob) {
|
|
return new int3(ob.x, ob.y, ob.z);
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static Int3 operator - (Int3 lhs, Int3 rhs) {
|
|
lhs.x -= rhs.x;
|
|
lhs.y -= rhs.y;
|
|
lhs.z -= rhs.z;
|
|
return lhs;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static Int3 operator - (Int3 lhs) {
|
|
lhs.x = -lhs.x;
|
|
lhs.y = -lhs.y;
|
|
lhs.z = -lhs.z;
|
|
return lhs;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static Int3 operator + (Int3 lhs, Int3 rhs) {
|
|
lhs.x += rhs.x;
|
|
lhs.y += rhs.y;
|
|
lhs.z += rhs.z;
|
|
return lhs;
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
public static Int3 operator * (Int3 lhs, int rhs) {
|
|
lhs.x *= rhs;
|
|
lhs.y *= rhs;
|
|
lhs.z *= rhs;
|
|
|
|
return lhs;
|
|
}
|
|
|
|
public static Int3 operator * (Int3 lhs, float rhs) {
|
|
lhs.x = (int)System.Math.Round(lhs.x * rhs);
|
|
lhs.y = (int)System.Math.Round(lhs.y * rhs);
|
|
lhs.z = (int)System.Math.Round(lhs.z * rhs);
|
|
|
|
return lhs;
|
|
}
|
|
|
|
public static Int3 operator * (Int3 lhs, double rhs) {
|
|
lhs.x = (int)System.Math.Round(lhs.x * rhs);
|
|
lhs.y = (int)System.Math.Round(lhs.y * rhs);
|
|
lhs.z = (int)System.Math.Round(lhs.z * rhs);
|
|
|
|
return lhs;
|
|
}
|
|
|
|
public static Int3 operator / (Int3 lhs, float rhs) {
|
|
lhs.x = (int)System.Math.Round(lhs.x / rhs);
|
|
lhs.y = (int)System.Math.Round(lhs.y / rhs);
|
|
lhs.z = (int)System.Math.Round(lhs.z / rhs);
|
|
return lhs;
|
|
}
|
|
|
|
public int this[int i] {
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
get {
|
|
return i == 0 ? x : (i == 1 ? y : z);
|
|
}
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)][IgnoredByDeepProfiler]
|
|
set {
|
|
if (i == 0) x = value;
|
|
else if (i == 1) y = value;
|
|
else z = value;
|
|
}
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)]
|
|
public static Int3 Max (Int3 lhs, Int3 rhs) {
|
|
return new Int3(System.Math.Max(lhs.x, rhs.x), System.Math.Max(lhs.y, rhs.y), System.Math.Max(lhs.z, rhs.z));
|
|
}
|
|
|
|
[MethodImplAttribute(MethodImplOptions.AggressiveInlining)]
|
|
public static Int3 Min (Int3 lhs, Int3 rhs) {
|
|
return new Int3(System.Math.Min(lhs.x, rhs.x), System.Math.Min(lhs.y, rhs.y), System.Math.Min(lhs.z, rhs.z));
|
|
}
|
|
|
|
/// <summary>Angle between the vectors in radians</summary>
|
|
public static float Angle (Int3 lhs, Int3 rhs) {
|
|
double cos = Dot(lhs, rhs)/ ((double)lhs.magnitude*(double)rhs.magnitude);
|
|
|
|
cos = cos < -1 ? -1 : (cos > 1 ? 1 : cos);
|
|
return (float)System.Math.Acos(cos);
|
|
}
|
|
|
|
public static int Dot (Int3 lhs, Int3 rhs) {
|
|
return
|
|
lhs.x * rhs.x +
|
|
lhs.y * rhs.y +
|
|
lhs.z * rhs.z;
|
|
}
|
|
|
|
public static long DotLong (Int3 lhs, Int3 rhs) {
|
|
return
|
|
(long)lhs.x * (long)rhs.x +
|
|
(long)lhs.y * (long)rhs.y +
|
|
(long)lhs.z * (long)rhs.z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Normal in 2D space (XZ).
|
|
/// Equivalent to Cross(this, Int3(0,1,0) )
|
|
/// except that the Y coordinate is left unchanged with this operation.
|
|
/// </summary>
|
|
public Int3 Normal2D () {
|
|
return new Int3(z, y, -x);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the magnitude of the vector. The magnitude is the 'length' of the vector from 0,0,0 to this point. Can be used for distance calculations:
|
|
/// <code> Debug.Log ("Distance between 3,4,5 and 6,7,8 is: "+(new Int3(3,4,5) - new Int3(6,7,8)).magnitude); </code>
|
|
/// </summary>
|
|
public float magnitude {
|
|
get {
|
|
//It turns out that using doubles is just as fast as using ints with Mathf.Sqrt. And this can also handle larger numbers (possibly with small errors when using huge numbers)!
|
|
|
|
double _x = x;
|
|
double _y = y;
|
|
double _z = z;
|
|
|
|
return (float)System.Math.Sqrt(_x*_x+_y*_y+_z*_z);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Magnitude used for the cost between two nodes. The default cost between two nodes can be calculated like this:
|
|
/// <code> int cost = (node1.position-node2.position).costMagnitude; </code>
|
|
///
|
|
/// This is simply the magnitude, rounded to the nearest integer
|
|
/// </summary>
|
|
public int costMagnitude {
|
|
get {
|
|
return (int)System.Math.Round(magnitude);
|
|
}
|
|
}
|
|
|
|
/// <summary>The squared magnitude of the vector</summary>
|
|
public float sqrMagnitude {
|
|
get {
|
|
double _x = x;
|
|
double _y = y;
|
|
double _z = z;
|
|
return (float)(_x*_x+_y*_y+_z*_z);
|
|
}
|
|
}
|
|
|
|
/// <summary>The squared magnitude of the vector</summary>
|
|
public long sqrMagnitudeLong {
|
|
get {
|
|
long _x = x;
|
|
long _y = y;
|
|
long _z = z;
|
|
return (_x*_x+_y*_y+_z*_z);
|
|
}
|
|
}
|
|
|
|
public static implicit operator string (Int3 obj) {
|
|
return obj.ToString();
|
|
}
|
|
|
|
/// <summary>Returns a nicely formatted string representing the vector</summary>
|
|
public override string ToString () {
|
|
return "( "+x+", "+y+", "+z+")";
|
|
}
|
|
|
|
public override bool Equals (System.Object obj) {
|
|
if (!(obj is Int3)) return false;
|
|
|
|
var rhs = (Int3)obj;
|
|
|
|
return x == rhs.x &&
|
|
y == rhs.y &&
|
|
z == rhs.z;
|
|
}
|
|
|
|
#region IEquatable implementation
|
|
|
|
public bool Equals (Int3 other) {
|
|
return x == other.x && y == other.y && z == other.z;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public override int GetHashCode () {
|
|
return x*73856093 ^ y*19349669 ^ z*83492791;
|
|
}
|
|
}
|
|
}
|