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