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nav_mesh_node.cpp.go
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114 lines (101 loc) · 2.94 KB
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package unityai
func HashRef(a NavMeshPolyRef) uint32 {
// Thomas Wang's 64bit to 32bit.
a = (^a) + (a << 18) // key = (key << 18) - key - 1;
a = a ^ (a >> 31)
a = a * 21 // key = (key + (key << 2)) + (key << 4);
a = a ^ (a >> 11)
a = a + (a << 6)
a = a ^ (a >> 22)
return uint32(a)
}
//////////////////////////////////////////////////////////////////////////////////////////
func NewNavMeshNodePool(maxNavMeshNodes, hashSize int32) *NavMeshNodePool {
Assert(hashSize != 0)
Assert(IsPowerOfTwo(hashSize))
pool := new(NavMeshNodePool)
pool.m_MaxNavMeshNodes = maxNavMeshNodes
pool.m_HashSize = hashSize
pool.m_NavMeshNodeCount = 0
pool.m_NavMeshNodes = make([]NavMeshNode, maxNavMeshNodes, maxNavMeshNodes)
pool.m_First = make([]NavMeshNodeIndex, hashSize, hashSize)
for i := range pool.m_First {
pool.m_First[i] = kNavMeshNodeNullIndex
}
pool.m_Next = make([]NavMeshNodeIndex, maxNavMeshNodes, maxNavMeshNodes)
for i := range pool.m_Next {
pool.m_Next[i] = kNavMeshNodeNullIndex
}
return pool
}
func (this *NavMeshNodePool) Clear() {
for i := range this.m_First {
this.m_First[i] = kNavMeshNodeNullIndex
}
this.m_NavMeshNodeCount = 0
}
func (this *NavMeshNodePool) FindNavMeshNode(id NavMeshPolyRef) *NavMeshNode {
bucket := HashRef(id) & uint32(this.m_HashSize-1)
i := this.m_First[bucket]
for i != kNavMeshNodeNullIndex {
if this.m_NavMeshNodes[i].id == id {
return &this.m_NavMeshNodes[i]
}
i = this.m_Next[i]
}
return nil
}
func (this *NavMeshNodePool) GetNode(id NavMeshPolyRef) *NavMeshNode {
bucket := HashRef(id) & uint32(this.m_HashSize-1)
i := this.m_First[bucket]
var node *NavMeshNode
for i != kNavMeshNodeNullIndex {
if this.m_NavMeshNodes[i].id == id {
return &this.m_NavMeshNodes[i]
}
i = this.m_Next[i]
}
if this.m_NavMeshNodeCount >= this.m_MaxNavMeshNodes {
return nil
}
i = NavMeshNodeIndex(this.m_NavMeshNodeCount)
this.m_NavMeshNodeCount++
// Init node
node = &this.m_NavMeshNodes[i]
node.pidx = 0
node.cost = 0
node.total = 0
node.id = id
node.flags = kNew
this.m_Next[i] = this.m_First[bucket]
this.m_First[bucket] = i
return node
}
//////////////////////////////////////////////////////////////////////////////////////////
func NewNavMeshNodeQueue(n int32) *NavMeshNodeQueue {
queue := new(NavMeshNodeQueue)
queue.m_Heap = make([]*NavMeshNode, n+1, n+1)
return queue
}
func (this *NavMeshNodeQueue) BubbleUp(i int32, node *NavMeshNode) {
parent := (i - 1) / 2
// note: (index > 0) means there is a parent
for (i > 0) && (this.m_Heap[parent].total > node.total) {
this.m_Heap[i] = this.m_Heap[parent]
i = parent
parent = (i - 1) / 2
}
this.m_Heap[i] = node
}
func (this *NavMeshNodeQueue) TrickleDown(i int32, node *NavMeshNode) {
child := (i * 2) + 1
for child < this.m_Size {
if ((child + 1) < this.m_Size) && (this.m_Heap[child].total > this.m_Heap[child+1].total) {
child++
}
this.m_Heap[i] = this.m_Heap[child]
i = child
child = (i * 2) + 1
}
this.BubbleUp(i, node)
}