add GridController for management of GridShader.shader, add RecordStates calls for path building

This commit is contained in:
Xevion
2020-11-09 13:39:35 -06:00
parent 2d5938415e
commit 3591d16832
11 changed files with 275 additions and 270 deletions

View File

@@ -22,11 +22,11 @@ namespace Algorithms {
public Stack<Node> FindPath(Vector2 Start, Vector2 End) {
this._start = Start;
this._end = End;
RecordState();
var start = new Node(Start, true);
var end = new Node(End, true);
RecordState();
_path = new Stack<Node>();
_openList = new List<Node>();
@@ -70,6 +70,7 @@ namespace Algorithms {
if (temp == null) return null;
do {
_path.Push(temp);
RecordState();
temp = temp.Parent;
} while (temp != start && temp != null);

View File

@@ -0,0 +1,102 @@
using System;
using System.Linq;
using UnityEngine;
public enum PropertyName {
GridSize,
ValueLength,
Values
}
/// <summary>
/// A simple Grid Rendering Controller using MeshRenderer.
/// </summary>
public class GridController : MonoBehaviour {
public Material gridMaterial;
public int size = 32;
private int[] _values;
private ComputeBuffer _buffer;
// Get all property IDs
private static readonly int ValueLength = Shader.PropertyToID("_valueLength");
private static readonly int Values = Shader.PropertyToID("_values");
private static readonly int GridSize = Shader.PropertyToID("_GridSize");
private void Start() {
_values = new int[size * size];
_buffer = new ComputeBuffer((int) Mathf.Pow(2048, 2), 4);
// Update all Shader properties
foreach (PropertyName property in Enum.GetValues(typeof(PropertyName)))
UpdateShader(property);
}
/// <summary>
/// Updates Shader material properties.
/// </summary>
/// <param name="property">PropertyName item representing Shader property to be updated</param>
/// <exception cref="ArgumentOutOfRangeException"></exception>
public void UpdateShader(PropertyName property) {
switch (property) {
case PropertyName.GridSize:
gridMaterial.SetFloat(GridSize, size);
break;
case PropertyName.Values:
_buffer.SetData(_values);
gridMaterial.SetBuffer(Values, _buffer);
break;
case PropertyName.ValueLength:
gridMaterial.SetFloat(ValueLength, _values.Length);
break;
default:
throw new ArgumentOutOfRangeException(nameof(property), property, null);
}
}
private void OnApplicationQuit() {
// Release ComputeBuffer memory
_buffer.Release();
}
/// <summary>
/// Loads a GridState
/// </summary>
/// <param name="gridState"></param>
public void LoadGridState(GridState gridState) {
// Loop over matrix and set values via cast Enum to int
foreach(int x in Enumerable.Range(0, gridState.Grid.Count - 1))
foreach(int y in Enumerable.Range(0, gridState.Grid[0].Count - 1))
this.SetValue(x, y, (int) gridState.Grid[x][y]);
}
/// <summary>
/// Sets a value in the 1D array at a particular 2D coordinate
/// </summary>
/// <param name="x">the X coordinate</param>
/// <param name="y">the Y coordinate</param>
/// <param name="value">the integer value</param>
public void SetValue(int x, int y, int value) {
_values[size * y + x] = value;
}
/// <summary>
/// Returns the value at a 2D coordinate within the 1D array
/// </summary>
/// <param name="x">the X coordinate</param>
/// <param name="y">the Y coordinate</param>
/// <returns>a integer value</returns>
public int GetValue(int x, int y) {
return _values[size * y + x];
}
/// <summary>
/// Converts a 2D coordinate into a 1D array index
/// </summary>
/// <param name="x">the X coordinate</param>
/// <param name="y">the Y coordinate</param>
/// <returns>the integer array index</returns>
public int GetIndex(int x, int y) {
return size * y + x;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ae862ef271614573a2ecacb6d9fa2078
timeCreated: 1604939699

View File

@@ -4,37 +4,41 @@ using System.Numerics;
using Algorithms;
public class GridState {
private List<List<GridNodeType>> _grid;
public List<List<GridNodeType>> Grid;
public GridState(NodeGrid grid, IEnumerable<Node> seen, IEnumerable<Node> expanded, Vector2 start, Vector2 end, IReadOnlyCollection<Node> path) {
this._grid = new List<List<GridNodeType>>(grid.Width);
this.Grid = new List<List<GridNodeType>>(grid.Width);
// Add walls and empty tiles
foreach (var x in Enumerable.Range(0, grid.Width - 1)) {
this._grid.Add(new List<GridNodeType>(grid.Height));
this.Grid.Add(new List<GridNodeType>(grid.Height));
foreach (var y in Enumerable.Range(0, grid.Height - 1)) {
Node node = grid.GetNode(x, y);
this._grid[x].Add(!node.Walkable ? GridNodeType.Wall : GridNodeType.Empty);
this.Grid[x].Add(!node.Walkable ? GridNodeType.Wall : GridNodeType.Empty);
}
}
// Add 'seen' tiles
foreach (Node seenNode in seen) {
this._grid[(int) seenNode.Position.X][(int) seenNode.Position.Y] = GridNodeType.Seen;
this.Grid[(int) seenNode.Position.X][(int) seenNode.Position.Y] = GridNodeType.Seen;
}
// Add 'expanded' tiles
foreach (Node expandedNode in expanded) {
this._grid[(int) expandedNode.Position.X][(int) expandedNode.Position.Y] = GridNodeType.Expanded;
this.Grid[(int) expandedNode.Position.X][(int) expandedNode.Position.Y] = GridNodeType.Expanded;
}
// Set start and end tiles
this._grid[(int) start.X][(int) start.Y] = GridNodeType.Start;
this._grid[(int) end.X][(int) end.Y] = GridNodeType.End;
this.Grid[(int) start.X][(int) start.Y] = GridNodeType.Start;
this.Grid[(int) end.X][(int) end.Y] = GridNodeType.End;
// Add 'path' tiles
if (path != null)
foreach (Node pathNode in path)
this._grid[(int) pathNode.Position.X][(int) pathNode.Position.Y] = GridNodeType.Path;
this.Grid[(int) pathNode.Position.X][(int) pathNode.Position.Y] = GridNodeType.Path;
}
public IEnumerable<GridNodeType> GetNodes() {
return this.Grid.SelectMany(nodeList => nodeList).ToList();
}
}

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@@ -0,0 +1,77 @@
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GridShader Material
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m_ShaderKeywords:
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disabledShaderPasses: []
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View File

@@ -0,0 +1,8 @@
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View File

@@ -32,257 +32,14 @@ Shader "PDT Shaders/TestGrid" {
float4 _InactiveColor;
float4 _ActiveColor;
static const float4 _gradient[250] = {
float4(0.443, 0.0, 0.0, 1.0),
float4(0.486, 0.0, 0.0, 1.0),
float4(0.506, 0.0, 0.0, 1.0),
float4(0.522, 0.0, 0.0, 1.0),
float4(0.537, 0.0, 0.0, 1.0),
float4(0.553, 0.0, 0.0, 1.0),
float4(0.573, 0.0, 0.0, 1.0),
float4(0.588, 0.0, 0.0, 1.0),
float4(0.604, 0.0, 0.0, 1.0),
float4(0.62, 0.0, 0.0, 1.0),
float4(0.639, 0.0, 0.0, 1.0),
float4(0.659, 0.0, 0.0, 1.0),
float4(0.675, 0.0, 0.0, 1.0),
float4(0.69, 0.0, 0.0, 1.0),
float4(0.706, 0.0, 0.0, 1.0),
float4(0.725, 0.0, 0.0, 1.0),
float4(0.741, 0.0, 0.0, 1.0),
float4(0.757, 0.0, 0.0, 1.0),
float4(0.792, 0.0, 0.0, 1.0),
float4(0.808, 0.0, 0.0, 1.0),
float4(0.808, 0.0, 0.0, 1.0),
float4(0.824, 0.0, 0.0, 1.0),
float4(0.843, 0.0, 0.0, 1.0),
float4(0.875, 0.012, 0.0, 1.0),
float4(0.89, 0.027, 0.0, 1.0),
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float4(0.91, 0.039, 0.0, 1.0),
float4(0.925, 0.055, 0.0, 1.0),
float4(0.945, 0.078, 0.0, 1.0),
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float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
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float4(0.0, 0.0, 0.91, 1.0),
float4(0.0, 0.0, 0.89, 1.0),
float4(0.0, 0.0, 0.875, 1.0),
float4(0.0, 0.0, 0.859, 1.0),
float4(0.0, 0.0, 0.839, 1.0),
float4(0.0, 0.0, 0.824, 1.0),
float4(0.0, 0.0, 0.808, 1.0),
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float4(0.0, 0.0, 0.773, 1.0),
float4(0.0, 0.0, 0.757, 1.0),
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float4(0.0, 0.0, 0.725, 1.0),
float4(0.0, 0.0, 0.706, 1.0),
float4(0.0, 0.0, 0.69, 1.0),
float4(0.0, 0.0, 0.675, 1.0),
float4(0.0, 0.0, 0.659, 1.0),
float4(0.0, 0.0, 0.639, 1.0),
float4(0.0, 0.0, 0.62, 1.0),
float4(0.0, 0.0, 0.604, 1.0),
float4(0.0, 0.0, 0.588, 1.0),
float4(0.0, 0.0, 0.573, 1.0),
float4(0.0, 0.0, 0.553, 1.0),
float4(0.0, 0.0, 0.537, 1.0),
float4(0.0, 0.0, 0.522, 1.0),
float4(0.0, 0.0, 0.486, 1.0),
float4(0.0, 0.0, 0.471, 1.0)
static const float4 _gridColors[7] = {
float4(255 / 255.0, 255 / 255.0, 255 / 255.0, 1.0), // Empty
float4(0 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // Wall
float4(0 / 255.0, 255 / 255.0, 0 / 255.0, 1.0), // Start
float4(255 / 255.0, 0 / 255.0, 0 / 255.0, 1.0), // End
float4(252 / 255.0, 236 / 255.0, 3 / 255.0, 1.0), // Seen
float4(252 / 255.0, 127 / 255.0, 3 / 255.0, 1.0), // Expanded
float4(166 / 255.0, 2 / 255.0, 51 / 255.0, 1.0) // Path
};
float _GridSize;
@@ -326,8 +83,8 @@ Shader "PDT Shaders/TestGrid" {
} else {
float pos = id.y * _GridSize + id.x;
if(pos < _valueLength) {
float index = clamp(floor(_values[pos] * 250), 0, 99);
color = _gradient[index];
float index = _values[pos];
color = _gridColors[index];
// color = lerp(_InactiveColor, _ActiveColor, _values[pos]);
brightness = color.w;
}

View File

@@ -3,6 +3,7 @@
--- !u!11 &1
AudioManager:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Volume: 1
Rolloff Scale: 1
Doppler Factor: 1
@@ -15,3 +16,4 @@ AudioManager:
m_AmbisonicDecoderPlugin:
m_DisableAudio: 0
m_VirtualizeEffects: 1
m_RequestedDSPBufferSize: 1024

View File

@@ -3,7 +3,7 @@
--- !u!55 &1
PhysicsManager:
m_ObjectHideFlags: 0
serializedVersion: 7
serializedVersion: 13
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
@@ -22,9 +22,14 @@ PhysicsManager:
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1
m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0
m_BroadphaseType: 0
m_WorldBounds:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 250, y: 250, z: 250}
m_WorldSubdivisions: 8
m_FrictionType: 0
m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1
m_DefaultMaxAngularSpeed: 7

View File

@@ -18,7 +18,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 1
skinWeights: 1
textureQuality: 1
anisotropicTextures: 0
antiAliasing: 0
@@ -29,9 +29,16 @@ QualitySettings:
vSyncCount: 0
lodBias: 0.3
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 4
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
@@ -46,7 +53,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@@ -57,9 +64,16 @@ QualitySettings:
vSyncCount: 0
lodBias: 0.4
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 16
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
@@ -74,7 +88,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@@ -85,9 +99,16 @@ QualitySettings:
vSyncCount: 1
lodBias: 0.7
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 64
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
@@ -102,7 +123,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@@ -113,9 +134,16 @@ QualitySettings:
vSyncCount: 1
lodBias: 1
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 256
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
@@ -130,7 +158,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@@ -141,9 +169,16 @@ QualitySettings:
vSyncCount: 1
lodBias: 1.5
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 1024
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
@@ -158,7 +193,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@@ -169,9 +204,16 @@ QualitySettings:
vSyncCount: 1
lodBias: 2
maximumLODLevel: 0
streamingMipmapsActive: 0
streamingMipmapsAddAllCameras: 1
streamingMipmapsMemoryBudget: 512
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
particleRaycastBudget: 4096
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
m_PerPlatformDefaultQuality:

View File

@@ -4,4 +4,8 @@
VFXManager:
m_ObjectHideFlags: 0
m_IndirectShader: {fileID: 0}
m_CopyBufferShader: {fileID: 0}
m_SortShader: {fileID: 0}
m_RenderPipeSettingsPath:
m_FixedTimeStep: 0.016666668
m_MaxDeltaTime: 0.05