#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS) using Unity.Mathematics; namespace Obi { public struct GridHash { public readonly static int3[] cellOffsets3D = { new int3(1,0,0), new int3(0,1,0), new int3(1,1,0), new int3(0,0,1), new int3(1,0,1), new int3(0,1,1), new int3(1,1,1), new int3(-1,1,0), new int3(-1,-1,1), new int3(0,-1,1), new int3(1,-1,1), new int3(-1,0,1), new int3(-1,1,1) }; public readonly static int3[] cellOffsets = { new int3(0, 0, 0), new int3(-1, 0, 0), new int3(0, -1, 0), new int3(0, 0, -1), new int3(1, 0, 0), new int3(0, 1, 0), new int3(0, 0, 1) }; public readonly static int2[] cell2DOffsets = { new int2(0, 0), new int2(-1, 0), new int2(0, -1), new int2(1, 0), new int2(0, 1), }; public static int3 Quantize(float3 v, float cellSize) { return new int3(math.floor(v / cellSize)); } public static int2 Quantize(float2 v, float cellSize) { return new int2(math.floor(v / cellSize)); } public static int Hash(in int4 cellIndex, int maxCells) { const int p1 = 73856093; const int p2 = 19349663; const int p3 = 83492791; const int p4 = 10380569; return math.abs(p1 * cellIndex.x ^ p2 * cellIndex.y ^ p3 * cellIndex.z ^ p4 * cellIndex.w) % maxCells; } public static int Hash(in int3 cellIndex, int maxCells) { const int p1 = 73856093; const int p2 = 19349663; const int p3 = 83492791; return ((p1 * cellIndex.x ^ p2 * cellIndex.y ^ p3 * cellIndex.z) & 0x7fffffff) % maxCells; /*var index = cellIndex - new int3(-32, -32, -32); return index.x + index.y * 64 + index.z * 64 * 64;*/ } } } #endif